Difference between revisions of "The Last Blade 2/Mukuro"
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[[File:mukuro121.gif|right|frame]] | [[File:mukuro121.gif|right|frame]] | ||
==Overview== | |||
Mukuro is an incredibly powerful rushdown character with access to some of the most consistent yet varied approach tools in the game and the strongest yet most easily reset pressure out of anyone in the roster. Mukuro's high confirmability into high meter build and frequently max damage combo routes make him blow-for-blow the most damaging character in the game, letting him take more risks playing neutral than nearly any other character. Although he's at a significantly more noticeable advantage when directly in the opponent's face and has the tools to get there, Mukuro technically has a rather well rounded kit that consistently gives him multiple solid options to rotate between regardless of where he's currently standing on the screen, making an experienced player difficult to predict. If you're looking for a character that can let you go in and decide matches in the blink of an eye through freeform pressure, then you simply can't go wrong picking Mukuro up. | |||
<br> | |||
<div class="movelist-toggles"> | |||
<div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div> | |||
</div> | |||
<div id="movelist-1" class="movelist"><!-- Power --> | |||
{{ProConTable | |||
|pros= | |||
* Low statured and fast command run making both approaching and pressuring many characters trivial | |||
* The best pressure out of any character in the game, consistently resetting safely into mixups with hitconfirms on nearly everything | |||
* Great oki | |||
* Varied air movement options | |||
* Absurdly high damage and meter build off nearly any hit | |||
* High base damage and hitstun on most neutral tools, making trades futile | |||
* Safe rebounding normals, providing insurance against both switch guard and guard cancel | |||
|cons= | |||
*''None'' | |||
Although beyond close range Mukuro's individual moves have exploitable shortcomings, he has a large number of different options anywhere on the screen with little to no overlap in countermeasures an opponent can employ against his kit as a whole. Even when at a nominal shortcoming on paper, he usually possesses an alternative means to deal with the interaction (such as crawl serving as a pseudo reversal to make up for relatively slow abare in every applicable scenario). As such, there is no phase of the game where he can be honestly considered less than average compared to the cast at large. | |||
}}</div> | |||
<div id="movelist-2" class="movelist"><!-- Speed--> | |||
{{ProConTable | |||
|pros= | |||
* Low statured and fast command run making both approaching and pressuring many characters trivial | |||
* The best pressure out of any character in the game, and even better than power mode | |||
* Great oki | |||
* Varied air movement options | |||
* Absurdly high damage and great oki off nearly any hit | |||
* Terrifying buffered cancels from disjointed normals | |||
* Incredible hitconfirms | |||
|cons= | |||
* '''None''' | |||
}}</div> | |||
<div id="movelist-3" class="movelist"><!-- EX --> | |||
{{ProConTable | |||
|pros= | |||
* Same strengths as speed, with higher damage from throw | |||
|cons= | |||
*Large defense penalty | |||
Though not strictly a weakness, it's worth noting Mukuro's damage is usually at (or very close to) damage cap and his pressure is already so strong that he doesn't gain much from the extra damage or chip most characters get from EX.}} | |||
</div> | |||
==Strategy== | |||
Placeholder. Crawl and hop j.b are very good and if you can get in you start winning so use them. | |||
==Normals== | ==Normals== | ||
Line 11: | Line 59: | ||
|version= Power | |version= Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 9 | ||
|active= 2 | |active= 2 | ||
