The Last Blade 2/Mukuro

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Mukuro121.gif

Normals

Standing

5A
LB2 Mukuro A.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 8 2 22 Any -1/-2 6/3 M ○/○ Air
Speed 8/0 8 2 22 Any -1/-16 2/1 M ○/○ Air

Combos into 41236A for a quick damage confirm in any mode. Rebounds on block in power.

4A
LB2 Mukuro b+A.png
Start the party and ruin their day
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 3 2 8 Any +13/-2 6/3 M ○/○ Air
Speed 8/0 3 2 8 Any +13/-2 2/1 M ○/○ Air

BnB starter. Great range and very good in pressure. When it’s used on its own it’s one of very few moves in this game that is truly safe on block at -2.

5B
LB2 Mukuro B.png
LB2 Mukuro B.png
LB2 Mukuro B2.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 28/3 11 2 29 Any -1(-1)/-10(-10) 8/4 M ○/○ Air
Speed 16/0 11 2 29 Any -2(-1)/-22(-21) 3/1 M ○/○ Air

Main anti-air and combo tool in speed. Used for resets in power mode after 6C 646C. Links from 4A in power mode for a DM conversion. Rebounds on block in power. Hitstun changes slightly during the late hit, shown in brackets.

6B
LB2 Mukuro f+B.png
LB2 Mukuro f+B.png
LB2 Mukuro f+B2.png

Yeah, the 2nd hit is smaller

Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 43+10/5(1) 23 2-2 27 Any +4(+6)/-10(-8) 12+6/6+? M ×/△ Air
Speed 16+9/3+2 23 2-2 27 Any -1(+1)/-21(-29) 3+2/1+1 M x/x Air

2-hit poke with average range. On block in power it will rebound and can cancel into pBC. Not used often. Second hit's frame data shown in brackets.

5C
LB2 Mukuro C.png
Deceptively strong combo tool
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 3 3 14 Any +6/-9 6/3 M ○/○ None
Speed 11/0 3 3 14 Any +6/-9 3/1 M o/o None

Hits OTG. Cancelable in all modes, links to and from 4A and itself, can link from 2C.

6C
LB2 Mukuro f+C.png
Deceptively strong neutral tool
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 19/2 5 2 29 Any -/-22 6/3 M ○/○ None
Speed 6/0 5 2 29 Any -/-22 3/1 M x/x None

A long range kick that causes a wallbounce. Juggle and reset starter when canceled with 646C. Links from 4A for bnb combos in power mode. Great poke in neutral thanks to fast startup, combo potential at range, and the hurtbox being positioned so high up that it allows the move to hit "over" most things that look like it would lose to at first glance.

BC(Power)
LB2 Mukuro pBC.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
61 45~65 7 48 Any KD 12 UB ×/× None

An incredibly long range unblockable that can be delayed by holding the button. Rarely used due to long startup and recovery.

BC(Speed/EX)
LB2 Mukuro sBC.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
19/0 22 2 26 Any -/-22 3/1 H ×/× Ground, Air

One of the worst universal overheads in the game. Poor horizontal range makes it’s used limited. Like all universal overheads, it will force a stagger on crouch block or otherwise launch the opponent for possible juggles.

8B
LB2 Mukuro u+B.png
Break your joystick and their lifebar
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 21/- 31 4 27 Ground N/A 2/- N/A ×/× None
Speed 19/- 31 4 27 Ground N/A 1/- N/A x/x None

Hits OTG. Mash the directional buttons for more hits when it connects. Builds meter at a pace 2nd only to Zantetsu’s air Kunai for an otg attack.

Throw
LB2 Mukuro CD.png
Known for having minor inconsistencies between game versions, numbers based on the original MVS release
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 2×8, 8×3, 10 (total 50) 0 - 33 Any KD 24 - - None
Speed 2×8, 7×2, 5, 9 (total 44) 0 - 33 Any KD 12 - - None

Thanks to crawl mixups your may find yourself using this a lot. Highest damage normal throw in the game, while allowing for an OTG or your best oki.

  • A, B, and C can cancel in both Power Mode and Speed Mode
  • forward + B (Power and Speed) is not cancellable
  • forward + C in Speed Mode is not cancellable

Crouching

2A
LB2 Mukuro d+A.png
LB2 Mukuro d+A.png
LB2 Mukuro d+A2.png

2nd hit

Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 7+7/0 6 3-(3)-4 16 Any +1(+3)/-6(?) 4+4/2(?) L ×/○(x) None
Speed 5+5/0 6 3-(3)-4 16 Any +1(+3)/-14(-12) 2+2/1+1 L x(o)/x(o) None

2 hit low. Rebounds on block in power.

2B
LB2 Mukuro d+B.png

Hits low, then anti-airs

LB2 Mukuro d+B.png

Hits low, then anti-airs

LB2 Mukuro d+B2.png

2nd hit (mid)

Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 8+24/1+3 12 10-(4)-2 29 Any -16(-2)/-36(-10) 4+8/2+4 L/M ×/×(o) None/Air
Speed 7+19/0 12 10-(4)-2 29 Any -16(-2)/-36(-22) 2+3/1+1 L/M ○/○ None/Air

2 hit normal, only a low on the first hit. 6f gap on switch guard.

