P4U2R/Mitsuru Kirijo: Difference between revisions

From Dustloop Wiki
No edit summary
 
(112 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|There are some other helpful resources covering the character: <br/>
======<span style="visibility:hidden;font-size:0">Overview</span>======
Combo guide with videos for every combo: https://www.mitsurumains.com <br/>
{{MFlag|cleanup}}
General strategy guide: https://samthegawd.gitbook.io/ <br/> }}
{{notice|While Mitsuru's page for this version is undergoing re-writes, there exists some complete resources covering the character: <br/>
==Overview==
Mitsuru website: https://www.mitsurumains.com <br/>
{{P4U2R/CharacterLinks}}
Mitsuru gitbook: https://samthegawd.gitbook.io/ <br/>
<div id="home-content" class="home-grid">
Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.}}
{{card|width=4
{{Overview
|header=Overview
| overview =
|content= '''Mitsuru Kirijo''', or more simply known as Mitsuru, is a midrange monster able to completely dominate the neutral game with her huge buttons. She's able to hit characters from almost anywhere on the screen, and convert into a combo. These combos deal alright damage on their own-but by using her shadow form Mitsuru's damage can be taken to the next level. Due to her amazing neutral and strong strike/throw game, Mitsuru is considered a top tier, and Shadow Mitsuru is in contention for the best character in the game.  
| lore = 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.
 
| quote =
Mitsuru's neutral game consists of using her excessive amount of long ranged options, such as: [[#5A|5A]], [[#5B|5B]], [[#5B|2B]], [[#j.A|j.A]], [[#j.B|j.B]], [[#5D|5D]], [[#2D|2D]], [[#j.D|j.D]], and lastly, [[#Coup Droit|Coup Droit]]. That might seem like a lot of neutral tools-and that's because it is, and all of them are viable in different situations. Her [[#5A|5A]] in particular is a notorious move, with huge range, only 8f of start up, and cancellable into almost all of her moves. Your opponents will fear it the moment they realize they matched against you.
| summary = is a charge character that excels in neutral with her big buttons and damage without sacrificing mixup potential as long as she has meter.
 
| pros =
Once an opponent begins blocking, they're faced with Mitsuru's strong strike/throw game. Many of her normals are dash cancellable, sometimes even being plus on dash cancel. Mitsuru's gameplan is to condition your opponent to either throw tech or jump away, and then punish their adaptation accordingly. Mitsuru can also combo off of her grab in the corner, or alternatively bait a throw tech for massive damage.
 
Once in awakening, Mitsuru becomes a terrifying comeback demon. Her awakening super, [[#Mabufudyne|Mabufudyne]], enables Mitsuru to do a huge damage combo in conjunction with  [[#Myriad Arrows|Myriad Arrows]]. With a strong throw bait or other callout using her 5[B], she can even TOD most of the cast in awakening. Shadow Mitsuru has access to Mabufudyne at all times, and also has Shadow Frenzy to further increase her damage with Mabufudyne. For more on Shadows and their Shadow Frenzy, read up [[P4U2R/Mechanics#Normal_and_Shadow_Type_Characters|here]].
}}
{{P4U2R/infobox
|fastestAttack = {{clr|1|[4]6A}}+{{clr|2|B}} (5F, 25SP) <br/> {{clr|1|5A}} (8F)
|reversalType = Attack (10F)
|fatalStarter = {{clr|2|5B}}
|fatalRecovery = {{clr|2|[4]6B}}
}}
{{ProsAndCons
|intro= is a charge character that excels in neutral with her big buttons and damage without sacrificing mixup potential as long as she has meter.
|pros =
*'''Punish Game:''' Mitsuru gets high damage off her counterhit confirms and excels at punishing opponents for making mistakes. She also excels at forcing to opponent to make these mistakes.
*'''Punish Game:''' Mitsuru gets high damage off her counterhit confirms and excels at punishing opponents for making mistakes. She also excels at forcing to opponent to make these mistakes.
*'''Neutral:''' Mitsuru's pokes such as '''5A''' and '''j.A''' are incredibly large and also quite fast, allowing her to pressure opponents easily while staying out of their range.
*'''Neutral:''' Mitsuru's pokes such as '''5A''' and '''j.A''' are incredibly large and also quite fast, allowing her to pressure opponents easily while staying out of their range.
*'''Metered Mixups:''' Her '''j.B''' is a real '''instant overhead''', that can then be OMC'd into a charged j.[B] that forces crouching for a crouch confirm off of it.
*'''Strike/Throw:''' Mitsuru can play a strike/throw game very well. She can set up for throws mid-offense with her feintable sweep and her Coup Droit at the end of some strings. In the corner, her throw gives her a combo which makes throws extra rewarding, and she also has various uniquely rewarding options for punishing throw tech attempts such as 5B, j.B, and j.C.
*'''Strike/Throw:''' Mitsuru can play a strike/throw game very well. She can set up for throws mid-offense with her feintable sweep and her Coup Droit at the end of some strings. In the corner, her throw gives her a combo which makes throws extra rewarding, and she also has various uniquely rewarding options for punishing throw tech attempts such as 5B, j.B, and j.C.
*'''Status Infliction:''' Marin Karin inflicts the '''charm''' status, allowing Mitsuru to gain meter faster than most of the cast. (This is very powerful for her Shadow variant)
*'''Status Infliction:''' Marin Karin inflicts the '''charm''' status, allowing Mitsuru to gain meter faster than most of the cast. (This is very powerful for her Shadow variant)
| cons =
|cons =
*'''Meter Hungry:''' Mitsuru needs meter to do even basic things like confirm into knockdowns. This is on top of her mixup game needing meter to be truly unpredictable, making meter management a vital skill for any Mitsuru player.
*'''Committal Defense:''' While her DP and reversal supers are great, her buttons are quite slow. This makes mashing on defense much harder for Mitsuru as her 5A is ''2 frames slower than average.''
*'''Committal Defense:''' While her DP and reversal supers are great, her buttons are quite slow. This makes mashing on defense much harder for Mitsuru as her fastest button is ''2 frames slower than average.''
*'''Whiff Recovery:''' While having some of the longest range in the game, Mitsuru's normals have extremely high recovery on whiff.
*'''Whiff Recovery:''' While having some of the longest range in the game, Mitsuru's normals have extremely high recovery on whiff.
| unique_mechanic1_name=Charge
}}
| unique_mechanic1=
</div>
To use Mitsuru's special moves you are required to charge for '''30 frames''' in one direction and release it in the opposite direction while pressing a button.
===Unique Mechanics===
{{card|width=4
|header=Charge
|content=
To use Mitsuru's special moves you are required to charge for '''40 frames''' in one direction and release it in the opposite direction while pressing a button.
When learning Mitsuru it is important to utilize her charged normals such as '''5[B]''' and '''2[B]''' to build up charge during the startup of other moves.
When learning Mitsuru it is important to utilize her charged normals such as '''5[B]''' and '''2[B]''' to build up charge during the startup of other moves.
Executing charge moves is an extremely important part of learning Mitsuru, but her long startup times and charge normals make her significantly intuitive than other charge characters.
Executing charge moves is an extremely important part of learning Mitsuru, but her long startup times and charge normals make her significantly more intuitive than other charge characters.
}}
 
===Starter Guide===
{{card|
|header=Starter Guide
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|_3Vay7CgCdQ|450}}{{Closediv}}{{Closediv}}
}}
}}
<br clear="both"/>
<br clear="both"/>


==Normal Attacks==
==Normal Attacks==
Line 37: Line 55:
</div>
</div>
<div id="movelist-1" class="movelist">
<div id="movelist-1" class="movelist">
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5A,5AA Normal,5AAA Normal|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_5A.png|Primary poke, neutral starts here.
;{{clr|1|5A}}
P4AU_Mitsuru_5AA.png|Hit confirm and general enabler.
*Backdash cancelable, -8 on block.
P4AU_Mitsuru_5AAA.png|Situational combo tool.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=5A|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AA Normal")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Normal")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
;5A
* Backdash cancelable, -8 on block.
Fast poke with long range, the cornerstone of Mitsuru's ground game. Thanks to its incredible safety at max range, this attack alone allows her to dominate characters who lack similar range tools or high mobility. As the entire length of the blade lacks a hurtbox, it can be difficult for opponents to use reversals against it. In exchange, it's one of the slowest {{clr|1|5A}}'s in the game with noticeable recovery. Consequently Mitsuru's abare is quite poor, allowing opponents to get away with larger gaps in their pressure. {{clr|1|5A}} is also susceptible to low profile attacks, so using it predictably can be punished severely. Low reward on normal hit when done outside {{clr|1|5AA}}'s range. Combos into sweep and all versions of Coup Droit on counter hit. Spaced fatal counter combos into {{clr|4|5DD}} for a full meterless combo.
Fast poke with long range, the cornerstone of Mitsuru's ground game. Thanks to its incredible safety at max range, this attack alone allows her to dominate characters who lack similar range tools or high mobility. As the entire length of the blade lacks a hurtbox, it can be difficult for opponents to use reversals against it. In exchange, it's one of the slowest {{clr|1|5A}}'s in the game with noticeable recovery. Consequently Mitsuru's abare is quite poor, allowing opponents to get away with larger gaps in their pressure. {{clr|1|5A}} is also susceptible to low profile attacks, so using it predictably can be punished severely. Low reward on normal hit when done outside {{clr|1|5AA}}'s range. Combos into sweep and all versions of Coup Droit on counter hit. Spaced fatal counter combos into {{clr|4|5DD}} for a full meterless combo.
----
----
;5AA
;{{clr|1|5AA}}
* Plummets airborne opponents on hit.
*Plummets airborne opponents on hit.
Forward moving slash that is safe on block, used primarily as blockstring and combo filler. Whiffs if {{clr|1|5A}} connected at max or near max range. Combos into charged {{clr|2|2B}} at close range in the corner or into charged {{clr|2|2B}} on counter hit anywhere.
Forward moving slash that is safe on block, used primarily as blockstring and combo filler. Whiffs if {{clr|1|5A}} connected at max or near max range. Combos into charged {{clr|2|2B}} at close range in the corner or into charged {{clr|2|2B}} on counter hit anywhere.
----
----
;5AAA
;{{clr|1|5AAA}}
* Hits 5 times.
*Hits 5 times.
* Auto-combos into A Coup Droit ({{clr|1|[4]6A}}).
*Auto-combos into A Coup Droit ({{clr|1|[4]6A}}).
Flurry of advancing thrusts that provides plenty of time for charging specials. Safe on block when properly spaced, making a decent tool for pushing the opponent closer to the corner. The auto-combo into A Coup Droit is both safe on block and a natural frame trap. It also doesn't require charging, so it can be followed up with another Coup Droit or Tentarafoo. Combos into B Coup Droit at close range, sweep against crouching opponents, and {{clr|4|5DD}} on counter hit.
Flurry of advancing thrusts that provides plenty of time for charging specials. Safe on block when properly spaced, making a decent tool for pushing the opponent closer to the corner. The auto-combo into A Coup Droit is both safe on block and a natural frame trap. It also doesn't require charging, so it can be followed up with another Coup Droit or Tentarafoo. Combos into B Coup Droit at close range, sweep against crouching opponents, and {{clr|4|5DD}} on counter hit.
{{CloseCard}}
}}
</div>
</div>
<div id="movelist-2" class="movelist">
<div id="movelist-2" class="movelist">
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5A,5AA Shadow,5AAA Shadow,5AAAA Shadow,5AAAAA Shadow|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_5A.png |Primary poke, neutral starts here.
;{{clr|1|5A}}
P4Arena_Mitsuru_5AA.png |2nd and 4th hit of her autocombo.
*Backdash cancelable, -8 on block.
P4Arena_Mitsuru_5AAA.png |3rd and 5th hit of her autocombo.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=5A|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AA Shadow")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AAA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AAA Shadow")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AAAA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AAAA Shadow")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5AAAAA|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AAAAA Shadow")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
 
