Mukuro is an incredibly powerful rushdown character with access to some of the most consistent yet varied approach tools in the game and the strongest yet most easily reset pressure out of anyone in the roster. Mukuro's high confirmability into high meter build and frequently max damage combo routes make him blow-for-blow the most damaging character in the game, letting him take more risks playing neutral than nearly any other character. Although he's at a significantly more noticeable advantage when directly in the opponent's face and has the tools to get there, Mukuro technically has a rather well rounded kit that consistently gives him multiple solid options to rotate between regardless of where he's currently standing on the screen, making an experienced player difficult to predict. If you're looking for a character that can let you go in and decide matches in the blink of an eye through freeform pressure, then you simply can't go wrong picking Mukuro up.
<div id="movelist-1" class="movelist"><!-- Power -->
{{ProConTable
|pros=
* Low statured and fast command run making both approaching and pressuring many characters trivial
* The best pressure out of any character in the game, consistently resetting safely into mixups with hitconfirms on nearly everything
* Great oki
* Varied air movement options
* Absurdly high damage and meter build off nearly any hit
* High base damage and hitstun on most neutral tools, making trades futile
* Safe rebounding normals, providing insurance against both switch guard and guard cancel
|cons=
*''None''
Although beyond close range Mukuro's individual moves have exploitable shortcomings, he has a large number of different options anywhere on the screen with little to no overlap in countermeasures an opponent can employ against his kit as a whole. Even when at a nominal shortcoming on paper, he usually possesses an alternative means to deal with the interaction (such as crawl serving as a pseudo reversal to make up for relatively slow abare in every applicable scenario). As such, there is no phase of the game where he can be honestly considered less than average compared to the cast at large.
* Low statured and fast command run making both approaching and pressuring many characters trivial
* The best pressure out of any character in the game, and even better than power mode
* Great oki
* Varied air movement options
* Absurdly high damage and great oki off nearly any hit
* Terrifying buffered cancels from disjointed normals
* Incredible hitconfirms
|cons=
* '''None'''
}}</div>
<div id="movelist-3" class="movelist"><!-- EX -->
{{ProConTable
|pros=
* Same strengths as speed, with higher damage from throw
|cons=
*Large defense penalty
Though not strictly a weakness, it's worth noting Mukuro's damage is usually at (or very close to) damage cap and his pressure is already so strong that he doesn't gain much from the extra damage or chip most characters get from EX.}}
</div>
==Strategy==
Placeholder. Crawl and hop j.b are very good and if you can get in you start winning so use them.
==Normals==
====Standing====
{{MoveData
|image=LB2_Mukuro_A.png
|caption=
|name=5A
|data=
{{AttackData-LB2
|version= Power
|damage= 13/1
|startup= 9
|active= 2
|recovery= 22
|state= Any
|frame advantage= -1/-2
|meter gain= 6/3
|guard= M
|cancel= ○/○
|tech= Air
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 8/0
|startup= 9
|active= 2
|recovery= 22
|state= Any
|frame advantage= -1/-16
|meter gain= 2/1
|guard= M
|cancel= ○/○
|tech= Air
|description=Combos into 41236A for a quick damage confirm in any mode. Rebounds on block in power.
}}
}}
{{MoveData
|image=LB2_Mukuro_b+A.png
|caption=Start the party and ruin their day
|name=4A
|data=
{{AttackData-LB2
|version= Power
|damage= 13/1
|startup= 4
|active= 2
|recovery= 8
|state= Any
|frame advantage= +13/-2
|meter gain= 6/3
|guard= M
|cancel= ○/○
|tech= Air
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 8/0
|startup= 4
|active= 2
|recovery= 8
|state= Any
|frame advantage= +13/-2
|meter gain= 2/1
|guard= M
|cancel= ○/○
|tech= Air
|description=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.
}}
}}
{{MoveData
|image=LB2_Mukuro_B.png
|hitbox=LB2_Mukuro_B.png
|hitbox2=LB2_Mukuro_B2.png
|caption=
|name=5B
|data=
{{AttackData-LB2
|version= Power
|damage= 28/3
|startup= 12
|active= 2
|recovery= 29
|state= Any
|frame advantage= -1(-1)/-10(-10)
|meter gain= 8/4
|guard= M
|cancel= ○/○
|tech= Air
|description=
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 16/0
|startup= 12
|active= 2
|recovery= 29
|state= Any
|frame advantage= -2(-1)/-22(-21)
|meter gain= 3/1
|guard= M
|cancel= ○/○
|tech= Air
|description=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.
