Difference between revisions of "BBTag/Mitsuru Kirijo"

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{{Description|6|text=* Important points go here
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{{Description|6|text=* Traps the opponent in ice for a moment before shattering and damaging them
  
Detailed description of the usefulness of the move go here
+
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.
 
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Revision as of 12:18, 25 March 2019

Mitsuru
BBTag Mitsuru Portrait.png

Health: 16,000
Prejump: 4F
Backdash Time 23F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Neutral-focused, Defensive
Team role
Point

Overview

Backstory

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 likes to play at mid-range, pressuring the opponent and punishing mistakes with her long-reaching normals.

Strengths/Weaknesses

Strengths Weaknesses
  • Long-reaching normals
  • Respectable damage off simple confirms
  • Swagger
  • Has to settle for lower damage confirms at max range




Normal Moves

5A
5A
P4Arena Mitsuru 5A.png
Poke!
P4Arena Mitsuru 5AA.png
P4Arena Mitsuru 5AAA.png
P4Arena Mitsuru 5C.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1000 All 8 3 19 -8
  • Possibly the longest-reaching 5As in the game

Just throw this out in neutral. Seriously. If you're at range you can just tap A and wait and see what your opponent does.

Not safe point-blank.

5AA 1100 All 5 2 22 -10
  • Slightly less range than 5A
5AAA 1200 All 5 2 26 -14
  • Important points go here

Detailed description of the usefulness of the move go here

5AAAA 1300 All 5 2 22 -10
  • Important points go here

Detailed description of the usefulness of the move go here

5AAAAA 1400 All 5 2 26 -14
  • Important points go here

Detailed description of the usefulness of the move go here

5AAAAAA 1000*3 All 17 2(4)2(4)3 37 -23
  • Does not combo after 5AAAAA

Frame trap with this?


5B
5B
P4Arena Mitsuru 5B.png
P4AU Mitsuru 5AA.png
P4AU Mitsuru 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1700 All 15 3 23 -7
  • Important points go here

Detailed description of the usefulness of the move go here

5BB 1500 All 10 3 18 -4
  • Important points go here

Detailed description of the usefulness of the move go here

5BBB 1000*5 All 10 4, 3, 3, 3, 3 21 -7
  • Important points go here

Detailed description of the usefulness of the move go here


5C
5C
P4Arena Mitsuru AOA.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 18 -4
  • Important points go here

Detailed description of the usefulness of the move go here


2A
2A
P4Arena Mitsuru 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 9 3 15 -4
  • Low hitting and long-reaching

Detailed description of the usefulness of the move go here


2B
2B
P4Arena Mitsuru 2B.png
P4Arena Mitsuru 2D.png
Version Damage Guard Startup Active Recovery Frame Adv.
2B 1700 All 11 3 31 -15
  • Jump Cancellable on block or hit
  • Launches on hit for air followup

Great anti-air due to the reach and disjoint.

2BB 1300*2 All 25 9(2)1 40 -20
  • Will snag an aerial opponent with Artemisia's whip, pulling them back to the ground

Good combo followup alternative to jump cancelling.


2C
2C
P4Arena Mitsuru Sweep.png
Disgusting
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 19 2 20 -3
  • Safe on block for some god-awful reason

Just cancel a blockstring into this why not.


j.A
j.A
P4Arena Mitsuru jA.png
P4Arena Mitsuru jC.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 7 12 16 -
  • The auto combo actually can cancel into itself once, so it's easy to extend air combos.

Detailed description of the usefulness of the move go here

j.AA 1700 High 12 8 37 -
  • Important points go here

Detailed description of the usefulness of the move go here


j.B
j.B
P4Arena Mitsuru jB.png
Damage Guard Startup Active Recovery Frame Adv.
1500 High 11 6 25 -
  • Increases Mitsuru's falling speed, so you can potentially avoid bad air-to-airs, and continue combos on the ground.

An amazing jump in button. An alternative to 5C as a way to open up crouch block, simply because of how fast it comes out, and it's absolutely giant vertical hitbox. Horizontally it's quite short though, so if you think you won't be able to hit them, try using jA instead.

Also an instant overhead, though you will need either an assist or a Marin Karin already on screen to combo off it.


j.C
j.C
P4Arena Mitsuru jD.png
Damage Guard Startup Active Recovery Frame Adv.
1300*2 All 25~30 - - -
  • Freezes Mitsuru's aerial momentum, so do your best to confirm into this, or risk getting punished easily.

A huge move that covers about 2/3 of the screen at a nice ~110 degree angle. Useful for beating projectiles as well as extending combos if your assist pushes the opponent too far away. You can usually land and hit the opponent with a 5B or 2B on hit.



