The Neutral Game
Long Range: Your Tools vs Her Tools
At this range, you are aiming to keep Mu from setting up steins by using your drive. Mu will most likely try to set up single steins to play it safe and eventually get you to whiff a sword so she can dash in or use her 236D/214D to force her way in. If she sets up a stein, you want to make her block a sword so the laser won't come out. 214D isn't that useful here since it lets her set up a stein and she can easily cancel it out. However, our drive is very powerful here and prevents Mu from easily getting momentum, making it hard for her to get close. Be careful about using 214D~C as Mu can dash 6C and FC you.
Medium Range: Your Tools vs Her Tools
At this range, you generally need to watch out for her C moves. FC 6C deals ridicous damage (like 7K+) and She will be aiming to make you guess 5D/6D and punish your whiffed drive. You will either be aiming to punish her whiffing a move or setting up a stein or creating space. Your own dash 2B or 3C can be good for stuffing her 5C/6C if you think she will do them.
Don't try to fight Mu air to air if you are within her jC range. It is faster than our air drive moves and Mu has forever to pick up a combo from a CH and it will deal good damage.
Close Quarters: Your Tools vs Her Tools
Her buttons are better than yours. Her 2A, 2B and 5B (which is like our 6B, except it has issues hitting crouchers) are faster. 5C can catch our backdash as well as if we are holding upback. Her AAs are good and her 2C in particular has a large hitbox and gives them an easy CH combo.
Offense and Defense
Her Offense
Moves that gatling into her overhead: 5A, 2A, 5B
Moves that can be jump canceled: 5A, 6A, 5B, 2C (on hit only), 3C
Mu will be mostly using stagger pressure. Very similar to what Lambda can do except safer. Her steins can be very annoying and the lasers can be used as frame traps to prevent you from mashing out and reset pressure. She can also use them to set-up crossups. Her overhead is safe and since both hits are overheads, you have to watch out for 6B[first hit] RC 2B. She can also do jump cancel > j2C for another quick overhead. She can convert from it with 50 meter or a CH. Otherwise, she will probably cancel in 236A to make it safe.
You will be doing the same as always. IB to make gaps and barrier block to make distance. Backdash is pretty good to escape Mu's A and B normals, though you have to be careful since she does have pokes with long range. You have to respect Mu's pressure when it is backed up by steins. Avoid 214D and 236D as much as you can.
Her Defense
The most noticeable thing here is her DP. It is different from all the other DPs in the game. Rather than being invincible, it is guard point. So safe jumps and meaties are useless against it. But it has short range and it tends to clash a lot, which is a good thing.
Her AAs are as good as yours and her pokes are faster so be careful or mashing and trying to reset your pressure with jump cancels. Her backdash is the same as Lambda's so deal with it accordingly. If you are pressuring her and a laser is coming at you, either throw her or jump cancel.
If you are too far away when you land 3C, Mu is able to backdash 236D on wake-up. She can also do a dashing 632146C on wake-up as well to beat 236D.
Frame Data: Advantageous, Disadvantageous, and Punishable Moves
Neutral/Advantageous Moves:
2B: 0 63214C (Lv 3): +3 63214C (Lv 4): +7 214D: +40 Disadvantageous Moves: 5C: -4, can cancel into steins or special moves, can gatling into 6C if she is far enough away or 3C if close range, be careful 6B: -1, can cancel into special moves, be careful 6C: -27, can cancel into steins or special moves Punishable Moves: 63214C (Lv 1): -10, space dependent, have to be pretty close 63214C (Lv 2): -10, same as above 623C: -27 632146C: -32
Gimmicks and Resets
6B is two hits. Both of her 6B hits are overheads and each has 18 frames of blockstun. A popular thing for Mu to do is 6B (1st hit) RC 2B. This is gapless and pretty much turns any situation where you block the first hit of 6B and Mu has 50 heat into a 50-50 where you have to guess if she will RC and go low or just let the second hit of 6B go
Match Summary
Zone her. This is a momentum based match. Lambda's tools do very well against Mu near full screen since it stops Mu from freely setting up steins and Lambda can force Mu to block so the stein lasers don't come out. This makes it hard for Mu to start playing the way she likes to. However, if you mess up your neutral and Mu manages to get in and land a knockdown, you'll be hard pressed to get out due to her pressure (with steins) and oki being great.
Misc
[*]6C > 63214C can whiff if Mu is too far away. A good distance to remember is the distance between characters at the start of the round. If you are that far away when Mu makes you block 6C, then 63214C will whiff. Good Mu will cancel in steins. Bad Mu will let you CH 5D them when they whiff 63214C.
[*] Can follow up 236B in the corner with 5B and 5A
[*] Can do 236C > 236D with or without the dash
Discuss and let's see what's wrong with it