P4U2R/Mitsuru Kirijo/Combos

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 Mitsuru Kirijo



Combo Notation GuideCharacter Name Abbreviations
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+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


Combo Theory Concepts

Mitsuru has a website with all her optimal combos shown in video here
This is a significantly better resource than this ugly outdated combo table, go there

AoA~D Followups

Mitsuru's routes allow her to combo into Aoa~D and that gives Mitsuru multiple enders for her combos

  • Dash Forward/ IAD Back : This is usually used to setup a safe Marin Karin for the charm and get a meaty 5A/2A after. This is really strong for shadow. Dash Forward midscreen and IAD Back for the corner
  • B Coup : B coup ender allows for big damage and a safe jump, most times can be cancelled into a super after for even more damage; however in longer combos a followup super won't connect.
  • Bufula : With 25 Meter Mitsuru can spend 25 meter for a Bufula that gives a crazy amount of blockstun giving her enough time to run two full mixups with a combo after.
  • Bufudyne : Super finish, specifically used in longer combos where B Coup into Bufudyne won't connect. Can also be used for double supers.

Mabufudyne

Mitsuru's awakening super Mabufudyne is what enables her higher damage and more advanced combos, It allows her to chain charged normals and coups with freezes and also gives her a way of comboing into her fully charged Myriad Arrows kick. Her ways of comboing into Mabufudyne are:

  • Tentarafoo 46C : The best way, but is very tricky due to the cancel window of Tentarafoo being just 3 frames. Make sure to start inputting the Mabufudyne before Tentarafoo connects. At closer ranges, start inputting the Mabufudyne before the projectile comes out. The tentarafoo into mabufudyne link is the main obstacle of Mitsuru's hardest combos, but when mastered unlocks the character true damage potential. Becomes even more tricky online.
  • SB Bufula [2]8CD : Really easy to use, can be used after combos for a mixup and on hit go into Mabufudyne. Not nearly as versatile as tentarafoo, but far easier to utilize.

Shadow

Mitsuru's kit transitions very well as a shadow character. There's multiple things that synergize together to make Shadow Mitsuru extremely strong.

  • Auto Combo : Shadow Mitsuru's auto combo is different from reuglar Mitsuru's auto combo in many ways, but the most important part is that the second hit of Shadow Mitsuru's auto combo steps farther forward allowing her to do 5AA > 5B > 2[B] which allows Mitsuru to turn standing hits anywhere on the screen into full combos making shadow Mitsuru just better at converting hits in some situations. In contrast though Regular Mitsuru's Auto Combo can be followed up with a B Coup giving Regular Mitsuru a knockdown and a safe jump off any 5A hit no matter the range or position on screen, this gives Regular Mitsuru the edge on far connect 5A confirm and Shadow Dwarfing regular in damage when close enough for 5AA > 5B > 2[B] to hit.
  • Supers : Mitsuru's awakening super Mabufudyne (214214C/D) is very strong, but is limited in use since it has a lot of startup so it's usually reserved for combos. Myriad Arrows is also very strong due to the kick followup being chargeable for insane damage, but without Mabufudyne landing that fully charged kick is impossible. Having the huge meter pool from Shadow Frenzy allows Mitsuru to chain both of these super multiple times in a far more practical way that regular Mitsuru.
  • Meter Gain : Mitsuru is a character that build meter very quickly for multiple reasons.
    • Long Combos : Mitsuru's Combos are very long allow her to build lots of meter.
    • Charm : Mitsuru's 2C (Marin Karin) Inflicts charms which steals the opponent's meter.
    • All Out Attack (AoA) : Mitsuru can combo into AoA very easily and AoA~D gives crazy amounts of meter.

