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[P4AU] Mitsuru Kirijo Combo Thread

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Information

 

·         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 > [4]6A

 

5AA > 6B > 5C(6) > [4]6A

 

2AAA > [4]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 [4]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 > [2]8C > [6B] > 2A+B > [4]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] > [2]8D > 2A+B > [2]8C > [6B] > 2A+B > [4]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 > [4]6A+B > [2B] > ([5B]2) > [2]8D > [5B] > 2A+B > [4]6B

5AA > 6B > 2A+B > [4]6A+B > [2B] > ([5B]2) > [2]8D > [5B] > AOA~D > [4]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] > [2]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.

 

5AAAA/autocombo/Dial-A

^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] > [2]8D > 2A+B > [2]8C > [6B] > 2A+B > [4]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.

raw 2DD...

5AA > 2B > 2DD...

5DD > 2DD...

CH j.C > 5B > 2B > 2DD...

CH j.A > 5AA > 2B > 2DD...

etc.

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 > [4]6B, which is incredibly consistent and easy.

 

5AAA > 2B > 2D > [5B]2 > [2]8D > [5B] > AOA~D > [4]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... 

etc.

 

5AAA > 2B > 2D > [5B] > 2A+B > [4]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 > [4]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 > [4]6B > 2A > 2B > 2D > [5B] > 2A+B > [4]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 > [2]8C > [6B] > 2A+B > [4]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 > [4]6B > 2A > 5C(15) > [5B] > [2B] > [2]8D > [5B] > 2A+B > [4]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 > [4]6B > 2A...

AOA~D is possible after [2]8D, but is not necessary.

 

CH 5A > 2A+B > [4]6A+B > [2B] > [5B]2 > [2]8D > [5B] > AOA~D > [4]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,

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A tad advanced but I think I found a solid route for CH j.C

 

[midscreen] CH j.C > jc > land > 2B > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B = 3338 damage

 

Pretty solid because the jc after the j.C will bait a burst and the 2B is really easy to comfirm into.

 

(variant) [corner] CH > j.C > jc > land > 2B > 2D > 5 > sweep > delay droit SB > 2 > bufula D > 5 > sweep > droit B = 4190 damage

 

Can be done without the droit SB but does ~400 less damage and you have to end with 4B > droit B. Also, remember, j.C will whiff on Teddie.

 

Another situational punish.

 

[midscreen] CH 2B > sweep feint > 5AA > 5B > 2B > 2DD > 4 > sweep > droit B = 2890 damage

 

Fatal Punishes

 

[midscreen] FC 5 > 2C > 5 > 5C(15) > dc > 5B > 2 > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B = 4315 damage

 

[midscreen] FC 5 > 2C > 5 > sweep > OMB > 5C(15) > dc > 5B > 2 > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B = 4914 damage

 

[midscreen] FC 5 > 2C > 5 > sweep > OMC > 2 > 6 > 5C(15) > dc > 5B > 2 > 2DD > 4 > sweep > droit B = 4700 damage

 

[midscreen] FC 5 > 2C > 5 > sweep > droit A > OMC > 2B > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B > 4450 damage ( for the OMC > 2B to connect you need to be holding forward)

 

The 2C is optional.

 

Situational Stuff

 

[midscreen] j.B > OMC > j. > 5AA > 5B > sweep > OMC > 2 > 6 > sweep > bufula C > sweep > droit B = 3589 damage

 

[midscreen] [crouching hit] CH Droit A > 5B > sweep > OMC > 2 > 6 > sweep > bufula C > 5 > sweep > droit B = 4199 damage

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A tad advanced but I think I found a solid route for CH j.C

[midscreen] CH j.C > jc > land > 2B > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B = 3338 damage

Pretty solid because the jc after the j.C will bait a burst and the 2B is really easy to comfirm into.

(variant) [corner] CH > j.C > jc > land > 2B > 2D > 5 > sweep > delay droit SB > 2 > bufula D > 5 > sweep > droit B = 4190 damage

Can be done without the droit SB but does ~400 less damage and you have to end with 4B > droit B. Also, remember, j.C will whiff on Teddie.

