BBTag/Mitsuru Kirijo

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Overview

Overview

Mitsuru is a midrange offensive character that uses normals such as 5A and 2A and Coup Droits to enforce/pressure in order to setup her infamous instant jB overhead backed up with an assist.
Playstyle
Mitsuru Kirijo
Pros Cons
  • Long-reaching, disjointed normals and specials
  • Respectable damage off normal confirms solo
  • One of the faster high/low games in the cast that can be layered with her B/C gatlings being natural frametraps
  • Her air space is difficult for many characters to contest both offensively and defensively
  • Damage is weaker confirming at max ranges vs midrange
  • Has few options if fullscreen vs. zoning
  • Mitsuru's offense is significantly more linear by herself


Mitsuru Kirijo
BBTag Mitsuru Kirijo Portrait.png
Health:17,000
Prejump:4F
Backdash:23F (1~7F Inv All)
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A (8F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.A+D (12F)
236B+C (7F)
214B+C (17F)

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1000 All 8 3 19 -8 B
5AA 1100 All 5 2 22 -10 B
5AAA 1200 All 5 2 26 -14 B
5AAAA 1300 All 5 2 22 -10 B
5AAAAA 1400 All 5 2 26 -14 B
5AAAAAA 1000×3 All 17 2(4)2(4)3 37 -23 B
  • Rivals Ragna's 5A in terms of horizontal space

Her main poke and the reason this character is high tier.It's disjointed so it will never trade. Can be low profiled so be careful. Not safe point-blank. Can be cancelled into 2A be made safer in point-blank or somewhat closer spaces.


  • 5AA has slightly less range than 5A

Every followup after this button is significantly punishable and not applicable in pressure at all for this character. Usually you do them(except the whip ender!) for confirming or resetting after you get the hit as they are jump cancellable and special cancellable(A Coup Droit)

Version Level P1 P2
5A 2 100 75
5AA 3 100 85
5AAA 3 100 85
5AAAA 3 100 85
5AAAAA 3 100 85
5AAAAAA 3 90 80

5A:
5AA:
5AAA:
5AAAA:
5AAAAA:
5AAAAAA:


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1700 All 15 3 23 -7 B 6~17 F
5BB 1500 All 10 3 18 -4 B
5BBB 1000×5 All 10 4,3×4 21 -7 B
  • Can direct Mitsuru back/forward by inputting 4B or 6B respectively. Can make quite a few Reversal Actions whiff if opponents try to pushblock late in between 5A/2A into 4B
  • A buttons can gatling cancel into this move and works as a natural frametrap against players who like to disrespect with their own 2A/4As or those who assume you are tick throwing and attempt throw tech.
  • Has some low invulnerability in the middle of the move, letting it crush some foot attribute attacks. She also leaps slightly, letting her crush throws as well.

-7 but at max ranges most characters are unable to punish if this is blocked.


Debatable on the value of 5BB is as equal to 5B in pressure, but -4 situation is slightly better if not for the fact that pushblock exists and you end up whiffing. Performing 2C after this naturally resets on grounded opponents, giving her a mixup with jump canceled jB


5BBB is combo filler mostly that does corner carry if you're not already using Coup Droit in your midscreen combos. Only launches after the 3rd hit, so cancel into A Droit early if you want to try a standing reset.

Version Level P1 P2
5B 4 90 85
5BB 3 100 80
5BBB 3 100 90×5

5B:
5BB:
5BBB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H
  • Longer ranged 5C that is safe on block.
  • Goes airborne during the move, letting it potentially low/throw crush.
Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 9 3 15 -4 F
  • Her primary pressure starter on block. Can be layered into many other scenarios such as IOH jB, tick throw, fuzzy jump callouts(by doing multiple 2As), gatling cancel into B/C normals, etc
  • Hits low and reaches longer than most character's pressure starters.
  • Can only cancel into itself 2 times.
Level P1 P2
2 90 75


2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1700 All 11 3 31 -15 B 7~13 H
2BB 1300×2 All 25 9 [(2)1] 43 [40] -20 B
  • Jump Cancellable on block or hit, one of the few in her entire kit
  • Launches on hit for air followup
  • Primary DP/Burst punish starter at point-blank ranges.

