P4Arena/Mitsuru Kirijo

From Dustloop Wiki

Overview

Mitsuru Kirijo is a charge character that takes advantage of her superior range and damage. Most of her normals control space very well and lead into high damage in many situations. Although she lacks good traditional mixup, she is heavily rewarded for being as safe as possible and punishing her opponents' mistakes. Even though her normals have excellent range, they are relatively slow, which can cause her trouble on defense.
Mitsuru Kirijo

P4U Mitsuru Portrait.png

Health
9,500
Combo Rate
70%
Movement Options
1 Double Jump/Airdash, Run-type Dash

File:P4Arena Mitsuru Kirijo Icon.png Mitsuru Kirijo can pressure the opponents and control space from almost any range with her long range normals and her long range Persona attacks safely. Her damage is devastatingly high with a correct read on the opponent and she uses this threat to stop the opponent from pressing buttons, allowing her to do average to less than average damage combos without fear of counterattacks.

Mitsuru's neutral game is to fight at midrange where her 5A and j.A have high priority and the relatively slow speed of her attack is offset by the range. When at far ranges, Mitsturu can still be a threat with a well timed 5DD, j.DD, or 2DD to pull the opponent closer to Mitsuru.
Mitsuru lacks fast attacks, thus making close ranged defense a difficult position for Mitsuru where often times her only options are to block correctly or to risk a Furious Action.
Pros
Cons
  • Normals have good combination of range and speed
  • Excellent damage in the corner and all ground to air confirms.
  • Nearly all attacks are disadvantage on block
  • Slower than average close-range normals.
  • Requires meter on ground to ground confirms to get damage when not near the corner.

Move List

See also: Mitsuru Full Frame Data

Normal Attacks

5A

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5A 300 All CS 7 1 21 -9 Body - Click!
5AA 300 All CSO 5 4 22 -9 Body - Click!
5AAA 300 All C(J)SO 4 5 26 -14 Body - Click!
5AAAA 300 All CSO 5 4 22 -9 Body - Click!
5AAAAA 600 All C(J)SO 4 5 26 -14 Body - Click!
5A

Mitsuru steps forward while stabbing. Has good range, but long recovery if not canceled into other attacks.

Opponents that can crouch under 5A when not next to Mitsuru: Naoto, Labrys, Shadow Labrys, Elizabeth, Chie, Kanji

5AA

Won't combo at max 5A range, so be wary. Commonly canceled into 2AB, 2C, or A Coup Droit.

5AAA

Hits mid. Combo filler.

5AAAA

Hits mid. Same as 5AA.

5AAAAA

Same as 5AAA, but gives a lot of meter and refills some of your Burst to boot!

5B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
no/partial charge 700 All CSO 17-26 3 28 -12 Body 4-16 foot Click!
max charge 910 All CSO 27 3 28 -5 Body 4-16 foot Click!

Can be used to avoid low attacks. Use this to make enemies fear mashing lows when close to you. Causes Fatal Counter. Fully charged 5B causes crumple on counter hit, and the increased frame advantage on block makes charged 5B perfect for covering sweep and sweep feint attempts. Fully charging adds an additional 8 frames of blockstun to the duration.

Has Foot Attribute Invincibility from near the start of the movie.

Can control where Mitsuru hops by holding left or right, even changing her trajectory mid-jump!

2A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300 L CSO 9 3 15 -7 Foot - Click!

Long range, but a bit slow. Can cancel into itself up to three times.

2B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
no/partial charge 500 HL CJSO 11 3 31 -17 Body 5-7 full

8-13 head

Click!
just frame release 1000 HL CJSO 16 3 31 -17 Body 5-7 full

8-18 head

Click!
max charge 650 HL CJSO 17 3 31 -17 Body 5-7 full

8-19 head

Click!

A bit slow, but is air unblockable and can be jump canceled even on block. Uncharged version is a strong anti air. Charged version is usually used in combos since it's free extra damage. If button is released the frame it becomes max charged, then the attack does 1000 damage instead of 650. Charging does not add any additional blockstun.

j.A

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300 H CJO 7 12 12 - Head - Click!

