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Aginor

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  1. 7. Credits Kurushii Ginseng C0R FlyingVe http://blazblue.wikia.com/wiki/Mu_(μ-12)
  2. 6. Setups Note: xD means you can use either 2D, 4D, 5D, or 6D.
  3. 5. Combos Notation Legend () - Optional, used mainly for combo enders or notes (ex. 6c > xd > (xd > 612346c) x - Button input of your choice (ex. 6c > xd is a stein placement of your choosing ~ - Continue until appropriate, used to fix range/spacing issues (ex. 66~6a) []x# - A loop, repeat bracketed inputs (#) times ex. ([2b > 6a > j.2c]x3) : - Minor Delay, as to not overly spell out waiting periods (ex. 6a > :6b) When reading µ's combos, some keywords may apply, the most notable being Habacan. Short for Habakiri-Cancel, this is used as shorthand for 214d(no hit/whiff). A reoccurring combo mechanic. Midscreen: (2A) > 2B > 2C > 5C > 63214C = 1476(1284)/10(11) (4)B+C > 5C > 6C > 5D > 63214C = 1588/12, 1 5C (crouching) > 2C > 6C > 5D > 63214C = 2136/12, 1 6A > 2C > sj.C > jc > j.C > j.2C > j.xD = 1931/13, 1 6A > jc > j.2C > dash 2B > 5C > 6C > 6D > 632146D = 2693/13[-50], 1[-1] (4)B+C > dash 6A > 5C > 6C > habacan > 6A > :6B > 5C > 6C > 5D > jc > j.2C > j.x[D] = 2399/28, 2 B+C (AtA) > RC > 6B > dash 6A > jc > j.2C > dash 2B > 6A > 6C > 5D > jc > j.2C > j.x[D] = 3531/[-50]15 6C (FC) > 63214C (level 4) > RC > dash 2B > 6A > jc > j.2C > j.5D> [dash 2B > 5C > 2C > jc > j.2C > j.5D]x3 = 5234/[-50]39, 4 Corner: (2A) > 2B > 5C > 63214C > 6A > :6B > dash 6A > jc > j.2C > 2B > 5C > 2C > jc > :j.2C > j.x[D] = 3308(2821)/32(33), 2 214D > 6B > 5C > 2C > 7jc > j.C > j.2C > 63214C > 6A > 6C > xD > 8jc > j.B > j.C > j.2C > 3C > 63214C > 6A > 632146C = 6130/50[-50], 1 5B > 5C > 63214C > 6A > :6B > dash 6A > j.C > j.C > j.2C > 2B > 6A > 6C > 5D > j.C > j.2C > 63214C > 6A > 632146C = 6020/46[-50] 6B > 63214C > 6A > jc > j.2C > dash 2B > 6A > jc > j.2C> j.5D > 2B > 5C > 2C > j.2C (> 3C > 632146C) > j.xD = 3229(4523)/33(35-50), 2(1)
  4. 4. Tactics 1. 2C vs 6A Some of you may be wondering when to use 2C and 6A. Mu also has a DP but it shouldn't be used as an anti-air because it is relatively unsafe on block and it isn't even air unblockable. Mu's general answer to jump ins is one of these two moves. The differences between these two moves is the start up and the hitboxes of each of them. 6A is faster but the hitbox is more horizontal than vertical while 2C is slower but has more of a vertical hitbox. Now that we know the differences, we can talk about when to use each of these moves. 6A Hitbox 2C Hitbox Since 6A comes out faster than 2C, it should be used more for close jump ins. An example would be when Jin jump cancels a certain move into j.B in a blockstring, Mu should use 6A. If 2C was used, Mu would be hit out of the move during the start up animation. 2C should be used when an opponent is air dashing in on Mu from 3/4 to full screen. Then, one should be able to react and counter the opponent's jump in with a 2C. 6A isn't reliable in this situation due to a really small horizontal hitbox so it isn't guaranteed to beat out certain moves. The new 2C > 5C gatling makes 2C more reliable, as you can now cancel into another air unblockable if the spacing is right, if 2C is counterhit, you can whiff the gatling and still pick up into a full combo. 2. 236D vs 214D While both specials destroy your steins, they have very different uses. Both moves have a lot of startup, and normally should not be used in tight situations, yet both also provide a very strong advantage to Mu when used. 236D stays active longer and protects Mu while it's out, allowing for generally safe mixup and movement. The damage and proration on the laser is also very good, so picking up combos off of it can lead to good damage. Performing a combo on an opponent while the laser is active may cause the laser to disrupt your combo, so pay attention. 214D is very plus on block, giving a 40 frame advantage, as well as removing a primer. It also does a truckload of damage on hit, picking the opponent off the ground and leading to very strong combos. However it will still destroy your steins if you're hit during the startup, and the explosions are rather easy to avoid. The move is often used in setups or traps to catch your opponent making a mistake.
