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Akatsuki Blitzkampf/Murakumo

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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!


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, and 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 EX flash kick deal great damage, and mines, while serving as a good pressure tool, also lead to his most damaging combos in the corner.

Similar to: Oro, Heidern, M. Bison (Dictator)

Strengths Weaknesses
  • Movement: He outpaces every character's forward movement with his amazing walkspeed. With his kit of teleports, you can be almost anywhere onscreen.
  • 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.
  • Situational Anti-Airs: Though [2]8X is a very fast flash kick, 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 about "Health difference" and "Guts" systems)

Character Summary

Move list

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
Stats & vitals

  • Armor ratio = 1.000 (Average armor value)
  • Forward speed = 10.75 dots/F (Fastest in the game)
  • Backwards speed = 5.0 dots/F (Fastest unbuffed value)
  • Jump startup - 3F (Fastest unbuffed value)
  • Backdash duration - 32F (Slowest backdash, but acts as a teleport with invuln on frames 11-22)
Quick combo reference

Basic BNB: 2A > 5B > 2B > 2C

Metered BNB: 2A > 2A > 2B > [2]8A > [2]8EX

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]8EX 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 blockstring 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.

Complete Changelog

Normal Moves

Damage Guard Startup Adv Hit Adv Block
500 High/Low 4 +0 +0

A quick jab. Can be mashed.

Damage Guard Startup Adv Hit Adv Block
1000 High/Low 6 +0 -2

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 Asche 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.

Damage Guard Startup Adv Hit Adv Block
400 High/Low 4 +0 +0

A quick crouching jab. Can be mashed.

Damage Guard Startup Adv Hit Adv Block
800 Low 7 -12 -14

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 Asche 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.

Damage Guard Startup Adv Hit Adv Block
500 High 4 +0 +0

A quick jumping jab w/ hand extended. Good air to air normal. Fast enough to let you do another air normal if you do this while rising.

Damage Guard Startup Adv Hit Adv Block
1000 High 5 VB VB

An aerial version of Murakumo's 2B/2C and also crosses up. Also a pretty good air to air.

Damage Guard Startup Adv Hit Adv Block
1500 High 6 VB VB

Downward kick towards the opponent. This is Murakumo's best jump-in button, and is also his best combo starter. Has niche usage as an Fshiki as well as an instant overhead depending on the matchup.


One of Murakumo's main gimmicks are his illusions. Think of Hibiki from Blazblue Centralfiction, though not as fleshed out.

電光欺瞞 - Denkou Giman
Version Damage Guard Startup Adv Hit Adv Block
5C 1500~ High 32 +1 -1

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.

2C 1200~ Low 15 KD -12

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.

4C --- --- --- --- ---

One of the three moves that uses Murakumo's illusions. This version does not hit the opponent at all for both the high and low versions whiff through the opponent. The recovery out of this is pretty fast so you can trick the opponent into reflecting (thinking it is one of the other illusions) and throw them or get a free low/high depending where they reflect. Builds no meter, but is very funny to use in neutral.

Command Normals

電光迷彩 - Denkou Meisai
- - - - -

An aerial teleport move.

A - Teleports Murakumo to the ground directly below him.

B - Teleports to the ground, but further away (as if he decended diagonally).

C - Teleports forward, except Murakumo reappears in midair.

  • Note: Murakumo can perform another air action after this teleport.
人間迫砲 - Ningen Hakubou
j.2A/B > 8A/B/C
- - - - -

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.

  • 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):
    • 5F base startup;
    • All versions cancel Teleport's recovery starting from 8F:
      • A version: 29F startup in it's fastest variation;
      • B version: 26F startup in it's fastest variation;
      • C version: 23F startup in it's fastest variation;
Version Damage Guard Startup Adv Hit Adv Block
A 1200~ High/Low - KD -25
B 1400~ High/Low - KD -33
C 1600~ High/Low - KD -41

Special moves

電光弾 - Denkoudan
Version Damage Guard Startup Adv Hit Adv Block
-- 1000~ High/Low 13 +1 -3

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 changes direction with different buttons. (Upward Arc [C], Downward Arc [A], and Straight [B])

A - - - - -

A version - Murakumo shoots the orb in a downward arc reaching its lowest point midscreen then eventually comes 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:
    • 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 followup with 2B 2C afterwards.
B - - - - -

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.

