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

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(Overhauled the moves and strategy section)
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[[File:9bda1a0464e021d5ae4de67f870c3b0998153148.png|thumb|right|300px|<center><font size="3"><b>Kore wa sadame, waruku omou na.</b></center>]]</span>
[[File:DSTLB mirei2 full.png|thumb|right|320px|<center><font size="3"><b>Kore wa sadame, waruku omou na.</b></center>]]</span>
==Story==
==Story==
<small>"Mirei is the twin sister of Kanae, being the last two members of the noble Ozawa family.  
<small>"Mirei is the twin sister of Kanae, being the last two members of the noble Ozawa family.  
Line 19: Line 19:
! Health !! Universal Overhead Startup !! Meditation Charge !! Default Chaos Drive Duration !! Mobility
! 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.
| 8500 || 17 Frames|| 4% per second || 9 seconds || Super Jump (can cancel into it from 5BS, 5SL, and 2BS), can hold forward dash to run
|}
|}


Line 25: Line 25:
|pros=
|pros=
* Easy hit confirms with Dagger Toss
* Easy hit confirms with Dagger Toss
* Good anti-air with Dragon Rise
* Tied for fastest air crush in the game at 6 frames
* Consistent '''Air Crush'''
* Safe, fast normals
* Safe, fast normals
* Access to a wide variety of techs and mixups with Shadow Clone(s)
* Access to a wide variety of techs and mixups with Shadow Clone
* Easy access to hard knockdown with Slide Kick and Big Slash
* Easy access to hard knockdown with Slide Kick and 5BS
* Great punish tools such as dashing normals and Slide Kick
* Great punish tools such as dashing normals and Slide Kick
* Small hurtbox  
* Small hurtbox
* High pressure


|cons=
|cons=
* Made of actual glass
* Made of actual glass
Line 40: Line 37:
* Struggles on defense without using her Powers, Blocking is risky because of counter-hit punish
* 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
* Is very meter hungry and needs to keep building bar both for offense and defense
* Low health
* Short range
* Short range
}}
}}
Line 56: Line 52:
|guard= Mid
|guard= Mid
|startup= 10
|startup= 10
|active= 3  
|active= 3
|advHit= +4
|advHit= +4
|advHitCrouch= +8
|advHitCrouch= +8
|advGuard= -5
|advGuard= -5
|description= First Best Normal
|description= Cancelable. Has a big hurtbox during the active frames, so be careful on using this in neutral.
}}
}}
}}
}}
Line 66: Line 62:
{{MoveData
{{MoveData
|image=
|image=
|caption= Chargeable (Hard Knockdown on aerial/juggle)
|caption= One of combo videos' favorites, hold BS to charge
|name=Big Slash
|name=Big Slash
|input= {{NotationIcon-DSTLB|BS}}
|input= {{NotationIcon-DSTLB|BS}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= 850 (charged version is 1290)
|damage= 850 (fully charged: 1290)
|guard= Mid
|guard= Mid
|startup= 10
|startup= 10 (fully charged: 111)
|active= 18
|active= 4
|advHit= +2 (charged version is +30)
|advHit= +2 (fully charged: +30)
|advHitCrouch= +6 (charged version is +36)
|advHitCrouch= +6 (fully charged: +36)
|advGuard= -8 (charged version is -25)
|advGuard= -8 (fully charged: -1)
|description= Second Best Normal
|description= Cancelable. This beast of a move is actually just as fast as her 5SL, and can be canceled into her super jump on contact. Does hard knockdown against airborne opponents.
* Is a Fatal Blow.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=
|caption= -
|caption=
|name=Kick
|name=Kick
|input= {{NotationIcon-DSTLB|K}}
|input= {{NotationIcon-DSTLB|K}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= 539
|damage= 600
|guard= Mid
|guard= Mid
|startup= 8
|startup= 8
|active= 15
|active= 4
|advHit= +3
|advHit= +3
|advHitCrouch= +7
|advHitCrouch= +7
|advGuard= 0
|advGuard= -10
|description= Cancelable.
|description= Cancelable. Occasional anti-air as it can hit opponents pretty early into the jump. Smaller hurtbox than 5SL but less range.
}}
}}
}}
}}
Line 102: Line 99:
{{MoveData
{{MoveData
|image=
|image=
|caption= ''AIR CRUSH''
|caption= Her air crush
|name=Forward SL
|name=Forward Slash
|input= {{d|6}} {{NotationIcon-DSTLB|SL}}
|input= {{d|6}}{{NotationIcon-DSTLB|SL}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
Line 110: Line 107:
|guard= Mid
|guard= Mid
|startup= 6
|startup= 6
|active= 11
|active= 3
|advHit= +0
|advHit= +9
|advHitCrouch= +11
|advHitCrouch= +11
|advGuard= +2
|advGuard= +2
|description= Can be used in combos.
|description= Despite the tiny hitbox, it's your best normal for anti-air due to being an air crush. Good neutral tool since you can confirm into 2SL.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=
|caption= -
|caption=
|name=Forward Kick
|name=Forward Kick
|input= {{d|6}} {{NotationIcon-DSTLB|K}}
|input= {{d|6}}{{NotationIcon-DSTLB|K}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= 332
|damage= 350
|guard= Mid
|guard= Mid
|startup= 5
|startup= 5
|active= 11
|active= 3
|advHit= +4
|advHit= +4
|advHitCrouch= +6
|advHitCrouch= +6
|advGuard= 0
|advGuard= -1
|description= Can be used in combos.
|description= Good poking tool, it's pretty fast at 5 frames startup.
}}
}}
}}
}}
Line 140: Line 137:
{{MoveData
{{MoveData
|image=
|image=
|caption= Hit Freeze
|caption=
|name=Crouching Slash
|name=Crouching Slash
|input= {{d|2}} {{NotationIcon-DSTLB|sl}}
|input= {{d|2}} {{NotationIcon-DSTLB|sl}}
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|guard= Low
|guard= Low
|startup= 7
|startup= 7
|active= 14
|active= 3
|advHit= +6
|advHit= +2
|advHitCrouch= +8
|advHitCrouch= +6
|advGuard= -6
|advGuard= -6
|description= Hit Confirmable
|description= Your primary footsies and combo tool against standing opponents. Hit confirm into Dagger Toss, or combo into Slide Kick for those juicy knockdowns.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=
|caption= Creates new combos on crouching opponents
|caption=Not a low
|name=Crouching Big Slash
|name=Crouching Big Slash
|input={{d|2}} {{NotationIcon-DSTLB|bs}}
|input={{d|2}}{{NotationIcon-DSTLB|bs}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
Line 166: Line 163:
|guard= Mid
|guard= Mid
|startup= 12
|startup= 12
|active= 16
|active= 4
|advHit= +3
|advHit= +3
|advHitCrouch= +7
|advHitCrouch= +7
|advGuard= -10
|advGuard= -9
|description= Can be used in combos.
|description= Cancelable. A little less punishable than 5BS, you can out-prioritize low moves with this, specially if they're a K or SL low.
* Is a Fatal Blow.
}}
}}
}}
}}
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|caption= Futbawl
|caption= Futbawl
|name=Crouching Kick
|name=Crouching Kick
|input= {{d|2}} {{NotationIcon-DSTLB|k}}
|input= {{d|2}}{{NotationIcon-DSTLB|k}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
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|guard= Low
|guard= Low
|startup= 7
|startup= 7
|active= 13
|active= 6
|advHit= +2
|advHit= +2
|advHitCrouch= +4
|advHitCrouch= +4
|advGuard= -5
|advGuard= -3
|description= Mirei's longest ranged crouching normal
|description= Mirei's longest ranged crouching normal, good for poking and hitting grounded opponents. Has a fairly good amount of active frames.
}}
}}
}}
}}


