BBTag/Mitsuru Kirijo: Difference between revisions

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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)
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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===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
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{{clr|2|5BBB}} is combo filler mostly that does corner carry if you're not already using Coup Droit in your midscreen combos. Only launches after the 3rd hit, so cancel into A Droit early if you want to try a standing reset.
{{clr|2|5BBB}} is combo filler mostly that does corner carry if you're not already using Coup Droit in your midscreen combos. Only launches after the 3rd hit, so cancel into A Droit early if you want to try a standing reset.
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===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
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* Longer ranged {{clr|3|5C}} that is safe on block.
* Longer ranged {{clr|3|5C}} that is safe on block.
* Goes airborne during the move, letting it potentially low/throw crush.
* Goes airborne during the move, letting it potentially low/throw crush.
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===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
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* Can only cancel into itself 2 times.
* Can only cancel into itself 2 times.


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===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
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{{clr|2|2BB}} is 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.
{{clr|2|2BB}} is 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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===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
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* Jump cancellable on hit or block
* Jump cancellable on hit or block
{{clr|1|j.AA}} is good for keeping opponents blocking until they land when they block a jA
{{clr|1|j.AA}} is good for keeping opponents blocking until they land when they block a jA
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===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
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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. 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. Also her combo ender for burst safe confirms involving jA~jAA.


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===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
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Move that covers about 2/3 of the screen at a -30 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 {{clr|1|5A}}/{{clr|2|2B}} on hit.
Move that covers about 2/3 of the screen at a -30 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 {{clr|1|5A}}/{{clr|2|2B}} on hit.
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* Special/Super cancelable on the final hit
* Special/Super cancelable on the final hit
Her throw.Can be used as another layer of mixup along with 2A/J.B. Her fastest non-metered attack. When midscreen, use 5B. When the enemy is in the corner, use 236B.
Her throw.Can be used as another layer of mixup along with 2A/J.B. Her fastest non-metered attack. When midscreen, use 5B. When the enemy is in the corner, use 236B.
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===<big>Getsu-ei</big>===
===<big>Getsu-ei</big>===
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Much like the ground version. 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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Taken from P2 perspective. thanks to @Reioumu for making this visual.
Taken from P2 perspective. thanks to @Reioumu for making this visual.


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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. 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.
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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===<big>Tentarafoo</big>===
===<big>Tentarafoo</big>===
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If you hold down the assist button during this move after it hits, your assist will come out on the first possible frame.
If you hold down the assist button during this move after it hits, your assist will come out on the first possible frame.
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Her fastest move in her kit. If you want call out fake pressure with this character, this is your move.
Her fastest move in her kit. If you want call out fake pressure with this character, this is your move.
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===<big>Bufula</big>===
===<big>Bufula</big>===
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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.
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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==Partner Skills==
==Partner Skills==
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* Fast horizontal coverage, wall bounces on hit for easy confirms.
* Fast horizontal coverage, wall bounces on hit for easy confirms.


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===<big>{{clr|5|6P}}</big>===
===<big>{{clr|5|6P}}</big>===
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* '''Very long''' Active Switch window that still exists even after her projectiles are sent out.
* '''Very long''' Active Switch window that still exists even after her projectiles are sent out.


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===<big>{{clr|5|4P}}</big>===
===<big>{{clr|5|4P}}</big>===
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* Not the best anti-air {{clr|5|4P}}, but it gets things reasonably done as a move to use as a meaty on opponent's wakeup in the corner.
* Not the best anti-air {{clr|5|4P}}, but it gets things reasonably done as a move to use as a meaty on opponent's wakeup in the corner.
Goes very high so may catch people off guard.
Goes very high so may catch people off guard.
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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 and has more invul frames as a reversal).  
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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===<big>Bufudyne</big>===
===<big>Bufudyne</big>===
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Your big damage super. It covers a decent amount of the screen vertically and horizontally in Resonance.
Your big damage super. It covers a decent amount of the screen vertically and horizontally in Resonance.
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* Tracks the opponent
* Tracks the opponent


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Revision as of 02:41, 20 June 2022

Overview
Overview

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.

Pros
Cons
  • Long-reaching, disjointed normals and specials
  • 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
  • Has few options if fullscreen vs. zoning
  • Mitsuru's offense is significantly more linear by herself


Mitsuru Kirijo
BBTag Mitsuru Portrait.png
Health
17,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1000 All 8 3 19 -8 B
5AA 1100 All 5 2 22 -10 B
5AAA 1200 All 5 2 26 -14 B
5AAAA 1300 All 5 2 22 -10 B
5AAAAA 1400 All 5 2 26 -14 B

  • Rivals Ragna's 5A in terms of horizontal space

Her main poke and the reason this character is high tier.It's disjointed so it will never trade. Can be low profiled so be careful. Not safe point-blank. Can be cancelled into 2A be made safer in point-blank or somewhat closer spaces.


  • 5AA has 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)


5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1700 All 15 3 23 -7 B 6~17 F
5BB 1500 All 10 3 18 -4 B
5BBB 1000×5 All 10 4,3×4 21 -7 B

  • 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.
  • Has some low invulnerability in the middle of the move, letting it crush some foot attribute attacks. She also leaps slightly, letting her crush throws as well.

-7 but at max ranges most characters are unable to punish if this is blocked.


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. Performing 2C after this naturally resets on grounded opponents, giving her a mixup with jump canceled jB


5BBB is combo filler mostly that does corner carry if you're not already using Coup Droit in your midscreen combos. Only launches after the 3rd hit, so cancel into A Droit early if you want to try a standing reset.


5C


2A


2B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2B 1700 All 11 3 31 -15 B 7~13 H
2BB 1300×2 All 25 9 [(2)1] 43 [40] -20 B

  • 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.

5B is a 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)


  • Will snag an aerial opponent with Artemisia's whip, pulling them back to the ground

2BB is 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

j.A


j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 High 11 6 25 H

  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1300×2 All 25 9 [(2)1] 31 [28] +7 H

  • 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.
  • Very plus on block.

Move that covers about 2/3 of the screen at a -30 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

5B+C


Getsu-ei

5A+D (Air OK)


Skills

Coup Droit

236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236A 1700 All 9 6 18 -7 ~ -2 B
236B 2200 All 21 12 12 -3 ~ +8 B

  • 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.


  • 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.

236B is 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.

[[File:BBTAG Mitsuru Kirijo 236B advantage.jpg|700px]]

Taken from P2 perspective. thanks to @Reioumu for making this visual.

Marin Karin

214A


Tentarafoo

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
300, 3750 Low 22 12 Total 54 -5 ~ +5 P2

  • 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

236C


Bufula

214C


Partner Skills

5P

Coup Droit


6P

Mabufudyne


4P



Distortion Skills

Myriad Arrows

236B+C


Bufudyne

214B+C


Distortion Skill Duo

Bufudyne

P during Partner's Distortion Skill


Astral Heat

Niflheim

222B+C



External References

Navigation

 Mitsuru Kirijo
To edit frame data, edit values in BBTag/Mitsuru Kirijo/Data.
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