C - - - - -

Murakumo shoots the orb in an upward arc reaching its highest midscreen then eventually comes 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.

EX - - - KD -1

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.

徹甲斬 - Tekkouzan
Note: The hitboxes displayed above are only for the C version.
Note: The hitboxes displayed above are only for the C version.
-- - - - KD -25

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.
The hitbox on this attack gradually shifts upwards as you go from A > B > C and it becomes slower as well.

Version Damage Guard Startup Adv Hit Adv Block
A 1400~ High/Low 5 - -

Extremely fast and long range poke. Good tool to end pressure. Even if characters can punish it, reacting to it can be difficult.

B 1500~ High/Low 7 - -

Incredible anti air tool, though the charge requirement makes it difficult to use in all situations.

C 1600~ High/Low 9 - -

Slower, but more powerful flash kick 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.

EX 3229~ High/Low 5 KD -25

Murakumo swipes his sword out very very 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 invisible on startup and it comes out very fast. In other words, if you aren't blocking it when it comes out, you're getting 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 is also safe on block in the air. Deals amazing damage during combos, even with scaling.

電光地雷 - Denkou Jirai
- - Complicated. Read further: -

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, 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 will net you plenty of plus frames. Required for Murakumo's best corner combos.

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 pointblank on an unsuspecting enemy (Setup on top of the 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.
  • Mines explode on their own 17 frames after being triggered, either by activation (22X > 22X) or proximity.
  • When triggered, Mines have two hitboxes, a narrow one and a wide one:
    • Narrow hitbox starts on frame 9/13/17/9;
    • Wide hitbox starts on frame 11/15/19/11.
Version Damage Guard Startup Adv Hit Adv Block
A 800~ High/Low - - -

Mine comes out the fastest of the 3 but has the shortest aerial distance on hit. This version is the one used if you do not want to start your combo with an aerial move. For instance, if you want to start it with 5A instead of j.C after the initial hit, use A version.

B 1000~ High/Low - - -

Mine comes out a little slower but still faster than C version. The aerial distance is about the height of Akatsuki's 6C launcher. Has nice blockstun as well.

C 1200~ High/Low - - -

Mine comes out the slowest of the 3 versions but aerial distance is almost off the screen! Comboing off this version is very hard since it sends the opponent very high. Best blockstun of the 3 and also stays out the longest.

EX 1974~ High/Low - - -

Murakumo places 4 proximity mines. These can be detonated using the same 22+B+C input. Note, that Murakumo can have both normal and EX mines together on-screen, manual detonating command won't affect mines of the other type (ie: 22+A won't blow up EX mines). Good for damaging guard meter.

Universal Mechanics


Standing Reflector
Damage Guard Startup Adv Hit Adv Block
500~ High/Low 7 KD +3

Murakumo performs a jab that launches the opponent. You can combo off of it with 2B -> [2]8X -> [2]8BC on 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.

Crouching Reflector
Damage Guard Startup Adv Hit Adv Block
400~ Low 7 KD +3

Murakumo does his 2B, but this time around it launches. Similar to 5BC, but it seems to have a tiny slide. Helps a bit in reflector combos.

Jumping Reflector
Damage Guard Startup Adv Hit Adv Block
500~ Dunno. 6! KD +3

Murakumo performs his j.B, but you can follow it up with a neat juggle by using 2B -> 2C.


Standing Throw
Damage Guard Startup Adv Hit Adv Block
2000 N/A 6 --- ---

Murakumo grabs the opponent and discharges them with an explosive burst of energy upon releasing them. This throw can be tech rolled.

Jumping Throw
Damage Guard Startup Adv Hit Adv Block
2000 N/A 3 --- ---

Murakumo throws the opponent at a downward angle across the screen. This throw can be tech rolled.

Super Move

八紘一宇 - Hakkou Ichiu
ABK-Mura-ABC (Anim).png
Damage Guard Startup Adv Hit Adv Block
5547~ High/Low 4 KD -20

Murakumo surrounds himself in electric aura (looks like the mine detonation) and if the opponent makes contact with it, Murakumo will slice him upwards a few times then will 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 isnt the move for all jump ins since you can use EX Tekkouzan for 2 meters less.

Only use in combos/confirms that the opponent will be dead. Can technically OTG for extremely minimal damage.

