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{{#lsth:BBTag/Mitsuru Kirijo/Data|2B}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|2B}} | ||
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{{Description|7|text=* Jump Cancellable on block or hit | {{Description|7|text=* Jump Cancellable on block or hit, one of the few in her entire kit | ||
* Launches on hit for air followup | * Launches on hit for air followup | ||
* Primary DP/Burst punish starter at point-blank ranges. | |||
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) | |||
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{{Description|7|text=* Will snag an aerial opponent with Artemisia's whip, pulling them back to the ground | {{Description|7|text=* Will snag an aerial opponent with Artemisia's whip, pulling them back to the ground | ||
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. | |||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|2C}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|2C}} | ||
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{{Description|6|text=* Safe on block | {{Description|6|text=* 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. | |||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|j.A}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|j.A}} | ||
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{{Description|7|text=* | {{Description|7|text=* Jump cancellable on hit or block | ||
* It'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. | |||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|j.AA}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|j.AA}} | ||
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{{Description|7|text=* | {{Description|7|text=* Jump cancellable on hit or block | ||
* Good for keeping opponents blocking until they land when they block a jA | |||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|j.B}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=* Jump cancellable on hit as of ver 1.5 | ||
* Jump cancellable on hit | * Gatling cancels back to jA on hit | ||
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. | |||
2 ways to convert off of IOH jB: using your assist or having Marin Karin(214A) connect after you do the IOH | |||
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{{#lsth:BBTag/Mitsuru Kirijo/Data|j.C}} | {{#lsth:BBTag/Mitsuru Kirijo/Data|j.C}} | ||
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{{Description|6|text=* Freezes Mitsuru's aerial momentum, | {{Description|6|text=* 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. | |||
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Revision as of 18:44, 30 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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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. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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. 2 ways to convert off of IOH jB: using your assist or having Marin Karin(214A) connect after you do the IOH |
j.C
j.C |
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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
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 •