< P4U2R
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*Requires meter for many confirms, mix-up, and damage, making meter management crucial. | *Requires meter for many confirms, mix-up, and damage, making meter management crucial. | ||
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==Normal Attacks== | ==Normal Attacks== | ||
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==External References== | |||
*Japanese Name: 桐条 美鶴 (きりじょう みつる) | |||
*[http://www.dustloop.com/ Japanese Wiki] | |||
*[http://www.dustloop.com/ Japanese BBS] | |||
*[http://www.dustloop.com/ Arcade Profile Dan Rankings] | |||
*[http://www.dustloop.com/ Character Video Thread] | |||
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==Navigation== | ==Navigation== | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
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{{#lst:P4U2.5/Navigation}} | {{#lst:P4U2.5/Navigation}} |
Revision as of 00:52, 21 January 2022
Overview
Pros
Cons
- High damage off many confirms.
- Excels at punishing opponents who make a mistake or choose the wrong defensive option.
- Strong DP and Setsuna reversal super.
- With meter, gains 50/50 mix-up options that are difficult to defend against.
- Superior range on most pokes, making her a threat even at a distance.
- Excellent pressure options, allowing her to pick opponents apart while remaining safe.
- Most threatening when the opponent has been cornered.
- Anti-air options significantly weaker than before, and highly punishable on whiff.
- Hit-confirming can be awkward or unsafe.
- Low damage and no knockdown on standing hit without spending meter.
- Slow normals mean she must risk DPing or use meter for defense options.
- Without meter, lacks strong mix-up options.
- Requires meter for many confirms, mix-up, and damage, making meter management crucial.
Normal Attacks
5A (Normal)
- 5A Backdash Cancel is -8 on block
- 5A is huge range, fast startup poke that is a cornerstone of Mitsuru's ground game. At its max range, it is safe to many DPs and simply dominates some matchups. However, it is one of the slowest 5As in the game and has noticeable recovery. Can be low profiled by almost every character, leaving Mitsuru vulnerable to a punish.
- No longer whiffs on crouching opponents but is now Chest attribute, so it will lose to almost every sweep or other moves with chest invuln.
- Mitsuru's auto-combo will hit both grounded and airborn opponents. 5AAA is also fairly safe and can be cancelled into specials or other normals, making it a good pressure tool.
5A (Shadow)
- Shadow Mitsuru's version of the auto-combo. Does not combo on airborne opponents like normal Mitsuru's. Shadow Mitsuru has 5 strikes in her auto-combo, unlike the standard 3 of most characters.
- 5A is the same as normal Mitsuru's 5A, with the same strengths and weaknesses.
5B
- A hop attack that has invincibility to both lows and grounded throws, making it a strong component of Mitsuru's throw mixup game.
- May be directed backwards or forwards for better positioning before the attack comes out.
- May hold the button to charge the attack and increase damage and hitstun.
- Fatal Counters. Mitsuru's best standard punish. Charged 5B (also written as [5B]) crumples the opponent on counter-hit, allowing for high-damage follow-up combos.
- May be forward dash-cancelled. When dash-cancelled, 5B is -3 while [5B] is +4.
- [5B] can be cancelled into most other moves after frame 20.
2A
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- Mitsuru's fastest low. Significantly slower than most other character's and more recovery as well. However, Mitsuru's 2A has very good range.
- Very limited combo options without a counter-hit. 2A x3, A Droit is often the best combo possible without a counter-hit.
2B
- Mitsuru's strongest anti-air, with a long-range diagonal hitbox and high combo damage afterwards.
- Often used to combo into 2DD and Bufula (Ice Mirror).
- Launches grounded opponents on counter-hit, but 5B is typically a better starter.
- May be charged for additional hitstun, head invincibility, and damage.
- Release on frame 12 for the just-frame version, which has increased damage and slightly faster startup. Just-frame charge is not a low attack.
- Typically not used on grounded opponents because of its low horizontal range and high amount of recovery.
j.A
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- High range, high priority, low reward horizontal jumping attack.
j.B
- May be charged for additional damage and hitstun.
