Akatsuki Blitzkampf/Murakumo: Difference between revisions
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[[image:Movelist_murakumo.jpg|frame | {{2 Column Flex|flex1=75|flex2=25|minwidth2=400px | ||
|content2= | |||
[[image:Movelist_murakumo.jpg|frame|Murakumo's Official Profile Image]] | |||
[[File:Murakumo-colors-lazy.gif|410px|thumb|right|Ausf Achse Colors 1-6]] | |||
<div style="display:flex;flex-direction: column; margin: 0 20px; width:50%"> | |||
__TOC__ | |||
</div> | |||
|content1= | |||
== Background == | |||
A military officer stationed in Germany who planned and implemented a German military affairs delegation during the previous Great War. | |||
During his tenure, he made contact with the religious society Perfecti Cult and established a military technical research institute commonly known as "Gesellschaft." In the last stage of the war contact with Berlin was lost. (''From Character Selection screen.'') | |||
[[/Story|Read the translation of his Arcade Mode!]] | |||
[[ | |||
== Introduction == | == Introduction == | ||
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The man with the funny walk who wants to become God. Murakumo is no joke though. In classic boss character fashion, he has a tool for nearly every situation. | The man with the funny walk who wants to become God. Murakumo is no joke though. In classic boss character fashion, he has a tool for nearly every situation. | ||
In short, Murakumo is a | In short, Murakumo is a boss character with little to no bad matchups because of his versatility. He has a fireball for every situation, and his mixups put every other character in Blitzkampf to shame. | ||
If you handle this character well in neutral, your opponent will become scared of any | If you handle this character well in neutral, your opponent will become scared of any move you make. His teleports are incredibly useful movement abilities that also double as good mixup tools. | ||
Murakumo may not get amazing damage or corner carry, but he has a couple tools that let him overcome his damage problems. Combos into [2]8B+C deal great damage, and his mines lead to his most damaging combos in the corner while also serving as great pressure tools on their own. | |||
Murakumo may not get amazing damage or corner carry, but he has a couple tools that let him overcome his damage problems. Combos into | |||
Mines | |||
'''Similar to''': Oro, Heidern, M. Bison (Dictator) | |||
{{ProConTable|width=100 | |||
|pros= | |||
*'''Movement''': He outpaces every character's forward movement with his amazing walk speed. With his kit of teleports, you can be almost anywhere on the screen. | |||
*'''Neutral''': Murakumo dictates the pace of any neutral situation. Mines and fireballs demand a response from the opponent. Combined with a great set of normals, there is no bad range to be in. | |||
*'''Mixup''': Having the fastest walk in the game, Murakumo runs one of the strongest strike/throw mixups in the game. He also has strong crossups and overheads with his teleports and grounded C normals. | |||
*'''Corner Pressure/Okizeme''': Murakumo has countless tools to pressure his opponent in the corner ranging from tick throws, instant overheads, teleports, and mines that keep opponents locked down indefinitely. | |||
|cons= | |||
*'''Situational Anti-Airs''': Though [2]8X is a very fast Flash Kick-style move, the required charge makes it difficult to use. Get used to using unconventional anti-airs like [4]6C and 5A. | |||
*'''Risky Lows''': Despite his great mixup potential, both of Murakumo's lows have excessive recovery compared to a lot of the cast. 2B and 2C are both punishable on block, and 2B is even punishable on hit. | |||
*'''Higher Damage Combos Are Situational''': Murakumo needs to push the opponent into the corner for his highest damage combos, and usually needs a mine launcher or meter to make his hits hurt. | |||
}} | |||
''All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides. (Remember "Health difference" and "Guts" systems are a factor.)'' | |||
== Character Summary == | |||
{{3 Column Flex | |||
|content1= | |||
{{Content Box|header=Move list|content= | |||
;Special Moves | |||
:[4]6A/B/C (EX OK) - ''Denkoudan'': Sonic Boom/Fireball | |||
:[2]8A/B/C (EX OK) - ''Tekkouzan'': Flash Kick | |||
:22A/B/C (EX OK) - ''Denkou Jirai'': Mine Set/Detonate | |||
;Level 3 Super | |||
:A+B+C - ''Hakkou Ichiu'': High damage (but low range) combo ender. | |||
;Unique Attacks | |||
:4C, j.2A/B/C, j.2A/B > 8A/B/C | |||
}} | |||
|content2= | |||
{{Content Box|header=Stats & vitals|content= | |||
*'''Armor Ratio''' = 1.000 (Average) | |||
*'''Forward Speed''' = 10.75 dots/F (Fastest in the game.) | |||
*'''Backward Speed''' = 5.0 dots/F (Fastest unbuffed value.) | |||
*'''Jump Startup''' - 3F (Fastest unbuffed value.) | |||
*'''Backdash Duration''' - 32F (Slowest backdash, but it acts as a teleport with invulnerability on frames 11-22.) | |||
}} | |||
|content3= | |||
{{Content Box|header=Quick combo reference|content= | |||
Basic BNB: 2A > 5B > 2B > 2C | |||
Metered BNB: 2A > 2A > 2B > [2]8B > 8B+C | |||
22A/22B Mine Hit: 2B > 2C | |||
22C Mine Corner Hit: > 9j.A j.B -> land 9j.A j.C > 5A x3 > 2A x2 > 2B > [2]8B > 8B+C/A+B+C | |||
Reflector: B+C > 2B > 2C | |||
}} | |||
}} | |||
== Notes on Ausf. Achse == | |||
''' | '''Universal Changes''' | ||
None of these changes were especially important to Murakumo, though losing access to high damage reflector combos with [2]8B+C hurts. | |||
'''Character Changes''' | |||
Murakumo has a taunt now! It deals extremely minimal damage and is mostly useless. [https://twitter.com/Elementl_/status/1401953601270935552 But...] | |||
5B was changed to a long-range kick with the same frame data. This is an incredible poke and pressure tool. | |||
2B has a new animation and slightly lower range. Sadly, this reduces its usage to primarily block string fodder. | |||
j.B has a new animation as well, but the usage is the same. Maintains its cross-up hitbox and decent jump-in properties. | |||
Non-EX mines will disappear instantly if Murakumo is hit. Does NOT apply to EX mines, so you can still be a scumbag for 1 bar. This nerf requires a bit of a gameplan change, since you can't rely on 22A/B/C to bail you out of everything anymore. | |||
[https://wiki.gbl.gg/w/Akatsuki_Blitzkampf/Changelog/Ausf_Achse Complete Changelog] | |||
}} | |||
== Normal Moves == | == Normal Moves == | ||
{{MoveData | {{MoveData | ||
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| advBlock = -2 | | advBlock = -2 | ||
| description = A forward jab although it does not move Murakumo forward and is usually used to continue ground pressure. Good for building meter on whiff. | | description = A forward jab although it does not move Murakumo forward and is usually used to continue ground pressure. Good for building meter on whiff. | ||
'''Ausf Achse Notes:''' This move is now a sideways kick which still maintains Vanilla's frame data but has buffed reach and priority. Will fairly often beat out a lot of other normals in footsie range. A mainstay neutral tool and still just as good for pressure and meter building as before. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = -14 | | advBlock = -14 | ||
| description = A very quick slide along the floor with Murakumo's leg extended. Easily one of his best normals since the length is pretty long (about 35% of the screen) and can be easily comboed into 2C for an easy knockdown. Punishable on block AND hit, so make sure to cancel this into something when you use it. | | description = A very quick slide along the floor with Murakumo's leg extended. Easily one of his best normals since the length is pretty long (about 35% of the screen) and can be easily comboed into 2C for an easy knockdown. Punishable on block AND hit, so make sure to cancel this into something when you use it. | ||
