· This thread is for the posting of combos for Mitsuru in P4AU/P4U2. The main post will be organized in this order: BNBs (bread and butter combos), combo theory, and combos for specific starters.
· If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Mitsuru.
· Please refrain from going off topic in this thread. This thread is for posting of combos only.
· Only the most optimal combos will be listed in this thread.
· If anyone notices mistakes in this main post, PLEASE do me the favor of pointing them out. Feel free to send me a PM! (This goes for information in other threads as well)
Collapsed: General Notations Used:
[table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump hHop hcHop Cancel adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel dcDash Cancel OMCOne More! Cancel AoA~CAll Out Attack into C ender AoA~DAll Out Attack into D ender CHCounter Hit FCFatal Counter [ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table]
BNBs/Bread-and-Butters + Combo Theory
Mitsuru's combo potential is primarily based on the opponent's position and state when they are hit (standing, crouching, counter hit, etc.) and thus this section will be organized by these circumstances. The goal should be to get the most damage and best positioning possible after each hit, while using the fewest resources possible (meter/burst). A combo that does 2000 damage while building meter is arguably better than one that does 3000 damage, costing 50 meter (thus entering Mitsuru into meter cooldown), and that might not give a proper knockdown. Meter is important and should be reserved for when it will give you the biggest return, the exception being when you need it to close out a round, of course. The combos in this section are ones that I feel fit these standards well.
Supers can be tacked on the end of most, if not all, of these combos. D bufudyne (236236D) after B Coup Droit or sweep (2A+B). Myriad Arrows (236236A/B/A+B) after A Coup Droit. Meter is precious, should be treated as such, and should probably not spent on supers unless it will kill.
note: this is a work in progress. I'll update this post with damage values, meter gain, and video examples soon. I hope to have everything wrapped up within a week or two, definitely before the NA release.
Collapsed: Standing confirms:
Standing confirms: Mitsuru hits the opponent while they are standing. This is arguably the situation where she gets the smallest reward and the least damage. Getting a knockdown is impossible without spending resources, and it is almost always not worth it to spend those resources, barring situations where you can kill. This is a situation where you need to just take what you can get, and that is usually an autocombo (also called Dial A), which is arguably your best and most reliable option. The third hit of auto combos give an extra boost of meter, as well as giving you 1/8 of your burst back. In Mitsuru's case, it is also gives a lot of corner carry. Overall, it's definitely not a bad option, probably your go-to for standing confirms. If your starter is 2A, you are even more restricted unless you land a counter hit. Once again, just take what you can get.
Dial A: 5A > 5AA > 5AAA > 6A
5AA > 6B > 5C(6) > 6A
2AAA > 6A
Collapsed: Crouching confirms:
Crouching confirms: Characters are in hitstun longer when they are crouching than when they are standing, similar to how counter hits add extra hitstun for the first move. The extra hitstun on crouching opponents opens the door for 5B > 2A+B (sweep) to combo, which allows Mitsuru to pick her opponents up off the ground. Basically, if she can get them airborne, she can do real combos. The fewer resources needed to get them off the ground, the better. Midscreen crouching confirms will require 50 meter, using an OMC (One-More! Cancel), or an OMB (One-More! Burst). Crouching confirms in the corner, or near the corner, will only require 25 meter to use Sb Coup Droit 6A+B. This is a nerf compared to the first version (P4A), where she could use B Coup Droit for meterless corner confirms. If you feel it's better not to spend the meter for a full combo, cutting it short and ending with B Coup Droit is still fairly strong, doing decent damage, getting good corner carry, and achieving a real knockdown (which is not possible with standing confirms).
5AA > 6B > 2A+B > B coup
^Standard meterless crouching confirm. Works with other starters that go into 5A, such as j.A/j.B or CH 2A > 5AA.
5AA > 6B > 2A+B OMC [2B] > [6B] > 2A+B > 8C > [6B] > 2A+B > 6B
^Optimal midscreen crouching confirm w/ 50 meter. It get's strong corner carry and good damage. Slightly delay the held [2B] after the OMC, otherwise the opponent will be too high.
5AA > 6B > 2A+B OMB [5B] > [2B] > 8D > 2A+B > 8C > [6B] > 2A+B > 6B
^(Midscreen) Using OMB, it's possible to pick up many confirms for full combos. Due to the fact the opponent is falling from the sky, you will need to practice adjusting your confirm as it goes. If the opponent is too high when you hit them with [5B], add a slight delay before you start holding [2B]. Once D bufula connects, the combo should be consistent. Be mindful of the cost of doing this. Bursts are too important to throw away when not necessary.
5AA > 6B > 2A+B > 6A+B > [2B] > ([5B]2) > 8D > [5B] > 2A+B > 6B
5AA > 6B > 2A+B > 6A+B > [2B] > ([5B]2) > 8D > [5B] > AOA~D > 6B
^^Optimal crouching confirm in the corner or close to the corner requiring 25 meter. ([5B]2) should be excluded if there is a starter before 5AA (j.A/j.B/etc.), instead just do [2B] > 8D and continue from there. The version using AOA~D does more damage, builds more meter, and gives you more options for positioning when you get your knockdown. It is necessary to get all 18 hits from the AOA, including the fatal. If that's a problem for you, then you can skip the AOA and sacrifice some damage.