- Charge for 12 frames for just-frame release, which has more damage and faster startup.
- Commomly used as an air-to-ground poke during a lazy jump.
- On counter-hit, charged j.B leads to a combo.
- j.B OMC charged j.B leads to a full combo from an instant overhead and is one of Mitsuru's staple mix-up strings.
- Not comboable on normal hit, so mix-up potential and reward require charging, meter, or a counter-hit.
- Can be performed when hop-cancelling attacks to extend pressure. When executed as a hop-cancel, j.B is -3, j.[B] +4 ~+11F.
All Out Attack
A+B
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- May be directed backwards or forwards for better positioning before the attack comes out. In addition to being an overhead, this attack can also cross up the opponent if Mitsuru dashes at a crouching opponent and holds forward.
- Because of Mitsuru's weak combo options in midair, typically the D followup is best, cancelled into a B Coup Droit. This requires the Fatal Counter earned by mashing all 17 hits of the All-Out Attack, but allows for a full meterless combo near the corner.
- A valid knockdown combo ender in the corner after a freeze.
- Mitsuru's AoA has slow start-up, an obvious animation, and a tremendous amount of recovery, so it's best reserved for its use in combos. Highly punishable on block without the meter to One More! Cancel.
Sweep
2A+B
- Long-reaching low that is safe on block.
- Leads to high damage with meter.
- Hold A+B to feint the attack and recover more quickly.
Persona Attacks
5C
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- 15-hit move with a wide hitbox. Hold C to continue attacking in three-hit intervals for a maximum of 15 hits.
- Only combos fully during Fatal Counter and counter-hit states.
- Can be used to confirm into A Coup Droit.
- May be dash-cancelled forwards or backwards. If dash-cancelled backward, Artemistia remains next to the opponent.
- When dash-cancelled forwards, frame advantage differs depending on the number of hits.
- For the forward dash-cancel, with the number of hits in parentheses: 5C(3,15): -6; 5C(6,12): -8; 5C(9): -10.
- For the back dash-cancel, with the number of hits in parentheses: 5C(3,15): -5; 5C(6,12): -7; 5C(9): -9.
5D
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- Long-range projectile whip attack that pulls the opponent in on block and hit.
- 5DD can be followed up with 2DD midscreen for a combo.
- Significantly plus on block
2C
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- No active hitbox.
- Releases an unblockable flower that homes in on the opponent. On contact, infects the opponent with Charm status.
- Charge the attack by holding C to increase the duration of the flower.
- If Mitsuru is hit, the flower disappears.
2D
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- Combo tool and anti-air
- 2D freezes the opponent, 2DD unfreezes the opponent and pulls them in towards you.
- In the corner, 2DD whiffs, so cancel 2D to [5B]
j.C
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- Hits all around Mitsuru, allowing for tricky air dash mixups
- On counterhit, allows for a beefy meterless combo.
- Can be used to bait throw attempts and standing attacks.
j.D
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- Similar to grounded 2D, but angled downwards
Universal Mechanics
Ground Throw
C+D
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- Doesn't knock down without counter-hit.
- Can be followed up with 5A in the corner.
Air Throw
j.C+D
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- Throws the opponent behind Mitsuru.
- Can lead to high damage followups on counter-hit or through use of a OMB.
Getsu-ei
B+D air OK
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- Mitsuru's reversal
- Can be used in the air, as well as on the ground.
- Has a very large hitbox around Mitsuru on all sides.
- Can be super cancelled, but Mitsuru only has grounded supers, so Mitsuru must land first. Opponents can punish Mitsuru on block before she lands for a guaranteed punish.
- Recovers in counter-hit and crouching state.
- Combos to C Bufudyne on counter-hit.
Guard Cancel Attack
6A+B while blocking
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- Invincible move that can be done out of blockstun for 50 meter.
- Does no damage, but knocks down on counter-hit.
- Unsafe on block
- Similar animation to Shadow Mitsuru's 5AA.