  5. 3. Gatlings Normal Gatling Chart: 5A: 5A 2A 6A 5B 6B 5C 2C 3C 6C 2A: 5A 2A 6A 5B 2B 6B 5C 2C 3C 6A: 5B 2B 6B 5C 2C 3C 6C 5B: 6A 2B 6B 5C 2C 3C 2B: 6A 5B 5C 2C 3C 6B: n/a 5C: 2C 3C 6C 2C: 5C 3C 6C 3C: n/a 6C: n/a j.A: j.B j.C j.2C j.B: j.A j.C j.2C j.C: j.B j.2C j.2C: n/a Note: You cannot use 2B more than once in a string. Jump Cancellable Moves: Note: The following moves are jump cancellable on hit or block unless otherwise noted. Note: xD means you can use either 2D, 4D, 5D, or 6D. 5A 6A 5B 2C 3C j.A j.B j.C *On hit only xD j.xD Stein Cancellable Moves: All moves can be stein cancelled on hit or block except for the following moves: 6B j.2C *Can only be cancelled into a stein on hit Throw Cancellable Moves: 5A 2A j.A Special Cancellable Moves: All normal moves are special cancellable.
  6. 2. Movelist 5A - Extends her arm in front of her. - Whiffs on most crouching opponents. - Works as a quick anti-air 2A - Standard crouching jab 6A - Air unblockable - Has head attribute invincibility - Has more of a horizontal hitbox than vertical hitbox - Can be jump cancelled 5B - Decent range and speed - Whiffs on most crouching characters at max range. - Hits all crouching characters within 75% of the maximum range. - Air unblockable 2B - Great poke if opponent is within 5c range - Frame advantage is even on block 6B - 2 hits - Both hits count as overheads - Doesn’t cancel into anything except specials and distortion drives - Air unblockable 5C - Great range - Little slow to start up - Air unblockable 2C - Air unblockable - Has head attribute invincibility - Can be jump cancelled 6C - Decent mid to long range punish - Has projectile properties - Fatal counter properties on counter hit - Has a minimum range - Can be cancelled into steins - Opponent cannot tech until they hit the ground 3C - Low sweep - Can be jump cancelled on block or hit - Air unblockable j.A - Decent start up - Horizontal hitbox only containing the arm j.B - Horizontal hitbox bigger than j.A but smaller than j.C - Mostly used as a jump in move j.C - Long Range - Decent start up - Whiffs on most crouching characters - Used for air to air situations j.2C - Slow to start up - Mostly used in loop combos - Can be cancelled into 236a to make it safer 236D - Can be performed in midair - Slow start up - Guaranteed to strike the opponent after it becomes active, even if Mu is hit - Travels to every stein from most recent to oldest summoned and then tracks to the opponent 236A - Can be performed in midair - Projectile properties - Has a set trajectory - Hits 5 times. - Can be used to absorb projectiles. - Very effective zoning tool 623C - Decent range for dragon punch - Can’t combo it into anything unless rapid cancelled - Has full body guard point in addition to invincibility 63214C - Has 4 levels - Takes off guard primers (1, 1, 1, 2) - Damages for each level (920, 1020, 1120, 1520) - Wall bounces in corner - Has fatal counter properties on counter hit - Air unblockable 214D - Breaks a guard primer for each stein the opponent blocks - Can combo after this move even if you are a full screen away from opponent - Slow start up - Projectile properties 632146C - Can be used as a reversal - Can be used as a combo ender for good minimum damage 632146D - Does decent chip damage - Amount of damage it does is relevant to how many steins are placed, location, and character hitbox - Usually used in combos - Can be used to continue a combo after 6c and prevent opponent from bursting 222D - Slow start up - Can be combo’d into from 3C and 6B xD/j.xD - Jump cancellable - Special cancellable - Can cancel into another D once on the ground, twice in the air - Cannot cancel into the same stein twice in a string. (ex. You cannot do 5D 5D) Note: xD means you can use either 2D, 4D, 5D, or 6D. Stein Placement Note: The following stein placement charts are in relative to where Mu is on the screen. In these pictures, Mu is at the position where the 2 lines meet. Frame Data
  7. 1. Introduction Profile Height: 157cm Weight: 48kg Birthday: January 7 Blood Type: A Birthplace: The 13th Hierarchical City "Kagutsuchi" Drive: Stein Gunner This is the true form of Noel Vermillion after fusing with the True Azure Grimoire through Terumi's ambitions to destroy the Master Unit "Sankishin" using the sword, Kusanagi, and erase the world from its existence. Due to his influence, she believes that the world is filled with nothing but lies. Ragna fights and defeats her by waking Noel's mind, but causes his Armagus and his left arm to be destroyed. Pros: -Strong anti-air game -Strong mid-range game -Powerful zoning capabilities -High damage output Cons: -Weak mixups -Low life -Poor jumpins Life: 10,000 Guard Primers (GP): 5 Color Chart
  8. μ-12 Guide Version 1.1 Updates: 6.12.11 - Re-posted μ-12 Guide for CS2 6.29.11 - Added some combos. Will make it look better and add more later. 8.9.11 - Modified one combo in combo section and added color coding for damage/meter/steins. Before reading this guide... Make sure you understand the material contained within the links below. Blazblue Continuum Shift System Guide System Data Conventions & Notations Table of Contents 1. Introduction 2. Movelist 3. Gatlings 4. Tactics 5. Combos 6. Setups 7. Credits