'''Ausf Achse Notes:''' Is now a sliding stomp that does not lower Murakumo's hurtbox at all. The reduced range while still being just as bad to whiff or not cancel as it was in Vanilla ABK means this is generally a worse tool outside of extending strings or the occasional cheeky low. | |||
}} | }} | ||
}} | }} | ||
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| advHit = +0 | | advHit = +0 | ||
| advBlock = +0 | | advBlock = +0 | ||
| description = A quick jumping jab | | description = A quick jumping jab with hand extended. Good air-to-air normal. Fast enough to let you do another air normal if you do this while rising. | ||
}} | }} | ||
}} | }} | ||
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| advHit = VB | | advHit = VB | ||
| advBlock = VB | | advBlock = VB | ||
| description = An aerial version of Murakumo's 2B/2C and also crosses up. | | description = An aerial version of Murakumo's 2B/2C and also crosses up. Another pretty good air-to-air. | ||
}} | }} | ||
}} | }} | ||
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| advHit = VB | | advHit = VB | ||
| advBlock = VB | | advBlock = VB | ||
| description = Downward kick towards the opponent. This is Murakumo's best jump-in button | | description = Downward kick towards the opponent. This is Murakumo's best jump-in button and also his best combo starter. Has niche usage as an F-Shiki as well as an instant overhead depending on the matchup. | ||
}} | }} | ||
}} | }} | ||
=== Illusions === | === Illusions === | ||
One of Murakumo's main gimmicks are his illusions. Think of Hibiki from | One of Murakumo's main gimmicks are his illusions. Think of Hibiki from BlazBlue Central Fiction, though not as fleshed out. | ||
{{MoveData | {{MoveData | ||
|name= | |name=電光欺瞞 - Denkou Giman | ||
|image=ABK-Mura-5C.png | caption = 5C | |image=ABK-Mura-5C.png | caption = 5C | ||
|image2=ABK-Mura-2C.png | caption2 = 2C | |image2=ABK-Mura-2C.png | caption2 = 2C | ||
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| advHit = +1 | | advHit = +1 | ||
| advBlock = -1 | | advBlock = -1 | ||
| description = One of the three moves that uses Murakumo's illusions. This version makes the Murakumo above you visible and will come down with a j.C. The j.C goes almost half screen which makes it cross up when you are close enough to the opponent. Only downside to it is that it has more recovery than the normal j.C which makes it only possible to combo off crouching opponents with an extremely tight link. | | description = One of the three moves that uses Murakumo's illusions. This version makes the Murakumo above you visible and will come down with a j.C. The j.C goes almost half screen which makes it cross up when you are close enough to the opponent. Only downside to it is that it has more recovery than the normal j.C, which makes it only possible to combo off crouching opponents with an extremely tight link. Hitting the opponent meaty will allow much more consistent combos, albeit this usage is limited primarily to okizeme. | ||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -12 | | advBlock = -12 | ||
| description = One of the three moves that uses Murakumo's illusions. This version makes the Murakumo below you visible and will go along the floor with an extended 2B slide. Knocks down and | | description = One of the three moves that uses Murakumo's illusions. This version makes the Murakumo below you visible and will go along the floor with an extended 2B slide. Knocks down up close, and leaves standing if it connects from too great a distance. Is the move that usually ends ground BNBs, setting up further pressure and okizeme. Cannot be cancelled and is very minus on block up close -- spacing this can make it safer if not almost completely safe. | ||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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== Command Normals == | == Command Normals == | ||
{{MoveData | {{MoveData | ||
| name = | | name = 電光迷彩 - Denkou Meisai | ||
| input = j.2A/B/C | | input = j.2A/B/C | ||
| imageSize = 350x500px | | imageSize = 350x500px | ||
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'''A''' - Teleports Murakumo to the ground directly below him. | '''A''' - Teleports Murakumo to the ground directly below him. | ||
'''B''' - Teleports to the ground, but further away (as if he | '''B''' - Teleports to the ground, but further away (as if he descended diagonally). | ||
'''C''' - Teleports forward, except Murakumo reappears in midair. | '''C''' - Teleports forward, except Murakumo reappears in midair. | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
| name = | | name = 人間迫砲 - Ningen Hakubou | ||
| input = j.2A/B > 8A/B/C | | input = j.2A/B > 8A/B/C | ||
| image = ABK-Mura-2X8X.png | | image = ABK-Mura-2X8X.png | ||
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| description = After teleporting to the opponent, Murakumo quickly performs a rising kick. There are not a lot of options after one, though it's a knockdown. Technically works as an anti-air. | | description = After teleporting to the opponent, Murakumo quickly performs a rising kick. There are not a lot of options after one, though it's a knockdown. Technically works as an anti-air. | ||
Can be used in combination with either A or B teleport to create a fast cross up situation.<br> | Can be used in combination with either A or B teleport to create a fast cross-up situation.<br> | ||
::*Note: You cannot perform it after a C Teleport, as Murakumo is left airborne. | ::*Note: You cannot perform it after a C Teleport, as Murakumo is left airborne. | ||
::* Startup varies a lot, based on this (from the frame data chart): | ::*Startup varies a lot, based on this (from the frame data chart): | ||
::** 5F base startup | ::**5F base startup | ||
::** All versions cancel Teleport's recovery starting from 8F | ::**All versions cancel Teleport's recovery starting from 8F | ||
::*** '''A''' version: 29F startup in | ::***'''A''' version: 29F startup in its fastest variation | ||
::*** '''B''' version: 26F startup in | ::***'''B''' version: 26F startup in its fastest variation | ||
::*** '''C''' version: 23F startup in | ::***'''C''' version: 23F startup in its fastest variation | ||
}} | }} | ||
{{ AttackData-ABK | {{ AttackData-ABK | ||
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}} | }} | ||
== Special | == Special Moves == | ||
<!--I don't like how a lot of these look with the text they're accompanying. Someone better at it, please nitpick this for me.--> | <!--I don't like how a lot of these look with the text they're accompanying. Someone better at it, please nitpick this for me.--> | ||
{{MoveData | {{MoveData | ||
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| advHit = +1 | | advHit = +1 | ||
| advBlock = -3 | | advBlock = -3 | ||
| description = Murakumo's green projectile. Usually used for oki and zoning depending on the situation. All versions can be blocked mid and they travel the same speed but | | description = Murakumo's green projectile. Usually used for oki and zoning depending on the situation. All versions can be blocked mid and they travel the same speed but change direction with different buttons. (Upward Arc [C], Downward Arc [A], Straight [B]) | ||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
| header = no | | header = no | ||