}}
}}
{{MoveData
|image=LB2_Mukuro_f+B.png
|hitbox=LB2_Mukuro_f+B.png
|hitbox2=LB2_Mukuro_f+B2.png
|caption2=Yeah, the 2nd hit is smaller
|name=6B
|data=
{{AttackData-LB2
|version= Power
|damage= 43+10/5(1)
|startup= 24
|active= 2-2
|recovery= 27
|state= Any
|frame advantage= +4(+6)/-10(-8)
|meter gain= 12+6/6+?
|guard= M
|cancel= ×/△
|tech= Air
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 16+9/3+2
|startup= 24
|active= 2-2
|recovery= 27
|state= Any
|frame advantage= -1(+1)/-21(-29)
|meter gain= 3+2/1+1
|guard= M
|cancel= x/x
|tech= Air
|description=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.
}}
}}
{{MoveData
|image=LB2_Mukuro_C.png
|caption=Deceptively strong combo tool
|name=5C
|data=
{{AttackData-LB2
|version= Power
|damage= 13/1
|startup= 4
|active= 3
|recovery= 14
|state= Any
|frame advantage= +6/-9
|meter gain= 6/3
|guard= M
|cancel= ○/○
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 11/0
|startup= 4
|active= 3
|recovery= 14
|state= Any
|frame advantage= +6/-9
|meter gain= 3/1
|guard= M
|cancel= o/o
|tech= None
|description=Hits OTG. Cancelable in all modes, links to and from 4A and itself, can link from 2C.
}}
}}
{{MoveData
|image=LB2_Mukuro_f+C.png
|caption=Deceptively strong neutral tool
|name=6C
|data=
{{AttackData-LB2
|version= Power
|damage= 19/2
|startup= 6
|active= 2
|recovery= 29
|state= Any
|frame advantage= -/-22
|meter gain= 6/3
|guard= M
|cancel= ○/○
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 6/0
|startup= 6
|active= 2
|recovery= 29
|state= Any
|frame advantage= -/-22
|meter gain= 3/1
|guard= M
|cancel= x/x
|tech= None
|description=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.
}}
}}
{{MoveData
|image=LB2_Mukuro_pBC.png
|caption=
|name=BC(Power)
|data=
{{AttackData-LB2
|damage= 61
|startup= 46~66
|active= 7
|recovery= 48
|state= Any
|frame advantage= KD
|meter gain= 12
|guard= UB
|cancel= ×/×
|tech= None
|description=An incredibly long range unblockable that can be delayed by holding the button. Rarely used due to long startup and recovery.
}}
}}
{{MoveData
|image=LB2_Mukuro_sBC.png
|caption=
|name=BC(Speed/EX)
|data=
{{AttackData-LB2
|damage= 19/0
|startup= 23
|active= 2
|recovery= 26
|state= Any
|frame advantage= -/-22
|meter gain= 3/1
|guard= H
|cancel= ×/×
|tech= Ground, Air
|description=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.
}}
}}
{{MoveData
|image=LB2_Mukuro_u+B.png
|caption=Break your joystick and their lifebar
|name=8B
|data=
{{AttackData-LB2
|version= Power
|damage= 21/-
|startup= 32
|active= 4
|recovery= 27
|state= Ground
|frame advantage= N/A
|meter gain= 2/-
|guard= N/A
|cancel= ×/×
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 19/-
|startup= 32
|active= 4
|recovery= 27
|state= Ground
|frame advantage= N/A
|meter gain= 1/-
|guard= N/A
|cancel= x/x
|tech= None
|description=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.
