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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. Overview

Summary

General Overview of Mitsuru with Pros and Cons

PreviousP4AU 2.5 Mitsuru GuideNextRegular or Shadow

Last updated 3 years ago

Mitsuru Kirijo

Is a charge character that excels in Neutral and forcing/punishing the opponents mistakes. She can use her long effective range to bully the opponent, whiff punish and confirm into her stylish Bufula combos for big damage.

You can perform well with this character by playing good neutral. She rewards good game sense and your ability to make hard reads on your opponent. She has tools to beat Option Selects well and ways to force opponents to take risks challenging her offense.

Her 5B has low invulnerability and beats throws which is a hard counter to the strategy of low profiling her 5A. You can use her 5A to set up scenarios where you can challenge your opponents attempts to low profile them with a CH 5B.

There's little in the way of "bells and whistles" with Mitsuru compared to the rest of the cast, she's one of the more honest characters in the game where what you see is essentially what you get

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.

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.

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.

Bad Defense : While her DP and reversal supers are great, her buttons are quite slow. This makes mashing on defense much harder for Mitsuru than other characters with 5 frame jabs.

Metered Mixups : Her j.B is a real instant overhead that can be OMC'd into a charged j.[B] that forces crouching for a crouch confirm.

Whiff Recovery : While having some of the craziest range in the game, Mitsuru's normals have extremely high recovery on whiff. For example 2B is incredibly unsafe if whiffed with 30+ frames of recovery.

Strike/Throw : One of the staples of Mitsuru's gameplay is her strike throw game. In the corner Mitsuru's throw gives her a combo which makes getting thrown by Mitsuru very scary.

Low Profiles : The range that Mitsuru's infamous 5A has comes at a cost, and that cost is that it's very susceptible to low profiles.

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