2C
LB2 Mukuro d+C.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 5 3 15 Any +5/-10 6/3 L ×/× None
Speed 11/0 5 3 15 Any +5/-10 3/1 L ○/○ None

Fairly standard low that can start combos.

3C
LB2 Mukuro df+C.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 24/3 9 7 23 Any KD/-21 8/4 L ○/○ None
Speed 19/0 9 7 23 Any KD/-21 3/1 L ○/○ None

Checking low cancels into 646C. Advances slightly.

Air

J.A
LB2 Mukuro jA.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 12/1 4 5 N/A Any N/A 6/3 H ○/○ Air
Speed 10/0 4 5 N/A Any N/A 3/1 H ○/○ Air

Fastest jump in. Can be used as instant overhead.

J.B
LB2 Mukuro jB.png
LB2 Mukuro jB.png
LB2 Mukuro jB2.png

Active frames 13-14 & 15-16 respectively

Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 24/3 12 4 N/A Any N/A 8/4 H ○/○ Air
Speed 13/0 12 4 N/A Any N/A 3/1 H ○/○ Air

Cross up. Main jumping normal in neutral due to its gigantic hitbox serving as both an air-to-air and air-to-ground.

J.C
LB2 Mukuro jC.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 13/1 7 4 N/A Any N/A 6/3 H ○/○ Air
Speed 11/0 7 4 N/A Any N/A 3/1 H ○/○ Air

Air to air


Speed chain

5A>A
LB2 Mukuro AA.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
8/0 4 2 18 - +3/-12 2/1 M ○/○ Air

Mostly used as combo filler, as Mukuro's stagger pressure is already quite strong without relying on speed chains.

C of 5A>B>C
LB2 Mukuro ABC.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
28/0 9 4 22 - -/-19(-17) 4/2 M ×/× All

Auto combo ender. Never sees use due to being air techable and undermining speed Mukuro's legendarily powerful combo game. Slightly different properties on late hit, shown in brackets

  • All moves in this section are exclusive to speed/EX mode

Special Moves

Bald Eagle Swoop - 214A/B

214A
LB2 Mukuro qcb+A.png
Way more punishable than you expect
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M x/x -

Mukuro throws his blade for a single hit. Note that the blade will not have a hitbox on the return trip. Has a followup with 8B that will cause the blade to stop in place for more damage. Insanely long recovery and has massive deadzones, making the move risky to throw out. Very unsafe on block. Can be used in combos if you wanted, but there are better options. The A version is sent in an arc through the air, serving as an anti-air of sorts.

214B
LB2 Mukuro qcb+B.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M x/x -

Similar to 214A, now thrown along the ground. Still has a follow up in 8B.

Rotation Evisceration - 623A/B

623A
LB2 Mukuro dp+A.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M x/x -

Mukuro spins his blade directly in front of himself. Blade can be shot out for more hits and range by mashing the button. Mostly a knowledge check due to the free guard cancel but can be an easy way to ensure a last point of chip damage by mashing.

623B
LB2 Mukuro dp+B.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M x/x -

Multihit anti-air. Can be given more hits and an extended hitbox by mashing the button. Common meterless combo ender.

Weasel's Slash - 41236A/B

41236A
LB2 Mukuro hcf+A.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 1+6+30(36 total)/10 11 19 18 Any -/-18 2/2/1, 0/2/0, 0/2/0 M x/x Air
Speed 1+4+23(28 total)/9 11 19 18 Any -/-18 1/1/1, 0/1/0, 0/1/0 M x/x Air

Running hitgrab. Mukuro reels back if the attack would be blocked, resulting in consistent block advantage.

41236B
LB2 Mukuro hcf+B.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - M x/x -

41236A but slower.

Land Licking Slider - 646C

646C
LB2 Mukuro f+b+f+C.png
Proof of madness
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - Any - - - - -

Universally referred to as "crawl" by the community. Command run with low stature and can cross through opponents. A character defining move thanks to canceling off nearly everything and recovering insanely quickly. Can be used to freely generate left/right/throw mixups during pressure or extend combos, and will let Mukuro ignore many fireballs/mid pokes making it difficult to deal with in neutral. The low stature additionally limits the options opponents have to punish crawl directly, many characters (such as Kaede or Hibiki) can find their fastest viable abare normals against Mukuro to be as slow as 5f or 6f as a result, though crawl can usually be thrown with good timing. On laggier stages such as flames, this move becomes reactable with throw or 2f lows thanks to slowdown, however this is still very difficult to accomplish in an actual match due to complications with spacing.

Scissor Slice - 214A/B (in air)

J.214A
LB2 Mukuro jqcb+A.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - o/o -

Divekick that travels straight down after a delay. Cancels into super in all modes because he needs to be able to have a super cancel off an overhead in speed mode. It’s possible to start ground combos with 4A after this if it hits late.