}}
}}
{{MoveData
|image=LB2_Mukuro_CD.png
|caption=Known for having minor inconsistencies between game versions, numbers based on the original MVS release
|name=Throw
|data=
{{AttackData-LB2
|version= Power
|damage= 2×8, 8×3, 10 (total 50)
|startup= 1
|active= -
|recovery= 33
|state= Any
|frame advantage= KD
|meter gain= 24
|guard= -
|cancel= -
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 2×8, 7×2, 5, 9 (total 44)
|startup= 1
|active= -
|recovery= 33
|state= Any
|frame advantage= KD
|meter gain= 12
|guard= -
|cancel= -
|tech= None
|description=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
* A, B, and C can cancel in both Power Mode and Speed Mode
* forward + B (Power and Speed) is not cancellable
* forward + B (Power and Speed) is not cancellable
* forward + C in Speed Mode is not cancellable
* forward + C in Speed Mode is not cancellable
====Crouching====
{{MoveData
|image=LB2_Mukuro_d+A.png
|hitbox=LB2_Mukuro_d+A.png
|hitbox2=LB2_Mukuro_d+A2.png
|caption2=2nd hit
|name=2A
|data=
{{AttackData-LB2
|version= Power
|damage= 7+7/0
|startup= 7
|active= 3-(3)-4
|recovery= 16
|state= Any
|frame advantage= +1(+3)/-6(?)
|meter gain= 4+4/2(?)
|guard= L
|cancel= ×/○(x)
|tech= None
|description=
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 5+5/0
|startup= 7
|active= 3-(3)-4
|recovery= 16
|state= Any
|frame advantage= +1(+3)/-14(-12)
|meter gain= 2+2/1+1
|guard= L
|cancel= x(o)/x(o)
|tech= None
|description=2 hit low. Rebounds on block in power.
}}
}}
{{MoveData
|image=LB2_Mukuro_d+B.png
|hitbox=LB2_Mukuro_d+B.png
|hitbox2=LB2_Mukuro_d+B2.png
|caption=Hits low, then anti-airs
|caption2=2nd hit (mid)
|name=2B
|data=
{{AttackData-LB2
|version= Power
|damage= 8+24/1+3
|startup= 13
|active= 10-(4)-2
|recovery= 29
|state= Any
|frame advantage= -16(-2)/-36(-10)
|meter gain= 4+8/2+4
|guard= L/M
|cancel= ×/×(o)
|tech= None/Air
|description=
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 7+19/0
|startup= 13
|active= 10-(4)-2
|recovery= 29
|state= Any
|frame advantage= -16(-2)/-36(-22)
|meter gain= 2+3/1+1
|guard= L/M
|cancel= ○/○
|tech= None/Air
|description=2 hit normal, only a low on the first hit. 6f gap on switch guard.
}}
}}
{{MoveData
|image=LB2_Mukuro_d+C.png
|caption=
|name=2C
|data=
{{AttackData-LB2
|version = Power
|damage= 13/1
|startup= 6
|active= 3
|recovery= 15
|state= Any
|frame advantage= +5/-10
|meter gain= 6/3
|guard= L
|cancel= ×/×
|tech= None
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 11/0
|startup= 6
|active= 3
|recovery= 15
|state= Any
|frame advantage= +5/-10
|meter gain= 3/1
|guard= L
|cancel= ○/○
|tech= None
|description=Fairly standard low that can start combos.
}}
}}
{{MoveData
|image=LB2_Mukuro_df+C.png
|caption=
|name=3C
|data=
{{AttackData-LB2
|version= Power
|damage= 24/3
|startup= 10
|active= 7
|recovery= 23
|state= Any
|frame advantage= KD/-21
|meter gain= 8/4
|guard= L
|cancel= ○/○
|tech= None
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 19/0
|startup= 10
|active= 7
|recovery= 23
|state= Any
|frame advantage= KD/-21
|meter gain= 3/1
|guard= L
|cancel= ○/○
|tech= None
|description=Checking low cancels into 646C. Advances slightly.
}}
}}
====Air====
{{MoveData
|image=LB2_Mukuro_jA.png
|caption=
|name=J.A
|data=
{{AttackData-LB2
|version= Power
|damage= 12/1
|startup= 5
|active= 5
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain= 6/3
|guard= H
|cancel= ○/○
|tech= Air
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 10/0
|startup= 5
|active= 5
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain= 3/1
|guard= H
|cancel= ○/○
|tech= Air
|description=Fastest jump in. Can be used as instant overhead.
|description=Cross up. Main jumping normal in neutral due to its gigantic hitbox serving as both an air-to-air and air-to-ground.