| version = A | | version = A | ||
| description = A version - Murakumo shoots the orb in a downward arc reaching its lowest point midscreen then eventually | | description = A version - Murakumo shoots the orb in a downward arc, reaching its lowest point midscreen then eventually coming up on the way to the other side of the screen. This version can be used in a block string if the opponent is crouching and as an option select after throw or 2C whether or not the opponent techs. | ||
::*If the opponent techs | ::*If the opponent techs, they will easily have something to block getting up from the tech. | ||
::*If the opponent does not tech, it will be considered as an OTG and can be followed up with 2B > 2C afterwards. | |||
::*If the opponent does not tech | |||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
| header = no | | header = no | ||
| version = B | | version = B | ||
| description = Murakumo shoots the orb in a straight line maintaining the same speed throughout. Nothing special about this one but this is the version that would most likely hit the opponent first if he is neutral midscreen. Also the one used in most of Murakumo's block strings. | | description = Murakumo shoots the orb in a straight line maintaining the same speed throughout. Nothing special about this one, but this is the version that would most likely hit the opponent first if he is neutral midscreen. Also the one used in most of Murakumo's block strings. | ||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
| header = no | | header = no | ||
| version = C | | version = C | ||
| description = Murakumo shoots the orb in an upward arc reaching its highest midscreen then eventually | | description = Murakumo shoots the orb in an upward arc, reaching its highest midscreen then eventually coming down to the other side of the screen. This is usually the one you use when you expect a high jump-in (Tekkouzan is very good at this as well) and can be blocked in the air. | ||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -1 | | advBlock = -1 | ||
| description = Murakumo shoots all 3 versions of Denkoudan going in their respective directions at the same time. From opposite ends of the screen, the order that Denkoudan will make it across the screen to the opponent is A (downward arc), B (straight), then finally C version (upward arc). From midscreen, the C version may fly over the opponent at times and they usually mistake it that it could actually hit them. Also, all 3 Denkoudan will reach the opponent one after the other very fast for an easy crossup/tick/mixup. Can also be used to juggle in the corner by cancelling [2]8X into [4]6BC -> 2A -> etc. | | description = Murakumo shoots all 3 versions of Denkoudan, going in their respective directions at the same time. From opposite ends of the screen, the order that Denkoudan will make it across the screen to the opponent is A (downward arc), B (straight), then finally C version (upward arc). From midscreen, the C version may fly over the opponent at times and they usually mistake it that it could actually hit them. Also, all 3 Denkoudan will reach the opponent one after the other very fast for an easy crossup/tick/mixup. Can also be used to juggle in the corner by cancelling [2]8X into [4]6BC -> 2A -> etc. | ||
}} | }} | ||
}} | }} | ||
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|input = [2]8+A/B/C/B+C | |input = [2]8+A/B/C/B+C | ||
|imageSize = 350x500px | |imageSize = 350x500px | ||
|image=ABK-Mura-28X.png | caption = Note | |image=ABK-Mura-28X.png | caption = Note: The hitboxes displayed above are only for the C version. | ||
|image2 = ABK-Mura-28BC.png | | |image2 = ABK-Mura-28BC.png | | ||
|imageSize2 = 350x500px | |imageSize2 = 350x500px | ||
|data= | |data= | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -25 | | advBlock = -25 | ||
| description = Murakumo quickly unsheathes his sword and swipes upward. This move is a standard anti air and is also | | description = Murakumo quickly unsheathes his sword and swipes upward. This move is a standard anti air and is also good at breaking through certain block strings/pressure. All versions can be comboed from 2B.<br> | ||
The | The hitbox on this attack gradually shifts upwards as you go from A > B > C, and it becomes slower as well. | ||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| guard = High/Low | | guard = High/Low | ||
| startup = 5 | | startup = 5 | ||
| description = Extremely fast and long range poke. Good tool to end pressure. Even if characters can punish it, reacting to it can be difficult. | |||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| guard = High/Low | | guard = High/Low | ||
| startup = 7 | | startup = 7 | ||
| description = Incredible anti-air tool, though the charge requirement makes it difficult to use in all situations. | |||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| guard = High/Low | | guard = High/Low | ||
| startup = 9 | | startup = 9 | ||
| description = Slower but more powerful Flash Kick-type move that adopts properties from the previous two versions. Works as both a poke and anti-air, though the startup makes it difficult to use reliably. | |||
}} | }} | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -25 | | advBlock = -25 | ||
| description = Murakumo swipes his sword out | | description = Murakumo swipes his sword out extremely fast and holds it upwards before sheathing it again. This move has a range that dwarfs in comparison to the regular versions. It is also invincible on startup and comes out very fast. In other words, if you aren't blocking it when it comes out, you're getting hit by it. This is Murakumo's best anti-air at the expense of meter. It is also a beast when it comes to guard meter damage in the air (75% of guard meter to be exact), and furthermore it's safe on air block. Deals amazing damage during combos, even with scaling. | ||
}} | }} | ||
}} | }} | ||
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|image=ABK-Mura-22X.png | |image=ABK-Mura-22X.png | ||
|imageSize2 = 350x500px | |imageSize2 = 350x500px | ||
|caption = [https://www.nicovideo.jp/watch/sm18416825 Kore de yoi.] | |||
|data= | |data= | ||
{{AttackData-ABK | {{AttackData-ABK | ||
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| startup = Complicated. | | startup = Complicated. | ||
| advHit = Read further: | | advHit = Read further: | ||
| description = Murakumo places a proximity mine | | description = Murakumo places a proximity mine that will disappear after a set period of time or can detonate, either automatically (if the opponent steps on it) or manually via the second 22+A/B/C command. Thus, the player can't place more than one normal mine. Also, the mine command you used will be the one to actually come out even if you pressed a different button to detonate it. For example, if you used 22A to plant the mine then used 22B to detonate it, the A version will come out. Detonating the mines during pressure can lead to tick throw situations and net you plenty of plus frames. Required for Murakumo's best corner combos.<br> | ||
Since this move is a non-hitting | Since this move is a non-hitting "setup" move, it's fairly hard to put the frame data in here. But understanding it doesn't hurt much: | ||
::*The entire move, if done | ::*The entire move, if done point blank on an unsuspecting enemy, lasts '''42/44/46/40''' frames, depending on the version (A/B/C/EX respectively). | ||
::*The mine is setup on frames '''25/27/29/23'''. | ::*The mine is setup on frames '''25/27/29/23'''. | ||