|recovery= 22 | |recovery= 22 | ||
Line 25: | Line 73: | ||
|version= Speed | |version= Speed | ||
|damage= 8/0 | |damage= 8/0 | ||
|startup= | |startup= 9 | ||
|active= 2 | |active= 2 | ||
|recovery= 22 | |recovery= 22 | ||
Line 46: | Line 94: | ||
|version= Power | |version= Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= 8 | |recovery= 8 | ||
Line 60: | Line 108: | ||
|version= Speed | |version= Speed | ||
|damage= 8/0 | |damage= 8/0 | ||
|startup= | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= 8 | |recovery= 8 | ||
Line 83: | Line 131: | ||
|version= Power | |version= Power | ||
|damage= 28/3 | |damage= 28/3 | ||
|startup= | |startup= 12 | ||
|active= 2 | |active= 2 | ||
|recovery= 29 | |recovery= 29 | ||
Line 98: | Line 146: | ||
|version= Speed | |version= Speed | ||
|damage= 16/0 | |damage= 16/0 | ||
|startup= | |startup= 12 | ||
|active= 2 | |active= 2 | ||
|recovery= 29 | |recovery= 29 | ||
Line 121: | Line 169: | ||
|version= Power | |version= Power | ||
|damage= 43+10/5(1) | |damage= 43+10/5(1) | ||
|startup= | |startup= 24 | ||
|active= 2-2 | |active= 2-2 | ||
|recovery= 27 | |recovery= 27 | ||
Line 135: | Line 183: | ||
|version= Speed | |version= Speed | ||
|damage= 16+9/3+2 | |damage= 16+9/3+2 | ||
|startup= | |startup= 24 | ||
|active= 2-2 | |active= 2-2 | ||
|recovery= 27 | |recovery= 27 | ||
Line 156: | Line 204: | ||
|version= Power | |version= Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 4 | ||
|active= 3 | |active= 3 | ||
|recovery= 14 | |recovery= 14 | ||
Line 170: | Line 218: | ||
|version= Speed | |version= Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 4 | ||
|active= 3 | |active= 3 | ||
|recovery= 14 | |recovery= 14 | ||
Line 191: | Line 239: | ||
|version= Power | |version= Power | ||
|damage= 19/2 | |damage= 19/2 | ||
|startup= | |startup= 6 | ||
|active= 2 | |active= 2 | ||
|recovery= 29 | |recovery= 29 | ||
Line 205: | Line 253: | ||
|version= Speed | |version= Speed | ||
|damage= 6/0 | |damage= 6/0 | ||
|startup= | |startup= 6 | ||
|active= 2 | |active= 2 | ||
|recovery= 29 | |recovery= 29 | ||
Line 225: | Line 273: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 61 | |damage= 61 | ||
|startup= | |startup= 46~66 | ||
|active= 7 | |active= 7 | ||
|recovery= 48 | |recovery= 48 | ||
Line 245: | Line 293: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 23 | ||
|active= 2 | |active= 2 | ||
|recovery= 26 | |recovery= 26 | ||
Line 266: | Line 314: | ||
|version= Power | |version= Power | ||
|damage= 21/- | |damage= 21/- | ||
|startup= | |startup= 32 | ||
|active= 4 | |active= 4 | ||
|recovery= 27 | |recovery= 27 | ||
Line 280: | Line 328: | ||
|version= Speed | |version= Speed | ||
|damage= 19/- | |damage= 19/- | ||
|startup= | |startup= 32 | ||
|active= 4 | |active= 4 | ||
|recovery= 27 | |recovery= 27 | ||
Line 301: | Line 349: | ||
|version= Power | |version= Power | ||
|damage= 2×8, 8×3, 10 (total 50) | |damage= 2×8, 8×3, 10 (total 50) | ||
|startup= | |startup= 1 | ||
|active= - | |active= - | ||
|recovery= 33 | |recovery= 33 | ||
Line 315: | Line 363: | ||
|version= Speed | |version= Speed | ||
|damage= 2×8, 7×2, 5, 9 (total 44) | |damage= 2×8, 7×2, 5, 9 (total 44) | ||
|startup= | |startup= 1 | ||
|active= - | |active= - | ||
|recovery= 33 | |recovery= 33 | ||
Line 343: | Line 391: | ||
|version= Power | |version= Power | ||
|damage= 7+7/0 | |damage= 7+7/0 | ||
|startup= | |startup= 7 | ||
|active= 3-(3)-4 | |active= 3-(3)-4 | ||
|recovery= 16 | |recovery= 16 | ||
Line 358: | Line 406: | ||
|version= Speed | |version= Speed | ||
|damage= 5+5/0 | |damage= 5+5/0 | ||
|startup= | |startup= 7 | ||
|active= 3-(3)-4 | |active= 3-(3)-4 | ||
|recovery= 16 | |recovery= 16 | ||
Line 382: | Line 430: | ||
|version= Power | |version= Power | ||
|damage= 8+24/1+3 | |damage= 8+24/1+3 | ||
|startup= | |startup= 13 | ||
|active= 10-(4)-2 | |active= 10-(4)-2 | ||
