Health | Double Jumps/Airdashes | Dash Type | |||||||
---|---|---|---|---|---|---|---|---|---|
10,000 | 1 | Run | |||||||
Overdrive Duration (in frames) | |||||||||
100 – 90% | 89 – 80% | 79 – 70% | 69 – 60% | 59 – 50% | 49 – 40% | 39 – 30% | 29 – 20% | 19 – 10% | 9 – 0% |
180 | 210 | 240 | 270 | 300 | 390 | 420 | 450 | 480 | 600 |
Mu, like her sister units, is a glass cannon with low defense, but terrifying offensive potential with her Drive projectiles. Unlike Lambda, who uses her projectiles for zoning, Mu's projectiles are suited for locking down the opponent and creating dangerous unblockable traps. Those familiar with Guilty Gear will find her overall playstyle similar to Testament and Dizzy.
Her Drive, Steins Gunner, summons a small orb at a set location depending on the direction used with the Drive button. Once these are out, you can begin your battle plan. The way you set up your Drives can mean life or death when it comes to Mu. You can choose to either fall back and lure your opponent in with your various assets (no, not those), or go charging in to lock them down with projectile mixup.
Many of your setups will often involve Totsuka Blade and/or Arrows of Heaven. Arrows of Heaven arc upward, and can prevent jump-ins from opponents as well as lead into some combos. Totsuka Blade is absolutely essential to your game plan because after setting your Drives, it is one of only two options you can do with them, and is the most often-used of the two. The other, Divine Wrath of the Heavens, is more of an opportunistic move due to its trap-like properties and stun potential to lead into combos. And remember, should you find yourself in a jam, use Origins to knock your opponent away and give you some breathing room.Move Lists
Normals
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Throws
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Drive
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Overdrive
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Exceed Accel
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Special Attacks
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Distortion Drives
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Astral Heat
Normals
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Throws
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Drive
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Special Attacks
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Distortion Drives
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