Collapsed: Airborne confirms:
Airborne confirms: These are situations where you hit the opponent when they are airborne and Mitsuru is grounded, the most common situation when 2B is used as an anti-air. These are excellent because they usually allow for full combos without requiring any resources. Instead of spending meter and getting put into meter cooldown, Mitsuru will actually just build it up. Good stuff. Regardless what the starter is, the aim is usually to connect with 2B > 2DD (midscreen) or 2B > 2D (corner), and then go from there. It's important to learn to confirm when these situations occur and act on them.
^it definitely isn't optimal in these situations, but it still works. If you can't confirm fast enough into 2B (before inputting 5AAA) then this is always an option. One of the best things about Mitsuru's new autocombo is the fact that is combos all of the time, even on air hits, which also give a proper knockdown.
2B > 2DD > [4B] > [2B] > 8D > 2A+B > 8C > [6B] > 2A+B > 6B
^(midscreen) Standard 2B anti-air confirm. It's very stable on the entire cast and gets solid damage + corner carry. This same confirm works off many starters, usually only requiring slight adjustments. If it goes into 2DD, then it works.
5AA > 2B > 2DD...
5DD > 2DD...
CH j.C > 5B > 2B > 2DD...
CH j.A > 5AA > 2B > 2DD...
If a combo uses too many normals before confirming into 2DD, you will need to omit "2A+B > C bufu" or simply do 2DD > [4B] > 2A+B > 6B, which is incredibly consistent and easy.
5AAA > 2B > 2D > [5B]2 > 8D > [5B] > AOA~D > 6B
^Optimal meterless corner confirm from autocombo, when the opponent is airborn. This situation comes up frequently when the opponent is trying to jump out of pressure. Input [5B] asap after recovering from 2D and then immediately start holding down, before it connects. Slightly delay D bufula after [5B] or there wont be enough time to get the required charge. With little practice it becomes natural.
This confirm also works without doing 5AAA, so long as you can confirm into a fairly low 2B. Starters that don't involve the third hit of Mitsuru's autocombo will usually do more damage.
raw 2B > 2D...
5AA > 2B > 2D...
CH j.C > 5B > [2B] > 2D...
5AAA > 2B > 2D > [5B] > 2A+B > 6B > 5AA
^Alternative meterless confirm from autocombo, when the opponent is airborn. This is considerably easier than the last combo, for when you want to be lazy. No need to time charges to connect D bufula and no need to mash for AOA~D. Once again, this only works in situations where 2B connects at a fairly low height. Input [5B] immediately after recovering from 2D and then slightly delay 2A+B. 5AA should connect for some extra damage after B coup droit, while still giving a proper knockdown. Cancel 5AA into 2C (marin karin) and still be at advantage after the knockdown. Sadly the positioning isn't as good with this combo, so be prepared to bait reversals afterwards.
Collapsed: Counter hit confirms and punishes:
Counter hit confirms and punishes: These are useful for punishing reversals, supers, and other things of that nature. Ideally they should deal plenty of damage, while also building plenty of meter. If you need meter to confirm a hard punish, then you're doing something wrong.
FC 5B dc 5AA > 6B > 2A+B > 6B
^meterless fatal combo with 5B. This is the absolute bare minimum that should be acceptable for a fatal 5B. The same confirm can be picked up with 2A if B coup droit reaches the corner (just like vanilla p4a). dc = dash cancel
FC 5B dc 5AA > 6B > 2A+B > 6B > 2A > 2B > 2D > [5B] > 2A+B > 6B
^same combo as above, for when you reach the corner, which should happen as far as from round start position. This works regardless of whether the opponent is standing or crouching when they get fatal'ed.
FC [5B] dc [2B] > [6B] > 5C(15) dc > [2B] > [6B] > 2A+B > 8C > [6B] > 2A+B > 6B
^full charged [5B] crumples on fatal counter, allowing for easy pickups and plenty of meterless damage. This particular combo goes from one corner of the screen to the other. There are other combinations and arrangements that do similar damage and give similar corner carry. This is more of an example of what's possible. dc = dash cancel. Dash cancel 5C right before the opponent is blown back from the 15th hit. Make sure you are using fully held [2B] and aren't cancelling it early in [6B]. The dash cancel after the initial hit is not necessary, but gives you a considerable amount of extra corner carry.
FC 5B/[5B] > 2A+B > 6B > 2A > 5C(15) > [5B] > [2B] > 8D > [5B] > 2A+B > 6B
^fairly optimal fatal punish. This combo also works with other fatal starters, letting you punish fatal recovery moves hard with lazier/faster normals. FC 5AA > 6B > 2A+B > 6B > 2A...
AOA~D is possible after 8D, but is not necessary.
CH 5A > 2A+B > 6A+B > [2B] > [5B]2 > 8D > [5B] > AOA~D > 6B
^This is a fairly good lazy punish. The extra hit stun from the counter hit allows for "5A > 2A+B" to work and then it can be picked up with 25 meter, just like crouching confirms. This is useful for when something is punishable, but does not have enough recovery for 5B to work.
This thread is a work in progress. Combos for specific starters will be added soon!
I also plan to record video examples for everything listed in this post. Please be patient. I'll get this wrapped up within a week, most likely,