BBTag/Mitsuru Kirijo/Combos

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Mitsuru Kirijo
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.

Combo List


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# Combo Position Damage Difficulty Notes
# 5AAAAA > 6BBB > 236A Any 5360 [1] Very Easy Mitsuru's most basic combo that can be done anywhere.
# 5AAAAA > 6BBB > 2C > 214B Corner 5710 [1] Very Easy Mitsuru's most basic corner combo.
# 5AAAAA > 2BB > 6BBB > 236B Any 5962 [2] Easy Standard damaging combo. Only works if you're right next to the opponent.
# 5AAAAA > 2BB > 6BB > jcAA > jcAA > A+D Corner 6038 [2] Easy Variant of the previous combo using air attacks.
# 2BB > 6BB > jcAA > jcAA > A+D Corner 6672 [1] Very Easy Mitsuru's anti-air combo.
# j.C > 2BB > 6BBB > 236B > 5AAA > 5BB > 2BB > 2C > A+D Midscreen 7268 [4] Hard Anti-zoning combo for getting opponents back into your range. Midscreen-only.
# 5AAAAA > 6BBB > 236BC/214BC Any 6953/6963 [1] Very Easy Mitsuru's standard super ender combo. Use 214BC for a crumb's worth of damage, only if you're confident in your timing (may whiff on some characters).
# 5AAAAA > 2BB > 6BBB > 236B > 236BC Midscreen 7767 [3] Intermediate Mitsuru's advanced super ender combo. Does not work at max range 5A. Has strict timing.
# 5A > 2BB > 6BBB > 236B > 236C > 236BC Midscreen 8148 [3] Intermediate Advanced version of the previous combo using 3 meters.
# 2C > 236C*3 > 236BC Corner 8936 [2] Easy Meter dump sweep combo in the corner.

(2Ax2) 5Ax5>6BBB>236A (5360 DMG/4143 DMG)

  • Mitsuru player's first confirm. Decent corner carry, will probably be your go to confirm with this character if opponent isn't juggled by an assist or other starter.

5AAAA>2BB>5BBB>236B (5856 DMG)

  • Point blank/very close 5A confirm. Can go into super instead of 236B

5AA>6BB>2BB>2C>236B (5338 DMG)

  • Sacrifices damage for corner carry

5AA>6BB>2BB>2C>214B (5561 DMG)

  • Almost works at max range; 2B can miss on crouching opponents

5A(CH)>6B>2C>236B (3938 DMG)

  • Works from max range

5A(CH)>6BBB>236A (4960 DMG)

  • Works from max range

2B starter:

2B>jc>jAA>jc>jB (4073 DMG)

  • Burst safe air confirm
  • Can be used in assist starter confirms

2B>jc>jAA>jc>jAA>A+D (5316 DMG)

  • A+D frame advantage after knockdown isn't as advantageous as jB ender

2BB>6BBB>236B>5A>2BB>6BBB>2C (7769 DMG)

  • This should be an important route for assist starter confirms as well

2B(CH)>(7)jC>microdash>2BB>6BBB>236B>5A>2BB>6BBB>2C (8395 DMG)

  • This assumes roundstart position or farther. Adjust 236B>5A to (delay)236A>5A link(236C>5A is easier!) if you are closer

2B(CH)>iad jB>jA>2BB>6BBB>(delay)236A>5A>2BB>6BBB>2C (7370 DMG)

  • can use 236C>5A if you find the delay 236A too difficult
  • Doesn't work on some air hurtboxes, maybe Nine/Naoto K? This route is fancy more than anything.

Throw starter:

Throw>6B>2C>214B>Assist>2BB>6BB>2C>236B (6073 DMG)

Throw>6BB>2B>sjc>j.AA>j.AA>DP (5015 DMG)

Throw>microdash>2BB>6BBB>236B>5A>2BB>6BBB>2C(6044 DMG)

  • Microdash might be hard on some characters, can opt for 5A>2BB instead for 5424 DMG
  • 2C ender gives jump back jA safejump, but can opt for 214BC ender(7859 DMG) or 236BC(7849 DMG)

With Assists



5A/2A starter:

5A/2A>2BB>6BBB>(delay)236A>5A>2BB>6BBB>2C (6933 DMG) (6334 DMG if 2A)

2B starter:

2BB>6BBB>2C>236B(6396 DMG)

2BB>6BBB>(delay)236A>5A>2BB>6BBB>2C (7598 DMG)

  • Slightly more optimal route of above using delay 236A 5A link
  • If you're interested in meter dumping, 3 bars using

Throw xx 236B>2BB>5BBB>2C>236B (5950 DMG)

Throw xx 236B>2BB>6BBB>(delay)236A>5A>2BB>6BBB>2C (6429 DMG)

With Assists

Combo Theory

Mitsuru's combo theory is fairly simple as it is making sure you are able to either:

A. corner carry your opponent to the corner
B. knock your opponent down in such a way that you able to force the high/low mixup scenario

Depending on the team setup, you may be able to do both of these things.

In the corner, your primary ender will be 2C. 236B can also be good, but hitstun deterioration in BBTAG allows your opponent to tech in the air after it hits if your combo is too long such as in delay A Droit extensions, so you want to use 236B in shorter combos if possible.

Whenever possible, use 214BC/Bufudyne or 236BC/Myriad Arrows to maximize damage when spending meter after your combos if you don't want your opponent to burst and/or can kill of off the confirm.

Explaining 5BBB>(delay)236A>5A execution:

To explain it simply, you are hitting the late frames of A Droit after cancelling from 5BBB BEFORE the last 2 hits of it then linking a 5A after the A Droit lands. This link isn't going to define if you are able to play Mitsuru or not, but if you want to absolute most damage out of her routes, learning the timing of this section is absolutely important.

Doing 5BBB(delay)236C>5A has a more generous window with downside of using meter. If you are able to land this consistently, then you're well into your way for landing it with A Droit!

Video Examples

Mitsuru combos in version 2.0 by Meno

External Documents and References

Solo Mitsuru Routes from Kreation


Mitsuru Kirijo

Persona 4 Arena

Under Night In-Birth


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