Far reaching rapier stab forward, great for air to air fights. If done near the ground, can run in and do 5AA > rest of combo.

j.B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
no charge 400 H (C)O 11 6 25 - Head - Click!
just frame release 800 H (C)O 16 6 25 - Head - Click!
max charge 520 H (C)O 17 6 25 - Head - Click!

Strong jump-in, but somewhat slow to start. Can be used as an instant overhead by pressing j.B while jumping upwards. Instant overhead j.B > OMC > j.B is common, deadly, and can lead to a full combo.

On air hit, knocks the opponent to the ground. If button is released the frame it becomes max charged, then the attack does 800 damage instead of 520. In addition to this, a fully charged j.b deals 2 more frames of blockstun than a normal j.b does.

j.B > j.C > C Bufula works of the following: crouching hit, counter hit, or fully charged j.B.

Guard Cancel Attack

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
000 All O - - - - - - Click!

High forward strike with autoguard. Same animation as 5AAA.

All Out Attack

A+B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
All Out Attack 300 Head O 34 1 33 -15 Body 16-34(guard) Click!
All Out Rush 180×N Head O - - - - Body - Click!
All Out Finish (C) 1800 Head O - - - - Body - Click!
All Out Finish (D) 1000 Head O - - - - Body - Click!

Can control where Mitsuru hops by holding left or right, even changing her trajectory mid-jump!

Because of its slow startup and poor frame advantage, it's not used much in high level play without 50 meter for a One More Cancel. Even so, its utility is limited past a certain level of players.

Sweep

2A+B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
normal 1100 L SO 21 2 20 -3 Foot 1-20 (low) Click!
feint 000 -- - -- -- 25 - - 1-14 (low) Click!

Mitsuru crouches, moves forward and sweeps the opponent with her rapier. Can hold A+B to do a feint instead.

Used to go under mid attacks. Check out the hitbox!


Persona Attacks

5C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300, 60×14 All CSO 17 2(4)2(4)3 39 -27 Body - Click!

Artemesia whips all around Mitsuru. Can hold C for more hits, up to 15 hits. 15th hit blows the opponent away and can combo afterwards. Only combos to the 15th hit in a few circumstances, so it's usually best to cancel it early into other normals or specials by the 6th hit.

5D Persona Required

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5D 600 All - 27 8 12 +6 Projectile - Click!
5D~D 50 All - 4 1 - - Projectile - Click!

1st attack Freezes opponent, whiffs on ducking opponents. Has lots of startup and recovery so it can be heavily punished. Mostly used to try to stop the opponent from doing things from fullscreen (such as summoning Personas or throwing projectiles). Has a dead zone around the middle of the whip.

Can only be the first freeze in a combo, otherwise it just does normal hitstun. 2nd hit pulls the opponent in. Can combo afterwards on hit.

2C Persona Required

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
Normal - -- - 43 189 27 - Projectile - Click!
Charged - -- - 62 359 46 - Projectile - Click!

Artemesia performs Marin Karin; a pink rose projectile that is unblockable, causes no hitstun, and slowly homes in on the opponent. Button can be held to increase tracking accuracy at cost of increasing startup. On projectile contact causes charm status. Projectile disappears after a while or if Mitsuru blocks or gets hit.

Mitsuru gains 24 SP from 2C if the opponent does not end Charm early.

2D Persona Required

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
2D 600 All - 25 8 8 - Projectile - Click!
2D~D 50 All - 4 1 - - Projectile - Click!

1st attack Freezes opponent on hit. Mostly used in combos, but can also be used to hit opponents who like to stay in the far corner of the air. Can be used to side switch during a combo by doing 2DD, walk forward, 5AA > 5B > 2AB > B Coup Droit

Can only be the first freeze in a combo, otherwise it just does normal hitstun. 2nd hit pulls the opponent in. Can combo afterwards on hit.

j.C Persona Required

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
700 All CJO 16 8 17 17 Head - Click!

Artemisia whips above Mitsuru's head in a half circle motion. Has a very large hitbox. Can jump cancel on block. Can be used as a throw tech bait by setting up a throw, then do an immediate j.C to hit the opponent. Can also be used in air to air battles if the opponent comes is above you.

This attack stops Mitsuru's momentum until the attack is finished, and the hitbox above Mitsuru has startup of 16F

j.D Persona Required

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
j.D 600 All - 25 10 24 - Projectile - Click!
j.D~D 50 All - 6 1 - - Projectile - Click!