::*Mines explode on their own '''17''' frames after being triggered, either by activation (22X > 22X) or proximity. | ::*Mines explode on their own '''17''' frames after being triggered, either by activation (22X > 22X) or proximity. | ||
::*When triggered, | ::*When triggered, mines have two hitboxes, a narrow one and a wide one: | ||
::**Narrow hitbox starts on frame '''9/13/17/9''' | ::**Narrow hitbox starts on frame '''9/13/17/9'''. | ||
::**Wide hitbox starts on frame '''11/15/19/11'''. | ::**Wide hitbox starts on frame '''11/15/19/11'''. | ||
}} | }} | ||
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| damage = 1974~ | | damage = 1974~ | ||
| guard = High/Low | | guard = High/Low | ||
| description = Murakumo places 4 proximity mines. These can be detonated using the same | | description = Murakumo places 4 proximity mines. These can be detonated using the same 22B+C input. Note that Murakumo can have both normal and EX mines together on-screen, and the manual detonation command won't affect mines of the other type (i.e.: 22A won't blow up EX mines). Good for damaging guard meter. | ||
}} | }} | ||
}} | }} | ||
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|advHit = KD | |advHit = KD | ||
|advBlock = +3 | |advBlock = +3 | ||
|description = Murakumo performs a jab that launches the opponent. You can combo off of it with 2B -> [2]8X -> [2]8BC | |description = Murakumo performs a jab that launches the opponent. You can combo off of it with 2B -> [2]8X -> [2]8BC midscreen, but it's very reliant on how far you are when the reflector hits. This combo works better in the corner. Combo will not work at long range, so use 2B -> 2C instead. | ||
}} | }} | ||
}} | }} | ||
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|image = ABK-Mura-AB.png | |image = ABK-Mura-AB.png | ||
|input = 4/5/6+A+B | |input = 4/5/6+A+B | ||
|caption = KORE DE | |||
|data= | |data= | ||
{{AttackData-ABK | {{AttackData-ABK | ||
|damage = | |damage = 2000 | ||
|guard = N/A | |guard = N/A | ||
|startup = 6 | |startup = 6 | ||
|advHit = --- | |advHit = --- | ||
|advBlock = --- | |advBlock = --- | ||
|description = Murakumo grabs the opponent and discharges them with an explosive burst of energy upon releasing them. This throw can be tech rolled | |description = Murakumo grabs the opponent and discharges them with an explosive burst of energy upon releasing them. This throw can be tech rolled. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-ABK | {{AttackData-ABK | ||
|damage = 2000 | |damage = 2000 | ||
|guard = N/A | |guard = N/A | ||
|startup = 3 | |startup = 3 | ||
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| advHit = KD | | advHit = KD | ||
| advBlock = -20 | | advBlock = -20 | ||
| description = Murakumo surrounds himself in electric aura (looks like the mine detonation) and if the opponent makes contact with it | | description = Murakumo surrounds himself in an electric aura (looks like the mine detonation), and if the opponent makes contact with it Murakumo will slice him upwards a few times then strike him down back to the ground with his sword. The range on this move is about Murakumo's height and is a pretty good counter for last minute jump-ins (since he is pretty tall), but it isn't the move for all jump-ins since you can use EX Tekkouzan for 2 meters less. | ||
Only use in combos/confirms that will kill the opponent. Can technically OTG for extremely minimal damage. | |||
}} | }} | ||
}} | }} | ||
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Switching between these playstyles is important to maintain momentum while being extremely unpredictable. | Switching between these playstyles is important to maintain momentum while being extremely unpredictable. | ||
For defensive zoning, mines become an important tool to prevent people from rushing you down as they stay active even if you take damage (non-EX mines disappear if you take damage in the arcade version, so be careful there). For opponents who are fullscreen or jump happy, defensive mine + [4]6C is an almost unbeatable combination. | |||
When a jumping opponent learns to parry [4]6C, you can punish with an air throw or air-to-air with j.A. Since whiffing B and C normals build meter, whiffing 5B -> [4]6X will net you a little bit of extra meter on top of keeping you in place and throwing out extra hitboxes. | |||
[2]8A -> [2]8BC is an amazing tool to counter approaches with only 5 frames of startup and leads to major damage. You can almost play Murakumo like Electrosoldat with his Flash Kick, though be careful of jumping parries. | |||
[2]8A -> [2]8BC | |||
*Note: Zoning is extremely difficult against characters like Anonym and Blitztank who have fast traveling fullscreen projectiles since they perfectly contest your fireballs. | *Note: Zoning is extremely difficult against characters like Anonym and Blitztank who have fast-traveling fullscreen projectiles, since they perfectly contest your fireballs. | ||
For offensive play in neutral, jumping and teleports become Murakumo's most important rushdown tools. Here is a quick rundown on when each of Murakumo's teleports is most useful: | |||
*66 (Dash Teleport): Great for gaining distance or closing the gap, but generally not better than walking forward. Occasionally leads into ideal scramble situations where you teleport behind your opponent and their button whiffs. | |||
*j.2A: Forms the basis for half of Murakumo's teleport crossups with the 8X upwards kick follow-up you can perform after j.2A/B. Goes straight down, so it usually won't cross up and is sometimes a good option for baiting parry. | |||
*j.2B: The second half of the teleport crossups. Use this when your teleport will put you behind your opponent so you can instantly cross them up with the 8X follow up. | |||
*j.2C: Easily the best teleport. Inputting j.2C will let you perform an air action afterwards, which can become borderline instant overheads that lead into full combos. Use this if your opponent is trying to play defensively, or when your spacing creates an ambiguous crossup. | |||
Because you can block in the air, jumping is an incredible option. It is almost completely safe and Murakumo has some solid air buttons to back it up. j.A has little recovery so you can jump upwards, j.A, and still have air time to do another jumping attack or even a teleport. | |||
One strangely effective application for this is jumping forward in neutral, hitting j.A j.B/C, then immediately jumping back and doing the same thing. This builds meter while also throwing out hitboxes for your opponent to somehow run into. | |||
[https://youtu.be/hnyn2cBIk08?t=22 This round demonstrates this strategy in practice.] | |||
Outside of those options, Murakumo can make good use of his walk speed to approach with a fireball to cover him and following a C Denkoudan with a jump cheats neutral entirely. If you're a really good gambler, throwing out C normals is also not a terrible idea. | |||
If your opponent starts parrying your mixups, delay your attacks or throw. This pattern becomes Murakumo's most common scenario. | |||
'''Mixup Options and Advantage''' | |||
After Murakumo gets in, he has a couple general pressure options: stagger pressure or throw. | |||
Murakumo's basic block string is 2A x n -> 5B/2B. 2A can stagger into itself, and 5B/2B staggers from 2A. | |||
Common block string enders after 5B/2B include [4]6X to reset pressure, 5C for a riskier pressure reset and overhead mixup, and 4C for reflector-happy opponents. | |||
If your opponent starts blocking too much or parries your stagger pressure once you're in, abuse your walk speed and throw them. It is important you go for a mixup early in your pressure or you leave yourself vulnerable to parries. | |||