==== ====
;5A
* Backdash cancelable, -8 on block.
Fast poke with long range, the cornerstone of Mitsuru's ground game. Thanks to its incredible safety at max range, this attack alone allows her to dominate characters who lack similar range tools or high mobility. As the entire length of the blade lacks a hurtbox, it can be difficult for opponents to use reversals against it. In exchange, it's one of the slowest {{clr|1|5A}}'s in the game with noticeable recovery. Consequently Mitsuru's abare is quite poor, allowing opponents to get away with larger gaps in their pressure. {{clr|1|5A}} is also susceptible to low profile attacks, so using it predictably can be punished severely. Low reward on normal hit when done outside {{clr|1|5AA}}'s range. Combos into sweep and all versions of Coup Droit on counter hit. Spaced fatal counter combos into {{clr|4|5DD}} for a full meterless combo.
Fast poke with long range, the cornerstone of Mitsuru's ground game. Thanks to its incredible safety at max range, this attack alone allows her to dominate characters who lack similar range tools or high mobility. As the entire length of the blade lacks a hurtbox, it can be difficult for opponents to use reversals against it. In exchange, it's one of the slowest {{clr|1|5A}}'s in the game with noticeable recovery. Consequently Mitsuru's abare is quite poor, allowing opponents to get away with larger gaps in their pressure. {{clr|1|5A}} is also susceptible to low profile attacks, so using it predictably can be punished severely. Low reward on normal hit when done outside {{clr|1|5AA}}'s range. Combos into sweep and all versions of Coup Droit on counter hit. Spaced fatal counter combos into {{clr|4|5DD}} for a full meterless combo.
----
----
;5AA/5AAAA
;{{clr|1|5AA/5AAAA}}
* Second use cannot cancel into B normals.
*Second use cannot cancel into B normals.
Second and fourth hit of Mitsuru's auto-combo. Unlike Normal {{clr|1|5AA}}, Shadow {{clr|1|5AA}} pulls Mitsuru close enough to land a charged {{clr|2|2B}} mid-screen, greatly increasing her meterless damage off of close range {{clr|1|5A}} hits. Unsafe on block with low push-back, avoid using this in blockstrings.
Second and fourth hit of Mitsuru's auto-combo. Unlike Normal {{clr|1|5AA}}, Shadow {{clr|1|5AA}} pulls Mitsuru close enough to land a charged {{clr|2|2B}} mid-screen, greatly increasing her meterless damage off of close range {{clr|1|5A}} hits. Unsafe on block with low push-back, avoid using this in blockstrings.
----
----
;5AAA/5AAAAA
;{{clr|1|5AAA/5AAAAA}}
* Second use cannot cancel into B normals.
*Second use cannot cancel into B normals.
* Second use auto-combos into A Coup Droit ({{clr|1|[4]6A}}).
*Second use auto-combos into A Coup Droit ({{clr|1|[4]6A}}).
Third and fifth hit of Mitsuru's auto-combo. Has very similar properties to the previous attack in the autocombo, with a better hitbox for combos but even more unsafe on block or whiff. Generally only used if the goal is to complete the auto-combo for its bonus SP and Burst gauge. Full auto-combo will drop against airborne opponents and can potentially drop at max 5AA range, making this difficult to accomplish.
Third and fifth hit of Mitsuru's auto-combo. Has very similar properties to the previous attack in the autocombo, with a better hitbox for combos but even more unsafe on block or whiff. Generally only used if the goal is to complete the auto-combo for its bonus SP and Burst gauge. Full auto-combo will drop against airborne opponents and can potentially drop at max {{clr|1|5AA}} range, making this difficult to accomplish.
{{CloseCard}}
</div>
</div>
}}


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_2A.png|
*Cancels into itself 2 times.
</gallery>
Crouching sword poke that is Mitsuru's fastest low. Reward on hit is very poor without meter or a counter hit, even more so if {{clr|1|2A}} connects outside of close range. Three consecutive {{clr|1|2A}}'s will give Mitsuru enough time to charge an A Droit, her best ender without resources. However, what it lacks in speed it makes up for in utility and is complemented quite well by her instant overhead {{clr|2|j.B}}.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Cancels into itself 2 times.
Crouching sword poke that is Mitsuru's fastest low. Reward on hit is very poor without meter or a counter hit, even more so if 2A connects outside of close range. Three consecutive 2A's will give Mitsuru enough time to charge an A Droit, her best ender without resources. However, what it lacks in speed it makes up for in utility and is complemented quite well by her instant overhead j.B.
{{CloseCard}}


===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5B,5[B]|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_5B.png|
* Mitsuru can be steered in the air by holding [4] or [6] during startup.
</gallery>
* Hold {{clr|2|B}} to delay the startup but improve damage and hitstun, and also cause crumple on Counter Hit.
</div>
* Dash cancelable on connect; {{clr|B|5B}} dash cancel is -3 on block, {{clr|B|5[B]}} dash cancel is +4 on block.
<div class="attack-info">
* '''Forces Fatal Counter on Counter Hit.
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=5B|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5[B]|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5[B]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
 
* Holding 4/6 during start-up moves Mitsuru backward/forwards.
* Holding B charges the attack.
* Charging increases start-up, but improves it's damage and hitstun while crumpling the opponent on counter hit.
* Dash cancelable, -3 uncharged [+4 charged] on block.
* Forces fatal counter on counter hit.
Chargeable hop attack that has invincibility against lows and grounded throws, and forms the cornerstone of Mitsuru's strike/throw game.
Chargeable hop attack that has invincibility against lows and grounded throws, and forms the cornerstone of Mitsuru's strike/throw game.


It's a strong tool for strike/throw due to the fact that it can be cancelled in two ways: before the attack comes out, and by dash cancelling after the move hits. Canceling before the attack comes out can only be done with charged {{clr|2|5[B]}}, and looks like '''[https://youtu.be/GL25c-1BM4w This]'''. {{clr|2|5B}} can also be dash cancelled for tricky mixups. Most commonly dash cancelled into grab, but can also be dash canceled into itself or a jump in order to bait a throw tech. The charged version can be made plus on block by dash canceling which further improves its use in pressure.
It's a strong tool for strike/throw due to the fact that it can be more uniquely cancelled in two ways: before the attack comes out, and by dash cancelling after the move hits. Canceling before the attack comes out can only be done with charged {{clr|2|5[B]}}, and looks like the video below. {{clr|2|5B}} can also be dash cancelled for tricky mixups. Most commonly dash cancelled into grab, but can also be dash canceled into itself or an instant {{clr|B|j.B}} in order to bait a throw tech. The charged version can be made plus on block by dash canceling which further improves its use in pressure.
{{CloseCard}}
[[File:P4U2R_Mitsuru_5B_throw_cancel.webm|380px|center|thumb|poster=P4U2R_Generic_Thumbnail.png|A video example of Mitsuru cancelling the startup of her {{clr|B|5B}} into a throw as a mix-up.]]
}}


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2B,2[B] just frame,2[B]|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_2B.png |Don't whiff!
*Holding {{clr|2|B}} charges the attack.
</gallery>
*Charging increases start-up, but improves its damage and hitstun while launching the opponent.
</div>
*Release on frame 12 for the just frame version.
<div class="attack-info">
*Launches on counter hit.
{| class="wikitable attack-data"
Diagonal sword thrust that acts as Mitsuru's dedicated anti-air. Charging this attack turns it into a launcher, making it a vital piece of her combos against grounded opponents. However, doing so usually requires a close range {{clr|2|5B}} or {{clr|1|5AA}} against a cornered opponent which limits its accessibility. Combos into {{clr|4|2DD}} and Bufula on charged or anti-air hit.
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=2B|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=2B Just-Frame|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2[B] just frame")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=2[B]|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2[B]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Holding B charges the attack.
* Charging increases start-up, but improves its damage and hitstun while launching the opponent.
* Release on frame 12 for the just frame version.
* Launches on counter hit.
Diagonal sword thrust that acts as Mitsuru's dedicated anti-air. Charging this attack turns it into a launcher, making it a vital piece of her combos against grounded opponents. However, doing so usually requires a close range {{clr|2|5B}} or 5AA against a cornered opponent which limits its accessibility. Combos into 2DD and Bufula on charged or anti-air hit.
{{CloseCard}}