}}
}}
{{MoveData
|image=LB2_Mukuro_jC.png
|caption=
|name=J.C
|data=
{{AttackData-LB2
|version= Power
|damage= 13/1
|startup= 8
|active= 4
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain= 6/3
|guard= H
|cancel= ○/○
|tech= Air
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 11/0
|startup= 8
|active= 4
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain= 3/1
|guard= H
|cancel= ○/○
|tech= Air
|description= Air to air
}}
}}
====Speed chain====
{{MoveData
|image=LB2_Mukuro_AA.png
|caption=
|name=5A>A
|data=
{{AttackData-LB2
|damage= 8/0
|startup= 5
|active= 2
|recovery= 18
|state=
|frame advantage= +3/-12
|meter gain= 2/1
|guard= M
|cancel= ○/○
|tech= Air
|description=Mostly used as combo filler, as Mukuro's stagger pressure is already quite strong without relying on speed chains.
}}
}}
{{MoveData
|image=LB2_Mukuro_ABC.png
|caption=
|name=C of 5A>B>C
|data=
{{AttackData-LB2
|damage= 28/0
|startup= 10
|active= 4
|recovery= 22
|state=
|frame advantage= -/-19(-17)
|meter gain= 4/2
|guard= M
|cancel= ×/×
|tech= All
|description=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
{{MoveData
|image=LB2_Mukuro_qcb+A.png
|caption= Way more punishable than you expect
|name=214A
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard= M
|cancel= x/x
|tech=
|description=Mukuro throws his blade for a single hit. Note that the blade will not have a hitbox on the return trip. Has a followup with 8B that will cause the blade to stop in place for more damage. Insanely long recovery and has massive deadzones, making the move risky to throw out. Very unsafe on block. Can be used in combos if you wanted, but there are better options.
The A version is sent in an arc through the air, serving as an anti-air of sorts. Both versions are air unblockable
}}
}}
'''Crouching'''
{{MoveData
* all but low A (Power and Speed) and low C in Power mode can cancel when crouching
|image=LB2_Mukuro_qcb+B.png
|caption=
|name=214B
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard= M
|cancel= x/x
|tech=
|description=Similar to 214A, now thrown along the ground. Still has a follow up in 8B.
}}
}}
'''Rotation Evisceration''' - 623A/B
{{MoveData
|image=LB2_Mukuro_dp+A.png
|caption=
|name=623A
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard= M
|cancel= x/x
|tech=
|description=Mukuro spins his blade directly in front of himself. Blade can be shot out for more hits and range by mashing the button. Mostly a knowledge check due to the free guard cancel but can be an easy way to ensure a last point of chip damage by mashing.
}}
}}
'''Ground Hits'''
{{MoveData
* u + B (shake joystick for extra effect)
|image=LB2_Mukuro_dp+B.png
* C
|caption=
|name=623B
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard= M
|cancel= x/x
|tech=
|description=Multihit anti-air. Can be given more hits and an extended hitbox by mashing the button. Common meterless combo ender. Both versions are air unblockable.
}}
}}
'''Weasel's Slash''' - 41236A/B
{{MoveData
|image=LB2_Mukuro_hcf+A.png
|caption=
|name=41236A
|data=
{{AttackData-LB2
|version= Power
|damage= 10+6+30(46 total)/1
|startup= 12
|active= 19
|recovery= 18
|state= Any
|frame advantage= KD/-18
|meter gain= 2/2/1, 0/2/0, 0/2/0
|guard= M
|cancel= x/x
|tech= None
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 9+4+23(36 total)/1
|startup= 12
|active= 19
|recovery= 18
|state= Any
|frame advantage= KD/-18
|meter gain= 1/1/1, 0/1/0, 0/1/0
|guard= M
|cancel= x/x
|tech= None
|description=Running hitgrab. Mukuro reels back if the attack would be blocked, resulting in consistent block advantage. Good combo ender if you don’t use the 6C routes in power, and standard meterless combo ender in speed/ex.
}}
}}
=Special Moves=
{{MoveData
'''Bald Eagle Swoop''' - qcb + A/B
|image=LB2_Mukuro_hcf+B.png
* Mukuro swings his blade upwards and then it comes back around the ground
|caption=
* If Mukuro is hit while the blade is away from him, the attack will cancel and the blade must be retrieved
|name=41236B
* Follow up with '''Tsuibami''' (u + B)
|data=
{{AttackData-LB2
|version= Power
|damage= 17+8+48(73 total)/2
|startup= 30
|active=
|recovery=
|state= Any
|frame advantage= KD/-24
|meter gain=
|guard= M
|cancel= x/x
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 11+7+38(56 total)/1
|startup= 30
|active=
|recovery=
|state= Any
|frame advantage= KD/-24
|meter gain=
|guard= M
|cancel= x/x
|tech= None
|description=41236A but slower.
