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{{#lsth:BBTag/Mitsuru Kirijo/Data|5A}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* Rivals Ragna's 5A in terms of horizontal space | ||
Not safe point-blank. | Not safe point-blank. | ||
Can be cancelled into 2A be made safer in point-blank or somewhat closer spaces. | |||
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{{Description|7|text=* Slightly less range than 5A | {{Description|7|text=* 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) | |||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|5AAA}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
}} | }} | ||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|5AAAA}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|5AAAAA}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|5AAAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|5AAAAAA}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|5AAAAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
}} | }} | ||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|5B}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* 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. | |||
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{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|5BB}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|5BBB}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= Combo filler mostly that does corner carry if you're not already using Coup Droit in your midscreen combos. | ||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|5C}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* One of the few P4A characters with a 5C that is safe on block. | ||
* You don't want to be doing this over IOH jB though. | |||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|2A}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* 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 3 times. | |||
}} | }} | ||
}} | }} |
Revision as of 20:21, 29 August 2019
Mitsuru |
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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 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.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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2A
2A | Template:AttackDataHeader-BBTag | ||||
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2B
2B | Template:AttackDataHeader-BBTag |
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2C
2C |
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Just cancel a blockstring into this why not. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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 |
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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 |
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Detailed description of the usefulness of the move go here |
Getsu-ei
Getsu-ei 5A+D (air OK) |
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Skills
Coup Droit
Coup Droit 236A/B |
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Marin Karin
Marin Karin 214A |
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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 |
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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
EX Coup Droit
EX Coup Droit 236C |
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Detailed description of the usefulness of the move go here |
Bufula
Bufula 214C |
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Detailed description of the usefulness of the move go here |
Partner Skills
5P
5P Coup Droit |
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Detailed description of the usefulness of the move go here |
6P
6P Mabufudyne |
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Detailed description of the usefulness of the move go here |
4P
4P |
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Detailed description of the usefulness of the move go here |
Distortion Skills
Myriad Arrows
Myriad Arrows 236B+C |
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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 |
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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 |
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Astral Heat
Niflheim 222B+C |
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Detailed description of the usefulness of the move go here |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •