BBTag/Mitsuru Kirijo: Difference between revisions

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{{Description|6|text=* Jump cancellable on hit as of ver 1.5
{{Description|6|text=* Jump cancellable on hit as of ver 1.5
* Gatling cancels back to jA on hit
* Gatling cancels back to jA on hit
* 3 ways to convert off of IOH jB: using your assist, having Marin Karin(214A) connect after you do the IOH, or using Bufula in the corner as your opponent techs into it after knockdown -> performing IOH after.
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. Also her combo ender for burst safe confirms involving jA~jAA.


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|BC}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|BC}}
{{!}}-
{{!}}-
{{Description|6|text=* Special cancelable on the final hit
{{Description|6|text=* Special/Super cancelable on the final hit
* 100% minimum damage
* 100% minimum damage


Detailed description of the usefulness of the move go here
 
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====== <font style="visibility:hidden" size="0">Getsu-ei</font> ======
====== <font style="visibility:hidden" size="0">Getsu-ei</font> ======
{{MoveData
{{MoveData
|image=BBTag_Mitsuru_Getsuei.png |caption=The most degenerate hitbox in the history of DPs.
|image=BBTag_Mitsuru_Getsuei.png |caption=This isn't a circle anymore.
|name=Getsu-ei
|name=Getsu-ei
|input=5A+D (air OK)
|input=5A+D (air OK)
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{{#lsth:BBTag/Mitsuru Kirijo/Data|AD}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|AD}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{Description|7|text=* The hitbox behind this DP isn't very big. Don't expect it literally cover everything.
 
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.


Decent anti-air DP.
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{{!}}-
{{!}}-
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{{#lsth:BBTag/Mitsuru Kirijo/Data|j.AD}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|j.AD}}
{{!}}-
{{!}}-
{{Description|7|text=* Important points go here
{{Description|7|text=* Air confirm combo ender primarily.


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.
Much like the ground version. This can be blocked in the air, however, so remember to cancel into this as an ender ASAP.


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====== <font style="visibility:hidden" size="0">Coup Droit</font> ======
====== <font style="visibility:hidden" size="0">Coup Droit</font> ======
{{MoveData
{{MoveData
|image=BBTag_Mitsuru_CoupDroit.png |caption=Round Start thrust to lay down the law.
|image=BBTag_Mitsuru_CoupDroit.png |caption=Footsies.
|name=Coup Droit
|name=Coup Droit
|input=236A/B
|input=236A/B
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{{!}}-
{{!}}-
{{Description|7|text=* Frame advantage up to -2 at maximum distance
{{Description|7|text=* 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


Detailed description of the usefulness of the move go here
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.
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  {{!}}-
  {{!}}-
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{{!}}-
{{!}}-
{{Description|7|text=* Frame advantage up to +7 at maximum distance
{{Description|7|text=* 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.


Detailed description of the usefulness of the move go here
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.
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*Steal 2.5% meter on hit; Gain 5% meter on hit
*Steal 2.5% meter on hit; Gain 5% meter on hit


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.
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. Cancelling into this from your normals is fairly risky, but happens to go unpunished often a lot due to conditioning from frametraps, assist coverage, instant overhead, etc.
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{{!}}-
{{!}}-
{{Description|6|text=* Traps the opponent in ice for a moment before shattering and damaging them
{{Description|6|text=* 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.  
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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{{#lsth:BBTag/Mitsuru Kirijo/Data|236C}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|236C}}
{{!}}-
{{!}}-
{{Description|6|text=* The startup of Coup Droit A with the range of Coup Droit B
{{Description|6|text=* Range coverage is comparable to Coup Droit A but just slightly more.
*Frame advantage up to +1 at maximum distance
*Frame advantage up to +1 at maximum distance


Detailed description of the usefulness of the move go here
Her fastest move in her kit. If you want call out fake pressure with this character, this is your move.
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====== <font style="visibility:hidden" size="0">Bufula</font> ======
====== <font style="visibility:hidden" size="0">Bufula</font> ======
{{MoveData
{{MoveData
|image=BBTag_Mitsuru_Bufula.png |caption=Not Aigis Reflector
|image=BBTag_Mitsuru_Bufula.png |caption=Not Aegis Reflector
|name=Bufula
|name=Bufula
|input=214C
|input=214C
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{{#lsth:BBTag/Mitsuru Kirijo/Data|214C}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|214C}}
{{!}}-
{{!}}-
{{Description|6|text=* Reflects projectiles
{{Description|6|text=* Stops projectiles
* Hits up to three times; Advantage calculated at point blank cast
* Hits up to three times; Advantage calculated at point blank cast


Detailed description of the usefulness of the move go here
Moves forward slightly after summon. Decent lockdown tool, but most of the time you use this to stall during neutral to stop horizontal moves from reaching you.
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{{#lsth:BBTag/Mitsuru Kirijo/Data|5P}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|5P}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Fast horizontal coverage, wall bounces on hit for easy confirms.
 
