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[P4AU] Mitsuru Kirijo Gameplay Discussion

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I just found a way to do the double Bufula into A Myriad arrows consistently. 

First, do the first SB Bufula, then high jump back, land, do the second SB Bufula slightly before the last ends (as normal) and then, the most imortant part, hold forward during the A Myriad Arrows.

If you do not hold forward, it won't work on almost more than 50% of the cast. However, if you DO hold forward, it WILL work concistently on the entire cast.

EXCEPT, Akihiko and Kanji.

For Akihiko, it will work consistenly if you do a jump, air turn backdash/forward dash (Whatever you wanna call it at that point) and you have to do the dash away quickly, or it won't work. That's the only requirement that might make this less consistent. Whether you hold forward during the A Myriad Arrows or not doesn't matter in this case. (I think. Not holding forward during the A Myriad Arrows does seem to make it slightly more concistent for me. This might just be by chance, but it does SEEM to have a higher succes rate, so I suggest not doing it. Holding forward doesn't really net you anything either. Not doing so will actually put you at better spacing on wakeup too. (In case you do Marin Karin, otherwise you can just jump back or something in the meantime.)

 

For Kanji, it will work consistenly if you do a backwards highjump, backdash and don't hold forward during the Myriad Arrows.

So, all put together, it will work universally, and consistently on all characters, except Akihiko and Kanji, who need adjustments to make them work consistently.

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So I was wondering what are some of the options you guys go for after a Bufudine freeze in the corner since we cant run the D mirror setups anymore? Usually i go for:

 

2B > jump back j.B

Tick throw with 2A (they can mash/DP out)

Sweep, if them make a bad tech you can follow up with 2B

 

Wondering if there are some other good options.

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I just do 2C and wait for them to break out of the ice. Since Mitsuru at max 5A range is pretty good. I decide what to do from there. Usually, it's just baiting their roll or DP.

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got a couple of questions:

 

what's the best combo I can do off CH 5C? and how's tentarafoo on block? it looks negative but I can't tell, also am I supposed to use it as a frame trap?

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5C depends on where you do it from. Midscreen, just do 5C > dash cancel > 6B > 2B > etc. For the corner I tend to do 5C > droit B > 2A > 2B > etc, probably not optimal but easier for me. You may want to do 5C > 5B > sweep > droit B/SB.

 

Tentarafoo is situational. If the opponent blocks it, I don't think it's negative, there's just a lot of distance so the opponent can't do much afterwards. I don't think it's any good as a frame trap when you have things like 5B to do that for you. Tentarafoo is pretty slow and doesn't lead into damage. Sure they're confused, but they can just block correctly if they don't panic. Either way, I sometimes use Tentarafoo just because I like how it looks.

 

Some situations where Tentarafoo could work. Adachi doing 5D. Marie doing a present. Naoto shooting. Yukiko tossing two fans. Yu doing lightning car. Sho/Minazuki tossing knives. Rise being Rise.

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A few questions for all you Mitsuru pros out there...

 

I played bucket loads of P4A with my friends and mained Mitsuru and had a pretty good grasp on her character and combos, but I have very limited match-up experience. However, I've decided to be a bit more adventerous this time around and play more online but have been really struggling against any character really (so many character specialists in a game called Persona, go figure) and find it exceptionally difficult creating situations that lead to heavy combos. Most of the time, I seem to only get a clean hit with a max range 5A which thanks to the new auto combo gives me a full auto combo but not much else. The opponent always seems to fall out of he range of my 5B for mix-up, OMC and the lot. Most opponents seem to understand this and apart from a random D I never seem to get an opportunity to deal heavy damage. So most of the time I'm just mashing auto-combo to get in close or gain meter. Anytime I try and do anything fancy in terms of footsies or high low I get blown-up with a FC. It doesn't help that all my old punish combos don't work and I am struggling with the proper button holds (charge time not an issue, just 2B, B charges). This is day four for me, but I feel I'm really struggling to get some good solid damage. Very hard to open up a lot of these new characters. Any advice?

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A few questions for all you Mitsuru pros out there...

