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[[Category:Persona 4: Arena]] | [[Category:Persona 4: Arena]] | ||
[[Category:Persona 4: Arena]] | [[Category:Persona 4: Arena]] | ||
Revision as of 22:14, 17 July 2020
Overview
Mitsuru Kirijo is a charge character that takes advantage of her superior range and damage. Most of her normals control space very well and lead into high damage in many situations. Although she lacks good traditional mixup, she is heavily rewarded for being as safe as possible and punishing her opponents' mistakes. Even though her normals have excellent range, they are relatively slow, which can cause her trouble on defense.
- Health
- 9500
- Strengths
- Normals have good combination of range and speed. Excellent damage in the corner and all ground to air confirms.
- Weaknesses
- Nearly all attacks are disadvantage on block. Slower than average close-range normals. Requires meter on ground to ground confirms to get damage when not near the corner.
- Movement Options
- 1 Double Jump/Airdash, Run-type Dash
- Play-style
- Mitsuru can pressure the opponents and control space from almost any range with her long range normals and her long range Persona attacks safely. Her damage is devastatingly high with a correct read on the opponent and she uses this threat to stop the opponent from pressing buttons, allowing her to do average to less than average damage combos without fear of counterattacks.
- Mitsuru's neutral game is to fight at midrange where her 5A and j.A have high priority and the relatively slow speed of her attack is offset by the range. When at far ranges, Mitsturu can still be a threat with a well timed 5DD, j.DD, or 2DD to pull the opponent closer to Mitsuru.
- Mitsuru lacks fast attacks, thus making close ranged defense a difficult position for Mitsuru where often times her only options are to block correctly or to risk a Furious Action.
Move List
- See also: Mitsuru Full Frame Data
Normal Attacks
5A |
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5B |
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2A |
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2B |
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j.A |
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j.B |
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Guard Cancel Attack |
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All Out Attack A+B |
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Sweep 2A+B |
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Persona Attacks
5C |
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5D |
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2C |
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2D |
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j.C |
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j.D |
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Throws
Ground Throw C+D |
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Air Throw j.C+D |
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Furious Action
Getsu-ei B+D air OK |
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Skill Attacks
Coup Droit [4]6A/B |
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Bufula [2]8C/D |
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SP Skill Attacks
Myriad Arrows 236236A/B |
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Bufudyne 236236C/D |
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Awakened SP Skill Attacks
Mabufudyne 214214C/D then C/D |
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Instant Kill
Niflheim 222C+D |
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Strategy
Offense
Mitsuru's general offensive strategy is to use the superior range of her 5A, A Coup Droit, and j.A to keep the opponent at a safe range where her attacks can quickly strike the opponent. Once the opponent has been conditioned to block, she can then run in for throw/throw bait mixup or use meter to perform stronger combos.
Use A Coup Droit and j.A to maneuver into Mitsuru's 5A range, then use 5A outside the opponent's 5A range to keep the opponent from moving: learn how to combo from 5A air hit, standing hit, and crouching hit. Once the opponent is conditioned to block, cancel 5A into sweep or sweep feint > throw or throw bait. Instant overhead j.B becomes another options once you get 50SP. Check out the combo section for various combos available after each hit.
Your goal is to push the opponent to the corner, then keep them there at 5A range. Mitsuru's ground throw becomes a much stronger threat in the corner and can lead to good damage.
Midscreen B Coup Droit can be followed with SB Bufula.
Defense
Mitsuru's 5A and 2A are slow compared to most other character's 5A/2A, and so are not useful in defensive stances.
Her ground throw is her fastest normal attack and can be used after an Instant Block to interrupt the opponent's offense.
Her reversal options are:
- B+D hits all around her and can even hit opponents who jump over Mitsuru.
- A Myriad Arrows is also very fast and with 100 SP can be One More Canceled to be safe.
4B can be used to beat an opponent's lows and throws and leads to great damage.
Combos
- charged normals will be denoted by "[]" (ex: [4B]).
- Damage may vary depending on using perfect frame releases on charged 2B, j.B and Myriad Arrows Kick.
