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  • 🇫🇷P4AU 2.5 Mitsuru Guide
  • Overview
    • Summary
      • Regular or Shadow
    • Buffs
    • Nerfs
    • FAQ
  • Notable Moves
    • Normals
      • 5A
      • 5B
      • 2B
      • Sweep
      • j.A
      • j.B
      • 5/2/j./D
    • Specials
      • Coup Droit
      • Bufula
    • Supers
      • Myriad Arrows
      • Mabufudyne
  • Neutral
    • Pokes
      • 5A
      • j.A
      • 2B
    • Counter-Pokes
      • 5B
      • Sweep
      • 5/2/j./D
    • Range
  • Offense
    • Pressure
      • Stagger
      • Mixup
        • Instant Overhead
        • Strike/Throw
    • Combos
      • Midscreen
        • Standing
        • Crouching
        • Fatal Counter
        • Whip Combos
      • Corner
        • Standing
        • Crouching
        • Fatal Counter
        • Throw Combos
    • Shadow Combos
      • Midscreen
        • Standing
        • Fatal Counter
      • Corner
        • Standing
        • Crouching
        • Throw Combos
    • Okizeme
      • Marin Karin
      • Safe Jump
      • Bufula
  • Defense
    • Blocking
    • Reversals
  • Extra
    • Matchups
      • Winning
      • Even
      • Losing
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  1. Notable Moves
  2. Normals

j.B

Previousj.ANext5/2/j./D

Last updated 3 years ago

  • 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.

  • 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.

j.B OMC charged j.B leads to a full combo from an and is one of Mitsuru's staple mix-up strings.

instant overhead
9MB
2B Combo.mp4
Instant Overhead and Jump-In