

Low Profile - Character's hurtbox shrinks to go under many attacks. Strike - Invulnerable to all attributes except for Throws, and SP Skills. Guard - Move autoguards against the attacks instead of making them whiff. Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators. For example a projectile that his Durability level 2 will show P2 Independent Projectiles will have their Durability level listed. This notes what attributes each attack possesses. This frame advantage value is based off the fact that the very first active frame touches the opponent.Īttribute Some attacks are invulnerable to attacks with specific attributes. projectiles and some Persona attacks).įrame Adv The difference between the attacker's recovery and the period that the opponent is in blockstun. "Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. Recovery Number of frames this move is in a recovery state before returning to neutral. Values in () are for gaps between hits of an attack. Startup Number of frames for this move to reach the first active frame (includes the first active frame).Īctive Number of active frames in this attack. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted. 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. For more on Shadows and their Shadow Frenzy, read up here.ĭamage The raw damage value(s) of the listed move that the game's combo system calculates combo damage from. Shadow Mitsuru has access to Mabufudyne at all times, and also has Shadow Frenzy to further increase her damage with Mabufudyne.

With a strong throw bait or other callout using her 5, she can even TOD most of the cast in awakening. Her awakening super, Mabufudyne, enables Mitsuru to do a huge damage combo in conjunction with Myriad Arrows. Once in awakening, Mitsuru becomes a terrifying comeback demon. Mitsuru can also combo off of her grab in the corner, or alternatively bait a throw tech for massive damage. Mitsuru's gameplan is to condition your opponent to either throw tech or jump away, and then punish their adaptation accordingly.
PERSONA PALETTE SWAP PLUS
Many of her normals are dash cancellable, sometimes even being plus on dash cancel. Once an opponent begins blocking, they're faced with Mitsuru's strong strike/throw game. Your opponents will fear it the moment they realize they matched against you.

Her 5A in particular is a notorious move, with huge range, only 8f of start up, and cancellable into almost all of her moves. That might seem like a lot of neutral tools-and that's because it is, and all of them are viable in different situations. 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. 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. These combos deal alright damage on their own-but by using her shadow form Mitsuru's damage can be taken to the next level. She's able to hit characters from almost anywhere on the screen, and convert into a combo. Mitsuru Kirijo, or more simply known as Mitsuru, is a midrange monster able to completely dominate the neutral game with her huge buttons.