  9. He lost to Xie and someone else.
  10. Same. Makoto has trouble getting in on Mu so it really isn't too much of a problem. Just make sure you don't get hit! loll.....
  11. Updated first post with some nice info.
  12. .......... Go to Japan and play if you want to play Mu's that don't hold up back all day. Or you could alternatively go to PNW...
  13. Well...you can carpool with me or dacidbro. It doesn't really matter since I'll pass by that area anyways.
  14. I'll be there! If anybody from the south bay is going I can carpool. Let me know. =p I'll be heading up there through 680->280.
  15. ok so uhh.... 1. 2C CH > 6C works but I'd rather just do 2c ch > jc > iad.f > j.c > j.2c > dash > 3c > sod. Better corner carry or if you want oki then replace 3c > sod with 2b > 5c > 6c. 2. 6A CH > 236A I recommend NOT doing this. It only works if they tech neutral. If they tech forward or back, you're essentially putting the game back into neutral which I don't really suggest. 3. (Corner) SoD / pickup 2B > 6A > j.2C > j.236A I haven't been able to use the j.236a as oki. I'd rather put out steins and stuff and then do 236a. Refer to the third setup in the corner setups. It's much more efficient as this one even if the opponent neutral techs, they can still DP you. 4. 214D (hit) > 6B> 6A. j.2C > j.236A Why not just do 2b > 5c > 6c after the j.2c? After the 6c you have the option of corner carry or oki. As with the previous setup, I'm pretty sure they can DP you... In recent news, I've been working on a new midscreen setup. It's mostly good but have to test a few more things out.
  16. 2. Corner Setups These setups assume you just finished a corner bnb that creates steins in the corner and ends with j.2c. More to come. 3c > 214d - The go-to braindead setup for easy oki and mixup. 214d provides you with a huge window to do, basically, whatever you want, and breaks a primer to boot. Mu can also recover in time to block wakeup reversals. The largest benefit of this setup is that if you manage to hit your opponent it leads into very substantial damage. j.x[d] - This ender works similar to the 5[d] ender midscreen, covering Mu's mixup and allowing for a more pinpoint, aggressive offense. 8:j.2c > j.5d > 236a - A passive setup that leaves Mu completely protected, though airbourne. Meaty 236a will punish all rolls and force block on wakeup, whereas Mu is far above the range of any dp, including Infernal Divider and Ashura. Mu can fall after the 236a into a j.b/2b mixup, which is for the most part hidden by the 236a graphic. In addition to all this the j.5d will hit after the 236a is done, providing even more time for Mu to do as she wishes. In the case where the opponent tries to dp, it will be punished by either j.5d will combo off 236a, giving you ample time to pick up a punish combo, albeit a heavily prorated one.
