P4AU/Mitsuru Kirijo

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This page is for a prior version of Persona 4 Arena Ultimax!
This page covers content from P4AU 1.1, which is NOT the most recent revision of the game.
The version of the game released on modern consoles with rollback netcode is P4U2R.
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Mitsuru Kirijo
P4U Mitsuru Portrait.png

Health: 9,500

Combo Rate: 70%

Persona Cards: 4

Backdash Time: 23

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F
Play-style
Well-rounded, Charge, Footsies

Introduction

P-1 Climax Nickname: "The Imperious Queen of Executions!"
Persona: Artemisia
Arcana: The Empress
Backstory:

  • Heiress to the Kirijo Group megacorporation, she feels driven to atone for the mistakes and sins her family is responsible for. One of the founders of SEES and the Shadow Operatives, Mitsuru is also one of the earliest people to awaken to a Persona without intervention. With her team mates she fought to save humanity from the Dark Hour. Out of revenge, the culprit behind the P-1 Climax lured her in and kidnapped her along with her team, bringing her to fight once again.

Strengths/Weaknesses

Strengths Weaknesses
  • High damage off many confirms.
  • Excels at punishing opponents who make a mistake or choose the wrong defensive option.
  • Strong DP and Setsuna reversal super.
  • With meter, gains 50/50 mix-up options that are difficult to defend against.
  • Superior range on most pokes, making her a threat even at a distance.
  • Excellent pressure options, allowing her to pick opponents apart while remaining safe.
  • Most threatening when the opponent has been cornered.
  • Anti-air options significantly weaker than before, and highly punishable on whiff.
  • Hit-confirming can be awkward or unsafe.
  • Low damage and no knockdown on standing hit without spending meter.
  • Slow normals mean she must risk DPing or use meter for defense options.
  • Without meter, lacks strong mix-up options.
  • Requires meter for many confirms, mix-up, and damage, making meter management crucial.


External References


Normal Attacks

5A (Normal)

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 300 All 8 3 19 -9 Chest
5AA 500 All 10 3 18 -4 Body
5AAA 200, 100×4 All 10 4,3,3,3,3 21 -7 Body

  • 5A Backdash Cancel is -8 on block
  • 5A is huge range, fast startup poke that is a cornerstone of Mitsuru's ground game. At its max range, it is safe to many DPs and simply dominates some matchups. However, it is one of the slowest 5As in the game and has noticeable recovery. Can be low profiled by almost every character, leaving Mitsuru vulnerable to a punish.
  • No longer whiffs on crouching opponents but is now Chest attribute, so it will lose to almost every sweep or other moves with chest invuln.
  • Mitsuru's auto-combo will hit both grounded and airborn opponents. 5AAA is also fairly safe and can be cancelled into specials or other normals, making it a good pressure tool.

5A (Shadow)

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 300 All 8 3 19 -9 Chest
5AA 300 All 5 4 22 -9 Body
5AAA 300 All 4 5 26 -14 Body
5AAAA 300 All 5 4 22 -9 Body
5AAAAA 600 All 4 5 26 -14 Body

  • Shadow Mitsuru's version of the auto-combo. Does not combo on airborne opponents like normal Mitsuru's. Shadow Mitsuru has 5 strikes in her auto-combo, unlike the standard 3 of most characters.
  • 5A is the same as normal Mitsuru's 5A, with the same strengths and weaknesses.

5B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
no/partial charge 700 All 17-26 3 28 -12 Body
max charge 910 All 29 3 28 -5 Body

  • A hop attack that has invincibility to both lows and grounded throws, making it a strong component of Mitsuru's throw mixup game.
  • May be directed backwards or forwards for better positioning before the attack comes out.
  • May hold the button to charge the attack and increase damage and hitstun.
  • Fatal Counters. Mitsuru's best standard punish. Charged 5B (also written as [5B]) crumples the opponent on counter-hit, allowing for high-damage follow-up combos.
  • May be forward dash-cancelled. When dash-cancelled, 5B is -3 while [5B] is +4.
  • [5B] can be cancelled into most other moves after frame 20.