Detailed description of the usefulness of the move go here


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{{!}}-
{{!}}-
{{Description|6|text=* Projectiles disappear if you active switch to Mitsuru
{{Description|6|text=* Projectiles disappear if you active switch to Mitsuru
 
* '''Very long''' Active Switch window that still exists even after her projectiles are sent out.
Detailed description of the usefulness of the move go here


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{{#lsth:BBTag/Mitsuru Kirijo/Data|4P}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|4P}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Not the best anti-air 4P, but it gets things reasonably done as a move to use as a meaty on opponent's wakeup in the corner.
 
Detailed description of the usefulness of the move go here
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{{#lsth:BBTag/Mitsuru Kirijo/Data|236BC}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|236BC}}
{{!}}-
{{!}}-
{{Description|6|text=* Startup has armor, but only for a few frames.
{{Description|6|text=* More slashes at Resonance


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.
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 and has more invul frames as a reversal).  
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{{#lsth:BBTag/Mitsuru Kirijo/Data|214BC}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|214BC}}
{{!}}-
{{!}}-
{{Description|6|text=* Ridiculous range.
{{Description|6|text=* Big vertical and horizontal range at Resonance.
* Startup freezes movement briefly, but opponent can still block between the startup and the hitbox activating.
* Startup freezes movement briefly, but opponent can still block between the startup and the hitbox activating.


* Sends the opponent up and away, which can make hitting some DHCs afterward difficult.
* Sends the opponent up and away, which can make hitting some DHCs afterward difficult.


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.
Your big damage super. It covers a decent amount of the screen vertically and horizontally in Resonance.
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{{#lsth:BBTag/Mitsuru Kirijo/Data|222BC}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|222BC}}
{{!}}-
{{!}}-
{{Description|6|text=* Important points go here
{{Description|6|text=* Tracks the opponent
 
Detailed description of the usefulness of the move go here


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}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lsth:BBTag/Mitsuru Kirijo/Data|Links}}
{{#lsth:BBTag/Mitsuru Kirijo/Data|Links}}

Revision as of 21:07, 30 August 2019

Mitsuru
BBTag Mitsuru Portrait.png
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 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
  • 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
  • Both her 5A and 2A are slow buttons so its difficult to disrespect some re-pressure scenarios without significant risk
  • Mitsuru's offense is significantly more linear by herself



Normal Moves

5A
5A
BBTag Mitsuru 5A.png
Poke!
BBTag Mitsuru 5AA.png
BBTag Mitsuru 5AAA.png
BBTag Mitsuru 5AAAAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 8 3 19 -8 B - CSTP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 7 +0 +1
P4Arena Mitsuru 5A.png
“Block the honest mids!”
BBTAG Mitsuru 5A Hitbox.png
  • 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


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 All 5 2 22 -10 B - CSTP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 13 17 17 22 31 7 +0 +2
P4Arena Mitsuru 5AA.png
BBTAG Mitsuru 5AA Hitbox.png
  • 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)

5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200 All 5 2 26 -14 B - S(J)P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 13 17 17 22 31 7 +0 +2
P4Arena Mitsuru 5AAA.png
BBTAG Mitsuru 5AAA Hitbox.png
5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 All 5 2 22 -10 B - SP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 13 17 17 22 31 7 +0 +2
P4Arena Mitsuru 5AA.png
BBTAG Mitsuru 5AAAA Hitbox.png
5AAAAA


5AAAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1400 All 5 2 26 -14 B - S(J)P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 13 17 17 22 31 7 +0 +2
P4Arena Mitsuru 5AAA.png
BBTAG Mitsuru 5AAAAA Hitbox.png
5AAAAAA


5AAAAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×3 All 17 2(4)2(4)3 37 -23 B - P 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17×2, Launch 17 + Down 23×2, 40 + GBounce 22×2, Launch 31 + Down 23×2, 54 + GBounce 1 +0 +2
BBTag Mitsuru 5AAAAAA.png
BBTAG Mitsuru 5AAAAAA Hitbox.png
5B
5B
BBTag Mitsuru 5B.png
BBTag Mitsuru 5BB.png
BBTag Mitsuru 5BBB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 3 23 -7 B 6~17 F CSP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 40 24 55 12 +4 +9
BBTag Mitsuru 5B.png
BBTAG Mitsuru 5B Hitbox.png
  • 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.