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_jA.png|Air-to-Air Poke
Aerial horizontal sword thrust. Long range, high priority poke with many active frames makes this a strong choice for deterring jumping. Will often fail to hit crouching opponents so avoid using this as a jump-in. Mitsuru's combo structure means she is rarely airborne for long, thus this attack is almost never used in combos. Counter hit can lead into {{clr|4|j.D}} at some ranges and heights.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Aerial horizontal sword thrust. Long range, high priority poke with many active frames makes this a strong choice for deterring jumping. Will often fail to hit crouching opponents so avoid using this as a jump-in. Mitsuru's combo structure means she is rarely airborne for long, thus this attack is almost never used in combos. Counter hit can lead into j.D at some ranges and heights.
{{CloseCard}}


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.B,j.[B] just frame,j.[B]|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_jB.png |Air-to-Ground Poke
*Holding {{clr|2|B}} charges the attack.
</gallery>
*Charging increases start-up, but improves its damage and hitstun.
</div>
*Release on frame 12 for the just frame version.
<div class="attack-info">
Diagonally downward sword thrust that is used primarily as a jump-in and for instant overheads. On counter-hit, an instant jump charged {{clr|2|j.B}} leads to a combo. Instant {{clr|2|j.B}} > OMC, {{clr|2|j.[B]}} also leads into a full combo and is one of Mitsuru's staple mix-up strings. Lacks follow-ups on normal hit, so mix-up potential and reward requires a charged counter hit or 50 SP. Can be performed when hop-cancelling attacks to extend pressure where {{clr|2|j.B}} is -3 on block and {{clr|2|j.B}} is +4 on block.
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=j.B|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.B")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=j.B Just-Frame|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.[B] just frame")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=j.[B]|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.[B]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Holding B charges the attack.
* Charging increases start-up, but improves its damage and hitstun.
* Release on frame 12 for the just frame version.
Diagonally downward sword thrust that is used primarily as a jump-in and for instant overheads. On counter-hit, an instant jump charged j.B leads to a combo. Instant j.B > OMC, j.[B] also leads into a full combo and is one of Mitsuru's staple mix-up strings. Lacks follow-ups on normal hit, so mix-up potential and reward requires a charged counter hit or 50 SP. Can be performed when hop-cancelling attacks to extend pressure where j.B is -3 on block and j.[B] is +4 on block.
{{CloseCard}}
 
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4Arena_Mitsuru_AOA.png|Mitsuru's de facto combo ender.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* Ground bounces airborne and prone opponents.
* Holding 4/6 during start-up moves Mitsuru backward/forwards.
Universal overhead that is rarely used for its intended purpose as a mix-up. Instead, it is used to end most of Mitsuru's combos thanks to its high damage, corner carry, and safe-jump oki after the Blowback finisher. Can cross up the opponent if used with dash momentum at point blank range against a crouching opponent while holding forward. As Mitsuru's combo options in midair are very weak, the Blowback finisher is best option, usually cancelled into a B Coup Droit. In the corner, the wall bounce and forced fatal grants her a full meterless combo. Generally a weaker over head option than instant j.[B] so use that over AOA if possible.
{{CloseCard}}
 
===<big>Sweep</big>===
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4Arena_Mitsuru_Sweep.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=2A+B|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=2[A+B]|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2[AB]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Knocks down opponent on hit.
* Hold 2[AB] to feint.
Long-reaching sword slash that moves Mitsuru forward. Hits low, is safe on block, can low profile chest attribute attacks, and is another component of Mitsuru's strike throw game, making it a strong pressure and mix-up tool. The feint cab be used to either reset pressure against passive opponents or throw opponents expecting the normal version. Combos into Coup Droit against grounded opponents, can also go into Bufula and Tentarafoo in juggles.
{{CloseCard}}
<br clear=all/>


==Persona Attacks==
==Persona Attacks==
===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_5C.png|
*Hold down {{clr|3|C}} to add more hits.
</gallery>
*Attacks in 3-hit intervals, minimum of 3 and a maximum of 15 hits.
</div>
*Plummets airborne opponents on hit, final hit ground bounces on hit.
<div class="attack-info">
*Dash cancelable. Frame advantage depends on number of hits:
{| class="wikitable attack-data"
**Forward dash cancel; 3 or 15 hits: -6, 6 or 12 hits: -8, 9 hits: -10.
{{AttackDataHeader-P4U2}}
**Back dash cancel; 3 or 15 hits: -5, 6 or 12 hits: -7, 9 hits: -9.
|-
Flurry of whip strikes by Mitsuru's persona, the number of which can be increased by holding {{clr|3|C}}. Another component of Mitsuru's strike/throw game, since it can be dash cancelled into grab. Note that she is significantly negative when doing this, so do so sparingly and at your own peril. Decent pressure tool as it adds time to charge for A Coup Droit to stay safe on block (which is also a true blockstring). The number of hits that can combo depends on the situation; 6 hits work on a standing opponent, 9 hits for a crouching opponent, and all 15 will connect on any counter or fatal counter hit. Damaging scaling applies only once so adding extra hits improves the combo's damage.
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Hold [C] to add more hits.
* Attacks in 3-hit intervals, minimum of 3 and a maximum of 15 hits.
* Plummets airborne opponents on hit, final hit ground bounces on hit.
* Dash cancelable. Frame advantage depends on number of hits:
** Forward dash cancel; 3 or 15 hits: -6, 6 or 12 hits: -8, 9 hits: -10.
** Back dash cancel; 3 or 15 hits: -5, 6 or 12 hits: -7, 9 hits: -9.
Flurry of whip strikes by Mitsuru's persona, the number of which can be increased by holding C. Another component of Mitsuru's strike/throw game, since it can be dash cancelled into grab. Note that she is significantly negative when doing this, so do so sparingly and at your own peril. Decent pressure tool as it adds time to charge for A Coup Droit to stay safe on block (which is also a true blockstring). The number of hits that can combo depends on the situation; 6 hits work on a standing opponent, 9 hits for a crouching opponent, and all 15 will connect on any counter or fatal counter hit. Damaging scaling applies only once so adding extra hits improves the combo's damage.
{{CloseCard}}


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_2C.png |Marin Karin!
* Projectile tracks the opponent
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* No active hitbox.
* Applies Charm on connect.
* Applies Charm on connect.
* Holding [C] increases the flower's active frames.
* Holding {{clr|3|[C]}} increases the flower's active frames.
* Flower disappears if Mitsuru is hit.
* Flower disappears if Mitsuru is hit.
Mitsuru uses meter very well, so having access to Charm is very good for her. Shadow Mitsuru has several opportunities to fit this move in combos, further increasing Shadow character's innately higher meter gain.
Artemisia releases a slow-moving flower that is unblockable and tracks the opponent, but deals no hitstun on hit. Instead, it applies the Charm status, similar to {{CLabel|P4U2R|Elizabeth}}'s {{clr|D|2D}} poison. Mitsuru uses meter very well for everything (SB Coup / SB Bufula), so landing {{clr|C|2C}}s in a match when possible is very beneficial, however it's not necessary for her to function and so it shouldn't take priority over focusing on the match at hand.  
{{CloseCard}}


===<big>{{clr|4|5D}}</big>===
To successfully land {{clr|C|2C}}s, it's ideal to use this in a combo after a FC {{clr|2|5[B]}} to have it connect during the rest of your combo, or after AoA~D > IABD ender in the corner to get the projectile out safely before resuming offense. Charming opponents is especially important for Shadow Mitsuru, since the meter can convert into massive damage with shadow frenzy.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4Arena_Mitsuru_5D.png |Has a dead zone right in front of Mitsuru
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D~D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* 5D applies Freeze.
* 5DD unfreezes and pulls opponents towards Mitsuru.
* Whiffs against crouching opponents.
* Significantly plus on block.
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.
{{CloseCard}}


===<big>{{clr|4|2D}}</big>===
===<big>{{clr|4|5D}}, {{clr|4|2D}}, {{clr|4|j.D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5D,5DD,2D,2DD,j.D,j.DD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_2D.png |Get over here!
;All Versions
</gallery>
* Initial attack freezes the opponent, follow-up attack unfreezes the opponent and pulls them towards Mitsuru.
</div>
Mitsuru's {{clr|4|D}} normals are long-ranged projectile whip attacks that pull the opponent in on connect. They are typically used to zone and counter-zone the opponent for decent reward on hit, or bring them to Mitsuru with enough plus frames to allow her to start or continue an offense on block.
<div class="attack-info">
----
{| class="wikitable attack-data"
;{{clr|4|5D}} and {{clr|4|5DD}}
{{AttackDataHeader-P4U2|version=yes}}
*Whiffs against crouching opponents.
|-
*Significantly plus on block.
{{#cargo_query:tables=MoveData_P4U2
Whip is not quite full screen but close, and has a large blind spot in front of Mitsuru. Should be used sparingly, but it's a good idea to stay a bit forward from full screen so that the opponent can always be threatened by it. {{clr|4|5DD}} can be followed up with {{clr|4|2DD}} midscreen for a combo.
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
----
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D~D")
;{{clr|4|2D}} and {{clr|4|2DD}}
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
*{{clr|4|2DD}} whiffs in the corner, use {{clr|2|5[B]}} instead.
|delimiter=\n{{!}}-\n
One of Mitsuru's essential neutral tools, {{clr|4|2D}} allows Mitsuru to anti-air from a range most characters could only dream of. In most cases it should not be used reactively, due to its 25 frame startup. It's best use is for proactively stopping aerial approaches. Watch your opponents patterns, and predict when they'll jump. With good gamesense, this move can shut down jump heavy matchups like Marie and Adachi. It's also useful against opponents with strong air setups, like Junpei's {{clr|4|j.D}}.
 