 

I played bucket loads of P4A with my friends and mained Mitsuru and had a pretty good grasp on her character and combos, but I have very limited match-up experience. However, I've decided to be a bit more adventerous this time around and play more online but have been really struggling against any character really (so many character specialists in a game called Persona, go figure) and find it exceptionally difficult creating situations that lead to heavy combos. Most of the time, I seem to only get a clean hit with a max range 5A which thanks to the new auto combo gives me a full auto combo but not much else. The opponent always seems to fall out of he range of my 5B for mix-up, OMC and the lot. Most opponents seem to understand this and apart from a random D I never seem to get an opportunity to deal heavy damage. So most of the time I'm just mashing auto-combo to get in close or gain meter. Anytime I try and do anything fancy in terms of footsies or high low I get blown-up with a FC. It doesn't help that all my old punish combos don't work and I am struggling with the proper button holds (charge time not an issue, just 2B, B charges). This is day four for me, but I feel I'm really struggling to get some good solid damage. Very hard to open up a lot of these new characters. Any advice?

 

http://www.dustloop.com/forums/index.php?/topic/7981-p4au-mitsuru-kirijo-gameplay-discussion/page-9#entry850146

 

required reading

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A few questions for all you Mitsuru pros out there...

 

I played bucket loads of P4A with my friends and mained Mitsuru and had a pretty good grasp on her character and combos, but I have very limited match-up experience. However, I've decided to be a bit more adventerous this time around and play more online but have been really struggling against any character really (so many character specialists in a game called Persona, go figure) and find it exceptionally difficult creating situations that lead to heavy combos. Most of the time, I seem to only get a clean hit with a max range 5A which thanks to the new auto combo gives me a full auto combo but not much else. The opponent always seems to fall out of he range of my 5B for mix-up, OMC and the lot. Most opponents seem to understand this and apart from a random D I never seem to get an opportunity to deal heavy damage. So most of the time I'm just mashing auto-combo to get in close or gain meter. Anytime I try and do anything fancy in terms of footsies or high low I get blown-up with a FC. It doesn't help that all my old punish combos don't work and I am struggling with the proper button holds (charge time not an issue, just 2B, B charges). This is day four for me, but I feel I'm really struggling to get some good solid damage. Very hard to open up a lot of these new characters. Any advice?

First of all, I would like to welcome you to the Mitsuru Kirijo community of Dustloop.

Secondly, Mitsuru isn't really all about getting the big damage. The main thing with Mitsuru is poking for a good hit, but if you can't get that (And that will often happen against good players), the thing you are supposed to do is just keep chipping off damage well at max/safe range just doing the regular neutral combo or auto combo if you want meter. It's really not a bad thing to just keep hitting with little bits of damage with your auto combo at all. The thing is, though, that if a big opportunity does come by, you have the abilities and skill to be able to grasp it. Don't let good hitconfirms pass you by, you might strongly end up regretting it, as those leed into a better positioning end-combo as well.

The page LK linked you to contains (Though maybe the next, or also the next) contains my advice on this exact simple matter as well. Please read it. But for your convience I will quote it here for you, hoping that might incline you to sooner read it. Here goes.

 

Those are my favorite opponents actually. You've got the time in the world to do what you want. Mix up with stuff like 5AA> 5B> 2AB(Feint)> Throw. or 5AA> 5B> 2AB(feint)> Throw Feint with 5B or j.C or just j.B.

Try to throw feint people that tech very well. The most effective counter to this is 5B, but it is not as safe if they evasion dash it. J.C is great for that as well, just make sure to jump cancel it on block or you'll be strongly negative. j.B is the safest, but also the least damaging options.

Another very useful option on patient opponents is a j.B> OMC> j.B> j.C> C Bufula> rest (Not sure about the rest. I barely ever do this route.

And in case you have another 25 meter do this for more damage. j.B> OMC> j.> 5AA> 5B> 2AB> SB Coup> 2> D Bufula> 5> 2AB> B Coup.

Try messing around with 5B forward dash cancel, 5C forward dash cancel and backstep and 5A backstep. Mitsuru has a lot more tools now, so you don't just have to 5A pressure stagger anymore. A VERY useful thing on patient opponents is a 5 cancel into throw. Just hold 5B and just before the fully charged version hits do a throw. You can keep holding 5B during the throw to make it easier. Watch out though, this is DP'able on reaction. You can also cancel this into another 5B to bait this cancel throw. You can also cancel it into a lot more, like all specials, all supers, marin karin, AoA and sweep (Can be feinted as normal).