Skill Attacks
Coup Droit
[4]6A/B
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A
- A Droit is very fast and causes the opponent to fly backwards on air hit.
- Fast recovery, used as a means of approach.
- Can follow up with a combo on counter hit.
B
- The B version can be charged for more damage. Charged B Coup Droit is however extremely minus and punishable on block.
- Causes ground slide on hit.
- Trajectory can be changed by holding either 4 or 6.
- Fatal Recovery.
SB
- The SB version is very fast and causes ground slide on air hit.
- A better A Coup Droit with more damage, faster startup and a larger distance covered.
- It's the only Coup Droit that allows chaining after hit in the corner under normal circumstances.
Special
- As of Ultimax, Mitsuru is capable of passing through Bufula with Coup Droit and gains special properties in doing so.
- Grants in increase in distance covered, damage delivered and is less negative on block.
- Aside from freezing the opponent on hit it also crosses the opponent up depending on spacing.
Bufula
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C
- The C Version of Bufula is a projectile that appears above Mitsuru and can be used to prevent the opponent from approaching from the air.
- A less common combo move than the D variant.
- Freezes on hit and has Fatal Recovery.
D
- The D version of Bufula is a projectile that appears in front of Mitsuru.
- Useful in giving yourself a small breather or to force the opponent to move in aerially. Mitsuru's most common Persona comboing move.
- Can be passed through with all versions of Coup Droit.
- Freezes on hit and has Fatal Recovery.
SB
- The SB version of Bufula is a five hit projectile that spawns behind Mitsuru's opponent and slowly moves towards her.
- It has significantly more durability than the other versions and the higher amount of hits allows for trapping the opponent under it for a high/low aftewards.
- SB Bufula is the cornerstone of Mitsuru's high damaging combos outside of fatals, as it allows her to use Mabufudyne while the opponent stays frozen.
- Can be passed through with all versions of Coup Droit.
- Freezes on hit and has Fatal Recovery.
- Its most productive use is to chain it from AoA~D.
Tentarafoo
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- Full screen, fast projectile that travels along the ground.
- Mostly safe on block when spaced well.
- Cannot be used in combos.
- Inflicts Panic on hit.
- Hits low.
- C version has less recovery than D, while D version has more range. SB version is faster and has the least recovery.
SP Skill Attacks
Myriad Arrows
236236A/B
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- Reversal and midscreen combo ender. Can be One More Cancelled for safety on block.
- The first flurry of attacks crumples grounded opponents. Hold down the A or B button to continue charging the last kick for more damage. However, if you wait too long, the opponent will recover.
- Fully charged final kick does 4000 damage by itself. Can be combo'd into with a freeze.
- A version is fastest, but does the least damage. B version is does more damage and has more invincibility, but is slower. SB version does the most damage.
Bufudyne
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- High-damage anti-air and corner combo ender
- Air unblockable with a very large hitbox.
- C version is faster, D version does more damage.
- SB version has a much larger hitbox and even more damage, but is even slower.
Awakened SP Skill Attacks
Mabufudyne
- Artemisia creates 8 large shards of ice. Mitsuru can move and attack freely during the super, but loses access to other Persona related attacks.
- Pressing C will shoot two shards straight forward, pressing D will shoot all remaining shards with tracking.
- Can lead to high damage when used in combos that involve Myriad Arrows.
- Artemisia is invincible during the SB version.
Instant Kill
Niflheim
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- An instant kill that homes in on the opponent's location.
- Mitsuru is invincible during the attack's startup, but is vulnerable during the recovery.
- Mostly used for it's high invincibility (ie: Punishing Akihiko Maziodyne) and punishing attacks that have long recovery, but otherwise difficult to punish. (Yosuke kunai)
External References
- Japanese Name: 桐条 美鶴 (きりじょう みつる)
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
To edit frame data, edit values in P4U2R/Mitsuru Kirijo/Data.
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data
System Explanations
Mechanics
Application & Advanced Information
Archived Information