|recovery= 29 | |recovery= 29 | ||
Line 397: | Line 445: | ||
|version= Speed | |version= Speed | ||
|damage= 7+19/0 | |damage= 7+19/0 | ||
|startup= | |startup= 13 | ||
|active= 10-(4)-2 | |active= 10-(4)-2 | ||
|recovery= 29 | |recovery= 29 | ||
Line 418: | Line 466: | ||
|version = Power | |version = Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 6 | ||
|active= 3 | |active= 3 | ||
|recovery= 15 | |recovery= 15 | ||
Line 432: | Line 480: | ||
|version= Speed | |version= Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 6 | ||
|active= 3 | |active= 3 | ||
|recovery= 15 | |recovery= 15 | ||
Line 453: | Line 501: | ||
|version= Power | |version= Power | ||
|damage= 24/3 | |damage= 24/3 | ||
|startup= | |startup= 10 | ||
|active= 7 | |active= 7 | ||
|recovery= 23 | |recovery= 23 | ||
Line 467: | Line 515: | ||
|version= Speed | |version= Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 10 | ||
|active= 7 | |active= 7 | ||
|recovery= 23 | |recovery= 23 | ||
Line 489: | Line 537: | ||
|version= Power | |version= Power | ||
|damage= 12/1 | |damage= 12/1 | ||
|startup= | |startup= 5 | ||
|active= 5 | |active= 5 | ||
|recovery= N/A | |recovery= N/A | ||
Line 503: | Line 551: | ||
|version= Speed | |version= Speed | ||
|damage= 10/0 | |damage= 10/0 | ||
|startup= | |startup= 5 | ||
|active= 5 | |active= 5 | ||
|recovery= N/A | |recovery= N/A | ||
Line 526: | Line 574: | ||
|version= Power | |version= Power | ||
|damage= 24/3 | |damage= 24/3 | ||
|startup= | |startup= 13 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 541: | Line 589: | ||
|version= Speed | |version= Speed | ||
|damage= 13/0 | |damage= 13/0 | ||
|startup= | |startup= 13 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 562: | Line 610: | ||
|version= Power | |version= Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 8 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 576: | Line 624: | ||
|version= Speed | |version= Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 8 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 598: | Line 646: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 8/0 | |damage= 8/0 | ||
|startup= | |startup= 5 | ||
|active= 2 | |active= 2 | ||
|recovery= 18 | |recovery= 18 | ||
Line 617: | Line 665: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 28/0 | |damage= 28/0 | ||
|startup= | |startup= 10 | ||
|active= 4 | |active= 4 | ||
|recovery= 22 | |recovery= 22 | ||
Line 635: | Line 683: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_qcb+A.png | |image=LB2_Mukuro_qcb+A.png | ||
|caption= | |caption= Way more punishable than you expect | ||
|name=214A | |name=214A | ||
|data= | |data= | ||
Line 646: | Line 694: | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description= | |description=Mukuro throws his blade for a single hit. Note that the blade will not have a hitbox on the return trip. Has a followup with 8B that will cause the blade to stop in place for more damage. Insanely long recovery and has massive deadzones, making the move risky to throw out. Very unsafe on block. Can be used in combos if you wanted, but there are better options. | ||
The A version is sent in an arc through the air, serving as an anti-air of sorts. Both versions are air unblockable | |||
}} | }} | ||
}} | }} | ||
Line 655: | Line 704: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_qcb+B.png | |image=LB2_Mukuro_qcb+B.png | ||
|caption= | |caption= | ||
|name=214B | |name=214B | ||
|data= | |data= | ||
Line 666: | Line 715: | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description= | |description=Similar to 214A, now thrown along the ground. Still has a follow up in 8B. | ||
}} | }} | ||
}} | }} | ||
'''Rotation Evisceration''' - 623A/B | '''Rotation Evisceration''' - 623A/B | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_dp+A.png | |image=LB2_Mukuro_dp+A.png | ||
|caption= | |caption= | ||
