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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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  • Combo Theory Concepts
  • AoA~D Followups
  • Mabufudyne
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  1. Offense

Combos

The Sauce

PreviousStrike/ThrowNextMidscreen

Last updated 3 years ago

Combo Theory Concepts

AoA~D Followups

Mitsuru's routes allow her to combo into Aoa~D and that gives Mitsuru multiple enders for her combos. This concept is more fleshed in the section.

  • This is usually used to setup a safe Marin Karin for the charm and get a meaty 5A/2A after. This is really strong for shadow. Dash Forward midscreen and IAD Back for the corner

  • B coup ender allows for big damage and a safe jump, most times can be cancelled into a super after for even more damage; however in longer combos a followup super won't connect.

  • With 25 Meter Mitsuru can spend 25 meter for a Bufula that gives a crazy amount of blockstun giving her enough time to run two full mixups with a combo after.

  • Super finish, specifically used in longer combos where B Coup into Bufudyne won't connect. Can also be used for double supers.

Mabufudyne

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

  • The best way, but is very tricky due to the cancel window of Tentarafoo being extremely small. The tentarafoo into mabufudyne link is the main obstacle of Mitsuru's hardest combos, but when mastered unlocks the character true damage potential.

The version of Tentarafoo that you use is up to preference. C Tentarafoo travels faster, but D travels fullscreen so in certain combos it must be used. Some find success using both, C Midscreen and D in the Corner

  • SB Bufula [2]8CD : Really easy to use, can be used after combos for a mixup and on hit go into Mabufudyne. Not nearly as versatile as tentarafoo, but far easier to utilize.

Okizeme
Dash Forward/ IAD Back :
B Coup :
Bufula :
Bufudyne :
Tentarafoo 46C/D :
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