Universal Moves

Ground Throw
Ground Throw
5B+C
P4Arena Mitsuru GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
150*10, 350 Throw 7-30 3 25 -
  • Special cancelable on the final hit

Detailed description of the usefulness of the move go here


Getsu-ei
Getsu-ei
5A+D (air OK)
P4Arena Mitsuru BD.png
The most degenerate hitbox in the history of DPs.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2400 Air Unblockable 12 3 (25+)20L -29
  • Important points go here

A small Flash Kick that doesn't need a charge. As far as Reversal moves go, it's nothing special, but a nice anti-air if you're worried about cross-ups.

Air 2400 All 10 1 20L -
  • Important points go here

Much like the ground version, but with the added bonus of being an amazing air combo ender. This can be blocked in the air, however, so remember to cancel into this as an ender ASAP.


Skills

Coup Droit
Coup Droit
236A/B
P4Arena Mitsuru CoupDroit.png
Round Start thrust to lay down the law.
Version Damage Guard Startup Active Recovery Frame Adv.
A 1700 All 9 6 18 -7 ~ -2
  • Important points go here

Detailed description of the usefulness of the move go here

B 2200 All 21 12 12 -5 ~ +7
  • Important points go here

Detailed description of the usefulness of the move go here


Marin Karin
Marin Karin
214A
P4Arena Mitsuru 2C.png
"Death is not a hunter unbeknownst to its prey..."
Damage Guard Startup Active Recovery Frame Adv.
1000 All 10 80 34T -
  • Slow travelling projectile
  • Actually a hitting move, now, rather than a status effect.

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. It has a ton of startup though, so it's best used after a Tentarafoo, Bufula, or cancelled into after a normal.


Tentarafoo
Tentarafoo
214B
P4AU Mitsuru Tentarafoo.png
Damage Guard Startup Active Recovery Frame Adv.
300, 3750 Low 22 ~ 32 - - -5 ~ +5
  • Traps the opponent in ice for a moment before shattering and damaging them

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.


Extra Skills

EX Coup Droit
EX Coup Droit
236C
P4Arena Mitsuru CoupDroit.png
Damage Guard Startup Active Recovery Frame Adv.
2200 All 7 6 17 -4 ~ +1
  • Important points go here

Detailed description of the usefulness of the move go here


Bufula
Bufula
214C
BBTag Mitsuru Bufula.png
Not Aigis Reflector
Damage Guard Startup Active Recovery Frame Adv.
1000*3 All 27 360 47T +31
  • Important points go here

Detailed description of the usefulness of the move go here


Partner Skills

5P
5P
Coup Droit
P4Arena Mitsuru CoupDroit.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+13 10 21 -12
  • Important points go here

Detailed description of the usefulness of the move go here


6P
6P
Mabufudyne
P4Arena Mitsuru Mabufudyne.png
*tips fedora* M'bufu
Damage Guard Startup Active Recovery Frame Adv.
600*8 All (18)+92 X*2(3)X*2(3)X*2(3)X*2 Total: (18)+120 +11
  • Projectiles disappear if you active switch to Mitsuru

Detailed description of the usefulness of the move go here


4P
4P
BBTag Mitsuru 4P.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+16 8 23 -12
  • Important points go here

Detailed description of the usefulness of the move go here



Distortion Skills

Myriad Arrows
Myriad Arrows
236B+C
P4Arena Mitsuru MyriadArrows1.png
P4Arena Mitsuru MyriadArrows2.png
Damage Guard Startup Active Recovery Frame Adv.
500*13, 3000
[300*25, 4000]
All 4+3 2*12(2)2(25)5
[2*24(2)2(25)5]
46 -30
  • Startup has armor, but only for a few frames.

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). Can also be used as a ghetto anti-air.


Bufudyne
Bufudyne
214B+C
P4Arena Mitsuru Bufudyne.png
Damage Guard Startup Active Recovery Frame Adv.
5500 [6500] All 9+8 10 Total: 110 -53
  • Ridiculous range.
  • Startup freezes movement briefly, but opponent can still block between the startup and the hitbox activating.

Your big damage super. If possible, this is what you're going to want to counter hit with. It covers a huge amount of the screen, and has a fantastic angle as well, so this is also an amazing combo ender. Just be weary, if this move gets blocked, your opponent has a huge window of oppurtunity to punish you.


Distortion Skill Duo

Bufudyne
P during Main Character's Distortion Skill
P4Arena Mitsuru Bufudyne.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [2500] All 1+1 10 Total: 93 -51
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Niflheim
222B+C
P4Arena Mitsuru Niflheim.png
"It's time for the execution."
P4Arena Mitsuru Niflheim2.png
"Adieu!"
Damage Guard Startup Active Recovery Frame Adv.
- All 6+14 3 Total: 97 -50

}}

  • Important points go here

Detailed description of the usefulness of the move go here


Navigation


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