2A

Damage Guard Startup Active Recovery Frame Adv. Attribute
300 (250 for followups) L 9 3 15 -7 Foot

  • Mitsuru's fastest low. Significantly slower than most other character's and more recovery as well. However, Mitsuru's 2A has very good range.
  • Very limited combo options without a counter-hit. 2A x3, A Droit is often the best combo possible without a counter-hit.

2B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
no/partial charge 500 HL 11~15 3 31 -17 Body
just frame release 1000 HL 16 3 31 -17 Body
max charge 650 HL 17 3 31 -17 Body

  • Mitsuru's strongest anti-air, with a long-range diagonal hitbox and high combo damage afterwards.
  • Often used to combo into 2DD and Bufula (Ice Mirror).
  • Launches grounded opponents on counter-hit, but 5B is typically a better starter.
  • May be charged for additional hitstun, head invincibility, and damage.
  • Release on frame 12 for the just-frame version, which has increased damage and slightly faster startup. Just-frame charge is not a low attack.
  • Typically not used on grounded opponents because of its low horizontal range and high amount of recovery.

j.A

Damage Guard Startup Active Recovery Frame Adv. Attribute
300 H 7 12 16 - Head

  • High range, high priority, low reward horizontal jumping attack.

j.B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
no/partial charge 400 H 11~15 6 25 - Head
just frame release 800 H 16 6 25 - Head
max charge 520 H 17 6 25 - Head

  • May be charged for additional damage and hitstun.
  • Charge for 12 frames for just-frame release, which has more damage and faster startup.
  • Commomly used as an air-to-ground poke during a lazy jump.
  • On counter-hit, charged j.B leads to a combo.
  • j.B OMC charged j.B leads to a full combo from an instant overhead and is one of Mitsuru's staple mix-up strings.
  • Not comboable on normal hit, so mix-up potential and reward require charging, meter, or a counter-hit.
  • Can be performed when hop-cancelling attacks to extend pressure. When executed as a hop-cancel, j.B is -3, j.[B] +4 ~+11F.

All Out Attack

A+B

Damage Guard Startup Active Recovery Frame Adv. Attribute
300 Head 30 1 34 -16 Body

  • May be directed backwards or forwards for better positioning before the attack comes out. In addition to being an overhead, this attack can also cross up the opponent if Mitsuru dashes at a crouching opponent and holds forward.
  • Because of Mitsuru's weak combo options in midair, typically the D followup is best, cancelled into a B Coup Droit. This requires the Fatal Counter earned by mashing all 17 hits of the All-Out Attack, but allows for a full meterless combo near the corner.
  • A valid knockdown combo ender in the corner after a freeze.
  • Mitsuru's AoA has slow start-up, an obvious animation, and a tremendous amount of recovery, so it's best reserved for its use in combos. Highly punishable on block without the meter to One More! Cancel.

Sweep

2A+B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Normal 900 L 21 2 20 -3 Foot
Feint - -- -- -- 25 - -

  • Long-reaching low that is safe on block.
  • Leads to high damage with meter.
  • Hold A+B to feint the attack and recover more quickly.


Persona Attacks

5C Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
300, 60×N All 17 2(4)2(4)3[(6)2(4)2(4)3]*4 39 -27 Body

  • 15-hit move with a wide hitbox. Hold C to continue attacking in three-hit intervals for a maximum of 15 hits.
  • Only combos fully during Fatal Counter and counter-hit states.
  • Can be used to confirm into A Coup Droit.
  • May be dash-cancelled forwards or backwards. If dash-cancelled backward, Artemistia remains next to the opponent.
  • When dash-cancelled forwards, frame advantage differs depending on the number of hits.
  • For the forward dash-cancel, with the number of hits in parentheses: 5C(3,15): -6; 5C(6,12): -8; 5C(9): -10.
  • For the back dash-cancel, with the number of hits in parentheses: 5C(3,15): -5; 5C(6,12): -7; 5C(9): -9.