Gives frame advantage if done near the ground and the 2nd hit is delayed. Doesn't have as much range as 5D, but can be used to also stop the opponent from pressing buttons when far away.

1st attack Freezes opponent on hit. Can only be the first freeze in a combo, otherwise it just does normal hitstun. 2nd hit pulls the opponent in. Can combo afterwards on hit.


Throws

Ground Throw

C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1000 All O 5 3 25 - Throw - Click!

Can be followed up in the corner with 5A or midscreen with a One More Cancel, or an SB Coup Droit. Reward for a throw in the corner is high, but not very rewarding midscreen.

Air Throw

j.C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
1800 All O 4 3 19 - Throw - Click!

VERY high damage followups possible on counter hit or with One More Burst.


Furious Action

B+D air OK

Getsu-ei

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
ground 1000 All U 10 1 25+20 (Landing) -29 Body 1-10 Click!
air 1000 All U 10 1 20 (Landing) -- Head 1-10 Click!

Mitsuru jumps in the air and attacks in a crescent shape. Invincible on startup, launches the opponent on hit, and hits all around her. If the opponent gets hit by it or blocks it, it can be supercanceled once Mitsuru lands. On counterhit, C bufudyne will combo afterwards.


Skill Attacks

Coup Droit

[4]6A/B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 1000 All UO 9 4 15 -4~-1 Body - Click!
B 1500~2500 All UO 20 12 15 -4~+7 Body - Click!
SB 1200 All UO 7 6 15 -4~+1 Body - Click!
A Version

Is very fast, causes the opponent to fly backwards on air hit. Fast recovery, used as a means of approach. Can follow up with a combo on counter hit.

B version

Can hold the button to charge the attack for more damage. Causes ground slide, thus allowing you to combo afterwards if you are near the corner. Hold 3 when doing combos involving B Coup Droit in the corner to stay as close to the opponent as possible. Startup varies depending on charge.

SB version

Is very fast, causes ground slide on air hit. Useful as a better version of A Coup Droit, but costs meter. Can be used to get a corner combo further from the corner compared to B version.

[2]8C/D

Bufula Persona Required

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 500 All - 20 125 44 - Projectile - Click!
D 500, 250×2 All - 52 159 57 - Projectile - Click!
SB 500, 250×4 All - 31 255 47 - Projectile - Click!

All versions disappear if Mitsuru blocks or is hit.

C Version

Summoned above Mitsuru's head and can be used as an anti jump-in tool, as well as a common move in her combos.

D version

Summons a three hit projectile that starts in front of Mitsuru and slowly moves forward. Useful as an oki tool if you can knock the opponent down in front of you and cancel into D Bufula.

SB Version

Summons a five hit projectile that starts far in front of Mitsuru and slowly moves towards her. Commonly used after a midscreen B Coup Droit to pull the opponent towards you and gives you ample time to do a high-low mixup of 2A and rising j.B.


SP Skill Attacks

Myriad Arrows

236236A/B

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 150, 75×12, + kick All O 4+2 2.2.2.... - -10 Body 1-7 Click!
B 150, 75×18, + kick All O 4+8 2.2.2.... - -10 Body 1-13 Click!
Kick 800~4000 All O 11 After Arrows 5 46 -32 Body - Click!

Mitsuru slashes 13~19 times incredibly quickly that causes a crumple state, then finishes it off with a very powerful kick that causes a wallbounce. The kick can be powered up by holding down the attack button, however delaying the kick for too long will give the opponent enough time to escape. Under normal circumnstances (aka ground hit), charge until the opponent begins to fall to the ground for maximum comboable damage.

Hold forward while slashing to move Mitsuru forward or else the opponent will be out of range for the final slash to crumple the opponent and you won't be able to combo into the kick.

A fully charged kick will deal 4000 damage and cause crumple state, allowing you to combo into Bufudyne afterwards, but this will usually miss because of how slow it is. There is a combo involving the use of Mabufudyne to keep the opponent frozen while you charge you kick to max.

The kick has 50% minimum damage.