{{clr|4|2D}} is also utilized in combos after {{clr|4|5D}} or a charged {{clr|2|2B}}, since it allows Mitsuru to bring opponents back to her after being launched. {{clr|4|2D}} is typically followed up by {{clr|2|5[B]}}, due to its large amounts of hitstun.
----
;{{clr|4|j.D}} and {{clr|4|j.DD}}
*{{clr|4|j.DD}} will fail to come out if {{clr|4|j.D}} is used too close to the ground, as Mitsuru will have already landed.
Similar to grounded {{clr|4|2D}}, but angled downwards. Useful as long range okizeme. If blocked, {{clr|4|j.DD}} will pull the opponent perfectly into {{clr|1|5A}} range, and with some frame advantage. This allows Mitsuru to go into her blockstrings and keep the pressure going. Another use is for dealing with anti-airs. This is done by jumping forward towards your opponent, to make it look like you're going to attack them with {{clr|2|j.B}} or {{clr|1|j.A}}, then air backdash > {{clr|4|j.D}}. Don't overuse this tactic, as opponents will quickly catch on. 
}}
}}
|}
==== ====
* 2D applies Freeze.
* 2DD unfreezes and pulls opponents towards Mitsuru.
* 2DD whiffs in the corner, use 5[B] instead.
One of Mitsuru's essential neutral tools, 2D allows Mitsuru to anti-air from a range most characters could only dream of. In most cases it should not be used reactively, due to its 25 frame startup. It's best use is for proactively stopping aerial approaches. Watch your opponents patterns, and predict when they'll jump. With good gamesense, this move can shut down jump heavy matchups like Marie and Adachi. It's also useful against opponents with strong air setups, like Junpei's j.D.


2D is also utilized in combos after 5D or a charged 2B, since it allows mitsuru to bring opponents back to her after being launched. 2D is typically followed up by 5[B], due to its large amounts of hitstun.
===<big>{{clr|3|j.C}}</big>===
{{CloseCard}}
{{P4U2R Move Card
|input=j.C
|description=
*Hits all around Mitsuru.
*Completely untechable on counterhit.
Can be used to bait throw attempts and standing attacks. Does not see much use, not even in combos.
}}


===<big>{{clr|3|j.C}}</big>===
==Universal Mechanics==
<div class="attack-container">
===<big>[[P4U2R/Mechanics#All_Out_Attack|All Out Attack]]</big>===
<div class="attack-gallery">
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
<gallery widths="210px" heights="210px" mode="nolines">
{{P4U2R Move Card
P4Arena_Mitsuru_jC.png|
|input=5AB
</gallery>
|description=
</div>
*Ground bounces airborne and prone opponents.
<div class="attack-info">
*Holding 4/6 during start-up moves Mitsuru backward/forwards.
{| class="wikitable attack-data"
Universal overhead that is rarely used for its intended purpose as a mix-up. Instead, it is used to end most of Mitsuru's combos thanks to its high damage, corner carry, and safe-jump oki after the Blowback finisher. Can cross up the opponent if used with dash momentum at point blank range against a crouching opponent while holding forward. As Mitsuru's combo options in midair are very weak, the Blowback finisher is best option, usually cancelled into a B Coup Droit. In the corner, the wall bounce and forced fatal grants her a full meterless combo. Generally a weaker over head option than instant {{clr|2|j.B}} so use that over AOA if possible.
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Hits all around Mitsuru.
* Completely untechable on counterhit.
Can be used to bait throw attempts and standing attacks. Its massive hitbox also lends it some use as a crossup, although this is risky due to how it changes Mitsuru's momentum.
{{CloseCard}}


===<big>{{clr|4|j.D}}</big>===
===<big>Sweep</big>===
<div class="attack-container">
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
<div class="attack-gallery">
{{P4U2R Move Card
<gallery widths="210px" heights="210px" mode="nolines">
|input=2AB,2[AB]|versioned=yes
P4Arena_Mitsuru_jD.png|
|description=
</gallery>
*Knocks down opponent on hit.
</div>
*Hold down {{clr|1|A}}{{clr|2|B}} to feint
<div class="attack-info">
Long-reaching sword slash that moves Mitsuru forward. Hits low, is safe on block, can low profile chest attribute attacks, and is another component of Mitsuru's strike throw game, making it a strong pressure and mix-up tool. The feint can be used to either reset pressure against passive opponents or throw opponents expecting the normal version. Combos into Coup Droit against grounded opponents, can also go into Bufula and Tentarafoo in juggles.
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D~D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* j.D applies Freeze.
* j.DD unfreezes and pulls opponents towards Mitsuru.
* j.DD will fail to come out if j.D is used too close to the ground, as Mitsuru will have already landed.
Similar to grounded 2D, but angled downwards. Useful as long range okizeme. If blocked, j.DD will pull the opponent perfectly into 5A range, and with some frame advantage. This allows Mitsuru to go into her blockstrings and keep the pressure going. Another use is for dealing with anti-airs. This is done by jumping forward towards your opponent, to make it look like you're going to attack them with j.B or j.A, then air backdash > j.D. Don't overuse this tactic, as opponents will quickly catch on. 
{{CloseCard}}
<br clear=all/>


==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_GroundThrow.png|
*Knocks down on counterhit, opponent can air tech on regular hit.
</gallery>
*Combos into {{clr|1|5A}} in the corner.
</div>
Core to Mitsuru's pressure game when she doesn't have meter for {{clr|2|j.B}} IOH attempts. Her big normals make scaring opponents into blocking relatively easy, and her big damage on counterhits greatly rewards her for proper conditioning. {{clr|1|5B}} being throw invulnerable makes her throw game something to be feared.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Knocks down on counterhit, opponent can air tech on regular hit.
* Combos into 5A in the corner.
Core to Mitsuru's pressure game when she doesn't have meter for j.B IOH attempts. Her big normals make scaring opponents into blocking relatively easy, and her big damage on counterhits greatly rewards her for proper conditioning. 5B being throw invulnerable makes her throw game something to be feared.
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_AirThrow.png|
*Throws opponents behind Mitsuru.
</gallery>
*Combos into {{clr|4|2D}} on CH.
</div>
Due to Mitsuru already having strong anti-air options with {{clr|4|2D}}, {{clr|2|2B}}, and {{clr|1|j.A}}, Mitsuru's air grab doesn't see too much use. However, if landed on CH, it gives a bit more damage than landing a {{clr|4|2D}} and far more damage than landing a {{clr|1|j.A}}. It also looks extremely cool to do, so go ahead, style on your opponent.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Throws opponents behind Mitsuru.
* Combos into 2D on CH.
{{CloseCard}}
<br clear=all/>


===<big>Getsu-ei</big>===
===<big>Getsu-ei</big>===
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}} air OK'''</span>
{{InputBadge|{{clr|2|B}}+{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=BD,j.BD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_BD.png|
*Super cancelable on landing.
</gallery>
*Recovers crouching and in CH state.
</div>
*Combos into {{clr|3|236236C}} on counterhit.
<div class="attack-info">
Mitsuru's DP. It's massive and hits on both sides, but doesn't knock down (even on counterhit). Only combos into {{clr|3|C}} Bufudyne on ''counterhit'', otherwise the opponent will be able to tech out and punish the Bufudyne.
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="B+D" or input="j.B+D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Super cancelable on landing.
* Recovers crouching and in CH state.
* Combos into 236236C on counterhit.
Mitsuru's DP. It's massive and hits on both sides, but doesn't knock down (even on counterhit). Only combos into C Bufudyne on ''counterhit'', otherwise the opponent will be able to tech out and punish the Bufudyne.
{{CloseCard}}


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span>
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=6AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_5AAA.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Invincible move that can be done out of blockstun for 50 meter.
*Invincible move that can be done out of blockstun for 50 meter.
*Does no damage, but knocks down on counter-hit.
*Does no damage, but knocks down on counter-hit.
*Unsafe on block
*Unsafe on block
*Similar animation to Shadow Mitsuru's 5AA.
*Similar animation to Shadow Mitsuru's {{clr|1|5AA}}.
{{CloseCard}}
A sometimes used defensive option. Has the same inputs as SB coup, so you'll see accidental guard cancel attacks a lot. It happens to the best of us.
<br clear=all/>
}}


==[[P4U2.5/Offense#Skills|Skill Attacks]]==
==[[P4U2R/Mechanics#Skills|Skill Attacks]]==
===<big>Coup Droit</big>===
===<big>Coup Droit</big> (/ku dʁwa/)===
<span class="input-badge">'''{{clr|1|[4]6A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|[4]6A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=[4]6A,[4]6B,[4]6[B],[4]6AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_CoupDroit.png |B and SB versions can control how far she move by holding {{Ni|4}} and {{Ni|6}}
{{Note|This special move is pronounced "coo du-wah". Say it with me, "coooooo... duuuu-waaaah....", not "coop droight"; we aren't letting chickens out of their coop with this move. "Coo du-wah".|reminder}}
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[4]6A" or input="[4]6A through Bufula" or input="[4]6AB" or input="[4]6B" or input="[4]6[B]" or input="[4]6B through Bufula" or input="[4]6AB through Bufula")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
;All Versions
;All Versions
* Passing through Bufula (Mirror) during start-up grants special properties:
* Often referred to as just "Coup" or "Droit"
** Travels farther.
** Deals more damage.
** Safer on block.
** Applies Freeze on hit.
** Loses collision box (can pass through opponent).
* Values in brackets [ ] are when Mitsuru passes through Bufula during start-up.
* Values in brackets [ ] are when Mitsuru passes through Bufula during start-up.
Mitsuru's famous sword stab. All three versions cover a good amount of space in neutral and are used often in Mitsuru's combos.
'''Coup Droit''' is Mitsuru's famous sword stab, with all versions covering a good amount of space very quickly in neutral. Think of it as an advancing {{clr|1|5A}}, that can be spaced to be safe or even start pressure on block. They are also Mitsuru's main combo enders, and with a little bit of meter, can be made into an extender.
 