|name=623A | |name=623A | ||
|data= | |data= | ||
Line 691: | Line 736: | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description= | |description=Mukuro spins his blade directly in front of himself. Blade can be shot out for more hits and range by mashing the button. Mostly a knowledge check due to the free guard cancel but can be an easy way to ensure a last point of chip damage by mashing. | ||
}} | }} | ||
}} | }} | ||
Line 700: | Line 745: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_dp+B.png | |image=LB2_Mukuro_dp+B.png | ||
|caption= | |caption= | ||
|name=623B | |name=623B | ||
|data= | |data= | ||
Line 711: | Line 756: | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description= | |description=Multihit anti-air. Can be given more hits and an extended hitbox by mashing the button. Common meterless combo ender. Both versions are air unblockable. | ||
}} | }} | ||
}} | }} | ||
'''Weasel's Slash''' - 41236A/B | '''Weasel's Slash''' - 41236A/B | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_hcf+A.png | |image=LB2_Mukuro_hcf+A.png | ||
|caption= | |caption= | ||
|name=41236A | |name=41236A | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 10+6+30(46 total)/1 | ||
|startup= 12 | |||
|active= 19 | |||
|recovery= 18 | |||
|state= Any | |||
|frame advantage= KD/-18 | |||
|meter gain= 2/2/1, 0/2/0, 0/2/0 | |||
|guard= M | |||
|cancel= x/x | |||
|tech= None | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version= Speed | |||
|damage= 9+4+23(36 total)/1 | |||
|startup= 12 | |||
|active= 19 | |active= 19 | ||
|recovery= 18 | |recovery= 18 | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= KD/-18 | ||
|meter gain= | |meter gain= 1/1/1, 0/1/0, 0/1/0 | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= None | ||
|description= | |description=Running hitgrab. Mukuro reels back if the attack would be blocked, resulting in consistent block advantage. Good combo ender if you don’t use the 6C routes in power, and standard meterless combo ender in speed/ex. | ||
}} | }} | ||
}} | }} | ||
Line 745: | Line 801: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_hcf+B.png | |image=LB2_Mukuro_hcf+B.png | ||
|caption= | |caption= | ||
|name=41236B | |name=41236B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 17+8+48(73 total)/2 | ||
|startup= 30 | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= KD/-24 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= None | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 11+7+38(56 total)/1 | |||
|startup= 30 | |||
|active= | |active= | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= KD/-24 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= None | ||
|description= | |description=41236A but slower. | ||
}} | }} | ||
}} | }} | ||
'''Land Licking Slider''' - 646C | '''Land Licking Slider''' - 646C | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_f+b+f+C.png | |image=LB2_Mukuro_f+b+f+C.png | ||
|caption= | |caption=Proof of madness | ||
|name=646C | |name=646C | ||
|data= | |data= | ||
Line 774: | Line 843: | ||
|damage= | |damage= | ||
|startup= | |startup= | ||
|active= | |active= - | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= - | ||
|meter gain= | |meter gain= - | ||
|guard= | |guard= - | ||
|cancel= | |cancel= - | ||
|tech= | |tech= - | ||
|description= | |description=Universally referred to as "crawl" by the community. Command run with low stature and can cross through opponents. A character defining move thanks to canceling off nearly everything and recovering insanely quickly. Can be used to freely generate left/right/throw mixups during pressure or extend combos, and will let Mukuro ignore many fireballs/mid pokes making it difficult to deal with in neutral. The low stature additionally limits the options opponents have to punish crawl directly, many characters (such as Kaede or Hibiki) can find their fastest viable abare normals against Mukuro to be as slow as 6f or 7f as a result, though crawl can usually be thrown with good timing. On laggier stages such as flames, this move becomes reactable with throw or 3f lows thanks to slowdown, however this is still very difficult to accomplish in an actual match due to complications with spacing. | ||