''' | '''Okizeme''' | ||
After landing a combo, your opponent will be hit by one of the following enders which lead to different okizeme flowcharts post-knockdown: | |||
*2C: This ender leads to the best okizeme you can get midscreen. With a tight link and a deep meaty, you can combo 5C into 5/2A for looping setplay. In the corner you can safely set a mine as well. | |||
[https://youtu.be/QlgIdIga0ww Here's a video demonstrating some mixups you can do after 2C knockdowns midscreen.] | |||
*[2]8X: This knockdown isn't amazing, but you are able to meaty by walking up or jumping in. Higher damage especially when dumping meter, but generally less preferred than 2C. | |||
*Throw: Unfortunately, this is the worst okizeme situation midscreen. You can walk up and 2B for a meaty, but this is very tight and one-dimensional. Generally advised to set a mine and switch to a zoning style afterwards unless in the corner. | |||
*Air Combo > 2B > 22X (Corner Only): The best corner oki you can get, but only off situational combos that require meter or a mine launcher combo. The mine gives you insurance on anything you want to do; see below for more info. | |||
'''Corner Pressure''' | '''Corner Pressure''' | ||
This is where Murakumo | This is where Murakumo really shines. If you get a single knockdown in the corner with mine oki, you can effectively keep your opponent locked down there until the mine expires. | ||
There are very few ways to escape the corner that beat mine lockdown (to cover ground options) and C | There are very few ways to escape the corner that beat mine lockdown (to cover ground options) and C Denkoudan (to cover aerial options). If you are content with taking the meter + chip damage, your opponent will start to crack under the pressure. | ||
If you would rather make use of the mine, you can go for a | If you would rather make use of the mine, you can go for a block string and detonate the mine at the end to give you a ton of plus frames. This gives you an opportunity to land a fancy mine launcher corner combo on hit (detailed in the Combo section) and leads into a tick throw/mixup opportunity if blocked. | ||
This gives you an opportunity to land a fancy mine launcher corner combo (detailed in the | |||
'''Defense''' | '''Defense''' | ||
If you're in a sticky situation, either midscreen or in the corner, Murakumo has few options to escape. His best button to mash during | If you're in a sticky situation, either midscreen or in the corner, Murakumo has few options to escape. His best button to mash during block strings is 5A, but that becomes vulnerable to stagger pressure, which everyone in this game has. | ||
Murakumo needs to spend meter for any kind of invincibility on wakeup, and even that becomes risky since every one of his reversals is minus on block. If you HAVE to push buttons on the defensive, parry is the safest option. | Murakumo needs to spend meter for any kind of invincibility on wakeup, and even that becomes risky since every one of his reversals is minus on block. If you HAVE to push buttons on the defensive, parry is the safest option. | ||
In the vast majority of situations, blocking will be your best bet. | |||
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[https://youtu.be/hnyn2cBIk08 Good netplay match compilation that details all the techniques here.] | [https://youtu.be/hnyn2cBIk08 Good netplay match compilation that details all the techniques here.] | ||
[https://wikiwiki.jp/akatsuki/%E3%83%A0%E3%83%A9%E3%82%AF%E3%83%A2%E6%94%BB%E7%95%A5 Japanese Murakumo Wiki (Also has a section for Ausf Achse)] | [https://wikiwiki.jp/akatsuki/%E3%83%A0%E3%83%A9%E3%82%AF%E3%83%A2%E6%94%BB%E7%95%A5 Japanese Murakumo Wiki (Also has a section for Ausf Achse.)] | ||
== Combos == | == Combos == | ||
=== Combo Terminology === | |||
{| class="wikitable sortable" border="1" style="min-width: 300px; text-align: left" | |||
|- | |||
! style="width: 3em;" | Symbol!! | Meaning | |||
|- | |||
| > || Cancel from the previous move to the following move. | |||
|- | |||
| Land || The player must land from a jump state. | |||
|- | |||
| , || Link from the previous move to the following move. | |||
|- | |||
| dl./Delay || Delay before using the following move. | |||
|- | |||
| nj.X || Neutral Jump. | |||
|- | |||
| AA || Anti-Air; must hit an airborne opponent. | |||
|- | |||
| [X] || Hold the input. | |||
|- | |||
| (X) || Optional input. | |||
|- | |||
| [X]*N || Repeat (sequence) N number of times. | |||
|} | |||
'''Note:''' 2AA > 2B is approximately the time it takes to charge a special move; use this ground string if you are not already holding down-back when your combo begins. | |||
===Midscreen Combos=== | |||
: | {| class="wikitable sortable" border="1" style="text-align: center" | ||
|- | |||
!! style="width: 35em;" | Combo !! Damage !! Video !! style="width: 45em;" | Notes | |||
|- | |||
|| 2A > 5B > 2B > 2C, [4]6A, (OTG 2B > 22X) || 1828<br>2189 with OTG || - || | |||
Murakumo's main combo, and pretty much the only midscreen combo you'll be doing most of the time. If the opponent techs the 2C knockdown, [4]6A will automatically meaty them. | |||
|- | |||
|| 2A > 2A > 2B > [2]8A > [2]8BC/ABC || - || - || | |||
A variant of the previous combo that sacrifices oki for damage. | |||
|- | |||
|| AA j.A/j.C, Land, Air Throw || - || [https://youtu.be/___________ Link]<br>[https://youtu.be/2dZXNEWJHZI Cross-Under] || | |||
More of an Air Throw setup than an actual combo. Not going for the Air Throw lets Murakumo cross under the opponent, as shown in the second video. | |||
|} | |||
===Corner Combos=== | |||
'''Note:''' Meterless combos without mine detonations are the same as midscreen. | |||
{| class="wikitable sortable" border="1" style="text-align: center" | |||
|- | |||
!! style="width: 35em;" | Combo !! Damage !! Mine Required? || Video !! style="width: 45em;" | Notes | |||
|- | |||
|| 2A > 2B > [2]8C > [4]6BC, 2AA > 2B > [2]8B > ([2]8BC) || 3216/4615<br>2854/4263 || No || [https://youtu.be/hmD5vse-x-o Link] || | |||
The damage route, which trades mine oki for big damage (which is only enhanced by the use of an extra bar). The second set of damage values corresponds to a 2AA > 2B starter. | |||
|- | |||
|| 2A > 2B > [2]8C > [4]6BC, 2AA > 2B > 22X, (OTG 2B > 22X) || 2680 || No || [https://youtu.be/vDiU8KhvAKs Link] || | |||
The oki route. Mine will hit OTG if the opponent doesn't tech the knockdown, giving free damage and another mine set. | |||
|- | |||
|| (22A Hit), 2B > 2C || 1976 || Yes || - || | |||
Conversion for when the opponent gets hit by a mine. Same goes for the other two combos. | |||
|- | |||
|| (22B Hit), 9j.A, j.C, Land, 2B > 2C || 2580 || Yes || - || - | |||
|- | |||
|| (22C Hit), 9j.A*2, Land, 9j.A, j.C, Land, (5A/2A/5B) > 2B > 2C || 2772 || Yes || - || | |||
5A/2A/5B can only be done if close enough. | |||
|- | |||
|| (22B/C Set), 2A*N > 2B > 22X, 9j.A, j.C, Land, 5B > [4]6A, 2AA > 2B > [2]8B > ([2]8BC) || 3164<br>4565 || Yes || [https://youtu.be/dCLYQtQNx8U Link] || | |||
Optimal meterless mine corner combo. 2A scaling is almost minimal, so use as many as needed to hit-confirm (this also applies to the next combo). Just like the mine-less route, this can lead into mine oki for less damage. | |||
|- | |||
|| (22B/C Set), 2A > 2B > 22X, 9j.A, j.B, Land, 9j.A, j.C, 5A*N > 22A > 2B > [2]8B > ABC || ~6900, >8000 Possible || Yes || [https://youtu.be/U4hYj98-ntU Link] || | |||
Murakumo's highest damage combo. Pop off if you ever land this in a set. | |||
|} | |||
===Reflector Combos=== | |||