Mitsuru has lot more to mess with opponents with now. Though not all as safe as 5A pressure stagger, it will most certainly put some more pressure on them. Try the things out I just told you and come back to tell me whether it made a difference, was no use at all, or a grand success.

And let me ''officially'' welcome you to Dustloop's Mitsuru section! It's always nice to see new and eager Mitsuru players. Good luck with playing Mitsuru and don't be afraid to ask about anything you might not be sure about. I, and everyone else, will do our best to answer as rightful as possible.

 

Any other questiions specifically, or still broadly, you might still want to have answered after this, feel free to ask me, post another comment about it on, or just simply send me a private message to have it answered. I and, I'm sure, everyone else, is more than willing to help you.

Good luck to you, and I hope any of what I said or anyone else said might have helped you with your problems. 

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First of all, I would like to welcome you to the Mitsuru Kirijo community of Dustloop.

Secondly, Mitsuru isn't really all about getting the big damage. The main thing with Mitsuru is poking for a good hit, but if you can't get that (And that will often happen against good players), the thing you are supposed to do is just keep chipping off damage well at max/safe range just doing the regular neutral combo or auto combo if you want meter. It's really not a bad thing to just keep hitting with little bits of damage with your auto combo at all. The thing is, though, that if a big opportunity does come by, you have the abilities and skill to be able to grasp it. Don't let good hitconfirms pass you by, you might strongly end up regretting it, as those leed into a better positioning end-combo as well.

The page LK linked you to contains (Though maybe the next, or also the next) contains my advice on this exact simple matter as well. Please read it. But for your convience I will quote it here for you, hoping that might incline you to sooner read it. Here goes.

 

 

Any other questiions specifically, or still broadly, you might still want to have answered after this, feel free to ask me, post another comment about it on, or just simply send me a private message to have it answered. I and, I'm sure, everyone else, is more than willing to help you.

Good luck to you, and I hope any of what I said or anyone else said might have helped you with your problems. 

 

 

Thank-You LK and Reako for taking some time to respond to my questions. I've made subtle attempts at conditioning myself to try and be more creative in my approach. I think one thing your advice has made be realize is that this game has a lot of wacky and insane stuff that must be respected, particularly with the addition of the DLC characters. I think I tend to lose my patience when I approach a fine player with good Mitsuru experience and get frustrated when I loose big opportunities to do big damage. Sometimes, autocombo is a good thing and punish opportunties must be earned. That being said, her changes are quite nice and I like that she is more refined and balanced this time around.

 

Thank-You for the advice and perhaps we may see each other online! The advice you posted is very helpful and I will try my best to integrate said advice into my game. Cheers!

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Does mitsuru have anything special that she has to do against Ken? I have a hard time getting to attack him because of Koro pressure

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^^

Im guessing you want them to crouch so u can get solid damage?

You have to give them a reason to block low keep annoying them with standing combos, tagging them low and landing throws. 2A > 5A and 2A > sweep are good strings and both combo on crouching counter hit.

CH 2A > sweep > B droit - 0 meter

CH 2A > sweep > SB droit - corner

CH 2A > sweep > OMC ect - 50 meter midscreen

Are the usual combos.

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^^

Im guessing you want them to crouch so u can get solid damage?

You have to give them a reason to block low keep annoying them with standing combos, tagging them low and landing throws. 2A > 5A and 2A > sweep are good strings and both combo on crouching counter hit.

CH 2A > sweep > B droit - 0 meter

CH 2A > sweep > SB droit - corner

CH 2A > sweep > OMC ect - 50 meter midscreen

Are the usual combos.

 

Those aren't really crouching specific since she can do the same thing against a standing opponent. Crouching specific would be CH 2A > 5AA > 5B > sweep > droit B.

 

Most times vs Mitsuru your opponent will be blocking low. She can't force the opponent to go from standing to crouching with any of her normals. If she could, I'd assume she'd be too powerful. So basically, you have to react to those rare crouching hit confirms. Sometimes I get a crouching hit like 25% of the time. Most ways I get crouching hit confirms is off people trying to sweep Mitsuru's 5A, she can 2A or 5B in those situations.