J.214B
LB2 Mukuro jqcb+B.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
- - - - - - - - - -

Multi-hit divekick that travels in an aggressive downwards angle. Cancels into super in power/ex

Mercliless Mash - 63214C (close)

63214C
LB2 Mukuro hcb+C.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power P 1+3(×8)+5+30 (total 60) 0 - 42 - - 4/0/- (total 22) - x -
Speed 1+3(×8)+5+19 (total 49) 0 - 42 - - 2/0/- (total 11) - x -

Command grab. Important part of Mukuro's mixup game.

Desperation Moves

Delirium Drubber - 236236AB

236236AB
LB2 Mukuro qcf+qcf+AB.png
Version Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
Power 5(x17)+6(x4)+32 (141 total)/1(x21)+4

(25 total)

23~53 2(×20) - 1(×2) 43 Any -/-32 0 M x/x Air
Speed 4(x17)+5(x4)+21 (113 total)/1(x21)+2

(23 total)

23~53 2(×20) - 1(×2) 43 Any -/-32 0 M x/x Air

Can be held to delay activation. Combos from B attacks and j.214A in any mode. does a lot of damage and decent chip if you need to close a round (and guard cancel isn’t a threat). Eats projectiles. You will always get all the hits vs a grounded opponent, in a juggle you won’t and you need to delay the DM a bit to get more hits. Juggling with this doesn’t come up often however.

Super Desperation Moves

Wild Hunger Wallop - 236236B

236236B
LB2 Mukuro qcf+qcf+B.png
Damage Startup Active Recovery State Frame Adv Meter Guard Cancel Tech
10(×8)+77 (157 total)/0 19 20 22 Any -/-14 0 M x/x None

Fast moving horizontal attack with a locked animation on hit. Can be juggled into. Fast enough to combo from anything cancelable (4A, 5A, and 5C need to be relatively close) In power mode 6C 646C 236236B is a great comeback tool. It partially ignores damage scaling - after the move connects all the hits of the animation do damage based on the hit it initially connected on. For example the combo 4A 6C 646C 236236B; the sdm’s damage is the same scaling as a 3rd hit in a combo. A dash 5C after this would get scaling based on the 4th hit of a combo.

  • 2323B is also accepted by the game as an input for this move.

Combos

  • Any combo listed not involving 22A/B can be started with a jump in. Combos involving 6C cancels will only work in power. Speed mode combos work in ex
  • J.214A 236236AB works in any mode.
  • He has 2 infinites that work in any mode. (4A 4A dash)xN, (4A 5B 646C)xN in power mode 4A 5B is a 1f link, in speed/ex it chains together making it far easier to preform in those modes. These are generally banned in competitive play, and Mukuro doesn’t really need them to begin with thanks to his high damage output.

Power Mode

4Ax2/3 6C, 214B 8B
4Ax2/3 5A 41236A 8B otg 
4A 6C 623B(mash) 236236B (corner)
4Ax2/3 6C 646C 623B (mash)
4Ax2/3 6C 646C 5B 646C (reset into mixups)
4Ax2 5B 236236AB/B 4A 5B is a 1f link in power
2C 4A combo of choice. Low starter. 4A done as 4AC makes the link marginally easier
4Ax2/3 6C 646C 236236B Sdm confirm from most distances (not in a corner) learn this
2C 5C 4A combo of choice
5Cx4 41236A 8B otg
J.214A 4A combo of choice

EX Mode

Same as speed. You add sdm (236236B) to any combo after 5B/2B when you can as the only difference.

Power and Ex

  • j.214B 236236AB 8B otg

Speed and EX Mode

4A 5A 5A 5B 41236A 8B bnb
4A 5A 5A 41236A. For when you are to far for 5B to connect 
Chain to 5B/2B 236236AB 8B otg
4A 5A 5A 5B 646C 5Cx4 41236A 8B advanced bnb that doesn’t break any rules in tournaments. Strangely linking 5C multiple times does more damage than another chain combo into 41236A
22A/B 5A 5B 5C 2C BC link 4A -> combo of choice. Using 4AC makes the link slightly easier. Worth learning if you play him in speed/ex.
22A/B 5A 5B 5C 2C 2C 6AC 623B (mash)x2 corner/near corner.
22A/B 5A 5B 5C 2C 2C 6AC 236236AB. Delay the dm a bit to get more hits as a juggle. less damage than other options but good for style. 

2B is interchangeable with 5B in speed combos, and may be needed if you start a combo from farther out. When using 2B in combo you generally will cancel out of its first hit.

Super Speed Combos

A + B + C + A + B + C + A + B + qcf C
A + B + C + A + B + C + C + qcf B
A + B + C + d C + d C + f BC
A + B + C + d C + BC + qcf B
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

Akari IchijoGenbu no OkinaHibiki TakaneHyo AmanoJuzoh KanzakiKaede (Original)KaedeKeiichiro WashizukaKojiroh SanadaKouryuMoriya MinakataMukuroRekka LeeSetsunaShigen NaoeShinnosuke KagamiYukiZantetsu