{| class="wikitable sortable" border="1" style="text-align: center" | |||
|- | |||
!! style="width: 35em;" | Combo !! Damage !! Video !! style="width: 45em;" | Notes | |||
|- | |||
|| Reflector, 2B > 2C || 1805 || - || | |||
Basic and easy Reflector combo. | |||
|- | |||
|| Reflector, 2B > [2]8X > [2]8BC || 3432 || - || | |||
More damaging Reflector combo. Only works if Murakumo is close to the opponent. | |||
|} | |||
===Ausf Achse=== | |||
Murakumo's routes don't change in Ausf Achse, even for reflector combos, although reflector combos deal less damage across the board so spending meter on them is discouraged. | |||
== Frame Data == | == Frame Data == | ||
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<br>'''KD''' - Knockdown | <br>'''KD''' - Knockdown | ||
<br>'''VB''' - Variable | <br>'''VB''' - Variable | ||
<br>'''*UV''' - | <br>'''*UV''' - Value(s) marked with "'''?'''" in the table is/are unverified. | ||
<br>'''x~yF''' - | <br>'''x~yF''' - A period from frame "'''x'''" till frame "'''y'''". | ||
| Frames | Frame Advantage | | | Frames | Frame Advantage | | ||
Line 630: | Line 725: | ||
'''Command Normals''' --------------------------------------- | '''Command Normals''' --------------------------------------- | ||
4C | 32 | -- | -- | -- | | 4C | 32 | -- | -- | -- | | ||
j.2A | VB* | -- | -- | -- | | j.2A | VB* | -- | -- | -- | Landing Recovery 16F, then 4F invincible, | ||
*33F if done right after the jump | *33F if done right after the jump. | ||
j.2B | VB* | -- | -- | -- | | j.2B | VB* | -- | -- | -- | Landing Recovery 16F, then 4F invincible, | ||
*34F if done right after the jump | *34F if done right after the jump. | ||
j.2C | VB | -- | -- | -- | 16-21F invincible, cancellable into air normal after 32F | j.2C | VB | -- | -- | -- | 16-21F invincible, cancellable into air normal after 32F. | ||
j.2A/B > 8A | 43 | 5* | KD | -25 | | j.2A/B > 8A | 43 | 5* | KD | -25 | Cancels j.2A/B landing recovery starting from 8F; *29th frame | ||
in its fastest variation ( | in its fastest variation (ascending j.2A). | ||
j.2A/B > 8B | 51 | 5* | KD | -33 | | j.2A/B > 8B | 51 | 5* | KD | -33 | Cancels j.2A/B landing recovery starting from 8F; *26th frame | ||
in its fastest variation ( | in its fastest variation (ascending j.2A). | ||
j.2A/B > 8C | 59 | 5* | KD | -41 | | j.2A/B > 8C | 59 | 5* | KD | -41 | Cancels j.2A/B landing recovery starting from 8F; *23rd frame | ||
in its fastest variation ( | in its fastest variation (ascending j.2A). | ||
'''Specials''' --------------------------------------- | '''Specials''' --------------------------------------- | ||
[4]6+A | 42 | 13 | +1 | -3 | | [4]6+A | 42 | 13 | +1 | -3 | | ||
Line 648: | Line 743: | ||
[2]8+B | 47 | 7 | KD | -25 | | [2]8+B | 47 | 7 | KD | -25 | | ||
[2]8+C | 49 | 9 | KD | -25 | | [2]8+C | 49 | 9 | KD | -25 | | ||
22+A | 40 | 42* | KD | +19* | | 22+A | 40 | 42* | KD | +19* | Setup ends on 25F, mine auto-explodes 17F after being | ||
triggered, | triggered, Murakumo crouches during 3~38F. | ||
| (* = Triggered instantly after the setup.) | |||
22+B | 40 | 44* | KD | +21* | | 22+B | 40 | 44* | KD | +21* | Setup ends on 27F, see above. | ||
22+C | 40 | 46* | KD | +23* | | 22+C | 40 | 46* | KD | +23* | Setup ends on 29F, see above. | ||
22 > 22+A | 30 | 9 | KD | -4 | | 22 > 22+A | 30 | 9 | KD | -4 | Narrow hitbox on 9F, wide on 11F; if the enemy enters | ||
mine's trigger range before you finish detonating it, it | mine's trigger range before you finish detonating it, it | ||
will auto-explode | will auto-explode. | ||
22 > 22+B | 30 | 13 | KD | +0 | | 22 > 22+B | 30 | 13 | KD | +0 | Narrow hitbox on 13F, wide on 15F; see above. | ||
22 > 22+C | 30 | 17 | KD | +4 | | 22 > 22+C | 30 | 17 | KD | +4 | Narrow hitbox on 17F, wide on 19F; see above. | ||
'''EX and Level 3''' --------------------------------------- | '''EX and Level 3''' --------------------------------------- | ||
[4]6+B+C | 50 | 13 | KD | -1 | 1~4F invincible | [4]6+B+C | 50 | 13 | KD | -1 | 1~4F invincible. | ||
[2]8+B+C | 53 | 5 | KD | -25 | 1~4F invincible | [2]8+B+C | 53 | 5 | KD | -25 | 1~4F invincible. | ||
22+B+C | 40 | 40* | KD | +29* | | 22+B+C | 40 | 40* | KD | +29* | Setup ends on 23F, mine auto explodes 17F after being | ||
triggered, | triggered, Murakumo is 1~2F invincible and crouches during | ||
3~38F. (* = Triggered instantly after the setup.) | |||
22+B+C > 22+B+C | 30 | 9 | KD | +8* | | 22+B+C > 22+B+C | 30 | 9 | KD | +8* | Narrow hitbox on 9F, wide on 11F; if the enemy enters | ||
mine's trigger range before you finish detonating it, it | mine's trigger range before you finish detonating it, it | ||
will auto-explode | will auto-explode. (* = In case all 4 explosions were blocked, | ||
often becomes +6 with grounded opponents | often becomes +6 with grounded opponents.) | ||
A+B+C | 40 | 4 | KD | -20 | | A+B+C | 40 | 4 | KD | -20 | Super flash 40F, 1~4F invincible. | ||
== Trivia == | == Trivia == |
Latest revision as of 14:28, 20 June 2024
Background
A military officer stationed in Germany who planned and implemented a German military affairs delegation during the previous Great War. During his tenure, he made contact with the religious society Perfecti Cult and established a military technical research institute commonly known as "Gesellschaft." In the last stage of the war contact with Berlin was lost. (From Character Selection screen.)
Read the translation of his Arcade Mode!
Introduction
The man with the funny walk who wants to become God. Murakumo is no joke though. In classic boss character fashion, he has a tool for nearly every situation.
In short, Murakumo is a boss character with little to no bad matchups because of his versatility. He has a fireball for every situation, and his mixups put every other character in Blitzkampf to shame. If you handle this character well in neutral, your opponent will become scared of any move you make. His teleports are incredibly useful movement abilities that also double as good mixup tools. Murakumo may not get amazing damage or corner carry, but he has a couple tools that let him overcome his damage problems. Combos into [2]8B+C deal great damage, and his mines lead to his most damaging combos in the corner while also serving as great pressure tools on their own.
Similar to: Oro, Heidern, M. Bison (Dictator)
Strengths | Weaknesses |
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All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides. (Remember "Health difference" and "Guts" systems are a factor.)
Character Summary
- Special Moves
- [4]6A/B/C (EX OK) - Denkoudan: Sonic Boom/Fireball
- [2]8A/B/C (EX OK) - Tekkouzan: Flash Kick
- 22A/B/C (EX OK) - Denkou Jirai: Mine Set/Detonate
- Level 3 Super
- A+B+C - Hakkou Ichiu: High damage (but low range) combo ender.
- Unique Attacks
- 4C, j.2A/B/C, j.2A/B > 8A/B/C
- Armor Ratio = 1.000 (Average)
- Forward Speed = 10.75 dots/F (Fastest in the game.)
- Backward Speed = 5.0 dots/F (Fastest unbuffed value.)
- Jump Startup - 3F (Fastest unbuffed value.)
- Backdash Duration - 32F (Slowest backdash, but it acts as a teleport with invulnerability on frames 11-22.)
Basic BNB: 2A > 5B > 2B > 2C
Metered BNB: 2A > 2A > 2B > [2]8B > 8B+C
22A/22B Mine Hit: 2B > 2C
22C Mine Corner Hit: > 9j.A j.B -> land 9j.A j.C > 5A x3 > 2A x2 > 2B > [2]8B > 8B+C/A+B+C
Reflector: B+C > 2B > 2C
Notes on Ausf. Achse
Universal Changes
None of these changes were especially important to Murakumo, though losing access to high damage reflector combos with [2]8B+C hurts.
Character Changes
Murakumo has a taunt now! It deals extremely minimal damage and is mostly useless. But...
