Dual Souls: The Last Bearer/Mirei (Assassin): Difference between revisions

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===Jumping Normals===
===Jumping Normals===
===Air Action===
===Specials===
===Specials===
{{MoveData
{{MoveData

Revision as of 23:24, 15 May 2022

Kore wa sadame, waruku omou na.

Story

"Mirei is the twin sister of Kanae, being the last two members of the noble Ozawa family.

When Mirei was a small child, her family, as well as the residents of her village, were killed by assassins. Mirei was then kidnapped and raised by these assassins, who influenced her to believe her parents were disloyal to the Emperor. She believed that this clan of assassins were serving the Emperor, who aimed to bring peace and unification to her homeland. During her ruthless training, Mirei heard voices in her head, talking about justice, aiding others in need and protecting the weak. This voice was what drove her to survive the training, where she would have otherwise failed due to the overwhelming loneliness she felt, missing the love of her family.

One day the voices in her head spoke: "A person of unbelievable power is about to arrive. Follow him, and obtain the power we desire to uphold our justice, to protect those that are good."

The man arrived, calmly stepping through a rift in space. Mirei approached the man, and questioned: "Is my sister also seeking this power? Will I have to face her?" The mysterious man responded: "Yes, she seeks it as well. Your conflict is inevitable." Mirei looks at the sky, hoping her father is watching over her. After a brief moment of contemplation she silently follows the man through the portal." ~Arcade Mode Introduction (paraphrased)

Introduction

Assassin Mirei is a glass canon, specializing in rushdown and vortex gameplans. She has access to one of the fastest walk speeds in the game, easy hit confirms, many different knockdown and reset combos, good frame advantage on normals and many mobility tools. But since nothing comes free, she pays for it by having the lowest HP in the game, is one of the easiest to stun, and has no access to true reversals without her Powers. This makes her prone to being heavily punished in neutral or pressure, but in the hands of a skilled player, she can contest any character and force them to play her game.

Character Stats

Health Universal Overhead Startup Meditation Charge Default Chaos Drive Duration Mobility
8500 17 Frames 4% per second 9 seconds Super Jump (can cancel from 5BS, 5SL, and 2BS), can hold forward dash to run.


Strengths Weaknesses
  • Easy hit confirms with Dagger Toss
  • Good anti-air with Dragon Rise
  • Consistent Air Crush
  • Safe, fast normals
  • Access to a wide variety of techs and mixups with Shadow Clone(s)
  • Easy access to hard knockdown with Slide Kick and Big Slash
  • Great punish tools such as dashing normals and Slide Kick
  • Small hurtbox
  • High pressure
  • Made of actual glass
  • Air crush doesn't lead to combos on counter-hit and has a small hitbox
  • Struggles on defense without using her Powers, Blocking is risky because of counter-hit punish
  • Is very meter hungry and needs to keep building bar both for offense and defense
  • Low health
  • Short range

Moves

Standing Normals

Slash
NotationIcon-DSTLB-SL.webp
Moves Mirei forward slightly
Moves Mirei forward slightly
Damage Guard Cancelable Startup
700 Mid 10
Active Hit Adv. Hit Adv. Crouching Guard Adv.
3 +4 +8 -5

Cancelable.

Big Slash
NotationIcon-DSTLB-BS.webp
Chargeable (Hard Knockdown on aerial/juggle)
Chargeable (Hard Knockdown on aerial/juggle)
Damage Guard Cancelable Startup
850 (charged version is 1290) Mid 10
Active Hit Adv. Hit Adv. Crouching Guard Adv.
18 +2 (charged version is +30) +6 (charged version is +36) -8 (charged version is -25)

Cancelable.

Kick
NotationIcon-DSTLB-K.webp
-
-
Damage Guard Cancelable Startup
539 Mid 8
Active Hit Adv. Hit Adv. Crouching Guard Adv.
15 +3 +7 0

Cancelable.

Forward SL
6.gif NotationIcon-DSTLB-SL.webp
AIR CRUSH
AIR CRUSH
Damage Guard Cancelable Startup
300 Mid 6
Active Hit Adv. Hit Adv. Crouching Guard Adv.
11 +0 +11 +2

Can be used in combos.