Midscreen
Basic Standing Hit Combo
5AA > 6B > 5C (6) > A Coup Droit
1630 damage, +12 SP
Basic Standing Hit Combo With Super, 38 SP required
5AA > 6B > 5C (6) > A Coup Droit > B Myriad Arrows
2770 damage, -38 SP
Counter Hit 5A
5A > 2AB > B Coup Droit
???? damage, ??? SP
Anti Air Combo
5AA > 5B > 2B > 2D, 6B > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
3371 damage, +30 SP
Counter Hit or Crouching 5B
5B > 2AB > B Coup
2478 damage, +14 SP
Counter Hit j.C
j.C, [5B] > [2B] > 2D, [6B] > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
4185 damage, +35 SP
j.D Combo
j.DD, C Bufula, 6B > 2B > 2DD, 4B > 2AB > D Bufula
D Bufula does not combo and is for oki
2460 damage, +21 SP
5D Combo
5DD, [4B] > [2B] > 2DD, [4B] > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
3574 damage, +33 SP
Instant overhead j.B, Crouching opponent, 50SP required, spacing dependant
j.B > OMC > j.B > j.C, C Bufula, 5B > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
3218 damage, -50 SP
Counter Hit Air Throw
Air throw, 66[6B] > [2B] > 2D, [5B] > 2AB > C Bufula, [5B] > 2AB > B Coup Droit
4739 damage, +37 SP
Counter Hit 5A, 25 SP, Slightly less than half screen to corner.
5A > 2AB > SB Coup Droit, 2AB > B Coup Droit, 2A > 2B > C Bufula, [5B] > 2AB > A Coup Droit
4.1k damage, ?? SP
Hold forward when doing SB Coup Droit, but begin charging back approximately halfway through the animation
Fatal Counter Hit [5B], Awakening Only, 93SP required.
[6B] > Mabufudyne > [6B] > 2AB > B Coup Droit > C Shard > [6B] > [B Myriad Arrows] > C Shard > C Shard > Kick > D Shard
6977 damage, -93SP
How far you are from the corner may change the timing of the C Shards.
Corner
Crouching Only, 16 SP required
5AA > 6B > 2AB > B Coup Droit, 2A > 2B > 2D, [4B] > 2AB > C Bufula, [5B] > Bufudyne
4445 Damage, -34 SP
Crouching Only
5AA > 6B > 2AB > B Coup Droit, 2A > 2B > 2D, [4B] > 2AB > C Bufula, [4B] > B Coup Droit
3800 Damage, +40 SP
Throw, 25 SP required
Throw > 5AA > 6B > 2AB > B Coup Droit, 2B > C Bufula, [5B] > Bufudyne
3546 Damage, -25 SP
5B Fatal Counter
5B > 2AB > B Coup Droit, 2A > 4B > 5C (15 Hits) > 2C, 5B > [2B] > 2D, [5B] > 2AB > C Bufula, [4B] > B Coup Droit
???? damage, +?? SP
Also works starting from 2AB Fatal Counter.
Air Throw Counter Hit
Air Throw, [5B]> 2AB > B Coup Droit, 2A > 2B > C Bufula, [5B]> 2AB > A Coup Droit
4799 damage, +38 SP
Big Punish Combos
Midscreen 5B Fatal Counter, 42 SP required
5B > 2AB > OMC, 6B > [2B] > 2D, [5B] > 5C (15) > 5DD, [4B] > 2AB > B Coup Droit
4740 damage, -50 SP
Corner [5B] Fatal Counter
[5B] > 2C, [5B]> 2AB > B Coup Droit, 2A > 4B > 5C (15 Hits)> 2C, 6B > [2B] > 2D, [4B] > 2AB > A Coup Droit
5700 damage, +85 SP with Charm still active
first 2C is purely for SP gain and is not required.
Can replace last two hits with C Bufudyne for 6170 damage
Corner 5B/2AB Fatal Counter, 150 SP, and Awakening required
5B > 2AB > B Coup, 2A > 4B > 5C (15 Hits) > Mabufudyne, 2A > [2B] > C Shard, [5B] > 2AB > C Shard, [B Myriad Arrows (keep charging)], C Shard, D Shard > Release Myriad Arrows Kick > D Bufudyne
8246 damage, -150 SP
Can skip D Bufudyne to deal 7346 damage and save 50 SP
Midscreen One More Burst, 100 SP, and Awakening required
5B > OMB, Mabufudyne, 5AAA ~ C Shard, [6B] > 2AB > B Coup Droit ~ C Shard, [6B] > [B Myriad Arrows (keep charging)], C Shard > D Shard, Release Myriad Arrows Kick > D Bufudyne
Combo Videos
3 part combo tutorial series
http://www.youtube.com/playlist?list=PLmvZt7egaTbIxrxffRanuhWjAE-ksgylX