5B was changed to a long-range kick with the same frame data. This is an incredible poke and pressure tool.
2B has a new animation and slightly lower range. Sadly, this reduces its usage to primarily block string fodder.
j.B has a new animation as well, but the usage is the same. Maintains its cross-up hitbox and decent jump-in properties.
Non-EX mines will disappear instantly if Murakumo is hit. Does NOT apply to EX mines, so you can still be a scumbag for 1 bar. This nerf requires a bit of a gameplan change, since you can't rely on 22A/B/C to bail you out of everything anymore.
Normal Moves
5A
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5B
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2A
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2B
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j.A
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j.B
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j.C
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Illusions
One of Murakumo's main gimmicks are his illusions. Think of Hibiki from BlazBlue Central Fiction, though not as fleshed out.
電光欺瞞 - Denkou Giman
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Command Normals
電光迷彩 - Denkou Meisai
j.2A/B/C |
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人間迫砲 - Ningen Hakubou
j.2A/B > 8A/B/C |
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Special Moves
電光弾 - Denkoudan
[4]6+A/B/C/B+C |
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徹甲斬 - Tekkouzan
[2]8+A/B/C/B+C |
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電光地雷 - Denkou Jirai
22+A/B/C/B+C |
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Universal Mechanics
Reflector
Standing Reflector
4/5/6+B+C |
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Crouching Reflector
1/2/3+B+C |
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Jumping Reflector
j4/5/6+B+C |
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Throws
Standing Throw
4/5/6+A+B |
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Jumping Throw
j.4/5/6+A+B |
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Super Move
八紘一宇 - Hakkou Ichiu
A+B+C |
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General Strategy
Neutral
For most matchups, neutral is where Murakumo thrives. He can choose to play defensively with mines and fireballs, or go full rushdown with teleports and his borderline unfair walk speed. Switching between these playstyles is important to maintain momentum while being extremely unpredictable.
For defensive zoning, mines become an important tool to prevent people from rushing you down as they stay active even if you take damage (non-EX mines disappear if you take damage in the arcade version, so be careful there). For opponents who are fullscreen or jump happy, defensive mine + [4]6C is an almost unbeatable combination. When a jumping opponent learns to parry [4]6C, you can punish with an air throw or air-to-air with j.A. Since whiffing B and C normals build meter, whiffing 5B -> [4]6X will net you a little bit of extra meter on top of keeping you in place and throwing out extra hitboxes.
[2]8A -> [2]8BC is an amazing tool to counter approaches with only 5 frames of startup and leads to major damage. You can almost play Murakumo like Electrosoldat with his Flash Kick, though be careful of jumping parries.
- Note: Zoning is extremely difficult against characters like Anonym and Blitztank who have fast-traveling fullscreen projectiles, since they perfectly contest your fireballs.
For offensive play in neutral, jumping and teleports become Murakumo's most important rushdown tools. Here is a quick rundown on when each of Murakumo's teleports is most useful:
- 66 (Dash Teleport): Great for gaining distance or closing the gap, but generally not better than walking forward. Occasionally leads into ideal scramble situations where you teleport behind your opponent and their button whiffs.
- j.2A: Forms the basis for half of Murakumo's teleport crossups with the 8X upwards kick follow-up you can perform after j.2A/B. Goes straight down, so it usually won't cross up and is sometimes a good option for baiting parry.
- j.2B: The second half of the teleport crossups. Use this when your teleport will put you behind your opponent so you can instantly cross them up with the 8X follow up.
- j.2C: Easily the best teleport. Inputting j.2C will let you perform an air action afterwards, which can become borderline instant overheads that lead into full combos. Use this if your opponent is trying to play defensively, or when your spacing creates an ambiguous crossup.
Because you can block in the air, jumping is an incredible option. It is almost completely safe and Murakumo has some solid air buttons to back it up. j.A has little recovery so you can jump upwards, j.A, and still have air time to do another jumping attack or even a teleport. One strangely effective application for this is jumping forward in neutral, hitting j.A j.B/C, then immediately jumping back and doing the same thing. This builds meter while also throwing out hitboxes for your opponent to somehow run into.
This round demonstrates this strategy in practice.
Outside of those options, Murakumo can make good use of his walk speed to approach with a fireball to cover him and following a C Denkoudan with a jump cheats neutral entirely. If you're a really good gambler, throwing out C normals is also not a terrible idea.
If your opponent starts parrying your mixups, delay your attacks or throw. This pattern becomes Murakumo's most common scenario.
Mixup Options and Advantage
After Murakumo gets in, he has a couple general pressure options: stagger pressure or throw. Murakumo's basic block string is 2A x n -> 5B/2B. 2A can stagger into itself, and 5B/2B staggers from 2A. Common block string enders after 5B/2B include [4]6X to reset pressure, 5C for a riskier pressure reset and overhead mixup, and 4C for reflector-happy opponents.
If your opponent starts blocking too much or parries your stagger pressure once you're in, abuse your walk speed and throw them. It is important you go for a mixup early in your pressure or you leave yourself vulnerable to parries.
Okizeme
After landing a combo, your opponent will be hit by one of the following enders which lead to different okizeme flowcharts post-knockdown:
- 2C: This ender leads to the best okizeme you can get midscreen. With a tight link and a deep meaty, you can combo 5C into 5/2A for looping setplay. In the corner you can safely set a mine as well.
Here's a video demonstrating some mixups you can do after 2C knockdowns midscreen.
- [2]8X: This knockdown isn't amazing, but you are able to meaty by walking up or jumping in. Higher damage especially when dumping meter, but generally less preferred than 2C.
- Throw: Unfortunately, this is the worst okizeme situation midscreen. You can walk up and 2B for a meaty, but this is very tight and one-dimensional. Generally advised to set a mine and switch to a zoning style afterwards unless in the corner.
- Air Combo > 2B > 22X (Corner Only): The best corner oki you can get, but only off situational combos that require meter or a mine launcher combo. The mine gives you insurance on anything you want to do; see below for more info.
Corner Pressure
This is where Murakumo really shines. If you get a single knockdown in the corner with mine oki, you can effectively keep your opponent locked down there until the mine expires. There are very few ways to escape the corner that beat mine lockdown (to cover ground options) and C Denkoudan (to cover aerial options). If you are content with taking the meter + chip damage, your opponent will start to crack under the pressure.
If you would rather make use of the mine, you can go for a block string and detonate the mine at the end to give you a ton of plus frames. This gives you an opportunity to land a fancy mine launcher corner combo on hit (detailed in the Combo section) and leads into a tick throw/mixup opportunity if blocked.
Defense
If you're in a sticky situation, either midscreen or in the corner, Murakumo has few options to escape. His best button to mash during block strings is 5A, but that becomes vulnerable to stagger pressure, which everyone in this game has. Murakumo needs to spend meter for any kind of invincibility on wakeup, and even that becomes risky since every one of his reversals is minus on block. If you HAVE to push buttons on the defensive, parry is the safest option.
In the vast majority of situations, blocking will be your best bet.
Other Resources
Good netplay match compilation that details all the techniques here.
Japanese Murakumo Wiki (Also has a section for Ausf Achse.)
