Mukuro
Unique to him
:u::snkb: > :hcb: (repeatedly) on grounded opponents
Power
:l::snka: (x2-3), :snka: > :hcf::snka:
:l::snka: (x2-3), :r::snkc: > :qcb::snka:/:snkb: > :u::snkb:
:l::snka: (x2-3), :r::snkc: > :dp::snkb: (mash :snkb:)
:l::snka: (x2-3), :r::snkc: > :r::l::r::snkc: > :dp::snkb: (mash :snkb:)
:l::snka:, :snkb: > :hcf::snka:/:qcf::qcf::snka::snkb:/:qcf::qcf::snkb:/:dp::snka: (mash :snka:) (Extremely difficult)
:d::snkc:, :l::snka:, follow-up of your choice
:d::snkc:, :snkc:, follow-up of your choice
:snkc: (x2-3) > :hcf::snka:
:u::snkb: > :hcb::snka: > :qcf::qcf::snka::snkb: (Not sure how to get the :hcb::snka: to combo, but it can)
:l::snka: (x2-3), :r::snkc: > :r::l::r::snkc: > :qcf::qcf::snkb:
:d::snkc:, :snkc:, :l::snka:, :r::snkc: > follow-up of your choice or :snka: > :hcf::snka:
:l::snka:, :snkc:, :l::snka:, :r::snkc: > follow-up of your choice or :snka: > :hcf::snka:
:l::snka: (x2-3), :r::snkc: > (Delayed) :qcf::qcf::snkb:
(Corner only) :l::snka:, :r::snkc: > :dp::snkb: (mash) > :qcf::qcf::snkb:
Speed
(Jump) :hcb::snka: > :qcf::qcf::snka::snkb: (Still links in speed)
:l::snka: (x2-3), :snka:, :d::snka:, :d::snkb: > :hcf::snka:/:dp::snka:/:qcf::qcf::snka::snkb:/
:d::snkc:, :l::snka: > follow-up of your choice
:d::snkc:, :snkc:, :l::snka:, :d::snka:, :d::snkb: > follow-up of your choice
:l::snka:, :snkc:, :l::snka:, :d::snka:, :d::snkb: > follow-up of your choice
(Activate speed special combo :d::d::snka:/:snkb:) :snka:, :snkb:, :snkc:, :d::snkc:, :d::snkc:, :r::snkb::snkc: > :qcf::qcf::snka::snkb: (Hold, late release)
(Activate speed special combo :d::d::snka:/:snkb:) :snka:, :snkb:, :snkc:, :d::snkc:, :d::snkc:, :r::snkb::snkc: > :r::l::r::snkc: > :qcf::qcf::snka::snkb: (from behind)
(Activate speed special combo :d::d::snka:/:snkb:) :snka:, :snkb:, :snkc:, :d::snkc:, :d::snkc:, :r::snkb::snkc: > :r::l::r::snkc: > :snkb: > :r::l::r::snkc: > (Go into mix-ups)
EX
:l::snka: (x2-3), :snka:, :d::snka:, :d::snkb: > :qcf::qcf::snkb:
:d::snkc:, :snkc:, :l::snka:, :d::snka:, :d::snkb: > :qcf::qcf::snkb:
:l::snka:, :snkc:, :l::snka:, :d::snka:, :d::snkb: > :qcf::qcf::snkb:
Infinites
:l::snka:, :snkb: > :r::l::r::snkc: > Repeat
Dash :l::snka: (xn)
:l::snka:, :snkb: > :r::l::r::snkc: > :d::snkc:, :l::snka:, :snkb:, etc
Advanced crawl techniques
There are a lot of different things you can do with his crawl, but all of these assume that you just launched an opponent with :r::snkc:. These are not combos, theyāre simply set-ups and whatnot.
You can lower the recovery time of the crawl by pressing or holding back, down or up during it. As well, after youāve reset them with :snkb: or whatever other attack, āwhenā you stop the crawl (by hitting back/down/up) determines whether youāll land in front or behind them. Visually, itās very confusing since you just ābarelyā cross under, so this makes him very dangerous mix-up wise.
:r::l::r::snkc: > :snkb: > :dp::snkb:
:r::l::r::snkc: > :snkb: > :r::l::r::snkc: > :d::snkc:, :l::snka: > Etc.
:r::l::r::snkc: > :snkb: > :r::l::r::snkc: > Dash-in throw
:r::l::r::snkc: > :snkb: > :r::l::r::snkc: > :u::snkb:/:uf::snkb:/:ub::snkb: (You can get some totally ambiguos cross-ups like this if you learn the specific timings for each)
:r::l::r::snkc: > :snkb: > :r::l::r::snkc:> :hcf::snka:
Etc.
Possibilities are limited only to your imagination really. Probably one of the best multi-purpose moves in the game. Keep in mind that you cancel into it from just about anything, and it makes for great wake-up games.
Gameplay
Heās best on power.
Mukuroās damage output is retarded, and his crawl gives him a ton of mobility. Basically, youāll be trying to pressure and disorient your opponent, doing shit loads of damage the whole way through. Utilize the crawl to get near your opponent or just to psyche him out. His air dives can be useful for punishing deflect happy opponents, but I wouldnāt rely too much on them. His super can safely chip certain opponents on wake-up as can his :dp::snka:.
Learning to use him at a high level of play involves knowing his crawl move inside out. It can and will go under certain projectiles, and itās a great way to get his command throw (:hcb::snkc:) off.
Jump :snkb: is a great cross-up, jump :snkc: is a great air-air. :snkb: is nice for punishing air recoveries and you can right into your crawl mix-ups from it.
His :hcf::snka: is not a throw, it can be blocked. However, it comes out fast as hell and itās got a ton of priority. Use the :snkb: version to punish ground recoveries from far away, the :snka: version closer up.
His projectile is one of the worst in fighting game history though. Avoid it unless you like getting hit with large combos.