  17. 1. Midscreen Setups These are good examples of midscreen options in combos ending with 6c. More to come. 6c > 5[d] > IAD - Provides the a high number of options on the opponent's wakeup. Mu can block wakeup dp, as well as go for a high/low with j.b/2b. Mu can also throw the opponent before the laser hits, or tick throw off the laser hit. It is important to note that the laser will not catch the opponent from rolling or hit meaty on neutral tech, but instead covers your options on their wakeup. Another bonus is that IAD > land 6b will cause the laser to hit after 6b, and allows you to combo off it where you usually could not. Landing 2b will catch forward rolls, whereas if the opponent rolls away then tries to jump out, the laser can still clip them. 6c > :5d > SoD - This setup is universally safe, it moves the opponent far out of range of things like wakeup dp. It will also catch both forward and backwards rolls. In the corner, because they recover in the air, the laser will force them to block no matter what direction they air tech. Very safe setup providing ample time to set more steins or move into other specials. 2b > 5c > 6c > 2d > j.2c > j.2d > 236a - This setup is safe, it moves the opponent out of range of things like wakeup dp. It will catch the forward roll. If the opponent neutral techs, the opponent will be forced to block the oncoming lasers which will allow you to set more steins or mix up the opponent. If the opponent uses the backward roll option, they have the choice of staying where they are to block the lasers or jump at you and air dash in. By the time the opponent is approaching you, you will have more than enough time to AA their move or air throw them if they think you will AA them. This setup is most effective if you have an extra stein behind the opponent. At this stage, you can use 236d and mix up your opponent in many different ways. 2b > 5c > 6c > 2d > 8:j.2c - This setup is mostly safe. It will catch any opponent that tries to roll forward and automatically bait most DPs and reversals. If the opponent forward rolls, j.2c will catch the opponent and you can do another combo. If they neutral tech reversal, it will whiff and the stein that you had set will counter hit your opponent. If they backwards roll, they will be across the screen from Mu which will allow her to zone again.
  18. I actually find this match a lot easier than what it used to be in cs1. You really have to bait out jayoku houtenjins (serpent's rapture?). I felt the key to the match up is zoning. If you can set up steins then that puts haz in a bad position. I feel with habaya and steins, it wasn't too bad. I also felt like other match ups except more important against haz is if you get him in the corner, you really want to contain him there and don't let him get out. Moves like 5c and j.c will help you do that. Just bear in mind at those ranges, be careful of haz 3c.
  19. I've played a little against Jin. From how it seems to me, you really have to zone in this match up. I do feel Mu has the range advantage on normals due to 5c. Once jin starts his pressure on you, you really have to wait for a gap and dp. In terms of anti-airs, mu's 2c was beating jin out but then again, I timed it early when I played. This was against j.b I was assuming and I got a CH. So the AAs probably depend on the range. The main mix up you have to watch out for is whether Jin will throw you or not. He'll mix it up between throwing and 6b. The answer is DP but he could be baiting it. So just be careful about that.
  20. Whatever about renaming the thread. This is talking about changes from cs1 to cs2 and how people feel. About people not really liking mu well....cs2 has a lot of new mechanics and it just came out about a week ago? The game needs more time to develop than just 1 week. I'd trade those vortex setups for more solid play. A better 236a really helps against hazama and that was one of her worst match ups in cs1. I feel her zoning game got A LOT better. In terms of counter assaults/dead angles they got better but you have to be more dedicated to what move you're doing it against. With a safe 6b, you can hitconfirm into sod. As for oki, there are still setups just you can't do it as frequently anymore. Besides for most match ups, you'll probably want to keep your opponent away anyways. I feel if you want to get good with mu, you'll need good spacing and zoning.
  21. Discuss the match up here.
  22. Discuss the match up here. The Good: - 5c easily beats Sledge, leading to good damage off CH - Mu's zoning is a nightmare for Tager, especially when he's under fire from charged steins and command laser - Simply running underneath a jumping Tager to the other side will negate almost all of his approach options, as his ground ones are completely stuffed by 5c and lasers The Bad: - 6c is a projectile, don't use it as a poke or it will get sledged - As soon as you are magnitized this matchup becomes much harder, be sure to avoid Spark Bolt by whatever means possible - Tager's j.2c can bait antiairs, make sure he's in range before letting loose with one - It's while it may be easy to win by "playing lame", don't get cocky, Tager can still kill you for poor rushdown approaches
  23. Discuss the match up here. The Good: - Tsubaki can't follow up her 5b at max range - Tsubaki really has to get in close in order to really do any damage. Even if she does, if Tsubaki makes a mistake, Mu can just DP and put Tsubaki full screen away again. - Mu is good at keeping Tsubaki out with her tools. (5C, 2C, j.C, 236A, steins) The Bad: - Tsubaki's 5b has a really good hitbox - She builds up a lot of charge in a very short amount of time. Watch out for her charge as she may use it for D DP and follow ups or just to get in or the 22d unblockable setup. - Don't get predictable otherwise you can get CH'd by Tsubaki's 214X move series.
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