Combos
Combo Terminology
Symbol | Meaning |
---|---|
> | Cancel from the previous move to the following move. |
Land | The player must land from a jump state. |
, | Link from the previous move to the following move. |
dl./Delay | Delay before using the following move. |
nj.X | Neutral Jump. |
AA | Anti-Air; must hit an airborne opponent. |
[X] | Hold the input. |
(X) | Optional input. |
[X]*N | Repeat (sequence) N number of times. |
Note: 2AA > 2B is approximately the time it takes to charge a special move; use this ground string if you are not already holding down-back when your combo begins.
Midscreen Combos
Combo | Damage | Video | Notes |
---|---|---|---|
2A > 5B > 2B > 2C, [4]6A, (OTG 2B > 22X) | 1828 2189 with OTG |
- |
Murakumo's main combo, and pretty much the only midscreen combo you'll be doing most of the time. If the opponent techs the 2C knockdown, [4]6A will automatically meaty them. |
2A > 2A > 2B > [2]8A > [2]8BC/ABC | - | - |
A variant of the previous combo that sacrifices oki for damage. |
AA j.A/j.C, Land, Air Throw | - | Link Cross-Under |
More of an Air Throw setup than an actual combo. Not going for the Air Throw lets Murakumo cross under the opponent, as shown in the second video. |
Corner Combos
Note: Meterless combos without mine detonations are the same as midscreen.
Combo | Damage | Mine Required? | Video | Notes |
---|---|---|---|---|
2A > 2B > [2]8C > [4]6BC, 2AA > 2B > [2]8B > ([2]8BC) | 3216/4615 2854/4263 |
No | Link |
The damage route, which trades mine oki for big damage (which is only enhanced by the use of an extra bar). The second set of damage values corresponds to a 2AA > 2B starter. |
2A > 2B > [2]8C > [4]6BC, 2AA > 2B > 22X, (OTG 2B > 22X) | 2680 | No | Link |
The oki route. Mine will hit OTG if the opponent doesn't tech the knockdown, giving free damage and another mine set. |
(22A Hit), 2B > 2C | 1976 | Yes | - |
Conversion for when the opponent gets hit by a mine. Same goes for the other two combos. |
(22B Hit), 9j.A, j.C, Land, 2B > 2C | 2580 | Yes | - | - |
(22C Hit), 9j.A*2, Land, 9j.A, j.C, Land, (5A/2A/5B) > 2B > 2C | 2772 | Yes | - |
5A/2A/5B can only be done if close enough. |
(22B/C Set), 2A*N > 2B > 22X, 9j.A, j.C, Land, 5B > [4]6A, 2AA > 2B > [2]8B > ([2]8BC) | 3164 4565 |
Yes | Link |
Optimal meterless mine corner combo. 2A scaling is almost minimal, so use as many as needed to hit-confirm (this also applies to the next combo). Just like the mine-less route, this can lead into mine oki for less damage. |
(22B/C Set), 2A > 2B > 22X, 9j.A, j.B, Land, 9j.A, j.C, 5A*N > 22A > 2B > [2]8B > ABC | ~6900, >8000 Possible | Yes | Link |
Murakumo's highest damage combo. Pop off if you ever land this in a set. |
Reflector Combos
Combo | Damage | Video | Notes |
---|---|---|---|
Reflector, 2B > 2C | 1805 | - |
Basic and easy Reflector combo. |
Reflector, 2B > [2]8X > [2]8BC | 3432 | - |
More damaging Reflector combo. Only works if Murakumo is close to the opponent. |
Ausf Achse
Murakumo's routes don't change in Ausf Achse, even for reflector combos, although reflector combos deal less damage across the board so spending meter on them is discouraged.
Frame Data
source
KD - Knockdown
VB - Variable
*UV - Value(s) marked with "?" in the table is/are unverified.
x~yF - A period from frame "x" till frame "y".
| Frames | Frame Advantage | Attack | Total | Startup | On Hit | On Block | Notes Throws and Reflectors --------------------------------------- 4/5/6+A+B | 20 | 6? | KD | -- | *UV j.4/5/6+A+B | 20 | 3 | KD | -- | 5+B+C | 17 | 7 | KD | +3 | c.B+C | 17 | 7 | KD | +3 | j.B+C | 16 | 6 | KD | +3 | Normals --------------------------------------- 5A | 15 | 4 | +0 | +0 | 5B | 21 | 6 | +0 | -2 | 5C | 46 | 32 | +1 | -1 | c.A | 15 | 4 | +0 | +0 | c.B | 34 | 7 | -12 | -14 | c.C | 42 | 15 | KD | -12 | j.A | 15 | 4 | +0 | +0 | j.B | 24 | 5 | VB | VB | j.C | 25 | 6 | VB | VB | c./5A > 5A | 15 | 4 | +0 | +0 | c./5A > c.A | 15 | 4 | +0 | +0 | Command Normals --------------------------------------- 4C | 32 | -- | -- | -- | j.2A | VB* | -- | -- | -- | Landing Recovery 16F, then 4F invincible, *33F if done right after the jump. j.2B | VB* | -- | -- | -- | Landing Recovery 16F, then 4F invincible, *34F if done right after the jump. j.2C | VB | -- | -- | -- | 16-21F invincible, cancellable into air normal after 32F. j.2A/B > 8A | 43 | 5* | KD | -25 | Cancels j.2A/B landing recovery starting from 8F; *29th frame in its fastest variation (ascending j.2A). j.2A/B > 8B | 51 | 5* | KD | -33 | Cancels j.2A/B landing recovery starting from 8F; *26th frame in its fastest variation (ascending j.2A). j.2A/B > 8C | 59 | 5* | KD | -41 | Cancels j.2A/B landing recovery starting from 8F; *23rd frame in its fastest variation (ascending j.2A). Specials --------------------------------------- [4]6+A | 42 | 13 | +1 | -3 | [4]6+B | 42 | 13 | +1 | -3 | [4]6+C | 42 | 13 | +1 | -3 | [2]8+A | 45 | 5 | KD | -25 | [2]8+B | 47 | 7 | KD | -25 | [2]8+C | 49 | 9 | KD | -25 | 22+A | 40 | 42* | KD | +19* | Setup ends on 25F, mine auto-explodes 17F after being triggered, Murakumo crouches during 3~38F. | (* = Triggered instantly after the setup.) 22+B | 40 | 44* | KD | +21* | Setup ends on 27F, see above. 22+C | 40 | 46* | KD | +23* | Setup ends on 29F, see above. 22 > 22+A | 30 | 9 | KD | -4 | Narrow hitbox on 9F, wide on 11F; if the enemy enters mine's trigger range before you finish detonating it, it will auto-explode. 22 > 22+B | 30 | 13 | KD | +0 | Narrow hitbox on 13F, wide on 15F; see above. 22 > 22+C | 30 | 17 | KD | +4 | Narrow hitbox on 17F, wide on 19F; see above. EX and Level 3 --------------------------------------- [4]6+B+C | 50 | 13 | KD | -1 | 1~4F invincible. [2]8+B+C | 53 | 5 | KD | -25 | 1~4F invincible. 22+B+C | 40 | 40* | KD | +29* | Setup ends on 23F, mine auto explodes 17F after being triggered, Murakumo is 1~2F invincible and crouches during 3~38F. (* = Triggered instantly after the setup.) 22+B+C > 22+B+C | 30 | 9 | KD | +8* | Narrow hitbox on 9F, wide on 11F; if the enemy enters mine's trigger range before you finish detonating it, it will auto-explode. (* = In case all 4 explosions were blocked, often becomes +6 with grounded opponents.) A+B+C | 40 | 4 | KD | -20 | Super flash 40F, 1~4F invincible.
Trivia