}} | }} | ||
}} | }} | ||
'''Scissor Slice''' - 214A/B (in air) | '''Scissor Slice''' - 214A/B (in air) | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_jqcb+A.png | |image=LB2_Mukuro_jqcb+A.png | ||
|caption= | |caption= | ||
|name=J.214A | |name=J.214A | ||
|data= | |data= | ||
Line 805: | Line 870: | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= o/o | ||
|tech= | |tech= | ||
|description= | |description=Divekick that travels straight down after a delay. Cancels into super in all modes because he needs to be able to have a super cancel off an overhead in speed mode. It’s possible to start ground combos with 4A after this if it hits late. | ||
}} | }} | ||
}} | }} | ||
Line 813: | Line 878: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_jqcb+B.png | |image=LB2_Mukuro_jqcb+B.png | ||
|caption= | |caption= | ||
|name=J.214B | |name=J.214B | ||
|data= | |data= | ||
Line 827: | Line 892: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Multi-hit divekick that travels in an aggressive downwards angle. Cancels into super in power/ex | ||
}} | }} | ||
}} | }} | ||
'''Mercliless Mash''' - 63214C (close) | '''Mercliless Mash''' - 63214C (close) | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_hcb+C.png | |image=LB2_Mukuro_hcb+C.png | ||
|caption= | |caption= | ||
|name=63214C | |name=63214C | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P | |version= Power | ||
|startup= | |damage= P 1+3(×8)+5+30 (total 60) | ||
|active= | |startup= 1 | ||
|active= - | |||
|recovery= 42 | |||
|state= - | |||
|frame advantage= | |||
|meter gain= 4/0/- (total 22) | |||
|guard= - | |||
|cancel= x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version = Speed | |||
|damage= 1+3(×8)+5+19 (total 49) | |||
|startup= 1 | |||
|active= - | |||
|recovery= 42 | |recovery= 42 | ||
|state= | |state= - | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= 2/0/- (total 11) | ||
|guard= | |guard= - | ||
|cancel= | |cancel= x | ||
|tech= | |tech= | ||
|description= | |description=Command grab. Important part of Mukuro's mixup game. | ||
}} | }} | ||
}} | }} | ||
==Desperation Moves== | ==Desperation Moves== | ||
Line 862: | Line 936: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_qcf+qcf+AB.png | |image=LB2_Mukuro_qcf+qcf+AB.png | ||
|caption= | |caption= | ||
|name=236236AB | |name=236236AB | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 5(x17)+6(x4)+32 (141 total)/1(x21)+4 | ||
|active= 2 (×20) | (25 total) | ||
|startup= 24~54 | |||
|active= 2(×20) - 1(×2) | |||
|recovery= 43 | |recovery= 43 | ||
|state= | |state= Any | ||
|frame advantage= -/-32 | |||
|meter gain= 0 | |||
|guard= M | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 4(x17)+5(x4)+21 (113 total)/1(x21)+2 | |||
(23 total) | |||
|startup= 24~54 | |||
|active= 2(×20) - 1(×2) | |||
|recovery= 43 | |||
|state= Any | |||
|frame advantage= -/-32 | |frame advantage= -/-32 | ||
|meter gain= | |meter gain= 0 | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= Air | |tech= Air | ||
|description=Can be held to delay activation. Combos from B attacks and j.214A in any mode. does a lot of damage and decent chip if you need to close a round (and guard cancel isn’t a threat) Eats projectiles. You will always get all the hits vs a grounded opponent, in a juggle you won’t and you need to delay the DM a bit to get more hits. Juggling with this doesn’t come up often however. | |description=Can be held to delay activation. Combos from B attacks and j.214A in any mode. does a lot of damage and decent chip if you need to close a round (and guard cancel isn’t a threat). Eats projectiles. You will always get all the hits vs a grounded opponent, in a juggle you won’t and you need to delay the DM a bit to get more hits. Juggling with this doesn’t come up often however. | ||