Bufudyne Persona Required

236236C/D

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 2500 HL One More Cancel 9+9 10 48 -19 Projectile 1-28 Click!
D 3000 HL One More Cancel 9+18 10 49 -20 Projectile 1-39 Click!

Commonly used in combos to add a bit of extra damage or to catch jumping opponents.

Invincible startup, air unblockable, freezes the opponent on hit. Can follow up with another Bufudyne in corner combos, but 2nd Bufudyne won't freeze, and the opponent will be able to tech almost immediately.

Awakened SP Skill Attacks

Mabufudyne Persona Required

214214C/D then C/D

Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
summon ice -- - - - - 37 - - 1-19 Click!
per ice shard 400 All - - - - - Projectile - Click!

Artemisia creates 8 large shards of ice. Mitsuru can move and attack freely during the super, but loses access to other Persona related attacks. Pressing C will shoot two shards straight forward, pressing D will shoot all remaining shards with tracking.

Despite its useful applications for space control, approaching, frame traps, and oki, it is easy to end this super prematurely: hit the persona, hit Mitsuru, or don't fire a shot for about 3 seconds (speculated). The most practical use of this super is her very strong punish combos off of fatal counter, which can get upwards of 8k+ damage with the right amount of meter.


Instant Kill

Niflheim Persona Required

222C+D

Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
K.O. All - 31+32 3 69 -53 Projectile 1-66 Click!

Artemisia whips the opponent from the top of the screen. This attack homes in on the opponent's location and can be blocked High or Low.

Mitsuru is invincible during the attack's startup, but is vulnerable during the recovery. Mostly used for it's high invincibility (Punishing Akihiko Maziodyne) and punishing attacks that have long recovery, but otherwise awkward to punish. (Yosuke kunai)
On hit Artemisia grabs the opponent, and pulls them high into the air. Held in place by a chain, Artemisia then whips the opponent numerous times forming a giant spiked ice crystal around the opponent, which Mitsuru then fiercely stabs, bursting the ice into thousands of pieces.

Strategy

Offense

Mitsuru's general offensive strategy is to use the superior range of her 5A, A Coup Droit, and j.A to keep the opponent at a safe range where her attacks can quickly strike the opponent. Once the opponent has been conditioned to block, she can then run in for throw/throw bait mixup or use meter to perform stronger combos.

Use A Coup Droit and j.A to maneuver into Mitsuru's 5A range, then use 5A outside the opponent's 5A range to keep the opponent from moving: learn how to combo from 5A air hit, standing hit, and crouching hit. Once the opponent is conditioned to block, cancel 5A into sweep or sweep feint > throw or throw bait. Instant overhead j.B becomes another options once you get 50SP. Check out the combo section for various combos available after each hit.

Your goal is to push the opponent to the corner, then keep them there at 5A range. Mitsuru's ground throw becomes a much stronger threat in the corner and can lead to good damage.

Midscreen B Coup Droit can be followed with SB Bufula.

Defense

Mitsuru's 5A and 2A are slow compared to most other character's 5A/2A, and so are not useful in defensive stances.

Her ground throw is her fastest normal attack and can be used after an Instant Block to interrupt the opponent's offense.

Her reversal options are:

  • B+D hits all around her and can even hit opponents who jump over Mitsuru.
  • A Myriad Arrows is also very fast and with 100 SP can be One More Canceled to be safe.

4B can be used to beat an opponent's lows and throws and leads to great damage.

Combos

  • charged normals will be denoted by "[]" (ex: [4B]).
  • Damage may vary depending on using perfect frame releases on charged 2B, j.B and Myriad Arrows Kick.

Midscreen

Basic Standing Hit Combo
5AA > 6B > 5C (6) > A Coup Droit
1630 damage, +12 SP

Basic Standing Hit Combo With Super, 38 SP required
5AA > 6B > 5C (6) > A Coup Droit > B Myriad Arrows
2770 damage, -38 SP

Counter Hit 5A
5A > 2AB > B Coup Droit
???? damage, ??? SP

Anti Air Combo
5AA > 5B > 2B > 2D, 6B > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
3371 damage, +30 SP