}}
}}
'''Rotation Evisceration''' - dp + A/B
'''Land Licking Slider''' - 646C
* Mukuro sticks his spinning blade outward
{{MoveData
* A version is the blade moving forward, B version is the blade moving 45 degree angle
|image=LB2_Mukuro_f+b+f+C.png
* Follow up with pushing A/B repeatedly
|caption=Proof of madness
|name=646C
|data=
{{AttackData-LB2
|damage=
|startup=
|active= -
|recovery=
|state= Any
|frame advantage= -
|meter gain= -
|guard= -
|cancel= -
|tech= -
|description=Universally referred to as "crawl" by the community. Command run with low stature and can cross through opponents. A character defining move thanks to canceling off nearly everything and recovering insanely quickly. Can be used to freely generate left/right/throw mixups during pressure or extend combos, and will let Mukuro ignore many fireballs/mid pokes making it difficult to deal with in neutral. The low stature additionally limits the options opponents have to punish crawl directly, many characters (such as Kaede or Hibiki) can find their fastest viable abare normals against Mukuro to be as slow as 6f or 7f as a result, though crawl can usually be thrown with good timing. On laggier stages such as flames, this move becomes reactable with throw or 3f lows thanks to slowdown, however this is still very difficult to accomplish in an actual match due to complications with spacing.
}}
}}
'''Weasel's Slash''' - hcf + A/B
'''Scissor Slice''' - 214A/B (in air)
* Mukuro charges to opponent and slash and flips off of opponent if it connects.
{{MoveData
|image=LB2_Mukuro_jqcb+A.png
|caption=
|name=J.214A
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel= o/o
|tech=
|description=Divekick that travels straight down after a delay. Cancels into super in all modes because he needs to be able to have a super cancel off an overhead in speed mode. It’s possible to start ground combos with 4A after this if it hits late.
}}
}}
'''Land Licking Slider''' - f/b/f + C
{{MoveData
* Muruko charges toward opponent, won't stop till movement is stopped
|image=LB2_Mukuro_jqcb+B.png
* Can go past opponent
|caption=
* Can be mistaken for '''Weasel's Slash'''
|name=J.214B
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Multi-hit divekick that travels in an aggressive downwards angle. Cancels into super in power/ex
}}
}}
'''Scissor Slice''' - qcb + A/B (in air)
'''Mercliless Mash''' - 63214C (close)
* Muruko dives down from the air to the ground
{{MoveData
* A version has Mukuro diving straight down, B version moves him at a 45 degree angle.
|image=LB2_Mukuro_hcb+C.png
* Super Cancel able
|caption=
|name=63214C
|data=
{{AttackData-LB2
|version= Power
|damage= P 1+3(×8)+5+30 (total 60)
|startup= 1
|active= -
|recovery= 42
|state= -
|frame advantage=
|meter gain= 4/0/- (total 22)
|guard= -
|cancel= x
|tech=
}}
{{AttackData-LB2
|header=no
|version = Speed
|damage= 1+3(×8)+5+19 (total 49)
|startup= 1
|active= -
|recovery= 42
|state= -
|frame advantage=
|meter gain= 2/0/- (total 11)
|guard= -
|cancel= x
|tech=
|description=Command grab. Important part of Mukuro's mixup game.
}}
}}
'''Mercliless Mash''' - hcb + C (close)
==Desperation Moves==
* Mukuro knocks opponent to the ground to stab his opponent multiple times
'''Delirium Drubber''' - 236236AB
{{MoveData
|image=LB2_Mukuro_qcf+qcf+AB.png
|caption=
|name=236236AB
|data=
{{AttackData-LB2
|version= Power
|damage= 5(x17)+6(x4)+32 (141 total)/1(x21)+4
(25 total)
|startup= 24~54
|active= 2(×20) - 1(×2)
|recovery= 43
|state= Any
|frame advantage= -/-32
|meter gain= 0
|guard= M
|cancel= x/x
|tech= Air
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 4(x17)+5(x4)+21 (113 total)/1(x21)+2
(23 total)
|startup= 24~54
|active= 2(×20) - 1(×2)
|recovery= 43
|state= Any
|frame advantage= -/-32
|meter gain= 0
|guard= M
|cancel= x/x
|tech= Air
|description=Can be held to delay activation. Combos from B attacks and j.214A in any mode. does a lot of damage and decent chip if you need to close a round (and guard cancel isn’t a threat). Eats projectiles. You will always get all the hits vs a grounded opponent, in a juggle you won’t and you need to delay the DM a bit to get more hits. Juggling with this doesn’t come up often however.