5A/2A Button Confirm Combos

Combo Position Damage SP Gain Difficulty Notes Regular/Shadow/Both Video
5A > 5AA > 5AAA > 5AAAA Any 1560 +22 SP Easy Auto Combo Regular Link
5A > 5AA > 5AAA > [4]6B Any 1560 +24 SP Medium Auto Combo to B Coup Regular Link
5A > 5AA > 5AAA > 5AAAA > 5AAAAA > 5AAAAA Any 1267 +26 SP Easy Shadow Mitsuru Auto Combo Shadow Link
5AA > 5B > 2[B] > [2]8D > 2A+B > [2]8C > 6[B] > 2A+B > [4]6B Midscreen 2607 +36 SP Easy Basic Midscreen 5A Confirm Shadow Link
5AA > 2[B] > 5[B] > 2A+B > [4]6B > 2A > 2B > [2]8C > [2]8D > 5[B] > AoA~D Midscreen to Corner 3331(2998) +56 SP Medium Midscreen to Corner 5AA Shadow combo Shadow Link
5AA > 2[B] > 6[B] > 2A+B > [2]8C > 6[B] > 2[B] > [2]8D > 6[B] > AoA~D > [2]8D > [4]6C > 214214C > 236236[B] > C Missile > D Missile > ]B[ Midscreen 5998(5398) +54 SP (-100 SP) Hard 100 Meter Midscreen Combo Both Link
5AA > 5B > 2A+B > OMC > 2[B] > 6[B] > 2A+B > [2]8C > 66 > 2[B] > 6[B] > 5[C] > [2]8D > 6[B] > AoA~D Midscreen 3429(3086) +14 SP (-50 SP) Medium Midscreen Fatal 5A 50 Meter Combo Both Link
5AA > 5B > 2[B] > 2D > 6[B] > 2A+B > [4]6B > 2A > 2B > [2]8C > [2]8D > 5[B] > AoA~D Corner 3407(3066) +63 SP Medium Basic Corner 5A Confirm Both Link
5AA > 2[B] > 5[B] > 2A+B > [4]6B > 2A > 2B > [2]8C > [2]8D > 5[B] > AoA~D Corner 3331(2998) +56 SP Medium Meterless Corner 5AA combo Both Link
5A > 5AA > 5AAA > [4]6B > [4]6A+B > 2A > 2B > [2]8C > 5[B] > AoA~D Corner 2885 +24 SP (-25 SP) Hard Corner 25 Meter Combos off Auto Combo B Coup
Omit B Droit Against:
MG, CH, MA, YA, LZ, JU, and RI.
Regular Link
5AA > 5B > 2A+B > [4]6B > [4]6A+B > 2A > 2B > [2]8C > [2]8D > AoA~D Corner 3309(2978) +8 SP (-25 SP) Medium 25 Meter Corner Crouching Confirm
Omit B Droit Against:
MG, CH, MA, YA, LZ, JU, and RI.
Both Link
5AA > 5B > 2A+B > [4]6B > Frenzy > [4]6C > 214214C > 6[B] > 2A+B > [4]6A > C Missile > 2A+B > [4]6A > C Missile > 236236[A+B] > D Missle > ]A+B[ Corner 4528 +8 SP (-50 SP) Hard Corner Crouching 50 Meter Shadow Confirm Shadow Link
5AA > 5B > 2[B] > 2D > 6[B] > 2A+B > [4]6B > 2A > 2B > [2]8C > 5[B] > AoA~D > [4]6C > 214214C > 236236[B] > D Missile > Release B Corner 6381(5743) +58 SP (-100 SP) Hard 100 Meter Corner Combo Both Link

