Cursed Muramasa - Cursed Masamune Revamp
🟢 Updated this monthPreview

🔍 Analysis
- 🏆 #54 of 54 Gameplay mods in this game by downloads
📋 About This Mod
Complete overhaul of Cursed Masamune's moveset. A homage to Code Vein's "weeb souls" reputation.
Sometimes in life, you make choices, and you can't take them back. That's how I felt whenever I had to keep pushing to make this mod. Not gonna lie, I think this is my last one.
Description
This is a complete overhaul of Cursed Masamune's moveset, with no surviving parts at all and even completely custom moves. It also includes an optional model replacement, just because.
Attacking after a step now produces a weaker version of Secret Art - Forestall. Good for keeping pressure up while caught up in defensive maneuvers. Costs 1 ichor, won't fire the shockwaves without ichor.
Attacking during a dash transitions into a weaker Phantom Assault.
Normal 1 is the first of our custom moves. It uses the animations of Energy Cleave, but its range is that of a standard sword.
Normal 2 uses the three-slash heavy you can find on some 1H swords.
Normal 3 slashes through an enemy and creates a blade trail, like Secret Art - Scissor Blade should have done all along.
Normal 4 closes back the gap with a mix of slashes and kicks.
Aerial lights kick things.
Aerial heavy blinks you back to the ground for a slash or two.
Tapping heavy attack produces a sweeping cut accompanied by a shockwave. The shockwave costs 1 ichor and won't be fired if you have no ichor.
Now, for the big one.
Finisher: Omoikiri 「 想い切り 」
This little bastard took me days to perfect.
Holding heavy attack starts the finisher. It requires at least 12 ichor to trigger, and will drain all of your ichor.
This creates a sweeping cut through the enemy, creating lingering slashes at the end of the motion. The amount of slashes depend on how much ichor was consumed.
Three slashes is the minimum, at 12 ichor. Every four additional ichor consumed adds another blade trail, up to eight for a total cost of 32 ichor.
The entirety of your ichor will be consumed even if you have more than 32 ichor. This is not a bug, nor is it an oversight. It's designed to be this way. The move is designed as an "all or nothing" finisher. It's surprisingly high risk. The wind-up for the finisher protects you with super armor, but the moment between the traversal and the slashes doesn't have super armor. You can easily get knocked out of the move and lose all of your ichor with no damage to show for it.
Of course, its damage potential is enormous to make up for the risk. Use Omoikiri at your own discretion.
Installation instructions
Dump it all down the usual, CodeVein2\Common\Paks\~mods.
If you're using any of my other moveset replacement mods (Assassin's Sickle Revamped, Hand to Hand Combat, Sword of Samsara: Idris) then update them to the latest version before using this. It's non-negotiable, leaving them out of date will break this mod. Usually it's the other way around, but hey.
Shout outs
hakuya021 as usual, who awakened something that should have remained slumbering with their Reborn mods. This time, the shout-out might be a little more begrudging considering the hell this one put me through.
My buddy Cho on discord for helping me figure out a way to rig the whole modular ichor system.
📊 Mod Details
- Game
- Codevein2 Mods
- Author
- mararararararara
- Version
- 1.0.0
- Downloads
- 5
- Endorsements
- 0
- Category
- Gameplay
- Created
- 10/3/2026
- Updated
- 10/3/2026
🔧 How to Install Code Vein II Mods
Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
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