Another situational punish.

[midscreen] CH 2B > sweep feint > 5AA > 5B > 2B > 2DD > 4 > sweep > droit B = 2890 damage

Fatal Punishes

[midscreen] FC 5 > 2C > 5 > 5C(15) > dc > 5B > 2 > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B = 4315 damage

[midscreen] FC 5 > 2C > 5 > sweep > OMB > 5C(15) > dc > 5B > 2 > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B = 4914 damage

[midscreen] FC 5 > 2C > 5 > sweep > OMC > 2 > 6 > 5C(15) > dc > 5B > 2 > 2DD > 4 > sweep > droit B = 4700 damage

[midscreen] FC 5 > 2C > 5 > sweep > droit A > OMC > 2B > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B > 4450 damage ( for the OMC > 2B to connect you need to be holding forward)

The 2C is optional.

Situational Stuff

[midscreen] j.B > OMC > j. > 5AA > 5B > sweep > OMC > 2 > 6 > sweep > bufula C > sweep > droit B = 3589 damage

[midscreen] [crouching hit] CH Droit A > 5B > sweep > OMC > 2 > 6 > sweep > bufula C > 5 > sweep > droit B = 4199 damage

Turn off BBcode for your post. Your combos are missing B's because you put brackets around a B, which the website interprets as a sign to make something bold. Or change it to [4B] etcetera.

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Turn off BBcode for your post. Your combos are missing B's because you put brackets around a B, which the website interprets as a sign to make something bold. Or change it to [4B] etcetera.

That's only on the phone. It works fine on the computer.

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it works fine on my phone's web browser, it's just tapatalk that's screwing it up.

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I've been making videos of the combos in this thread. It's been helping me learn the character and I figure I can be productive too. I started with the counter hit/punish combos listed at the end.

 

 

 

Fatal 5B Midscreen  - http://youtu.be/MSRPjm77cd4

 

Fatal 5B Reaching Corner - http://youtu.be/_7yKDn1tBKM

 

Fatal [5B] Midscreen - http://youtu.be/0BIxMD18QIk

 

Fatal [5B] Corner http://youtu.be/OYe3h4e54gQ

 

I tried to do the 5AAA 2B optimized corner air hit-confirm, but the B Droit at the end didn't knock down. I'm not familair with these AoA enders, though. Maybe you just omit the B Droit? Optimized version doesn't really seem worth it.

Optimized - http://youtu.be/6TZpJ1R4A0k

 

Lazy - http://youtu.be/mCOMOBg_X5s

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2B > 2DD > [4B] > [2B] > [2]8D > 2A+B > [2]8C > [6B] > 2A+B > [4]6B

 

Is it just me, or does it have to be [4]6A for the ender most of the time? I can only get the B Coup to connect off raw 2D.

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You may have to use sweep>b droit instead of the usual 5b>sweep>b droit if you want to get a b droit knockdown (or 4b>b droit in the corner)

That or either adding too many things in the combo where the hit stun is too low.

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what should i be doing off standing a starters with meter? i always end up with a bunch of sp and nothing to do with it but just auto combo.

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at the end of A droit, you can do an OMC into sweep> sb droit near the corner to get a combo.

but the timing of the combo is kinda strict, or at least in the last game.

 

if you're not close to the corner and its a standing confirm, nothing else you can do after A droit... unless you want to blow the meter on a super to get a knockdown.

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There is not much you can do from a standing confirm aside from 5AA > 5B > 5C > droit A or auto combo route. You can go for set-ups. For instance, j.B > OMC > j.B after you finish the combo. Mitsuru has always had sucky damage for standing confirms. So you have to hope the person you're fighting jumps or crouches and try your best to get them in the corner.