}}
}}
==Super Desperation Moves==
'''Wild Hunger Wallop''' - 236236B
{{MoveData
|image=LB2_Mukuro_qcf+qcf+B.png
|caption=
|name=236236B
|data=
{{AttackData-LB2
|damage= 10(×8)+77 (157 total)/0
|startup= 20
|active= 20
|recovery= 22
|state= Any
|frame advantage= -/-14
|meter gain= 0
|guard= M
|cancel= x/x
|tech= None
|description=Fast moving horizontal attack with a locked animation on hit. Can be juggled into. Fast enough to combo from anything cancelable (4A, 5A, and 5C need to be relatively close) In power mode 6C 646C 236236B is a great comeback tool. It partially ignores damage scaling - after the move connects all the hits of the animation do damage based on the hit it initially connected on. For example the combo 4A 6C 646C 236236B; the sdm’s damage is the same scaling as a 3rd hit in a combo. A dash 5C after this would get scaling based on the 4th hit of a combo.
*2323B is also accepted by the game as an input for this move.
}}
}}
=Desperation Moves=
==Combos==
'''Delirium Drubber''' - qcf, qcf + AB
*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
* Mukuro spins his blade outward with a very high velocity
*J.214A 236236AB works in any mode.
* He has 2 infinites that work in any mode. (4A 4A dash)xN, (4A 5B 646C)xN in power mode. 4A 5B is a 1f link, in speed/ex it chains together making it far easier to preform in those modes. These are generally banned in competitive play, and Mukuro doesn’t really need them to begin with thanks to his high damage output.
===Power Mode===
4Ax2/3 6C, 214B 8B
4Ax2/3 5A 41236A 8B otg bnb
4A 6C 623B(mash) 5B/6C. Reset (corner)
4Ax2/3 6C 646C 623B (mash) bnb
4Ax2/3 6C 646C 5B 646C (reset into mixups)
4Ax2 5B 236236AB/B. 4A 5B is a 1f link in power
2C 4A combo of choice. Low starter. 4A needs to be done as 4AC or 7A/7AC to make it work due to a bug. 4A by itself at the proper timing for the link will always give you 2A. 4AC or 7A/7AC bypass this quirk.
4Ax2/3 6C 646C 236236B Sdm confirm from most distances (not in a corner) '''learn this'''
Same as speed. You add 236236B to any combo after 5B/2B when you meet sdm requirements as the only difference.
=Super Desperation Moves=
===Power and Ex===
'''Wild Hunger Wallop''' - qcf, qcf + B
*j.214B 236236AB 8B otg
* Mukuro moves out dealing several slashes. Being open to any of these slashes means he will complete his attack by creating a kanji character
===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 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.
Mukuro is an incredibly powerful rushdown character with access to some of the most consistent yet varied approach tools in the game and the strongest yet most easily reset pressure out of anyone in the roster. Mukuro's high confirmability into high meter build and frequently max damage combo routes make him blow-for-blow the most damaging character in the game, letting him take more risks playing neutral than nearly any other character. Although he's at a significantly more noticeable advantage when directly in the opponent's face and has the tools to get there, Mukuro technically has a rather well rounded kit that consistently gives him multiple solid options to rotate between regardless of where he's currently standing on the screen, making an experienced player difficult to predict. If you're looking for a character that can let you go in and decide matches in the blink of an eye through freeform pressure, then you simply can't go wrong picking Mukuro up.