If Mitsuru passes through a Bufula (Ice Mirror) during start-up, this attack gains special properties:
* Travels farther.
* Deals more damage.
* Safer on block.
* Applies Freeze on hit.
* Loses collision box (can pass through opponent).
----
----
;[4]6A
;{{clr|1|[4]6A}}
* Leaves standing on ground connect.
*Leaves standing on ground connect.
* Opponent flies backwards on air connect.
*Opponent flies backwards on air connect.
* Links into 5A on CH.
*Links into {{clr|1|5A}} on CH.
A Droit has fast recovery and can be used as a means of approach. This should not be relied on as Droit is very linear. Ending combos on grounded opponents with A Droit will be just plus enough for 5A to beat mashing.
{{clr|1|A}} Droit has fast recovery and can be used as a means of approach. This should not be relied on as {{clr|1|A}} Droit is very linear. Ending combos on grounded opponents with a well spaced {{clr|1|A}} Droit will be just plus enough for {{clr|1|5A}} to beat mashing.
----
----
;[4]6B
;{{clr|2|[4]6B}}
* Ground slides on hit.
*Ground slides on hit.
* Holding [B] increases damage but decreases frame advantage.
*Holding {{clr|2|B}} increases damage but decreases frame advantage.
* Can steer Mitsuru slightly with 4/6.
*Can steer Mitsuru slightly with 4/6.
* Fatal Recovery.
*Fatal Recovery.
Mitsuru's go-to combo ender. Gives her a safejump anywhere and a good chunk of damage.
Mitsuru's go-to combo ender. Gives her a safejump anywhere and a good chunk of damage. Use 4/6 in order to change how far the droit goes. Optimally, Mitsuru should hit her opponent at the end of her charge, which gives greater frame advantage. Good use of 4/6 can give plus frames on block, bad use can result in being minus.  
----
----
;[4]6AB
;{{clr|1|[4]6A}}+{{clr|2|B}}
* Leaves standing on ground connect.
*Leaves standing on ground connect.
* Opponent ground slides on air connect.
*Opponent ground slides on air connect.
A better A Coup Droit with more damage, faster startup and a larger distance covered. Useful as a combo extender in the corner, as air hit SB Droit links into 2B.
Mitsuru's fastest attack, coming out in only 5 frames. Worth the meter to throw this out occasionally, it will catch the opponent off guard if used well. Essential move in some matchups like yukari or yukiko. Can be used to mash out of blockstrings as an option select, since it shares the same inputs as a guard cancel attack. If still in blockstun, Mitsuru will guard cancel attack. If there's a gap, Mitsuru will attack with SB droit. Useful as a combo extender in the corner, as air hit SB Droit links into {{clr|2|2B}}. Also needed for crouch confirms in the corner.  
{{CloseCard}}
}}


===<big>Bufula</big>===
===<big>Bufula</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|[2]8C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|[2]8C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=[2]8C,[2]8D,[2]8CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Mitsuru_Bufula.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[2]8C" or input="[2]8D" or input="[2]8CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
;All Versions
;All Versions
* Applies Freeze on hit.
*Applies Freeze on hit.
* Fatal Recovery.
Bufula is rarely seen in a match outside of combos. Using Bufula in neutral is one of the most unexplored aspects of this character.
----
----
;[2]8C
;{{clr|3|[2]8C}}
* Mirror spawns above Mitsuru.
*Mirror spawns above Mitsuru.
Combos from 2B in the corner and can stop airborne approaches.
Combos from {{clr|2|2B}} in the corner and can stop airborne approaches.
----
----
;[2]8D
;{{clr|4|[2]8D}}
* Mirror spawns in front of Mitsuru.
*Mirror spawns in front of Mitsuru.
* Can enhance Coup Droit.
*Can enhance Coup Droit.
Useful in giving yourself a small breather or to force the opponent to move in aerially.
Useful in giving yourself a small breather or to force the opponent to move in aerially. Can also be used as a shield to destroy projectiles in certain situations.
----
----
;[2]8CD
;{{clr|3|[2]8C}}+{{clr|4|D}}
* Mirror spawns in front of Mitsuru.
*Mirror spawns in front of Mitsuru.
* Can enhance Coup Droit.
*Can enhance Coup Droit.
* Hits 5 times.
*Hits 5 times.
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. It's commonly done after AoA~D for okizeme as it can cover two whole high/low mixups between IOH j.B and 2A.
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. It's commonly done after AoA~D for okizeme as it can cover two whole high/low mixups between IOH {{clr|2|j.B}} and {{clr|1|2A}}.
{{CloseCard}}
}}


===<big>Tentarafoo</big>===
===<big>Tentarafoo</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|[4]6C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|[4]6C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=[4]6C,[4]6D,[4]6CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Mitsuru_Tentarafoo.png|
*Fast moving, ground hugging projectile
</gallery>
**Safe on block if spaced.
</div>
*Applies Freeze on the first hit and Panic on the second.
<div class="attack-info">
*Hits low.
{| class="wikitable attack-data"
*{{clr|3|C}} version has lower recovery while {{clr|4|D}} version travels faster.
{{AttackDataHeader-P4U2|version=yes}}
*SB version is the fastest and has the least recovery.
|-
*{{clr|3|C}} version goes about 3/4 screen, {{clr|4|D}} almost full screen, and SB goes full screen.
{{#cargo_query:tables=MoveData_P4U2
Not a move often used outside of combos. Tentarafoo is Mitsuru's execution check, as cancelling the first hit into Mabufudyne is incredibly spacing specific and comes with a very small 3 frame cancel window. The window changes with every combo you do. Once mastered, Mitsuru's damage goes through the roof, even allowing for TODs with a {{clr|2|5[B]}} fatal. Learning this 3 frame link is essential for unlocking the power of Shadow Mitsuru, and is part of why Shadow Mitsuru is much harder to play than Mitsuru.
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="[4]6C" or input="[4]6D" or input="[4]6CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Fast, full screen, ground-hugging projectile.
** Safe on block if spaced.
* Applies Freeze on the first hit and Panic on the second.
* Hits low.
* C version has lower recovery while D version travels faster.
* SB version is the fastest and has the least recovery.
Not a move often used outside of combos. Tentarafoo is Shadow Mitsuru's execution check, as cancelling the first hit into Mabufudyne is incredibly spacing specific and comes with a very small 3 frame cancel window. The window changes with every combo you do. Once mastered, Shadow Mitsuru's damage goes through the roof.
{{CloseCard}}
<br clear=all/>


==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]==
===<big>Myriad Arrows</big>===
===<big>Myriad Arrows</big>===
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|236236A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236A,236236B,236236AB,236236A/B Kick,236236AB Kick|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_MyriadArrows1.png |Hold {{Ni|6}} to move forward while slashing
P4Arena_Mitsuru_MyriadArrows2.png |The ground will shake each time you pass a charge threshold
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|-
{{AttackVersion|name=Normal Kick|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236A/B Kick")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=SB Kick|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236AB Kick")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Reversal and midscreen combo ender. Can be One More Cancelled for safety on block.
*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.
*The first flurry of attacks crumples grounded opponents. Hold down the {{clr|1|A}} or {{clr|1|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.
*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.
*{{clr|1|A}} version is fastest, but does the least damage. {{clr|2|B}} version is does more damage and has more invincibility, but is slower. SB version does the most damage.
{{CloseCard}}
Myriad Arrows is a strong reversal tool, with the {{clr|1|A}} and SB versions only having 6 frames of startup. Where Myriad Arrows really shines is during combos with Mabufudyne, where the kick can be fully charged for huge damage. As regular Mitsuru, always use {{clr|2|B}} version during Mabufudyne combos. As Shadow Mitsuru, you'll need to change between {{clr|2|B}} and SB versions depending on how much Shadow Frenzy you have left.
}}


===<big>Bufudyne</big>===
===<big>Bufudyne</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236236C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236C,236236D,236236CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_Bufudyne.png |Need more damage? Add a Bufudyne
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236C" or input="236236D" or input="236236CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*High-damage anti-air and corner combo ender
*High-damage anti-air and corner combo ender
*Air unblockable with a very large hitbox.
*Air unblockable with a very large hitbox.
*C version is faster, D version does more damage.
*{{clr|3|C}} version is faster, {{clr|4|D}} version does more damage.
*SB version has a much larger hitbox and even more damage, but is even slower.
*SB version has a much larger hitbox and even more damage, but is even slower.
{{CloseCard}}
Bufudyne is a common meter dump at the end of a combo, and can also work as reversal. It's air unblockable, making it a spectacularly flashy anti-air if you're able to call out your opponent with it. The SB version comes with a massive hitbox, but is incredibly slow. Just don't use the SB version, randoms on ranked deserve better. Save it for 2 AM friendlies.
<br clear=all/>
}}


==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
===<big>Mabufudyne</big>===
===<big>Mabufudyne</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}, then {{clr|3|C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}, then {{clr|3|C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214214C/D,214214CD,214214C/D > C/D|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_Mabufudyne.png |Summon...
P4Arena_Mitsuru_Mabufudyne2.png |...and shoot!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{AttackVersion|name=C/D Summon|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214C/D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=SB Summon|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=~C/D|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214C/D > C/D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Artemisia creates 8 large shards of ice. Mitsuru can move and attack freely during the super, but loses access to other Persona related attacks.
*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.
*Pressing {{clr|3|C}} will shoot two shards straight forward, pressing {{clr|4|D}} will shoot all remaining shards with tracking.
*Can lead to high damage when used in combos that involve Myriad Arrows.
*Can lead to high damage when used in combos that involve Myriad Arrows.
*{{clr|3|C}} and {{clr|4|D}} versions of this move are the same. SB is worthless and provides no extra value, do not waste the 25 meter.
Infamous for its use in Shadow Mitsuru combos, Mabufudyne allows Mitsuru to keep opponents frozen for extended periods of time. Combos with it are typically done by canceling the first hit of Tentarafoo into Mabufudyne, a difficult 3 frame link, that serves as the execution barrier for high-level Mitsuru and Shadow Mitsuru play. '''[https://youtu.be/e5qyG4fRVTs Tenta link example]'''
Infamous for its use in Shadow Mitsuru combos, Mabufudyne allows Mitsuru to keep opponents frozen for extended periods of time. Combos with it are typically done by canceling the first hit of Tentarafoo into Mabufudyne, a difficult 3 frame link, that serves as the execution barrier for high-level Mitsuru and Shadow Mitsuru play. '''[https://youtu.be/e5qyG4fRVTs Tenta link example]'''
{{CloseCard}}
}}
<br clear=all/>