5D Persona Required

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5D 600 All 27 8 46 total - Projectile, Body
5D~D 50 All 4 1
3* Projectile

  • Long-range projectile whip attack that pulls the opponent in on block and hit.
  • 5DD can be followed up with 2DD midscreen for a combo.
  • Significantly plus on block

2C Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
- -- 47 (62) 190 (360) 31 (46) - Projectile

  • No active hitbox.
  • Releases an unblockable flower that homes in on the opponent. On contact, infects the opponent with Charm status.
  • Charge the attack by holding C to increase the duration of the flower.
  • If Mitsuru is hit, the flower disappears.

2D Persona Required

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
2D 600 All 25 10 6 - Projectile, Body
2D~D 50 All 3 1 - - Projectile, Body

  • Combo tool and anti-air
  • 2D freezes the opponent, 2DD unfreezes the opponent and pulls them in towards you.
  • In the corner, 2DD whiffs, so cancel 2D to [5B]

j.C Persona Required

Damage Guard Startup Active Recovery Frame Adv. Attribute
700 All 16 8 25 - Head

  • Hits all around Mitsuru, allowing for tricky air dash mixups
  • On counterhit, allows for a beefy meterless combo.
  • Can be used to bait throw attempts and standing attacks.

j.D Persona Required

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.D 600 All 25 10 58 total - Projectile
j.D~D 50 All 6 1 - - Projectile

  • Similar to grounded 2D, but angled downwards


Universal Mechanics

Ground Throw

C+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 All 5 3 25 - Throw

  • Doesn't knock down without counter-hit.
  • Can be followed up with 5A in the corner.

Air Throw

j.C+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
1800 All 4 3 19 - Throw

  • Throws the opponent behind Mitsuru.
  • Can lead to high damage followups on counter-hit or through use of a OMB.


Getsu-ei

B+D air OK

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
ground 1000 All 10 1 27+20 (Landing) -31 Body
air 1000 All 10 1 20 (Landing) - Head

  • Mitsuru's reversal
  • Can be used in the air, as well as on the ground.
  • Has a very large hitbox around Mitsuru on all sides.
  • Can be super cancelled, but Mitsuru only has grounded supers, so Mitsuru must land first. Opponents can punish Mitsuru on block before she lands for a guaranteed punish.
  • Recovers in counter-hit and crouching state.
  • Combos to C Bufudyne on counter-hit.

Guard Cancel Attack

6A+B while blocking

Damage Guard Startup Active Recovery Frame Adv. Attribute
000 All - - - - -

  • Invincible move that can be done out of blockstun for 50 meter.
  • Does no damage, but knocks down on counter-hit.
  • Unsafe on block
  • Similar animation to Shadow Mitsuru's 5AA.


Skill Attacks

Coup Droit

[4]6A/B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 1000 All 9 4 15 -4 ~ -1 Body
A through Bufula 1200 All fastest 9 4~6×11 15 -2 ~ +3 Body
B uncharged 1500 All 20 12 15 -4 ~ +7 Body
B charged 1600/1700/2000/2500 All 21 ~ 69 12 25 -14 ~ +3 Body
B through Bufula 2000 All fastest 20 12 ~ 14×11 15 -4 ~ +9 Body
SB 1200 All 7 6 15 -4 ~ +1 Body
SB through Bufula 1500 All fastest 7 8 15 -4 ~ +3 Body

A

  • A Droit is very fast and causes the opponent to fly backwards on air hit.
  • Fast recovery, used as a means of approach.
  • Can follow up with a combo on counter hit.

B

  • The B version can be charged for more damage. Charged B Coup Droit is however extremely minus and punishable on block.
  • Causes ground slide on hit.
  • Trajectory can be changed by holding either 4 or 6.
  • Fatal Recovery.

SB

  • The SB version is very fast and causes ground slide on air hit.
  • A better A Coup Droit with more damage, faster startup and a larger distance covered.
  • It's the only Coup Droit that allows chaining after hit in the corner under normal circumstances.

Special

  • As of Ultimax, Mitsuru is capable of passing through Bufula with Coup Droit and gains special properties in doing so.
  • Grants in increase in distance covered, damage delivered and is less negative on block.
  • Aside from freezing the opponent on hit it also crosses the opponent up depending on spacing.