Counter Hit or Crouching 5B
5B > 2AB > B Coup
2478 damage, +14 SP

Counter Hit j.C
j.C, [5B] > [2B] > 2D, [6B] > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
4185 damage, +35 SP

j.D Combo
j.DD, C Bufula, 6B > 2B > 2DD, 4B > 2AB > D Bufula
D Bufula does not combo and is for oki
2460 damage, +21 SP

5D Combo
5DD, [4B] > [2B] > 2DD, [4B] > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
3574 damage, +33 SP

Instant overhead j.B, Crouching opponent, 50SP required, spacing dependant
j.B > OMC > j.B > j.C, C Bufula, 5B > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
3218 damage, -50 SP

Counter Hit Air Throw
Air throw, 66[6B] > [2B] > 2D, [5B] > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
4739 damage, +37 SP

Counter Hit 5A, 25 SP, Slightly less than half screen to corner.
5A > 2AB > SB Coup Droit, 2AB > B Coup Droit, 2A > 2B > C Bufula, [5B] > 2AB > A Coup Droit
4.1k damage, ?? SP
Hold forward when doing SB Coup Droit, but begin charging back approximately halfway through the animation

Fatal Counter Hit [5B], Awakening Only, 93SP required.
[6B] > Mabufudyne > [6B] > 2AB > B Coup Droit > C Shard > [6B] > [B Myriad Arrows] > C Shard > C Shard > Kick > D Shard

6977 damage, -93SP

How far you are from the corner may change the timing of the C Shards.

Corner

Crouching Only, 16 SP required
5AA > 6B > 2AB > B Coup Droit, 2A > 2B > 2D, [4B] > 2AB > C Bufula, [5B] > Bufudyne
4445 Damage, -34 SP


Crouching Only
5AA > 6B > 2AB > B Coup Droit, 2A > 2B > 2D, [4B] > 2AB > C Bufula, [4B] > B Coup Droit
3800 Damage, +40 SP


Throw, 25 SP required
Throw > 5AA > 6B > 2AB > B Coup Droit, 2B > C Bufula, [5B] > Bufudyne
3546 Damage, -25 SP


5B Fatal Counter
5B > 2AB > B Coup Droit, 2A > 4B > 5C (15 Hits) > 2C, 5B > [2B] > 2D, [5B] > 2AB > C Bufula, [4B] > B Coup Droit
???? damage, +?? SP
Also works starting from 2AB Fatal Counter.


Air Throw Counter Hit
Air Throw, [5B]> 2AB > B Coup Droit, 2A > 2B > C Bufula, [5B]> 2AB > A Coup Droit
4799 damage, +38 SP

Big Punish Combos

Midscreen 5B Fatal Counter, 42 SP required
5B > 2AB > OMC, 6B > [2B] > 2D, [5B] > 5C (15) > 5DD, [4B] > 2AB > B Coup Droit
4740 damage, -50 SP


Corner [5B] Fatal Counter
[5B] > 2C, [5B]> 2AB > B Coup Droit, 2A > 4B > 5C (15 Hits)> 2C, 6B > [2B] > 2D, [4B] > 2AB > A Coup Droit
5700 damage, +85 SP with Charm still active
first 2C is purely for SP gain and is not required.
Can replace last two hits with C Bufudyne for 6170 damage


Corner 5B/2AB Fatal Counter, 150 SP, and Awakening required
5B > 2AB > B Coup, 2A > 4B > 5C (15 Hits) > Mabufudyne, 2A > [2B] > C Shard, [5B] > 2AB > C Shard, [B Myriad Arrows (keep charging)], C Shard, D Shard > Release Myriad Arrows Kick > D Bufudyne
8246 damage, -150 SP
Can skip D Bufudyne to deal 7346 damage and save 50 SP


Midscreen One More Burst, 100 SP, and Awakening required
5B > OMB, Mabufudyne, 5AAA ~ C Shard, [6B] > 2AB > B Coup Droit ~ C Shard, [6B] > [B Myriad Arrows (keep charging)], C Shard > D Shard, Release Myriad Arrows Kick > D Bufudyne

Combo Videos

3 part combo tutorial series

http://www.youtube.com/playlist?list=PLmvZt7egaTbIxrxffRanuhWjAE-ksgylX

Navigation

Persona 4: Arena
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesSP/Persona/Burst Gauge UsageStatus AilmentsMisc