BBTag/Mitsuru Kirijo

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Overview[edit]
Overview

"What's wrong? Out of stamina?"
Lore:Mitsuru is the leader of the Shadow Operatives, a group of persona users formed after the events of Persona 3 for the purpose of fighting shadows.
Playstyle
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.
Pros Cons
  • Long-reaching normals whose space can be enforced better coupled with assist placement
  • 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

Normal Moves[edit]

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1000 All 8 3 19 -8 -
5AA 1100 All 5 2 22 -10 -
5AAA 1200 All 5 2 26 -14 -
5AAAA 1300 All 5 2 22 -10 -
5AAAAA 1400 All 5 2 26 -14 -

[edit]

  • Rivals Ragna's 5A in terms of horizontal space

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)

5B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 15 3 23 -7 6~17 F
5BB 1500 All 10 3 18 -4 -
5BBB 1000*5 All 10 4,3*4 21 -7 -

[edit]

  • 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.

-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.


5BBB is combo filler mostly that does corner carry if you're not already using Coup Droit in your midscreen combos.

5C[edit]

2A[edit]

2B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2B 1700 All 11 3 31 -15 7~13 H

[edit]

  • 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.

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1300*2 All 25 9 [(2)1] 31 [28] - -

[edit]

  • 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.
  • At it's lowest heights, this move is plus on block but not plus enough to create an actual blockstring(meaning you can reversal out of it).

Move that covers about 2/3 of the screen at a ~110 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.


Universal Moves[edit]

Ground Throw[edit]

5B+C

Getsu-ei[edit]

5A+D (air OK)


Skills[edit]

Coup Droit[edit]

236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1700 All 9 6 18 -7 ~ -2 -
B 2200 All 21 12 12 -3 ~ +8 -

[edit]

  • 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.

BBTAG Mitsuru Kirijo 236B advantage.jpg

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

Marin Karin[edit]

214A

Tentarafoo[edit]

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300, 3750 Low 22 12 Total 54 -5 ~ +5 -

[edit]

  • 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.


Extra Skills[edit]

EX Coup Droit[edit]

236C

Bufula[edit]

214C

Partner Skills[edit]

5P[edit]

Coup Droit

6P[edit]

Mabufudyne

4P[edit]


Distortion Skills[edit]

Myriad Arrows[edit]

236B+C

Bufudyne[edit]

214B+C


Distortion Skill Duo[edit]

Bufudyne[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Niflheim[edit]

222B+C



External References[edit]

Navigation[edit]


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