}} | }} | ||
}} | }} | ||
Line 884: | Line 975: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Mukuro_qcf+qcf+B.png | |image=LB2_Mukuro_qcf+qcf+B.png | ||
|caption= | |caption= | ||
|name=236236B | |name=236236B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= 10(×8)+77 (157 total)/0 | ||
|startup= | |startup= 20 | ||
|active= 20 | |active= 20 | ||
|recovery= 22 | |recovery= 22 | ||
|state= | |state= Any | ||
|frame advantage= -/-14 | |frame advantage= -/-14 | ||
|meter gain= | |meter gain= 0 | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= None | ||
|description=Fast moving horizontal attack with a locked animation on hit. Can be juggled into. Fast enough to combo from anything cancelable (4A, 5A, and 5C need to be relatively close) In power mode 6C 646C 236236B is a great comeback tool. It partially ignores damage scaling - after the move connects all the hits of the animation do damage based on the hit it initially connected on. For example the combo 4A 6C 646C 236236B; the sdm’s damage is the same scaling as a 3rd hit in a combo. A dash 5C after this would get scaling based on the 4th hit of a combo. | |description=Fast moving horizontal attack with a locked animation on hit. Can be juggled into. Fast enough to combo from anything cancelable (4A, 5A, and 5C need to be relatively close) In power mode 6C 646C 236236B is a great comeback tool. It partially ignores damage scaling - after the move connects all the hits of the animation do damage based on the hit it initially connected on. For example the combo 4A 6C 646C 236236B; the sdm’s damage is the same scaling as a 3rd hit in a combo. A dash 5C after this would get scaling based on the 4th hit of a combo. | ||
*2323B is also accepted by the game as an input for this move. | *2323B is also accepted by the game as an input for this move. | ||
Line 906: | Line 997: | ||
*Any combo listed not involving 22A/B can be started with a jump in. Combos involving 6C cancels will only work in power. Speed mode combos work in ex | *Any combo listed not involving 22A/B can be started with a jump in. Combos involving 6C cancels will only work in power. Speed mode combos work in ex | ||
*J.214A 236236AB works in any mode. | *J.214A 236236AB works in any mode. | ||
* He has 2 infinites that work in any mode. (4A 4A dash)xN, (4A 5B 646C)xN in power mode 4A 5B is a 1f link, in speed/ex it chains together making it far easier to preform in those modes. These are generally banned in competitive play, and Mukuro doesn’t really need them to begin with thanks to his high damage output. | * He has 2 infinites that work in any mode. (4A 4A dash)xN, (4A 5B 646C)xN in power mode. 4A 5B is a 1f link, in speed/ex it chains together making it far easier to preform in those modes. These are generally banned in competitive play, and Mukuro doesn’t really need them to begin with thanks to his high damage output. | ||
===Power Mode=== | ===Power Mode=== | ||
4Ax2/3 6C, 214B 8B | 4Ax2/3 6C, 214B 8B | ||
4Ax2/3 5A 41236A 8B otg | 4Ax2/3 5A 41236A 8B otg bnb | ||
4A 6C 623B(mash) | 4A 6C 623B(mash) 5B/6C. Reset (corner) | ||
4Ax2/3 6C 646C 623B (mash) | 4Ax2/3 6C 646C 623B (mash) bnb | ||
4Ax2/3 6C 646C 5B 646C (reset into mixups) | 4Ax2/3 6C 646C 5B 646C (reset into mixups) | ||
4Ax2 5B 236236AB/B 4A 5B is a 1f link in power | 4Ax2 5B 236236AB/B. 4A 5B is a 1f link in power | ||
2C 4A combo of choice. Low starter. 4A done as 4AC | 2C 4A combo of choice. Low starter. 4A needs to be done as 4AC or 7A/7AC to make it work due to a bug. 4A by itself at the proper timing for the link will always give you 2A. 4AC or 7A/7AC bypass this quirk. | ||