Strengths
Weaknesses
Low statured and fast command run making both approaching and pressuring many characters trivial
The best pressure out of any character in the game, consistently resetting safely into mixups with hitconfirms on nearly everything
Great oki
Varied air movement options
Absurdly high damage and meter build off nearly any hit
High base damage and hitstun on most neutral tools, making trades futile
Safe rebounding normals, providing insurance against both switch guard and guard cancel
None
Although beyond close range Mukuro's individual moves have exploitable shortcomings, he has a large number of different options anywhere on the screen with little to no overlap in countermeasures an opponent can employ against his kit as a whole. Even when at a nominal shortcoming on paper, he usually possesses an alternative means to deal with the interaction (such as crawl serving as a pseudo reversal to make up for relatively slow abare in every applicable scenario). As such, there is no phase of the game where he can be honestly considered less than average compared to the cast at large.
Strengths
Weaknesses
Low statured and fast command run making both approaching and pressuring many characters trivial
The best pressure out of any character in the game, and even better than power mode
Great oki
Varied air movement options
Absurdly high damage and great oki off nearly any hit
Terrifying buffered cancels from disjointed normals
Incredible hitconfirms
None
Strengths
Weaknesses
Same strengths as speed, with higher damage from throw
Large defense penalty
Though not strictly a weakness, it's worth noting Mukuro's damage is usually at (or very close to) damage cap and his pressure is already so strong that he doesn't gain much from the extra damage or chip most characters get from EX.
Strategy
Placeholder. Crawl and hop j.b are very good and if you can get in you start winning so use them.
Normals
Standing
5A
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
13/1
9
2
22
Any
-1/-2
6/3
M
○/○
Air
Speed
8/0
9
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
Start the party and ruin their day
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
13/1
4
2
8
Any
+13/-2
6/3
M
○/○
Air
Speed
8/0
4
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
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
28/3
12
2
29
Any
-1(-1)/-10(-10)
8/4
M
○/○
Air
Speed
16/0
12
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
Yeah, the 2nd hit is smaller
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
43+10/5(1)
24
2-2
27
Any
+4(+6)/-10(-8)
12+6/6+?
M
×/△
Air
Speed
16+9/3+2
24
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
Deceptively strong combo tool
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
13/1
4
3
14
Any
+6/-9
6/3
M
○/○
None
Speed
11/0
4
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
Deceptively strong neutral tool
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
19/2
6
2
29
Any
-/-22
6/3
M
○/○
None
Speed
6/0
6
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)
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
61
46~66
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)
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
19/0
23
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
Break your joystick and their lifebar
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
21/-
32
4
27
Ground
N/A
2/-
N/A
×/×
None
Speed
19/-
32
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
Known for having minor inconsistencies between game versions, numbers based on the original MVS release
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
2×8, 8×3, 10 (total 50)
1
-
33
Any
KD
24
-
-
None
Speed
2×8, 7×2, 5, 9 (total 44)
1
-
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
2nd hit
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
7+7/0
7
3-(3)-4
16
Any
+1(+3)/-6(?)
4+4/2(?)
L
×/○(x)
None
Speed
5+5/0
7
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
Hits low, then anti-airs
Hits low, then anti-airs2nd hit (mid)
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
8+24/1+3
13
10-(4)-2
29
Any
-16(-2)/-36(-10)
4+8/2+4
L/M
×/×(o)
None/Air
Speed
7+19/0
13
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
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
13/1
6
3
15
Any
+5/-10
6/3
L
×/×
None
Speed
11/0
6
3
15
Any
+5/-10
3/1
L
○/○
None
Fairly standard low that can start combos.
3C
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
24/3
10
7
23
Any
KD/-21
8/4
L
○/○
None
Speed
19/0
10
7
23
Any
KD/-21
3/1
L
○/○
None
Checking low cancels into 646C. Advances slightly.
Air
J.A
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
12/1
5
5
N/A
Any
N/A
6/3
H
○/○
Air
Speed
10/0
5
5
N/A
Any
N/A
3/1
H
○/○
Air
Fastest jump in. Can be used as instant overhead.
J.B
Active frames 13-14 & 15-16 respectively
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
24/3
13
4
N/A
Any
N/A
8/4
H
○/○
Air
Speed
13/0
13
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
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
13/1
8
4
N/A
Any
N/A
6/3
H
○/○
Air
Speed
11/0
8
4
N/A
Any
N/A
3/1
H
○/○
Air
Air to air
Speed chain
5A>A
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
8/0
5
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
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
28/0
10
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
Way more punishable than you expect
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
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. Both versions are air unblockable
214B
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
M
x/x
-
Similar to 214A, now thrown along the ground. Still has a follow up in 8B.
