Nitroplus Blasterz: Heroines Infinite Duel/Muramasa

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Muramasa
I am Sengou Uemon-no-jou Muramasa!

Profile

Name: Muramasa the Third

Debuted in: Full Metal Daemon Muramasa

Voice Actor: Sumoto Ayana

Introduction: One of the Tsurugis that houses a spirit. She is the third bearer of the Seishuu Uemon-no-jou Muramasa, which is also known as the "cursed armor". Normally, she is a red colored spider, but due to the "human transformation law", she can also take the form of a woman.

Summary

Muramasa is an unconventional as she has high mobility, long range capabilities, serviceable mix ups, on top hitting like truck for minimal resource. She has everything needed to be a perfect character bar one trait, a meter less reversal. Even with that disadvantage Muramasa of she has a lot of “knowledge check” tools keep opponent honest. Indeed, Muramasa the Third Floats like a butterfly and stings like a bee.

Command List

If you are having trouble reading inputs, check out the Notation section!

Normals

5A 2A [6A / cl.B] st.B 2B 5C 2C [5E/2E] is basic chain route. Any deviations from that route will be noted as an additional or limited.


5A
NPB Muramasa 5A.png
Damage Guard Startup Active Recovery Frame Adv
400 HLA 6 - - -

Regular ole jab. Great at catching people who attempt to jump out of pressure due to its height.

  • Jump cancel
6A
NPB Muramasa 6A.png
Damage Guard Startup Active Recovery Frame Adv
1100 HLA (VG) 12 - - -

One of Muramasa amazing Pokes. While slower than most 6A, it makes up for its long invulnerability against Overheads and extremely small hurtbox that Low profile majority of mid-attacks.

  • Moves Muramasa forward a little
  • Due to Muramasa hurtbox returning to normal on only the active hitbox frames, 6S clashes or trades periodically.
c.5B
NPB Muramasa 5B C.png
Damage Guard Startup Active Recovery Frame Adv
900 HLA 7 - - -

Short range palm strike, Its small damage poration make it Muramasa most damaging pratical starter.

  • Chainable into 6A for some additional damage if close
f.5B
NPB Muramasa 5B F.png
Damage Guard Startup Active Recovery Frame Adv
1100 HLA 8 - - -

Short range kick pf average speed but decent recovery. Micro dash extend the range

  • Moves Muramasa forward a little
  • This move carries momentuem from dashing. the longer the dash the more momentuem it carries.
5C
NPB Muramasa 5C.png
Damage Guard Startup Active Recovery Frame Adv
1500 HLA 16 - - -

Spin kick on creates a alot of pushback on hit or block. At max range hit, muramasa can continue her combos with 214A/B and 236A respectivly.

  • landing this normal twice on a standing oppoennt force then airborn.
  • Must Delay cancel 214A (standing), 214B (airborn)
5E / 5[E]
NPB Muramasa 5E.png
Damage Guard Startup Active Recovery Frame Adv
2200 (2800) HLA 23 (45) - - -

Blowback opponent into wallbounce. Exeptional normal that very plus on normal block.

  • Destroy certain projectiles on its active frame.
  • Less vulnerable to vanishing gaurd follow up if used at maxed range.
2A
NPB Muramasa 2A.png
Damage Guard Startup Active Recovery Frame Adv
400 HLA 6 - - -

this should be used in placed of 5A which can be low profiled or 6A agasint.

  • Chainable into itself
2B
NPB Muramasa 2B.png
Damage Guard Startup Active Recovery Frame Adv
800 L 11 - - -

Low kick that knocks opponent slightly into air

  • Allows for tech recovery in air if combo is not continued
2C
NPB Muramasa 2C.png
Damage Guard Startup Active Recovery Frame Adv
1800 HLA 18 - - -

Slow AA flip that launches opponent, the start up can low profile some moves.

  • has ssmall hitbox behind her to catch cross up attempts.
  • must use 236B (mid screen), and 236C (corner) for proper follow up, can use resource additionally.
2E
NPB Muramasa 2E.png
Damage Guard Startup Active Recovery Frame Adv
1400 L 12 - - -

Standard sweep into hard knockdown that can be follow up with 623A/B or set up ambiguouse mix up with 236x upon knockdown.

  • Can be combo from 2A
  • Use Dash momentum to extend hits range
jA
NPB Muramasa jA.png
Damage Guard Startup Active Recovery Frame Adv
600 HA 7 - - -

Yet another jab, solid Air to air option.

