If it IS a Blood Asp, then one of it's weapons is now a UAC20 instead of a Gauss Rifle.
How are you figuring that? The difference with the shadows of those shoulder pods looks more like the angle of the ground than the type of gun. That said, there are a couple versions of the Blood Asp that mount big ACs, so you could well be right.
Hangtime? Meaning wait until the missiles get to the top of their arc and skitter up a nearby hill?
You'll want to make your move just before impact if you can. The shorter the distance between you and the missiles, the harder they're going to have to turn to bring themselves back on target. Time it right and, just like a 'Mech with JJs, the LRMs should sail right under you. They'll either impact the hill or they'll attempt to arc around for another pass above you, but unless they were fired from very short range they'll run out of fuel before they manage it and detonate somewhere overhead.
With LRMs, it's important to understand their flight characteristics. They're fast, but their turning radius is fairly large (I'm sure one of the devs could give you the exact numbers if you ask real nice), meaning they don't compensate well for fast-moving targets. It's easier to hit someone with an AC that's closing straight toward you then it is one that's circling you at the same speed, right? Well, same for LRMs. The faster you can move across their field of vision, the less likely they are to be able to track you.