General Strategy


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 flashkick, 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 walkspeed to approach with a fireball to cover him and following C fireball 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 blockstring is 2A x n -> 5/B2B. 2A can stagger into itself, and 5B/2B staggers from 2A. Common blockstring 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.


After landing a combo, your opponent will be hit by one of the following enders which lead to different okizeme flowcharts.

2C knockdown: 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 knockdown: 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 knockdown: Unfortunately the worst knockdown 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 > mine set (corner exclusive): 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 fireball (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 blockstring 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 (detailed in the combos section), but leads into tick throw/mixup opportunity if blocked.


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 blockstrings 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.

However 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)


2A x 2 -> 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.


2C can be replaced with [2]8A -> BC/ABC for EX flashkick and Level 3 enders respectively, so make sure to charge down and back for these enders.

  • 2A -> 5B -> 2B -> 2C -> [4]6A (If no tech, -> 2B -> 2C) (1828, 2189 with OTG)
Without teching, [4]6A will OTG for a combo extension. If they tech, [4]6A will just meaty.
  • Reflector -> 2B -> 2C (1805)
If close enough, replace 2C with [2]8X -> [2]8BC for BIG damage (3432)
  • j.A/j.C air-to-air -> land -> Airthrow
Not so much a combo as it is a setup for the airthrow. If you leave out the air throw, it can also cross under in certain situations!


Meterless combos without mine detonations are the same as midscreen

1 Bar, No Mine

  • 2A -> 2B -> [2]8C -> [4]6BC -> 2A x 2 -> 2B -> [2]8B (3216, 4615 with extra EX) Video
The damage route. Forfeits mine oki for more damage and potential to burn another bar on [2]8BC for even more damage.
  • 2A -> 2B -> [2]8C -> [4]6BC -> 2A x 2 -> 2B -> 22X (If no tech, -> 2B -> 22X) (2680) Video
The oki route. Mine will OTG if not teched, leading to a bit of extra damage and an extra mine set.
Note: Using 2A x 2 -> 2B starter greatly scales the damage route down (2854/4263), making it only ~250 damage higher than the oki route (2496). Keep this in mind as 2A x 2 -> 2B is the required time for a charge input.

Mine Combos

  • 22A mine hit -> 2B -> 2C (1976)
  • 22B mine hit -> 9j.A j.C -> land 2B -> 2C (2580)
  • 22C mine hit -> 9j.A j.A -> land 9j.A j.C -> land 2B -> 2C (2772)
Can add 5A/2A/2B before 2B if close enough.

These next combos assume you have either 22B or 22C mines set in the corner. 2A scaling is almost minimal on these combos, so feel free to use as many as needed to hitconfirm.

  • 2A -> 2B -> 22X -> 9j.A j.C (hold 4 immediately after jumping) -> land 5B -> [4]6A -> 2A x 2 -> 2B -> [2]8B (3164, 4565 with EX) Video
Optimal meterless mine corner combo. Watch the video if you're having trouble with timing.
Note: Can also route into mine oki similar to the no mine corner combos for less damage, but another chance at landing one of these sick combos.
  • 2A -> 2B -> 22X -> 9j.A j.B -> land 9j.A j.C -> 5A x n -> 2A x 2 -> 2B -> [2]8B -> ABC (~6900, but can go past 8000!) Video
Murakumo's highest damage combo. Requires corner, mine setplay, and 3 bars. Pop off if you land this in a set.

Ausf Achse

Murakumo's routes don't change in Ausf Achse, even for reflector combos. Though reflector combos deal less damage across the board now, so spending meter on them is discouraged.

Frame Data

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, 4F invincible after that,
                                                               *33F if done right after the jump
                 j.2B  |  VB*  |   --    |   --   |    --    | landing recovery 16F, 4F invincible after that,
                                                               *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 (when done from 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 (when done from 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 (when done from 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, Mura crouches during frames 3~38, *if triggered 
                                                               instantly after the setup
                 22+B  |  40   |   44*   |   KD   |   +21*   | setup ends on 27F, see all of the above   
                 22+C  |  40   |   46*   |   KD   |   +23*   | setup ends on 29F, see all of the 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, Mura is 1~2F invincible and crouches during      
                                                               frames 3~38, *if 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    | superflash 40F, 1~4F invincible



Murakumo's C teleport has an exploit where after teleporting and performing an air action, he is able to teleport again leading to what you see here.

Murakumo's Ending

Marilyn Sue
System Specifics