==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]==
===<big>Niflheim</big>===
===<big>Niflheim</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=222CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4Arena_Mitsuru_Niflheim.png|
P4Arena_Mitsuru_Niflheim2.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="222CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*An instant kill that homes in on the opponent's location.
*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.
*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)
*Mostly used for it's high invincibility (ie: Punishing Akihiko Maziodyne on reaction to its superflash) and punishing attacks that have long recovery, but otherwise difficult to punish. (Yosuke kunai)
{{CloseCard}}
A pretty good IK, about as good as you can expect for a move that's not really intended to be useful.
<br clear=all/>
}}


==External References==
==Colors==
*[https://samthegawd.gitbook.io/ Mitsuru Gameplay Document by SamTheGawd]
{{P4U2RColors
*Japanese Name: 桐条 美鶴 (きりじょう みつる)
|Size=180
*[http://www.dustloop.com/ Japanese Wiki]
|Character=Mitsuru Kirijo
*[http://www.dustloop.com/ Japanese BBS]
|reference9=[https://megamitensei.fandom.com/wiki/Maya_Amano ''Maya Amano (P2)'']
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]
|P_reference9=[https://megamitensei.fandom.com/wiki/Artemis ''Artemis (P2)'']
*[http://www.dustloop.com/ Character Video Thread]
|reference10={{Character Label|BBCF|Litchi Faye Ling|size=42px}}
 
|reference11={{Character Label|GGACR|Axl Low|size=42px}}
<br clear="both"/>
|P_reference11={{Character Label|GGACR|Axl Low|size=42px}}
|reference15={{Character Label|P4U2R|Margaret|size=42px}}
|P_reference15={{Character Label|P4U2R|Margaret|size=42px}}
|reference22=Persona Swap
|P_reference22=User Swap
|reference23=''Velvet Room Attendant''
|P_reference23=''Velvet Room Attendant''
|reference27=''Dengeki''
|P_reference27=''Dengeki''
|reference28={{Character Label|P4U2R|Yukari Takeba|size=42px}}
|P_reference28={{Character Label|P4U2R|Yukari Takeba|size=42px}}
}}


==Navigation==
==Navigation==
<center>{{Character Label|P4U2.5|Mitsuru Kirijo|36px|P4AU_Mitsuru_portrait.png}}</center>
<center>{{Character Label|P4U2R|Mitsuru Kirijo|size=36px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{P4U2R/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{#lst:P4U2R/Navigation}}
{{#lst:P4U2.5/Navigation}}

Latest revision as of 00:59, 21 December 2023

There are some other helpful resources covering the character:

Combo guide with videos for every combo: https://www.mitsurumains.com

General strategy guide: https://samthegawd.gitbook.io/

Overview

Overview

Mitsuru Kirijo, or more simply known as Mitsuru, is a midrange monster able to completely dominate the neutral game with her huge buttons. She's able to hit characters from almost anywhere on the screen, and convert into a combo. These combos deal alright damage on their own-but by using her shadow form Mitsuru's damage can be taken to the next level. Due to her amazing neutral and strong strike/throw game, Mitsuru is considered a top tier, and Shadow Mitsuru is in contention for the best character in the game.

Mitsuru's neutral game consists of using her excessive amount of long ranged options, such as: 5A, 5B, 2B, j.A, j.B, 5D, 2D, j.D, and lastly, Coup Droit. That might seem like a lot of neutral tools-and that's because it is, and all of them are viable in different situations. Her 5A in particular is a notorious move, with huge range, only 8f of start up, and cancellable into almost all of her moves. Your opponents will fear it the moment they realize they matched against you.

Once an opponent begins blocking, they're faced with Mitsuru's strong strike/throw game. Many of her normals are dash cancellable, sometimes even being plus on dash cancel. Mitsuru's gameplan is to condition your opponent to either throw tech or jump away, and then punish their adaptation accordingly. Mitsuru can also combo off of her grab in the corner, or alternatively bait a throw tech for massive damage.

Once in awakening, Mitsuru becomes a terrifying comeback demon. Her awakening super, Mabufudyne, enables Mitsuru to do a huge damage combo in conjunction with Myriad Arrows. With a strong throw bait or other callout using her 5[B], she can even TOD most of the cast in awakening. Shadow Mitsuru has access to Mabufudyne at all times, and also has Shadow Frenzy to further increase her damage with Mabufudyne. For more on Shadows and their Shadow Frenzy, read up here.
P4U2R Mitsuru Kirijo Nameplate.png
P4U2R Mitsuru Kirijo Portrait.png
Health
9,500
Backdash
23F (1~6F Inv All)
Persona Cards
4
Combo Rate
60%
Fastest Attack
[4]6A+B (5F, 25SP)
5A (8F)
Reversal Type
Attack (10F)
Fatal Starters
5B
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
[4]6B

 Mitsuru Kirijo is a charge character that excels in neutral with her big buttons and damage without sacrificing mixup potential as long as she has meter.

Pros
Cons
  • Punish Game: Mitsuru gets high damage off her counterhit confirms and excels at punishing opponents for making mistakes. She also excels at forcing to opponent to make these mistakes.
  • Neutral: Mitsuru's pokes such as 5A and j.A are incredibly large and also quite fast, allowing her to pressure opponents easily while staying out of their range.
  • Strike/Throw: Mitsuru can play a strike/throw game very well. She can set up for throws mid-offense with her feintable sweep and her Coup Droit at the end of some strings. In the corner, her throw gives her a combo which makes throws extra rewarding, and she also has various uniquely rewarding options for punishing throw tech attempts such as 5B, j.B, and j.C.
  • Status Infliction: Marin Karin inflicts the charm status, allowing Mitsuru to gain meter faster than most of the cast. (This is very powerful for her Shadow variant)
  • Committal Defense: While her DP and reversal supers are great, her buttons are quite slow. This makes mashing on defense much harder for Mitsuru as her 5A is 2 frames slower than average.
  • Whiff Recovery: While having some of the longest range in the game, Mitsuru's normals have extremely high recovery on whiff.

Unique Mechanics

Charge

To use Mitsuru's special moves you are required to charge for 40 frames in one direction and release it in the opposite direction while pressing a button. When learning Mitsuru it is important to utilize her charged normals such as 5[B] and 2[B] to build up charge during the startup of other moves.

Executing charge moves is an extremely important part of learning Mitsuru, but her long startup times and charge normals make her significantly more intuitive than other charge characters.

Starter Guide

Starter Guide

Normal Attacks

5A

Normal
Shadow
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 300 All 8 3 19 -9 Chest
5AA Normal 500 All 10 3 18 -4 Body
5AAA Normal 300, 150×4 All 10 4,3,3,3,3 21 -7 Body
5A
  • Backdash cancelable, -8 on block.

Fast poke with long range, the cornerstone of Mitsuru's ground game. Thanks to its incredible safety at max range, this attack alone allows her to dominate characters who lack similar range tools or high mobility. As the entire length of the blade lacks a hurtbox, it can be difficult for opponents to use reversals against it. In exchange, it's one of the slowest 5A's in the game with noticeable recovery. Consequently Mitsuru's abare is quite poor, allowing opponents to get away with larger gaps in their pressure. 5A is also susceptible to low profile attacks, so using it predictably can be punished severely. Low reward on normal hit when done outside 5AA's range. Combos into sweep and all versions of Coup Droit on counter hit. Spaced fatal counter combos into 5DD for a full meterless combo.


5AA
  • Plummets airborne opponents on hit.

Forward moving slash that is safe on block, used primarily as blockstring and combo filler. Whiffs if 5A connected at max or near max range. Combos into charged 2B at close range in the corner or into charged 2B on counter hit anywhere.


5AAA
  • Hits 5 times.
  • Auto-combos into A Coup Droit ([4]6A).

Flurry of advancing thrusts that provides plenty of time for charging specials. Safe on block when properly spaced, making a decent tool for pushing the opponent closer to the corner. The auto-combo into A Coup Droit is both safe on block and a natural frame trap. It also doesn't require charging, so it can be followed up with another Coup Droit or Tentarafoo. Combos into B Coup Droit at close range, sweep against crouching opponents, and 5DD on counter hit.

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 300 All 8 3 19 -9 Chest
5AA Shadow 300 All 5 4 20 -7 Body
5AAA Shadow 300 All 4 5 26 -14 Body
5AAAA Shadow 300 All 5 4 20 -7 Body
5AAAAA Shadow 600 All 4 5 26 -14 Body
5A
  • Backdash cancelable, -8 on block.

Fast poke with long range, the cornerstone of Mitsuru's ground game. Thanks to its incredible safety at max range, this attack alone allows her to dominate characters who lack similar range tools or high mobility. As the entire length of the blade lacks a hurtbox, it can be difficult for opponents to use reversals against it. In exchange, it's one of the slowest 5A's in the game with noticeable recovery. Consequently Mitsuru's abare is quite poor, allowing opponents to get away with larger gaps in their pressure. 5A is also susceptible to low profile attacks, so using it predictably can be punished severely. Low reward on normal hit when done outside 5AA's range. Combos into sweep and all versions of Coup Droit on counter hit. Spaced fatal counter combos into 5DD for a full meterless combo.


5AA/5AAAA
  • Second use cannot cancel into B normals.

Second and fourth hit of Mitsuru's auto-combo. Unlike Normal 5AA, Shadow 5AA pulls Mitsuru close enough to land a charged 2B mid-screen, greatly increasing her meterless damage off of close range 5A hits. Unsafe on block with low push-back, avoid using this in blockstrings.


5AAA/5AAAAA
  • Second use cannot cancel into B normals.
  • Second use auto-combos into A Coup Droit ([4]6A).