 

Chances are with that 2B > 2DD > 4 > 2 > bufula D > sweep > bufula C > 5 > sweep > droit B combo you are adding something wrong. Maybe you're tossing in bufula C in place of bufula D. Or you're not confirming off a raw 2B. Anything else and the combo doesn't work.Exception being a FC. I've never had an instance where I needed to do droit A over droit B in that combo.

 

Just so you know, you can also use that excess meter to continue pressure. If you end a blockstring with droit A, use OMC to keep the pressure going. People often mash after Mitsuru has droit A blocked so you can take advantage of that.

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I know this is an extremely situational thing, but technically raw Bufula can be the first hit of a standing confirm. Somebody on Gamefaqs pointed out that there was nothing here on what it confirms into, so here's what I gave him.

 

D Bufula > [6B] > AoA > C ender > jA > jC > jA > DP - 3295 dmg; Also works off of an A Coup through the mirror for 3995.

 

D Bufula > 5AA > 2B > 2DD > 4B > Sweep > B Coup - 2695

(This can be used omitting the B Coup and setting another Bufula for oki, and it's the confirm you're pretty much forced to use if you do something other than throw, like 2A or j.B, that opens the opponent up and combos them into the Bufula.)

 

C Bufula > [6B] > AoA > C ender > jA > jC > jA > DP - 3295 dmg

 

Throw into a Bufula: If you throw somebody into C Bufula, you're forced to use either [6B] > AoA > D ender for 2132 or [6B] > Sweep > B Coup for 2100. B Coup, or just Sweep > knockdown oki, is probably better if you can't get them to the corner. If you can carry them to the corner, you have the wall bounce into a free Marin Karin for meter gain or a D Bufudyne for an extra 900 damage. Same applies for D Bufula except that it's 2411 for the AoA, 2239 for the B Coup ender. D Bufudyne still works for an extra 900 off wall bounce. 2496 and 2469 for SB Bufula, D Bufudyne still hits for minimum damage.

 

SB Bufula > 2B > 2DD > 4 > 2 > D Bufula > 6 > AoA > D finisher - 4124 dmg

(Depending on your spacing, the opponent will sometimes fall in front of the mirror before the 5th hit instead of bouncing on top of it. In order to continue the combo, you have to either A Coup Droit or 5A them back into the mirror, then follow up with [6B]>AoA>D ender for ~3639 dmg. You can squeak out another hit with C launcher > j.A if you're desperate for 200 more damage for some reason.)

 

SB Bufula > Mabufudyne > SB Myriad Arrows > C > C > fully charged kick > D - 5549 dmg, 150 meter.
(Look, I'm Shadow Mitsuru! ...Except it doesn't do nearly as much damage with only one kick. Not an efficient use of meter, only use if you know it'll kill.)

 

If you hit somebody into SB Bufula, you're pretty much forced into 2B > 2DD > [4B] > Sweep > B Coup or [5B] > AoA > D ender, for 2500-2900 damage depending on what you hit them into it with. I'd personally recommend trying to cross them up for the raw starter into 4124 damage instead. Also, you're going to want to be cognizant of when burning 25 meter for an oki tool that leads into mediocre damage is actually worth it. Setting D Bufula for oki works decently.

 

Feel free to correct me on this stuff, it's mostly just from my random notes from learning the character :P.

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If it works it works. Bufula C is doable sometimes in netplay because a lot of players like to tech forward after I DP or something and they end up getting hit. Aside from that, I suggest not ending your combos with air DP because you will reset the round back to neutral, and you want to prevent that as much as possible. There are exceptions, such as if you get an air hit confirm with j.A > j.C > etc.

 

Your combos are fine though. If you're able to time the hits of Bufula SB, you can do Bufula SB > 5(maybe uncharged will make the timing easier) > 2 > etc. If you want to feel like Shadow Mitsuru in a slightly more practical sense try (or 2B >) 2DD > 4 > 2 > Bufula D > AoA~D > Bufula SB > Mabufudyne > Myriad Arrows. Does about 7k and they have to be somewhat close to the corner. Increasing damage beyond 7k does into neta combo territory (5B FC starters, bursts, etc).

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