5BB


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 3 18 -4 B - CS(J)P 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 21 22 35 11 +0 +2
BBTag Mitsuru 5BB.png
BBTAG Mitsuru 5BB Hitbox.png

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


5BBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×5 All 10 4,3×4 21 -7 B - CSP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90×5 3 16 17×3, Launch×2 30 22×3, Launch×2 44 1×4, 4 +0 +2
BBTag Mitsuru 5BBB.png
BBTAG Mitsuru 5BBB Hitbox.png

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

5C
5C
BBTag Mitsuru 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 26 3 18 -4 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Mitsuru 5C.png
BBTAG Mitsuru 5C Hitbox.png
  • 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.
2A
2A
BBTag Mitsuru 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 9 3 15 -4 F - CSTP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 7 +0 +1
BBTag Mitsuru 2A.png
BBTAG Mitsuru 2A Hitbox.png
  • 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.
2B
2B
BBTag Mitsuru 2B.png
BBTag Mitsuru 2BB.png
Template:AttackDataHeader-BBTag
2B


2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 11 3 31 -15 B 7~13 H CSJP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 25 Launch 40 12 +0 +5
BBTag Mitsuru 2B.png
BBTAG Mitsuru 2B Hitbox.png
  • 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.

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)

2BB


2BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300×2 All 25 9 [(2)1] 43 [40] -20 B - CSP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90×2 5 20 Launch 21, 60 + GBounce Launch 37, 76 + GBounce 7 7, 0 +8
BBTag Mitsuru 2BB.png
BBTAG Mitsuru 2BB Hitbox.png
  • 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.

2C
2C
BBTag Mitsuru 2C.png
Disgusting
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 19 2 20 -3 F - SP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 12 +0 +5
BBTag Mitsuru 2C.png
BBTAG Mitsuru 2C Hitbox.png


  • 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.

j.A
j.A
BBTag Mitsuru jA.png
BBTag Mitsuru jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 7 12 16 - H - JP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 19 22 33 11 +0 +2
BBTag Mitsuru jA.png
A 7 frame laser beam
BBTAG Mitsuru JA Hitbox.png
  • 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.
j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 12 8 37 - H - JP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 12 +0 +5
BBTag Mitsuru jAA.png
BBTAG Mitsuru JAA Hitbox.png
  • Jump cancellable on hit or block
  • Good for keeping opponents blocking until they land when they block a jA
j.B
j.B
BBTag Mitsuru jB.png
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 11 6 25 - H - (J)P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 50 22 64 11 +0 +2
BBTag Mitsuru jB.png
Ah gottum, GGs
BBTAG Mitsuru JB Hitbox.png
  • Jump cancellable on hit as of ver 1.5
  • Gatling cancels back to jA on hit
  • 3 ways to convert off of IOH jB: using your assist, having Marin Karin(214A) connect after you do the IOH, or using Bufula in the corner as your opponent techs into it after knockdown -> performing IOH after.

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. Also her combo ender for burst safe confirms involving jA~jAA.

j.C
j.C
BBTag Mitsuru jC.png
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300×2 All 25 9 [(2)1] 31 [28] +7 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90×2 5 20 Launch 21, 60 Launch 27, 76 7 7, 0 +8
BBTag Mitsuru jC.png
BBTAG Mitsuru JC1 Hitbox.pngBBTAG Mitsuru JC2 Hitbox.png


  • 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

Ground Throw
Ground Throw
5B+C
BBTag Mitsuru GroundThrow.png
Template:AttackDataHeader-BBTag
BC
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 150×11, 350 Throw 7-30 3 25 - T - S 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 3 - 60×11, Launch 60 - - - - 0 -
Minimum Damage 2000
BBTag Mitsuru GroundThrow.png
BBTAG Mitsuru Throw Hitbox.png


  • Special/Super cancelable on the final hit
  • 100% minimum damage
Getsu-ei
Getsu-ei
5A+D (air OK)
BBTag Mitsuru Getsuei.png
This isn't a circle anymore.
Template:AttackDataHeader-BBTag
Ground


AD
Getsu-ei
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2400 Air Unblockable 12 3 (25+)20L -29 B 1~14 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 80 Launch 95 16 +0 +5
Minimum Damage 120
BBTag Mitsuru Getsuei.png
This only hits in front of her now.
BBTAG Mitsuru RA1 Hitbox.pngBBTAG Mitsuru RA2 Hitbox.png
  • The hitbox behind this DP isn't very big. Don't expect it literally cover everything.