Forward Kick
6.gif NotationIcon-DSTLB-K.webp
-
-
Damage Guard Cancelable Startup
332 Mid 5
Active Hit Adv. Hit Adv. Crouching Guard Adv.
11 +4 +6 0

Can be used in combos.

Crouching Normals

Crouching Slash
2.gif NotationIcon-DSTLB-SL.webp
Hit Freeze
Hit Freeze
Damage Guard Cancelable Startup
500 Low 7
Active Hit Adv. Hit Adv. Crouching Guard Adv.
14 +6 +8 -6

Hit Confirmable

Crouching Big Slash
2.gif NotationIcon-DSTLB-BS.webp
Creates new combos on crouching opponents
Creates new combos on crouching opponents
Damage Guard Cancelable Startup
900 Mid 12
Active Hit Adv. Hit Adv. Crouching Guard Adv.
16 +3 +7 -10

Can be used in combos.

Crouching Kick
2.gif NotationIcon-DSTLB-K.webp
Futbawl
Futbawl
Damage Guard Cancelable Startup
300 Low 7
Active Hit Adv. Hit Adv. Crouching Guard Adv.
13 +2 +4 -5

Mirei's longest ranged crouching normal

Jumping Normals

Specials

Forward Dash
6.gif 6.gif
Jump Cancelable, Special Cancelable & Power Cancelable
Jump Cancelable, Special Cancelable & Power Cancelable
Damage Guard Cancelable Startup
- - -
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -

Mirei's forward dash can cancel into normals.

_

Dashing Slash
6.gif 6.gif NotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
Helps Mirei approach
Helps Mirei approach
Damage Guard Cancelable Startup
800 Mid 10
Active Hit Adv. Hit Adv. Crouching Guard Adv.
45-18 +2 +6 -12

Huge combo tool and opens up new combo routes.

_

Dashing Kick
6.gif 6.gif NotationIcon-DSTLB-K.webp
-
-
Damage Guard Cancelable Startup
600 Mid 10
Active Hit Adv. Hit Adv. Crouching Guard Adv.
3-17 +3 +7 0

-

Powers

Chaos Drive

Ultimate

Combos

Basic

2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ NotationIcon-DSTLB-SL.webp

2.gif NotationIcon-DSTLB-PW.webp + 2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ NotationIcon-DSTLB-SL.webp

2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-SL.webp

2.gif NotationIcon-DSTLB-PW.webp + 2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-SL.webp

Advanced

2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ NotationIcon-DSTLB-SL.webp + 2.gif 1.gif 4.gif NotationIcon-DSTLB-K.webp

2.gif NotationIcon-DSTLB-PW.webp + 2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ NotationIcon-DSTLB-SL.webp + 2.gif 1.gif 4.gif + NotationIcon-DSTLB-K.webp

2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-SL.webp + 6.gif 6.gif NotationIcon-DSTLB-K.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ NotationIcon-DSTLB-SL.webp + 2.gif 1.gif 4.gif NotationIcon-DSTLB-K.webp

2.gif NotationIcon-DSTLB-PW.webp + 2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-SL.webp + 6.gif 6.gif NotationIcon-DSTLB-K.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ NotationIcon-DSTLB-SL.webp + 2.gif 1.gif 4.gif NotationIcon-DSTLB-K.webp

8.gif NotationIcon-DSTLB-BS.webp + 2.gif NotationIcon-DSTLB-PW.webp + 2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-SL.webp + 6.gif 6.gif NotationIcon-DSTLB-K.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ NotationIcon-DSTLB-SL.webp + 2.gif 1.gif 4.gif NotationIcon-DSTLB-K.webp

8.gif NotationIcon-DSTLB-BS.webp + 2.gif NotationIcon-DSTLB-PW.webp + 2.gif NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-SL.webp + 6.gif 6.gif NotationIcon-DSTLB-BS.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-BS.webp 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ 2.gif NotationIcon-DSTLB-SL.webp

8.gif + NotationIcon-DSTLB-BS.webp + 2.gif NotationIcon-DSTLB-PW.webp + 6.gif NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-SL.webp 6.gif 6.gif NotationIcon-DSTLB-BS.webp + 6.gif NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-SL.webp + 2.gif 3.gif 6.gif NotationIcon-DSTLB-K.webp ~ NotationIcon-DSTLB-SL.webp + 2.gif 1.gif 4.gif NotationIcon-DSTLB-K.webp

Situational

Strategy