4Ax2/3 6C 646C 236236B Sdm confirm from most distances (not in a corner) '''learn this''' | 4Ax2/3 6C 646C 236236B Sdm confirm from most distances (not in a corner) '''learn this''' | ||
2C 5C 4A combo of choice | 2C 5C 4A combo of choice | ||
5Cx4 41236A 8B otg | 5Cx4 41236A 8B otg | ||
J.214A 4A combo of choice | J.214A (late hit) 4A combo of choice | ||
4A 6C 623B (mash) 236236B dash/646C 5C otg. (Corner) | |||
===EX Mode== | ===EX Mode=== | ||
Same as speed. You add | Same as speed. You add 236236B to any combo after 5B/2B when you meet sdm requirements as the only difference. | ||
==Power and Ex=== | ===Power and Ex=== | ||
*j.214B 236236AB 8B otg | *j.214B 236236AB 8B otg | ||
Line 935: | Line 1,027: | ||
22A/B 5A 5B 5C 2C 2C 6AC 623B (mash)x2 corner/near corner. | 22A/B 5A 5B 5C 2C 2C 6AC 623B (mash)x2 corner/near corner. | ||
22A/B 5A 5B 5C 2C 2C 6AC 236236AB. Delay the dm a bit to get more hits as a juggle. less damage than other options but good for style. | 22A/B 5A 5B 5C 2C 2C 6AC 236236AB. Delay the dm a bit to get more hits as a juggle. less damage than other options but good for style. | ||
2B is interchangeable with 5B in | 2B is interchangeable with 5B in speed combos, and may be needed if you start a combo from farther out. When using 2B in combo you generally will cancel out of its first hit. | ||
===Super Speed Combos=== | ===Super Speed Combos=== | ||
A + B + C + A + B + C + A + B + | A + B + C + A + B + C + A + B + 236C | ||
A + B + C + A + B + C + C + | A + B + C + A + B + C + C + B + 236B | ||
A + B + C + | A + B + C + 2C + 2C + 6BC | ||
A + B + C + | A + B + C + 2C + BC + 236B | ||
{{Navbox LB2}} | {{Navbox LB2}} |
Latest revision as of 04:49, 17 April 2024
Overview
Mukuro is an incredibly powerful rushdown character with access to some of the most consistent yet varied approach tools in the game and the strongest yet most easily reset pressure out of anyone in the roster. Mukuro's high confirmability into high meter build and frequently max damage combo routes make him blow-for-blow the most damaging character in the game, letting him take more risks playing neutral than nearly any other character. Although he's at a significantly more noticeable advantage when directly in the opponent's face and has the tools to get there, Mukuro technically has a rather well rounded kit that consistently gives him multiple solid options to rotate between regardless of where he's currently standing on the screen, making an experienced player difficult to predict. If you're looking for a character that can let you go in and decide matches in the blink of an eye through freeform pressure, then you simply can't go wrong picking Mukuro up.
Strengths | Weaknesses |
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Although beyond close range Mukuro's individual moves have exploitable shortcomings, he has a large number of different options anywhere on the screen with little to no overlap in countermeasures an opponent can employ against his kit as a whole. Even when at a nominal shortcoming on paper, he usually possesses an alternative means to deal with the interaction (such as crawl serving as a pseudo reversal to make up for relatively slow abare in every applicable scenario). As such, there is no phase of the game where he can be honestly considered less than average compared to the cast at large. |
Strengths | Weaknesses |
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|
|
Strengths | Weaknesses |
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|
Though not strictly a weakness, it's worth noting Mukuro's damage is usually at (or very close to) damage cap and his pressure is already so strong that he doesn't gain much from the extra damage or chip most characters get from EX. |
Strategy
Placeholder. Crawl and hop j.b are very good and if you can get in you start winning so use them.