  • Chains into itself, even on whiff
jB
NPB Muramasa jB.png
Damage Guard Startup Active Recovery Frame Adv
1200 HA 8 - - -

horizontal kick that knocks opponent up slightly

jC
NPB Muramasa jC.png
Damage Guard Startup Active Recovery Frame Adv
1600 HLA 18 - - -

Blowback opponent into wall

  • Pushes Muramasa back
jE
NPB Muramasa jE.png
Damage Guard Startup Active Recovery Frame Adv
1600 HA 12 - - -

Spin kick that ground bounces opponent

  • Useful for instant overheads
  • Continue combo by using f.5B into a jump cancel
BC
NPB Muramasa Ground Throw.png
Ground Throw
Damage Guard Startup Active Recovery Frame Adv
1800 UNB 4 - - -

Throw into blowback into corner, where opponent will be stuck in web for a moment

  • Muramasase combo from change if she midscreen or near corner.
j.BC
NPB Muramasa Air Throw.png
Air Throw
Damage Guard Startup Active Recovery Frame Adv
2400 UNB 4 - - -

Throw into uppercut that launches

  • 236C followup to continue combo

Specials

Strings of the Spider
236A/B/C
NPB Muramasa 236X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 500 HLA 13 - - -

Shoots out a thread which connects to either the opponent or off screen. Once the thread anchors, Muramasa pulls herself along the line towards the anchor point. While Muramasa is reeling herself in, she can cancel the animation into any air action, such as: an attack, air Vanishing Guard, double jump, jD, or throw

  • Shoots the thread horizontally
  • Used to start offense on a far away grounded opponent
  • Will combo into j.B on hit at certain ranges, but on block can go into a small mind game
    • The standard option is to hit j.B, but that can be easily beaten by anti-air moves, so it is important to mix up your offense with double jumps, vanishing guards, j.E to delay the high, air escape to move over them, or cancelling a blocked j.B into other options rather than just landing and mashing 2A.
Version Damage Guard Startup Active Recovery Frame Adv
B 500 HLA 13 - - -
  • Shoots the thread upwards at a 45° angle
    • Primarily used to link into a combo after 2C
Version Damage Guard Startup Active Recovery Frame Adv
C 500 HLA 13 - - -
  • Shoots the thread almost vertically
    • Used to transition into the air, can also be used to combo after an air throw.
Strings of the Spider
j236A/B/C
NPB Muramasa j236X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 500 HLA TODO - - -

Air version of 236X

  • Shoots the thread horizontally
    • Used to create left/right situations on grounded opponents or to combo after a landed j.C
Version Damage Guard Startup Active Recovery Frame Adv
B 500 HLA TODO - - -
  • Shoots the thread downwards at a 45° angle
    • Used for threatening a j.B crossup situation from the air
Version Damage Guard Startup Active Recovery Frame Adv
C 500 HLA TODO - - -
  • Shoots the thread almost straight down
    • Used to transition from the air to the ground, or to extend combos from j.E
Eardrum Breaking
623A/B/C
NPB Muramasa 623X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 1800 HLA 12 - - -

Charging tackle forward into 2 palm hits

  • Distance: Short
Version Damage Guard Startup Active Recovery Frame Adv
B 1900 HLA 15 - - -

Charging tackle forward into 2 palm hits

  • Distance: Medium; equivalent to her backdash distance
Version Damage Guard Startup Active Recovery Frame Adv
C 2100 HLA 18 - - -

Charging tackle forward into 2 palm hits

  • Distance: Far
Web of the Spider
214A/B/C
NPB Muramasa 214X.png
Version Damage Guard Startup Active Recovery Frame Adv
A 1200 L 25 - - -

Send out 3 web strands fanned out at a 45° angle down. Spawn web at opponents feed, then pull back web strands

  • Will whiff if used too close to opponent
  • Even though it's a low, it acts like two hits. You can block the first "hit" (the web spawn) high, and still be able to switch your guard to low to block the actual hit
Version Damage Guard Startup Active Recovery Frame Adv
B 1200 HLA 25 - - -

Send out 3 web strands fanned out horizontally. Same properties as 214A, except this is a mid

Version Damage Guard Startup Active Recovery Frame Adv
C 1600 HLA 25 - - -

Send out 3 web strands fanned out at a 45° angle up. Same properties as 214A, except this is a mid

Supers

Enchant Plus: Linear Acceleration
j236AB
NPB Muramasa j236AB 1.png
Damage Guard Startup Active Recovery Frame Adv
5500 HLA 6 + 7 - - -

AKA: Maximum Spider! Unlike the move this super is nicknamed for, Linear Acceleration has 0 tracking and only travels in a set diagonally upward trajectory

  • A useful tool for ending a combo when the opponent is low on life and you're short on meter, or if you're running a Carol assist load out and can't devote the meter to a Lethal Blaze
  • Combos easily after any of Muramasa's air normals, or after 5C 2D. Comboing after j.236AB with assist cancel > 236C is possible, but not recommended as only works for low to ground j.236AB and heavily prorates the combo
  • As Muramasa has no hurtbox once she starts traveling across the screen, this super has some uses versus zoning characters (Ouka, Anna) to plow through their projectiles or catching the opponent mashing on long duration air moves like Ethica j.E or Heart's Homing
Enchant Minus: Magnetic Barrier
623AB
NPB Muramasa 623AB.png
Damage Guard Startup Active Recovery Frame Adv
4800 HLA 6 - - -