Decent anti-air DP.

Air


j.AD
Air Getsu-ei
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2400 All 10 1 20L - H 1~10 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 80 Launch 95 16 +0 +5
Minimum Damage 120
BBTag Mitsuru Getsuei.png
This only hits in front of her now.
BBTAG Mitsuru RA1 Hitbox.pngBBTAG Mitsuru RA2 Hitbox.png
  • Air confirm combo ender primarily.

Much like the ground version. 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
BBTag Mitsuru CoupDroit.png
Footsies.
Template:AttackDataHeader-BBTag
A


236A
A Coup Droit
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 9 6 18 -7 ~ -2 B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 25 27 + Slide 30 41 + Slide 11 +0 +2
Minimum Damage 85
Maximum Slide duration 15F
BBTag Mitsuru CoupDroit.png
Footsies.
BBTAG Mitsuru 236A Hitbox.png
  • 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.

B


236B
B Coup Droit
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All 21 12 12 -3 ~ +8 B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 20 Launch 30 + Slide Launch 45 + Slide 12 +0 +5
Minimum Damage 110
Maximum Slide duration 18F
BBTag Mitsuru CoupDroit.png
Footsies.
BBTAG Mitsuru 236A Hitbox.png
  • 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.

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.

Marin Karin
Marin Karin
214A
BBTag Mitsuru MarinKarin.png
"Death is not a hunter unbeknownst to its prey..."
Template:AttackDataHeader-BBTag
214A
Marin Karin
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 10 54 Total 34 - P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 10 11 11 15 22 0 +10 +10
Minimum Damage 50
BBTag Mitsuru MarinKarin.png
BBTAG Mitsuru 214A Hitbox.png


  • Slow travelling projectile
  • Actually a hitting move, now, rather than a status effect.
  • Steal 2.5% meter on hit; Gain 5% meter on hit

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. Cancelling into this from your normals is fairly risky, but happens to go unpunished often a lot due to conditioning from frametraps, assist coverage, instant overhead, etc.

Tentarafoo
Tentarafoo
214B
BBTag Mitsuru Tentarafoo.png
Template:AttackDataHeader-BBTag
214B
Tentarafoo
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
300, 3750 Low 22 12 Total 54 -5 ~ +5 P2 - P 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3, 4 16 80, Launch 17, 45 85, Launch 31, 60 0 +0, +12 +2, +12
Minimum Damage 202
BBTag Mitsuru Tentarafoo.png
BBTAG Mitsuru 214B Hitbox.png


  • 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

EX Coup Droit
EX Coup Droit
236C
BBTag Mitsuru CoupDroit.png
Template:AttackDataHeader-BBTag
236C
EX Coup Droit
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All 7 6 17 -4 B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 4 18 Launch 29 + Slide Launch 44 + Slide 12 +0 +5
Minimum Damage 220
Maximum Slide duration 17F
BBTag Mitsuru CoupDroit.png
BBTAG Mitsuru 236C Hitbox.png


  • Range coverage is comparable to Coup Droit A but just slightly more.
  • Frame advantage up to +1 at maximum distance

Her fastest move in her kit. If you want call out fake pressure with this character, this is your move.

Bufula
Bufula
214C
BBTag Mitsuru Bufula.png
Not Aegis Reflector
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214C
Bufula
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×3 All 27 360 Total 47 +31 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×3 2 13 Launch 60 Launch 72 0/+6 +6 +7
Minimum Damage 100×3 (300)
BBTag Mitsuru Bufula.png
BBTAG Mitsuru 214C Hitbox.png


  • Stops projectiles
  • Hits up to three times; Advantage calculated at point blank cast

Moves forward slightly after summon. Decent lockdown tool, but most of the time you use this to stall during neutral to stop horizontal moves from reaching you.