Third and fifth hit of Mitsuru's auto-combo. Has very similar properties to the previous attack in the autocombo, with a better hitbox for combos but even more unsafe on block or whiff. Generally only used if the goal is to complete the auto-combo for its bonus SP and Burst gauge. Full auto-combo will drop against airborne opponents and can potentially drop at max 5AA range, making this difficult to accomplish.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 (250 for followups) Low 9 3 15 -7 Foot
  • Cancels into itself 2 times.

Crouching sword poke that is Mitsuru's fastest low. Reward on hit is very poor without meter or a counter hit, even more so if 2A connects outside of close range. Three consecutive 2A's will give Mitsuru enough time to charge an A Droit, her best ender without resources. However, what it lacks in speed it makes up for in utility and is complemented quite well by her instant overhead j.B.

5B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5B 700 All 17~26 3 23 -7 Body 4~(16~25) Foot
5[B] 910 All 29 3 28 -5 Body 4~28 Foot
  • Mitsuru can be steered in the air by holding [4] or [6] during startup.
  • Hold B to delay the startup but improve damage and hitstun, and also cause crumple on Counter Hit.
  • Dash cancelable on connect; 5B dash cancel is -3 on block, 5[B] dash cancel is +4 on block.
  • Forces Fatal Counter on Counter Hit.

Chargeable hop attack that has invincibility against lows and grounded throws, and forms the cornerstone of Mitsuru's strike/throw game.

It's a strong tool for strike/throw due to the fact that it can be more uniquely cancelled in two ways: before the attack comes out, and by dash cancelling after the move hits. Canceling before the attack comes out can only be done with charged 5[B], and looks like the video below. 5B can also be dash cancelled for tricky mixups. Most commonly dash cancelled into grab, but can also be dash canceled into itself or an instant j.B in order to bait a throw tech. The charged version can be made plus on block by dash canceling which further improves its use in pressure.

A video example of Mitsuru cancelling the startup of her 5B into a throw as a mix-up.
Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
5B 200 100 100 5
5[B] 200 100 100 5

5B:

  • Dash Cancel is -3 on block
  • Hold for more than 20F to get max charge
  • Fatal Counter


5[B]:

  • Dash Cancel is +4 on block
  • Foot invincibility ends right before the first active frame, meaning it loses foot inv. when the attack becomes active
  • Fatal Counter
  • After 20f can cancel this move into All Out Attack, Furious Action, and most other skills.
  • Opponent does not experience 0F additional hitstop instead of 7F on counter hit

2B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2B 500 Air Unblockable 11~15 3 31 -17 Body 7~(13~17) Head
2[B] just frame 1000 Air Unblockable 16 3 31 -17 Body 8~18 Head
2[B] 650 Air Unblockable 17 3 31 -17 Body 8-19 head
  • Holding B charges the attack.
  • Charging increases start-up, but improves its damage and hitstun while launching the opponent.
  • Release on frame 12 for the just frame version.
  • Launches on counter hit.

Diagonal sword thrust that acts as Mitsuru's dedicated anti-air. Charging this attack turns it into a launcher, making it a vital piece of her combos against grounded opponents. However, doing so usually requires a close range 5B or 5AA against a cornered opponent which limits its accessibility. Combos into 2DD and Bufula on charged or anti-air hit.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 7 12 16 Head

j.B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.B 400 High 11~15 6 25 Head
j.[B] just frame 800 High 16 6 25 Head
j.[B] 520 High 17 6 25 Head
  • Holding B charges the attack.
  • Charging increases start-up, but improves its damage and hitstun.
  • Release on frame 12 for the just frame version.

Diagonally downward sword thrust that is used primarily as a jump-in and for instant overheads. On counter-hit, an instant jump charged j.B leads to a combo. Instant j.B > OMC, j.[B] also leads into a full combo and is one of Mitsuru's staple mix-up strings. Lacks follow-ups on normal hit, so mix-up potential and reward requires a charged counter hit or 50 SP. Can be performed when hop-cancelling attacks to extend pressure where j.B is -3 on block and j.B is +4 on block.

Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300, 60×14 All 17 2(4)2(4)3[(6)2(4)2(4)3]×4 37 -25 Body
  • Hold down C to add more hits.
  • Attacks in 3-hit intervals, minimum of 3 and a maximum of 15 hits.
  • Plummets airborne opponents on hit, final hit ground bounces on hit.
  • Dash cancelable. Frame advantage depends on number of hits:
    • Forward dash cancel; 3 or 15 hits: -6, 6 or 12 hits: -8, 9 hits: -10.
    • Back dash cancel; 3 or 15 hits: -5, 6 or 12 hits: -7, 9 hits: -9.

Flurry of whip strikes by Mitsuru's persona, the number of which can be increased by holding C. Another component of Mitsuru's strike/throw game, since it can be dash cancelled into grab. Note that she is significantly negative when doing this, so do so sparingly and at your own peril. Decent pressure tool as it adds time to charge for A Coup Droit to stay safe on block (which is also a true blockstring). The number of hits that can combo depends on the situation; 6 hits work on a standing opponent, 9 hits for a crouching opponent, and all 15 will connect on any counter or fatal counter hit. Damaging scaling applies only once so adding extra hits improves the combo's damage.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Unblockable 47 [62] 200 [360] Total 31 [Total 46] Projectile
  • Projectile tracks the opponent
  • Applies Charm on connect.
  • Holding [C] increases the flower's active frames.
  • Flower disappears if Mitsuru is hit.

Artemisia releases a slow-moving flower that is unblockable and tracks the opponent, but deals no hitstun on hit. Instead, it applies the Charm status, similar to  Elizabeth's 2D poison. Mitsuru uses meter very well for everything (SB Coup / SB Bufula), so landing 2Cs in a match when possible is very beneficial, however it's not necessary for her to function and so it shouldn't take priority over focusing on the match at hand.

To successfully land 2Cs, it's ideal to use this in a combo after a FC 5[B] to have it connect during the rest of your combo, or after AoA~D > IABD ender in the corner to get the projectile out safely before resuming offense. Charming opponents is especially important for Shadow Mitsuru, since the meter can convert into massive damage with shadow frenzy.

5D, 2D, j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D 600 All 27 8 Total 46 +4 Projectile+Body
5DD 50 All 3 1 +13 Projectile
2D 600 All 25 10 Total 40 Projectile+Body
2DD 50 All 3 1 Projectile+Body
j.D 600 All 25 10 Total 58 Projectile
j.DD 50 All 4 4 Projectile
All Versions
  • Initial attack freezes the opponent, follow-up attack unfreezes the opponent and pulls them towards Mitsuru.

Mitsuru's D normals are long-ranged projectile whip attacks that pull the opponent in on connect. They are typically used to zone and counter-zone the opponent for decent reward on hit, or bring them to Mitsuru with enough plus frames to allow her to start or continue an offense on block.


5D and 5DD
  • Whiffs against crouching opponents.
  • Significantly plus on block.

Whip is not quite full screen but close, and has a large blind spot in front of Mitsuru. Should be used sparingly, but it's a good idea to stay a bit forward from full screen so that the opponent can always be threatened by it. 5DD can be followed up with 2DD midscreen for a combo.


2D and 2DD
  • 2DD whiffs in the corner, use 5[B] instead.

One of Mitsuru's essential neutral tools, 2D allows Mitsuru to anti-air from a range most characters could only dream of. In most cases it should not be used reactively, due to its 25 frame startup. It's best use is for proactively stopping aerial approaches. Watch your opponents patterns, and predict when they'll jump. With good gamesense, this move can shut down jump heavy matchups like Marie and Adachi. It's also useful against opponents with strong air setups, like Junpei's j.D.

2D is also utilized in combos after 5D or a charged 2B, since it allows Mitsuru to bring opponents back to her after being launched. 2D is typically followed up by 5[B], due to its large amounts of hitstun.


j.D and j.DD
  • j.DD will fail to come out if j.D is used too close to the ground, as Mitsuru will have already landed.

Similar to grounded 2D, but angled downwards. Useful as long range okizeme. If blocked, j.DD will pull the opponent perfectly into 5A range, and with some frame advantage. This allows Mitsuru to go into her blockstrings and keep the pressure going. Another use is for dealing with anti-airs. This is done by jumping forward towards your opponent, to make it look like you're going to attack them with j.B or j.A, then air backdash > j.D. Don't overuse this tactic, as opponents will quickly catch on.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 All 16 8 25 Head

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 30 1 7+29L -18 Body 10~30 Guard Strike
  • Ground bounces airborne and prone opponents.
  • Holding 4/6 during start-up moves Mitsuru backward/forwards.

Universal overhead that is rarely used for its intended purpose as a mix-up. Instead, it is used to end most of Mitsuru's combos thanks to its high damage, corner carry, and safe-jump oki after the Blowback finisher. Can cross up the opponent if used with dash momentum at point blank range against a crouching opponent while holding forward. As Mitsuru's combo options in midair are very weak, the Blowback finisher is best option, usually cancelled into a B Coup Droit. In the corner, the wall bounce and forced fatal grants her a full meterless combo. Generally a weaker over head option than instant j.B so use that over AOA if possible.

Sweep

2A+B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2AB 900 Low 21 2 20 -3 Foot 4~22 Chest
2[AB] 25 4~14 Chest
  • Knocks down opponent on hit.
  • Hold down AB to feint

Long-reaching sword slash that moves Mitsuru forward. Hits low, is safe on block, can low profile chest attribute attacks, and is another component of Mitsuru's strike throw game, making it a strong pressure and mix-up tool. The feint can be used to either reset pressure against passive opponents or throw opponents expecting the normal version. Combos into Coup Droit against grounded opponents, can also go into Bufula and Tentarafoo in juggles.