5B/2B Confirm Combos

Combo Position Damage SP Gain Difficulty Notes Regular/Shadow/Both Video
5B > Dash Cancel > 5AA > 5B > 2[B] > 6[B] > Sweep > [4]6B > 5[C] > [2]8D > 2[B] > 5[B] > Sweep > [2]8C > AoA~D Midscreen 3954(3559) +69 SP Medium Uncharged 5B Midscreen Fatal Counter Punish, Adjusting the gatling after dash cancel will make it work for regular. Both Link
5[B] > Sweep > [4]6B > 2A > 5[C] > [2]8D > 2[B] > 4[B] > Sweep > [2]8C > 5[B] > AoA~D Corner 4691(4222) +72 SP Medium Meterless Corner 5B Fatal Counter Punish Both Link
5[B] > Sweep > [4]6B > 2A > 5[C] > [2]8D > 2[B] > 4[B] > Sweep > [2]8C > 5[B] > AoA~D > [2]8D > [4]6C > 214214C > 236236[B] Hold > D > Release B Corner 7710(6939) +76 SP (-100 SP) Hard 100 Meter Corner 5B Fatal Counter Punish Both Link
2B > 2DD > 4[B] > Sweep > [2]8C > 6[B] > 2[B] > [2]8D > 6[B] > AoA~D Midscreen 3003(2703) +52 SP Medium Meterless 2B Anti Air Combo Both Link
2B > 2DD > 4[B] > Sweep > [2]8C > 6[B] > 2[B] > [2]8C > [4]6C > 214214C > 6[B] > Sweep > [4]6B > C Missile > 6[B] > Sweep > [4]6A > C Missile > C Missile > Frenzy > C Missile > 214214C > 236236[AB] > D Missile > Release AB Midscreen 5219 +31 SP (-75 SP) Hard Anti 2B Confirm into Mabufudyne then Frenzy to squeeze more damage Shadow Link

Whip Starter Combos

Combo Position Damage SP Gain Difficulty Notes Regular/Shadow/Both Video
CH [5C] > 5DD > 2DD > 4[B] > Sweep > [2]8C > AoA~D Midscreen 2930(2637) +43 SP Easy Midscreen confirm for CH 5C Both Link
5DD > 2DD > 4[B] > Sweep > [2]8C > 6[B] > 2[B] > [2]8D > 6[B] > AoA~D Any 2583(2325) +41 SP Easy Midscreen 5D Confirm Both Link
j.DD > 4[B] > 2[B] > [2]8D > Sweep > [2]8C > [4]6C > 214214C > 6[B] > Sweep > [4]6B > C Missile > 6[B] > Sweep > [4]6B > C Missile > 236236[A] > C Missile > D Missile > Release A Midscreen 6069(5462) +36 SP (-100 SP) Hard j.D 100 Meter Confirm Both Link

Throw Combos

Combo Position Damage SP Gain Difficulty Notes Regular/Shadow/Both Video
Throw > 5AA > 2[B] > 2D > 4[B] > Sweep > [2]8C > 4[B] > AoA~D Corner 2763(2486) +58 SP Easy Standard Corner Throw Combo Both Link
Throw > Frenzy > 2[B] > 4[B] > Sweep > [4]6B > [4]6C > 214214C > Sweep > [4]6A > C Missile > 236236[B] > C Missile > Release B > C Missile > 236236[AB] > D Missile > Release AB Corner 6982 +4 SP (-100 SP) Hard Corner Shadow Frenzy Throw Combo Shadow Link
Throw > Frenzy > Sweep > [4]6B > [4]6C > 214214C > 6[B] > Sweep > [4]6A > C Missile > 236236[B] > C Missile > Release B > C Missile > 236236[AB] > D Missile > Release AB Any 6916 +4 SP (-100 SP) Hard Shadow Frenzy Throw Combo Shadow
CH Air Throw > 2DD > 4[B] > Sweep > [2]8C > 6[B] > AoA~D Midscreen 2970 +45 SP Medium CH Airthrow Midscreen Combo Both Link
CH Air Throw > 6[B] > Sweep > [4]6B > 2A > 2B > [2]8C > [2]8D > AoA~D Corner 3959(3563) +53 SP Medium CH Airthrow Corner Combo Both Link

Misc. Confirms

Combo Position Damage SP Gain Difficulty Notes Regular/Shadow/Both Video
j.B > OMC > j.[B] > 5AA > 5B > Sweep > [4]6B Any 2159(1943) +2 SP (-25 SP) Medium 50 Meter Instant Overhead Combo Both Link
236236A > Frenzy > 5AA > 5B > Sweep > [4]6C > 214214C > Dash > Sweep > [4]6B > C Missile > 236236[AB] > D Missle > Release AB Any 6026 -100 SP Hard 100 Meter Reversal Combo Shadow Link

Combo Videos

Early 2.0 Combos



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 Mitsuru Kirijo