5B is a decent anti-air button overshadowed by jA, but still has its uses. Niche use in pressure with jump cancel property, however multiple A normals will push you back far enough that this will whiff a lot of the time(at point blank: 2A 2A 2B vs 2A 2B)


  • Will snag an aerial opponent with Artemisia's whip, pulling them back to the ground

2BB is combo filler. Easy for the opponent to burst into unless it's late into the animation of the whip pulling back such that you're able to input Bufudyne(214BC) in reaction.

Version Level P1 P2
2B 4 90 85
2BB 5 100 90×2

2B:
2BB:


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 19 2 20 -3 F
  • Safe on block
  • Low profiles many horizontal spaced pokes such as Ragna 5A(useful to use at roundstart in this MU)

Seen as a blockstring ender most of the time. It's the opponent's turn, but with the special cancel window being somewhat long in this move, it's easy to frametrap players taking their turn back by cancelling into A Droit(236A) late into 2C's animation. Naturally frame traps from many of Mitsuru's other buttons, giving it added uses for active switch crossups.

Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 7 12 16 H
j.AA 1700 High 12 8 37 H
  • Jump cancellable on hit or block

j.A's active frames are longer than most traditional air-to-airs so coupled with its horizontal space and start-up frames, this doubles as a defensive/offensive air-to-air plus good anti-air button.


  • Jump cancellable on hit or block

j.AA is good for keeping opponents blocking until they land when they block a jA

Version Level P1 P2
j.A 3 80 80
j.AA 4 80 85

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 11 6 25 H
  • Jump cancellable on hit
  • Gatling cancels back to jA on hit
  • 3 ways to convert off of IOH jB: using your assist, having Marin Karin(214A) connect after you do the IOH, or using Bufula in the corner as your opponent techs into it after knockdown -> performing IOH after.

Infamous instant overhead(16f startup if done as soon as you leave the ground!) along with it being her primary air-to-ground/jump-in normal. Also her combo ender for burst safe confirms involving jA~jAA.

Level P1 P2
3 80 80


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300×2 All 25 9 [(2)1] 31 [28] +7 H
  • Freezes Mitsuru's aerial momentum
  • If whiffed, you are vulnerable until landing.
  • Pulls opponent out of the corner, useful for creating CC sandwich setups as your assist in CC will pass through the opponent when activated between the first and second hits of jC.
  • Niche lockdown tool for Active Switching.
  • Very plus on block.

Move that covers about 2/3 of the screen at a -30 degree angle. The hitbox is at the tip of the whip. Useful for beating horizontal projectiles as well as extending combos. You can usually land and hit the opponent with a 5A/2B on hit.

Level P1 P2
5 80 90×2



Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 150×11, 350 Throw 7-30 3 25 T
  • Special/Super cancelable on the final hit

Her throw.Can be used as another layer of mixup along with 2A/J.B. Her fastest non-metered attack. When midscreen, use 5B. When the enemy is in the corner, use 236B.

Level P1 P2
3 100 50
  • Minimum Damage 2000


Getsu-ei

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 2400 Air Unblockable 12 3 (25+)20L -29 B 1~14 All
j.AD 2400 All 10 1 20L H 1~10 All
  • The hitbox behind this DP isn't very big. Don't expect it literally cover everything.

Decent anti-air DP.


  • Air versions is a combo ender primarily.

Much like the ground version. This can be blocked in the air, however, so remember to cancel into this as an ender ASAP.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 120


j.AD:

  • Minimum Damage 120


Skills

Coup Droit

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1700 All 9 6 18 -7 ~ -2 B
236B 2200 All 21 12 12 -3 ~ +8 B
  • Frame advantage up to -2 at maximum distance
  • Air hit knocks the opponent away. Standing hit leaves them standing however
  • Easy corner carry when coupled with 5BBB in midscreen confirms

Forward moving special. A version primarily used to cover ground quickly. Can be used to create reset mixups due to its properties on standing hit.


  • Frame advantage up to +7 at maximum distance
  • Knocks the opponent away regardless of standing or air hit.
  • For midscreen confirms, this is her primary combo extension and also her corner carry.

236B is seen more often in neutral play by virtue of being plus. Can be reacted to by neutral jumping or super so learning to not be predictable in where you place this is very key.

[[File:BBTAG Mitsuru Kirijo 236B advantage.jpg|700px]]

Taken from P2 perspective. thanks to @Reioumu for making this visual.