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 90×10, 200 Throw 5 3 25 Throw

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1800 Throw 4 3 19 Throw

Getsu-ei

B+D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
BD 1000 All 10 1 27+20L -31 Body 1~10 All
j.BD 1000 All 10 1 Until L+20 Head 1~10 All

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 15 5 28 -16 1~21 Guard

Skill Attacks

Coup Droit (/ku dʁwa/)

[4]6A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
[4]6A 1000 [1200] All 9 4 15 -4 [0] Body
[4]6B 1500 [2000] All 20 12 15 -4 [-2] Body
[4]6[B] 1600/1700/2000/2500 All 21 ~ 69 12 25 14 Body
[4]6AB 1200 [1500] All 5 6 15 -4 [-2] Body
This special move is pronounced "coo du-wah". Say it with me, "coooooo... duuuu-waaaah....", not "coop droight"; we aren't letting chickens out of their coop with this move. "Coo du-wah".
All Versions
  • Often referred to as just "Coup" or "Droit"
  • Values in brackets [ ] are when Mitsuru passes through Bufula during start-up.

Coup Droit is Mitsuru's famous sword stab, with all versions covering a good amount of space very quickly in neutral. Think of it as an advancing 5A, that can be spaced to be safe or even start pressure on block. They are also Mitsuru's main combo enders, and with a little bit of meter, can be made into an extender.

If Mitsuru passes through a Bufula (Ice Mirror) during start-up, this attack gains special properties:

  • Travels farther.
  • Deals more damage.
  • Safer on block.
  • Applies Freeze on hit.
  • Loses collision box (can pass through opponent).

[4]6A
  • Leaves standing on ground connect.
  • Opponent flies backwards on air connect.
  • Links into 5A on CH.

A Droit has fast recovery and can be used as a means of approach. This should not be relied on as A Droit is very linear. Ending combos on grounded opponents with a well spaced A Droit will be just plus enough for 5A to beat mashing.


[4]6B
  • Ground slides on hit.
  • Holding B increases damage but decreases frame advantage.
  • Can steer Mitsuru slightly with 4/6.
  • Fatal Recovery.

Mitsuru's go-to combo ender. Gives her a safejump anywhere and a good chunk of damage. Use 4/6 in order to change how far the droit goes. Optimally, Mitsuru should hit her opponent at the end of her charge, which gives greater frame advantage. Good use of 4/6 can give plus frames on block, bad use can result in being minus.


[4]6A+B
  • Leaves standing on ground connect.
  • Opponent ground slides on air connect.

Mitsuru's fastest attack, coming out in only 5 frames. Worth the meter to throw this out occasionally, it will catch the opponent off guard if used well. Essential move in some matchups like yukari or yukiko. Can be used to mash out of blockstrings as an option select, since it shares the same inputs as a guard cancel attack. If still in blockstun, Mitsuru will guard cancel attack. If there's a gap, Mitsuru will attack with SB droit. Useful as a combo extender in the corner, as air hit SB Droit links into 2B. Also needed for crouch confirms in the corner.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
[4]6A 500 100 50 3 [5]
[4]6B 500 100 1000 4 [5]
[4]6[B] 200 300 1000 4
[4]6AB 300 300 1000 4 [5]

[4]6A:

  • Values in [] are after passing through a Bufula 1F before active
  • [Freezes opponent on hit for 50F. Freeze Count 21]


[4]6B:

  • Fatal Recovery
  • Can alter distance traveled by holding 4, 6, or 3
  • Values in [] are after passing through a Bufula 1F before active
  • [Freezes opponent on hit for 50F. Freeze Count 21]


[4]6[B]:

  • Fatal Recovery
  • Hold button for at least 16F to charge
  • Gains additional damage listed at: 25F, 45F, 65F


[4]6AB:

  • Can alter distance traveled by holding 4, 6, or 3
  • Values in [] are after passing through a Bufula 1F before active
  • [Freezes opponent on hit for 50F. Freeze Count 21]

Bufula

Persona Required [2]8C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
[2]8C 500 All 16 205 Total 38 0 Projectile
[2]8D 500 All 27 361 Total 47 -2 Projectile
[2]8CD 200×5 All 31 255 Total 47 Projectile
All Versions
  • Applies Freeze on hit.

Bufula is rarely seen in a match outside of combos. Using Bufula in neutral is one of the most unexplored aspects of this character.


[2]8C
  • Mirror spawns above Mitsuru.

Combos from 2B in the corner and can stop airborne approaches.


[2]8D
  • Mirror spawns in front of Mitsuru.
  • Can enhance Coup Droit.

Useful in giving yourself a small breather or to force the opponent to move in aerially. Can also be used as a shield to destroy projectiles in certain situations.


[2]8C+D
  • Mirror spawns in front of Mitsuru.
  • Can enhance Coup Droit.
  • Hits 5 times.

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. It's commonly done after AoA~D for okizeme as it can cover two whole high/low mixups between IOH j.B and 2A.

Tentarafoo

Persona Required [4]6C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
[4]6C 0, 1000 Low 22 14 Total 54 -7 Foot+Projectile
[4]6D 0, 1000 Low 24 13 Total 56 -7 Foot+Projectile
[4]6CD 0, 1000 Low 20 13 Total 46 -1 Foot+Projectile
  • Fast moving, ground hugging projectile
    • Safe on block if spaced.
  • Applies Freeze on the first hit and Panic on the second.
  • Hits low.
  • C version has lower recovery while D version travels faster.
  • SB version is the fastest and has the least recovery.
  • C version goes about 3/4 screen, D almost full screen, and SB goes full screen.

Not a move often used outside of combos. Tentarafoo is Mitsuru's execution check, as cancelling the first hit into Mabufudyne is incredibly spacing specific and comes with a very small 3 frame cancel window. The window changes with every combo you do. Once mastered, Mitsuru's damage goes through the roof, even allowing for TODs with a 5[B] fatal. Learning this 3 frame link is essential for unlocking the power of Shadow Mitsuru, and is part of why Shadow Mitsuru is much harder to play than Mitsuru.

SP Skill Attacks

Myriad Arrows

236236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 150, 75×12, Kick All 4+(60 Flash)+2 2×12(2)2, Kick 46 -32 Body 1~7 All
236236B 150, 75×18, Kick All 4+(60 Flash)+8 2×18(2)2, Kick 46 -32 Body 1-13 All
236236AB 130, 65×24, SB Kick All 4+(60 Flash)+2 2×24(2)2, SB Kick 46 -32 Body 1-6 All
236236A/B Kick 800/900/1200/2000/4000 All (10~130)+(36 Flash)+11 5 46 -32 Chest
236236AB Kick 800/900/1200/2500/4500 All (10~130)+(36 Flash)+11 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.

Myriad Arrows is a strong reversal tool, with the A and SB versions only having 6 frames of startup. Where Myriad Arrows really shines is during combos with Mabufudyne, where the kick can be fully charged for huge damage. As regular Mitsuru, always use B version during Mabufudyne combos. As Shadow Mitsuru, you'll need to change between B and SB versions depending on how much Shadow Frenzy you have left.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236A 100 1000 50 3
236236B 100 1000 50 3
236236AB 0 1000 50 3
236236A/B Kick 0 1000 50 5
236236AB Kick 0 1000 50 5

236236A:

  • Can move forward during the slashes by holding forward
  • If opponent is already Frozen, each slash becomes Attack Level 5 and Freezes for 95F. Freeze count 50
  • Minimum damage 45, 22×12, Kick (309 + Kick)


236236B:

  • Can move forward during the slashes by holding forward
  • If opponent is already Frozen, each slash becomes Attack Level 5 and Freezes for 95F. Freeze count 50
  • Minimum damage 45, 22×18, Kick (441 + Kick)


236236AB:

  • Can move forward during the slashes by holding forward
  • If opponent is already Frozen, each slash becomes Attack Level 5 and Freezes for 95F. Freeze count 50
  • Minimum damage 39, 19×24, SB Kick (495 + SB Kick)


236236A/B Kick:

  • Kick's proration continues from initial attacks
  • Hold button to charge
  • Gains additional damage and hitstop listed at: 19F, 69F, 99F, 129F
  • At highest and second higest charge levels, attack causes Crumple 86
  • Minimum damage 400/450/600/1000/1600


236236AB Kick:

  • Kick's proration continues from initial attacks
  • 50% minimum damage
  • Hold button to charge
  • Gains additional damage listed at: 19F, 69F, 99F, 129F
  • At highest and second higest charge levels, attack causes Crumple 86
  • Minimum damage 400/450/600/1250/1800

Bufudyne

Persona Required 236236C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 2500 Air Unblockable 9+(54 Flash)+9 10 Total 75 -19 Projectile 1-29 All
236236D 3000 Air Unblockable 9+(66 Flash)+18 10 Total 85 -20 Projectile 1~39 All
236236CD 3500 Air Unblockable 9+(62 Flash)+31 10 Total 97 -19 Projectile 1~51 All
  • 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.

Bufudyne is a common meter dump at the end of a combo, and can also work as reversal. It's air unblockable, making it a spectacularly flashy anti-air if you're able to call out your opponent with it. The SB version comes with a massive hitbox, but is incredibly slow. Just don't use the SB version, randoms on ranked deserve better. Save it for 2 AM friendlies.

Awakened SP Skill Attacks

Mabufudyne

Persona Required 214214C/D, then C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C/D Total 19+(42 Flash)+18 1~19 All
214214CD Total 19+(42 Flash)+8 1~19 All
214214C/D > C/D 400 per shot All 1 Until Hit 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.
  • C and D versions of this move are the same. SB is worthless and provides no extra value, do not waste the 25 meter.

Infamous for its use in Shadow Mitsuru combos, Mabufudyne allows Mitsuru to keep opponents frozen for extended periods of time. Combos with it are typically done by canceling the first hit of Tentarafoo into Mabufudyne, a difficult 3 frame link, that serves as the execution barrier for high-level Mitsuru and Shadow Mitsuru play. Tenta link example

Instant Kill

Niflheim

Persona Required 222C+D when IK Conditions are met

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 31+(31 Flash)+32 3 69 -53 Projectile 1~66 All
  • 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 on reaction to its superflash) and punishing attacks that have long recovery, but otherwise difficult to punish. (Yosuke kunai)

A pretty good IK, about as good as you can expect for a move that's not really intended to be useful.

Colors


Navigation

 Mitsuru Kirijo



To edit frame data, edit values in P4U2R/Mitsuru Kirijo/Data.