Bufula Persona Required

[2]8C/D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 500 All 20 205 44 total - Projectile
D 500 All 27 3001 47 total -2 Projectile
SB 500, 250×4 All 31 255 47 total - Projectile

C

  • The C Version of Bufula is a projectile that appears above Mitsuru and can be used to prevent the opponent from approaching from the air.
  • A less common combo move than the D variant.
  • Freezes on hit and has Fatal Recovery.

D

  • The D version of Bufula is a projectile that appears in front of Mitsuru.
  • Useful in giving yourself a small breather or to force the opponent to move in aerially. Mitsuru's most common Persona comboing move.
  • Can be passed through with all versions of Coup Droit.
  • Freezes on hit and has Fatal Recovery.

SB

  • The SB version of Bufula is a five hit projectile that spawns behind Mitsuru's opponent and slowly moves towards her.
  • It has significantly more durability than the other versions and the higher amount of hits allows for trapping the opponent under it for a high/low aftewards.
  • SB Bufula is the cornerstone of Mitsuru's high damaging combos outside of fatals, as it allows her to use Mabufudyne while the opponent stays frozen.
  • Can be passed through with all versions of Coup Droit.
  • Freezes on hit and has Fatal Recovery.
  • Its most productive use is to chain it from AoA~D.

Tentarafoo Persona Required

[4]6C/D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 0, 1500 L 26 13 56 total -4 Projectile
D 0, 1500 L 26 13 64 total -11 Projectile
SB 0, 1500 L 22 13 48 total -1 Projectile

  • Full screen, fast projectile that travels along the ground.
  • Mostly safe on block when spaced well.
  • Cannot be used in combos.
  • Inflicts Panic on hit.
  • Hits low.
  • C version has less recovery than D, while D version has more range. SB version is faster and has the least recovery.


SP Skill Attacks

Myriad Arrows

236236A/B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 150, 75×12, + kick All 4+2 2×12(2)2 46 -32 Body
B 150, 75×18, + kick All 4+8 2×18(2)2 46 -32 Body
SB 60, 30×48, + SB kick All 4+8 2×48(2)2 46 -32 Body
Normal Kick 800/900/1200/2000/4000 All 11 After Flash 5 46 -32 Chest
SB Kick 800/1000/1200/1500/2500/4500 All 11 After Flash 5 46 -32 Chest

  • Reversal and midscreen combo ender. Can be One More Cancelled for safety on block.
  • The first flurry of attacks crumples grounded opponents. Hold down the A or B button to continue charging the last kick for more damage. However, if you wait too long, the opponent will recover.
  • Fully charged final kick does 4000 damage by itself. Can be combo'd into with a freeze.
  • A version is fastest, but does the least damage. B version is does more damage and has more invincibility, but is slower. SB version does the most damage.

Bufudyne Persona Required

236236C/D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 2500 HL 9+9 10 48 -19 Projectile
D 3000 HL 9+18 10 49 -20 Projectile
SB 3500 HL 9+31 10 48 -19 Projectile

  • High-damage anti-air and corner combo ender
  • Air unblockable with a very large hitbox.
  • C version is faster, D version does more damage.
  • SB version has a much larger hitbox and even more damage, but is even slower.


Awakened SP Skill Attacks

Mabufudyne Persona Required

214214C/D then C/D

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Summon - - - - 37 - -
per ice shard 400 All - - - - Projectile

  • Artemisia creates 8 large shards of ice. Mitsuru can move and attack freely during the super, but loses access to other Persona related attacks.
  • Pressing C will shoot two shards straight forward, pressing D will shoot all remaining shards with tracking.
  • Can lead to high damage when used in combos that involve Myriad Arrows.
  • Artemisia is invincible during the SB version.


Instant Kill

Niflheim Persona Required

222C+D

Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. All 31+32 3 69 -53 Projectile

  • An instant kill that homes in on the opponent's location.
  • Mitsuru is invincible during the attack's startup, but is vulnerable during the recovery.
  • Mostly used for it's high invincibility (ie: Punishing Akihiko Maziodyne) and punishing attacks that have long recovery, but otherwise difficult to punish. (Yosuke kunai)


Navigation

To edit frame data, edit values in P4AU/Mitsuru Kirijo/Data.