 

Against Ken you will want to kill the Dog when possible. Ken is pretty bad with anti-air so you can jump if you wish. For instance 5C kills Koro instantly, unfortunately Mitsuru can't cancel into anything unless Ken blocks it. On the plus side he doesn't have the dog so his pressure will suck. Something to think about. Also, I think roll is fairly useful in this match-up because of how much recovery Ken has on his specials, it's something you'll need to read. Perhaps I'll ask LK and see if he has any insight on the match-up.

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Ya i know ch 2a sweep works on standing, i just worded it funny lol. Basically i mean if opponent is constantly standing they most likely are mashing so you have to CH them low

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When you play Mitsuru, your opponent it supposed to be crouching 90% of the time regardless.

If they aren't, either they are doing something really wrong and you should be able to break them in seconds.

Or you are doing something horribly wrong and... Well, what ARE you doing then?

That's really all I can say about that.

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If you're aiming to get specific confirms, then you're thinking about this all wrong. Learn to confirm your hits when they are crouching, standing, airborn, whatever and just take what you can get, what is given to you. There's nothing wrong with doing autocombo when it's the only thing you can do (standing opponents).

 

as far as discouraging the opponent from standing goes, use sweep in your pressure, and learn to confirm when it hits. If you hold 1 (down+back) while inputting sweep, you can react to it hitting by pressing 6A or 6A+B (which will confirm A-droit/SB-droit, SB being for the corner).

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5CD > 5AA > 5B > 2 > D Bufula > AoA (Max) > D  2490 damage
5CD > 5AA > 2 > 2D > 5 > 2AB > B Droit  2523 damage
5CD > 5AA > 2 > D Bufula > 5 > AoA (Max) > D  2535 damage


As for midscreen, throw (6) OMC > 5A still works, but the most I could get was 5AAAA, 2B whiffed on Narukami and 5AA > 6B > 2AB wouldn't connect. Maybe someone else has something that works. 5A > OMB might work but I didn't try it.

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5CD > 5AA > 5B > 2 > D Bufula > AoA (Max) > D  2490 damage

5CD > 5AA > 2 > 2D > 5 > 2AB > B Droit  2523 damage

5CD > 5AA > 2 > D Bufula > 5 > AoA (Max) > D  2535 damage

As for midscreen, throw (6) OMC > 5A still works, but the most I could get was 5AAAA, 2B whiffed on Narukami and 5AA > 6B > 2AB wouldn't connect. Maybe someone else has something that works. 5A > OMB might work but I didn't try it.

 

The two with the max AoA D ender always seems to reset the opponent. If I put the dummy on block everything they will block the last hit. Am I doing something wrong?

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The two with the max AoA D ender always seems to reset the opponent. If I put the dummy on block everything they will block the last hit. Am I doing something wrong?

TLDR: Mash those buttons faster

 

When you use AOA~D as a starter, where it hit outside of a combo, it is easiest to get all 18 hits and the fatal ender to combo. When used in a combo, AOA~D is more difficult. You need to mash A + B fast enough to get all of the hits, and press D asap once you feel like you've mashed enough. Even if you use mash as fast as humanly possible, it wont matter if you delay the D ender for some reason. It takes some practice to get a feel for it. It happens to everyone at some point. Even yamashita drops the ender in matches once in a while.

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What's a good BnB that uses 1 more for more dmg? Off of 5a starter.

What's a good BnB off of sb coup droit? It's corner only right?

 

5AA > 6B > 2A+B OMC [2B] > [6B] > 2A+B > [2]8C > [6B] > 2A+B > [4]6B

 

I'm not sure if you can get anything worthwhile (resource wise) off of a non-corner/close to corner SB Droit.  

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corner 5AA > 5B > sweep > droit SB > 2 > bufula D > AoA~D > droit B

 

corner 5AA > 5B > sweep > droit SB > 2 > bufula D > 5 > sweep > droit B

 

SB droit > OMC > auto combo

 

Also, consider checking the combo thread, most of Mitsuru's viable combos are there.

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