Normals
Standing
5A |
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4A |
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5B |
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6B |
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5C |
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6C |
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BC(Power) |
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BC(Speed/EX) |
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8B |
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Throw |
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- A, B, and C can cancel in both Power Mode and Speed Mode
- forward + B (Power and Speed) is not cancellable
- forward + C in Speed Mode is not cancellable
Crouching
2A |
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2B |
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2C |
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3C |
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Air
J.A |
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J.B |
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J.C |
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Speed chain
5A>A |
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C of 5A>B>C |
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- All moves in this section are exclusive to speed/EX mode
Special Moves
Bald Eagle Swoop - 214A/B
214A |
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214B |
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Rotation Evisceration - 623A/B
623A |
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623B |
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Weasel's Slash - 41236A/B
41236A |
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41236B |
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Land Licking Slider - 646C
646C |
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Scissor Slice - 214A/B (in air)
J.214A |
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J.214B |
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Mercliless Mash - 63214C (close)
63214C |
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Desperation Moves
Delirium Drubber - 236236AB
236236AB |
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Super Desperation Moves
Wild Hunger Wallop - 236236B
236236B |
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Combos
- Any combo listed not involving 22A/B can be started with a jump in. Combos involving 6C cancels will only work in power. Speed mode combos work in ex
- J.214A 236236AB works in any mode.
- He has 2 infinites that work in any mode. (4A 4A dash)xN, (4A 5B 646C)xN in power mode. 4A 5B is a 1f link, in speed/ex it chains together making it far easier to preform in those modes. These are generally banned in competitive play, and Mukuro doesn’t really need them to begin with thanks to his high damage output.
Power Mode
4Ax2/3 6C, 214B 8B 4Ax2/3 5A 41236A 8B otg bnb 4A 6C 623B(mash) 5B/6C. Reset (corner) 4Ax2/3 6C 646C 623B (mash) bnb 4Ax2/3 6C 646C 5B 646C (reset into mixups) 4Ax2 5B 236236AB/B. 4A 5B is a 1f link in power 2C 4A combo of choice. Low starter. 4A needs to be done as 4AC or 7A/7AC to make it work due to a bug. 4A by itself at the proper timing for the link will always give you 2A. 4AC or 7A/7AC bypass this quirk. 4Ax2/3 6C 646C 236236B Sdm confirm from most distances (not in a corner) learn this 2C 5C 4A combo of choice 5Cx4 41236A 8B otg J.214A (late hit) 4A combo of choice 4A 6C 623B (mash) 236236B dash/646C 5C otg. (Corner)
EX Mode
Same as speed. You add 236236B to any combo after 5B/2B when you meet sdm requirements as the only difference.
Power and Ex
- j.214B 236236AB 8B otg
Speed and EX Mode
4A 5A 5A 5B 41236A 8B bnb 4A 5A 5A 41236A. For when you are to far for 5B to connect Chain to 5B/2B 236236AB 8B otg 4A 5A 5A 5B 646C 5Cx4 41236A 8B advanced bnb that doesn’t break any rules in tournaments. Strangely linking 5C multiple times does more damage than another chain combo into 41236A 22A/B 5A 5B 5C 2C BC link 4A -> combo of choice. Using 4AC makes the link slightly easier. Worth learning if you play him in speed/ex. 22A/B 5A 5B 5C 2C 2C 6AC 623B (mash)x2 corner/near corner. 22A/B 5A 5B 5C 2C 2C 6AC 236236AB. Delay the dm a bit to get more hits as a juggle. less damage than other options but good for style.
2B is interchangeable with 5B in speed combos, and may be needed if you start a combo from farther out. When using 2B in combo you generally will cancel out of its first hit.
Super Speed Combos
A + B + C + A + B + C + A + B + 236C A + B + C + A + B + C + C + B + 236B A + B + C + 2C + 2C + 6BC A + B + C + 2C + BC + 236B