Version Level P1 P2
236A 3 80 85
236B 4 80 90

236A:

  • Minimum Damage 85


236B:

  • Minimum Damage 110

Marin Karin

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 10 54 Total 34 P1
  • Slow travelling projectile
  • Steal 2.5% meter on hit; Gain 5% meter on hit

Two words: hit stun. This thing isn't exactly godlike damage wise, but hitting with Marin Karin will allow you to combo into almost anything. Cancelling into this from your normals is fairly risky, but happens to go unpunished often a lot due to conditioning from frametraps, assist coverage, instant overhead, etc.

Level P1 P2
1 80 70
  • Minimum Damage 50


Tentarafoo

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300, 3750 Low 22 12 Total 54 -5 ~ +5 P2
  • Traps the opponent in ice for a moment before shattering and damaging them
  • Opponent is unable to burst if they get caught
  • Good for Active Switch left/right mixups as this reaches far enough that many reversals cannot catch Mitsuru.

You cannot call assists during this move once it connects, and assists called beforehand will not hit the frozen opponent. If you're quick, you can call an assist and quick change before the move connects in order to extend your combo.

If you hold down the assist button during this move after it hits, your assist will come out on the first possible frame.

Level P1 P2
3, 4 70 80
  • Minimum Damage 202


Extra Skills

EX Coup Droit

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All 7 6 17 -4 B
  • Range coverage is comparable to Coup Droit A but just slightly more.
  • Frame advantage up to +1 at maximum distance

Her fastest move in her kit. If you want call out fake pressure with this character, this is your move.

Level P1 P2
4 80 90
  • Minimum Damage 220


Bufula

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×3 All 27 360 Total 47 +31 P1
  • Stops projectiles
  • Hits up to three times; Advantage calculated at point blank cast

Moves forward slightly after summon. Decent lockdown tool, but most of the time you use this to stall during neutral to stop horizontal moves from reaching you.

Level P1 P2
2 80 85×3
  • Minimum Damage 100×3 (300)


Partner Skills

5P

Coup Droit

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+13 10 21 -12 B
  • Fast horizontal coverage, wall bounces on hit for easy confirms.
Level P1 P2
4 70 85
  • Minimum Damage 85


6P

Mabufudyne

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×8 All (18)+92 P×2(3)P×2(3)P×2(3)P×2 Total: (18)+120 +11 P1
  • Projectiles disappear if you active switch to Mitsuru
  • Very long Active Switch window that still exists even after her projectiles are sent out.
Level P1 P2
4 70 97×8
  • Each P in active frames represents a projectile spawned
  • Minimum Damage 30×8 (240)


4P

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+16 8 23 -12 B
  • Not the best anti-air 4P, but it gets things reasonably done as a move to use as a meaty on opponent's wakeup in the corner.

Goes very high so may catch people off guard.

Level P1 P2
4 70 85
  • Minimum Damage 85



Distortion Skills

Myriad Arrows

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×13, 3000
[300×25, 4000]
All 4+(58 Flash)+3 2×12(2)2(25)5
[2×24(2)2(25)5]
46 -30 B 1~8 All
  • More slashes at Resonance

Multi-purpose utility super. Due to it's lightning fast startup and decent range, this works perfectly as both a combo ender and a high damage reversal (though her other Distortion deals far higher damage and has more invul frames as a reversal).

Level P1 P2
3×13 [×25], 5 80 98×13, 80 [99×25, 80]
  • Values in [] are for Enhanced version
  • Minimum Damage: 95×13, 570 (1805) [54×25, 720 (2070)]


Bufudyne

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5500 [6500] All 9+(54 Flash)+8 10 Total: 110 -53 P2 1~28 All
  • Big vertical and horizontal range at Resonance.
  • Startup freezes movement briefly, but opponent can still block between the startup and the hitbox activating.
  • Sends the opponent up and away, which can make hitting some DHCs afterward difficult.

Your big damage super. It covers a decent amount of the screen vertically and horizontally in Resonance.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 1815 [2015]


Distortion Skill Duo

Bufudyne

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 9+(54 Flash)+1 10 Total: 93 -51 P2 1~11 All
  • Has a big hitbox, meaning it will hit after most other supers.
Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Niflheim

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 6+(73 Flash)+14 3 Total: 97 -50 1~43 All
  • Tracks the opponent
Level P1 P2
5



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