Partner Skills

5P
5P
Coup Droit
BBTag Mitsuru CoupDroit.png
Template:AttackDataHeader-BBTag
5P
Coup Droit
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+13 10 21 -12 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 + WBounce 40 - - 12 +0 -
Minimum Damage 85
BBTag Mitsuru CoupDroit.png
BBTAG Mitsuru 5P Hitbox.png


  • Fast horizontal coverage, wall bounces on hit for easy confirms.
6P
6P
Mabufudyne
BBTag Mitsuru Mabufudyne.png
*tips fedora* M'bufu
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6P
Mabufudyne
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
600×8 All (18)+92 P×2(3)P×2(3)P×2(3)P×2 Total: (18)+120 +11 P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
97×8 4 18 Launch 50 - - 0/+12 +12 -
Each P in active frames represents a projectile spawned
Minimum Damage 30×8 (240)
BBTag Mitsuru Mabufudyne.png
BBTAG Mitsuru 6P Hitbox.png
  • Projectiles disappear if you active switch to Mitsuru
  • Very long Active Switch window that still exists even after her projectiles are sent out.
4P
4P
BBTag Mitsuru 4P.png
Template:AttackDataHeader-BBTag
4P
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+16 8 23 -12 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 - - 7 +0 -
Minimum Damage 85
BBTag Mitsuru 4P.png
BBTAG Mitsuru 4P1 Hitbox.pngBBTAG Mitsuru 4P2 Hitbox.png


  • Not the best anti-air 4P, but it gets things reasonably done as a move to use as a meaty on opponent's wakeup in the corner.


Distortion Skills

Myriad Arrows
Myriad Arrows
236B+C
BBTag Mitsuru MyriadArrows.png
BBTag Mitsuru MyriadArrows2.png
Template:AttackDataHeader-BBTag
236BC
Myriad Arrows
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×13, 3000
[300×25, 4000]
All 4+(58 Flash)+3 2×12(2)2(25)5
[2×24(2)2(25)5]
46 -30 B 1~8 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
98×13, 80 [99×25, 80] 3×13 [×25], 5 16×13 [×25], 20 50×12 [×24], Crumple, Launch Stand×13 [×25], 120 + WBounce 55×12 [×24], Crumple, Launch Stand×13 [×25], 136 + WBounce 0×7 [×25], 25 +0 +2×13 [×25], +8
Values in [] are for Enhanced version
Minimum Damage: 95×13, 570 (1805) [54×25, 720 (2070)]
Crumple Duration 999F, Crumple Fall 40F
BBTag Mitsuru MyriadArrows.pngBBTag Mitsuru MyriadArrows2.png
BBTAG Mitsuru 236BC1 Hitbox.pngBBTAG Mitsuru 236BC2 Hitbox.png


  • More slashes at Resonance

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 and has more invul frames as a reversal).

Bufudyne
Bufudyne
214B+C
BBTag Mitsuru Bufudyne.png
Template:AttackDataHeader-BBTag
214BC
Bufudyne
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5500 [6500] All 9+(54 Flash)+8 10 Total: 110 -53 P2 1~28 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 90 Launch 106 0/+20 +20 +28
Values in [] are for Enhanced version
Minimum Damage: 1815 [2015]
BBTag Mitsuru Bufudyne.png
BBTAG Mitsuru 214BC Hitbox.png


  • Big vertical and horizontal range at Resonance.
  • Startup freezes movement briefly, but opponent can still block between the startup and the hitbox activating.
  • Sends the opponent up and away, which can make hitting some DHCs afterward difficult.

Your big damage super. It covers a decent amount of the screen vertically and horizontally in Resonance.


Distortion Skill Duo

Bufudyne
P during Main Character's Distortion Skill
BBTag Mitsuru Bufudyne.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Bufudyne
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [2500] All 9+(54 Flash)+1 10 Total: 93 -51 P2 1~11 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Launch 90 Launch 106 0/+20 +20 +28
Values in [] are for Enhanced version
Minimum Damage: 2000 [2500]
BBTag Mitsuru Bufudyne.png
BBTAG Mitsuru DSD Hitbox.png


  • Has a big hitbox, meaning it will hit after most other supers.


Astral Heat

Niflheim
222B+C
BBTag Mitsuru Niflheim.png
"It's time for the execution."
BBTag Mitsuru Niflheim2.png
"Adieu!"
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222BC
Niflheim
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 6+(73 Flash)+14 3 Total: 97 -50 - 1~43 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0/+7 - -
BBTag Mitsuru Niflheim.pngBBTag Mitsuru Niflheim2.png
"It's time for the execution.""Adieu!"
BBTAG Mitsuru 222BC Hitbox.png


  • Tracks the opponent


Navigation

To edit frame data, edit values in BBTag/Mitsuru Kirijo/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.