Super counter with a fair amount of active frames

  • Will not counter throws or projectiles, only physical attacks
  • A strong combo starter if assist or blast canceled on hit, the knock back caused by this move can be followed up with anything you could combo a 5E into
Manual Down Self-repairing
421AB
NPB Muramasa 421AB.png
Damage Guard Startup Active Recovery Frame Adv
2000 HLA 6 - - -

Muramasa's only Invincible startup move other than Variable Rush

  • In Spider Form, you replenish health overtime; hold buttons to prolong healing duration
    • Move has poor recovery, so don't open yourself up for a punish
  • Usage is limited for this super

Variable Rush

All Variable Rushes allow you to do a sequence of attacks depending on if you hit the A, B, or C button. If you press nothing, the VR will end. If your VR is blocked, you have the option to press nothing, or keep attacking. Even if you keep attacking, you could still stop at any time, assuming you don't execute the final attack.

Depending on what combination of buttons you use, you can come up with some useful strings.


CE
NPB Muramasa CE.png
Damage Guard Startup Active Recovery Frame Adv
Varies HLA 7 + 12 - - -

Charging tackle into a 6A

  • A route - ends with corner carry into knockdown
  • B route - ends with corner carry into launcher
  • C route - ends with corner carry; opponent can tech recover in air after

Lethal Blaze

Railgun MAGATSU
236236BC
NPB Muramasa 236236BC.png
Damage Guard Startup Active Recovery Frame Adv
10000 HLA 11 + 1 - - -

Sends large wave that travels fullscreen; mid

  • Good for punishing whiffed moves (DPs, etc.)
  • has Amour post super flash

Combos

Please check out the Notation section, for help on understanding how to read and write combos!


Meterless

2B 2C> 236B > j.B dj9.B C j.236A > j.E j.236C >j.C

  • Basic BnB to setup a wall air tech trap situation

...2B 2C> 236B > j.B dj9.B E j.236C > j.C j.236A > j.E

  • Floor bounce tech trap setup

Air throw > Land 236C > j.B dj9.B E j.236C > j.C

Throw D > 236A > j.B dj9.B C j.236A > j.E j.236C >j.C

  • Midscreen to corner throw combo

Throw > 5B 2C 236B > j.B dj9.B E j.236C > j.C

  • Corner throw combo

Throw D > cl.B 6A 2C > 236B > j.B E j.236C > Land cl.B 5B 214C

  • Corner throw to ground tech trap setup

Throw D > 236A > j.B dj9.B C j.236A > j.E j.236C >j.B > Land 236C > Air throw reset

  • Throw into corner air throw reset setup to catch mash tech.

Metered and Partners

...2B 2C > 236B > j.B C j.236A > j.E j.236C > j.C j.236AB

  • Basic Maximum spider setup combo.


...5B > 5C > 623x > Dragon > 2B > 5C > 214B Dragon hits Level3 or J623AB

...5B > 5C> 623x > Kaigen ender

...starter JE Kaigen ender

Blast

j.B dj9.B C j.236A > j.E ABC > land 5E 236A j.E D j.C > land 214B 236236BC

  • Midair j.B to assistless Magatsu confirm

2B 5C 2D j.236AB <Amy> 5E ABC > 214B > 5B j.BC <Akane> 236A j.E VR

  • Fancy Two assist Blast combo, makes use of both assists and blast in a way that can be extrapolated to other situations easily

Strategy

General

Muramasa's plays best at mid-range: close enough to reach the opponent, but distant enough to not be interrupted during any of her attack startups. Muramasa's gameplan consists of a "hit and run" style; this is due to Muramasa's limited capabilities to maintain offensive momentum, as well as her constant need to reposition herself to maintain optimal range while not being locked down by her opponent

Neutral

623AB uses:

  • Can be used to counter the opponent's attempt to blast out of you combo: when you cancel a normal into blast to go in for the kill, input 6>6235 to buffer a dash
    • If you see the blue spark of the opponent's escape blast, hit AB. This will activate magnetic barrier and counter their burst, wasting it and giving you a reset combo with a strong starter
    • If you do not see the burst spark during your blast freeze, only hit B instead to get a dashing c.5B to continue your combo from

Links

JP: Muramasa page on the Japanese NPB wiki

Muramasa trial combo collection

Colors

Click the pictures to see the full resolution.

NPB Muramasa Color 1.png
NPB Muramasa Color 2.png
NPB Muramasa Color 3.png
NPB Muramasa Color 4.png
NPB Muramasa Color 5.png
NPB Muramasa Color 6.png
NPB Muramasa Color 7.png
NPB Muramasa Color 8.png
NPB Muramasa Color 9.png
NPB Muramasa Color 10.png
NPB Muramasa Color 11.png
NPB Muramasa Color 12.png
NPB Muramasa Color 13.png
NPB Muramasa Color 14.png
NPB Muramasa Color 15.png
NPB Muramasa Color 16.png
NPB Muramasa Color 17.png
NPB Muramasa Color 18.png
NPB Muramasa Color 19.png
NPB Muramasa Color 20.png
NPB Muramasa Color 21.png



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