Rotation Evisceration - 623A/B
623A
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
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
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
M
x/x
-
Multihit anti-air. Can be given more hits and an extended hitbox by mashing the button. Common meterless combo ender. Both versions are air unblockable.
Weasel's Slash - 41236A/B
41236A
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
10+6+30(46 total)/1
12
19
18
Any
KD/-18
2/2/1, 0/2/0, 0/2/0
M
x/x
None
Speed
9+4+23(36 total)/1
12
19
18
Any
KD/-18
1/1/1, 0/1/0, 0/1/0
M
x/x
None
Running hitgrab. Mukuro reels back if the attack would be blocked, resulting in consistent block advantage. Good combo ender if you don’t use the 6C routes in power, and standard meterless combo ender in speed/ex.
41236B
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
17+8+48(73 total)/2
30
-
-
Any
KD/-24
-
M
x/x
None
Speed
11+7+38(56 total)/1
30
-
-
Any
KD/-24
-
M
x/x
None
41236A but slower.
Land Licking Slider - 646C
646C
Proof of madness
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
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 6f or 7f as a result, though crawl can usually be thrown with good timing. On laggier stages such as flames, this move becomes reactable with throw or 3f lows thanks to slowdown, however this is still very difficult to accomplish in an actual match due to complications with spacing.
Scissor Slice - 214A/B (in air)
J.214A
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
-
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
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
-
-
-
Multi-hit divekick that travels in an aggressive downwards angle. Cancels into super in power/ex
Mercliless Mash - 63214C (close)
63214C
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
P 1+3(×8)+5+30 (total 60)
1
-
42
-
-
4/0/- (total 22)
-
x
-
Speed
1+3(×8)+5+19 (total 49)
1
-
42
-
-
2/0/- (total 11)
-
x
-
Command grab. Important part of Mukuro's mixup game.
Desperation Moves
Delirium Drubber - 236236AB
236236AB
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
5(x17)+6(x4)+32 (141 total)/1(x21)+4
(25 total)
24~54
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)
24~54
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
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
10(×8)+77 (157 total)/0
20
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 bnb
4A 6C 623B(mash) 5B/6C. Reset (corner)
4Ax2/3 6C 646C 623B (mash) bnb
4Ax2/3 6C 646C 5B 646C (reset into mixups)
4Ax2 5B 236236AB/B. 4A 5B is a 1f link in power
2C 4A combo of choice. Low starter. 4A needs to be done as 4AC or 7A/7AC to make it work due to a bug. 4A by itself at the proper timing for the link will always give you 2A. 4AC or 7A/7AC bypass this quirk.
4Ax2/3 6C 646C 236236B Sdm confirm from most distances (not in a corner) learn this
2C 5C 4A combo of choice
5Cx4 41236A 8B otg
J.214A (late hit) 4A combo of choice
4A 6C 623B (mash) 236236B dash/646C 5C otg. (Corner)
EX Mode
Same as speed. You add 236236B to any combo after 5B/2B when you meet sdm requirements as the only difference.
Power and Ex
j.214B 236236AB 8B otg
Speed and EX Mode
4A 5A 5A 5B 41236A 8B bnb
4A 5A 5A 41236A. For when you are to far for 5B to connect
Chain to 5B/2B 236236AB 8B otg
4A 5A 5A 5B 646C 5Cx4 41236A 8B advanced bnb that doesn’t break any rules in tournaments. Strangely linking 5C multiple times does more damage than another chain combo into 41236A
22A/B 5A 5B 5C 2C BC link 4A -> combo of choice. Using 4AC makes the link slightly easier. Worth learning if you play him in speed/ex.
22A/B 5A 5B 5C 2C 2C 6AC 623B (mash)x2 corner/near corner.
22A/B 5A 5B 5C 2C 2C 6AC 236236AB. Delay the dm a bit to get more hits as a juggle. less damage than other options but good for style.
2B is interchangeable with 5B in speed combos, and may be needed if you start a combo from farther out. When using 2B in combo you generally will cancel out of its first hit.
Super Speed Combos
A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + B + 236B
A + B + C + 2C + 2C + 6BC
A + B + C + 2C + BC + 236B