===Jumping Normals===
===Jumping Normals===
===Specials===
{{MoveData
{{MoveData
|image=
|image=
|caption= Jump Cancelable, Special Cancelable & Power Cancelable
|caption=
|name= Forward Dash
|name= Jumping Slash
|input= {{d|6}} {{d|6}}
|input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB|SL}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|damage= 500
|guard= -
|guard= High
|startup= -
|startup= 5
|active= -
|active= 6
|advHit= -
|advHit= +11 ~ +13
|advHitCrouch= -
|advHitCrouch= +15 ~ +17
|advGuard= -
|advGuard= +1 ~ +5
|description= Mirei's forward dash can cancel into normals.
|description= Cancelable. Mostly a combo tool. Also a decent air-to-air.  
}}
}}
}}
}}


_
{{MoveData
{{MoveData
|image=
|image=
|caption= Helps Mirei approach
|caption=
|name=Dashing Slash
|name= Jumping Kick
|input= {{d|6}} {{d|6}} {{NotationIcon-DSTLB|sl}} or {{NotationIcon-DSTLB|BS}}
|input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB|K}}
|data=
{{AttackData-DSTLB
|damage= 800
|guard= Mid
|startup= 10
|active= 45-18
|advHit= +2
|advHitCrouch= +6
|advGuard= -12
|description= Huge combo tool and opens up new combo routes.
}}
}}
_
{{MoveData
|image=
|caption= -
|name=Dashing Kick
|input= {{d|6}} {{d|6}} {{NotationIcon-DSTLB|k}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= 600
|damage= 600
|guard= Mid
|guard= High
|startup= 10
|startup= 6
|active= 3-17
|active= 5
|advHit= +3
|advHit= +3 ~ +10
|advHitCrouch= +7
|advHitCrouch= +7 ~ +12
|advGuard= -10
|advGuard= 0 ~ +3
|description= -
|description= Hits lower than jumping slash, but also has a bigger hurtbox. Can be used to stop late air crushes.
}}
}}
}}
}}


_
{{MoveData
{{MoveData
|image=
|image=
|caption=  
|caption=
|name=Dashing Crouching Big Slash
|name= Jumping Big Slash
|input= + {{d|2}} {{NotationIcon-DSTLB|BS}}
|input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB|BS}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= 700
|damage= 1000
|guard= -
|guard= High
|startup= 12
|startup= 13
|active= 4-16
|active= 6
|advHit= +3
|advHit= +20 ~ +27
|advHitCrouch= +7
|advHitCrouch= +29 ~ +32
|advGuard= -12
|advGuard= 0 ~ +9
|description= Continue combos after Front Thrust.
|description= Has an amazing amount of hitstun, and is a surprisingly good crossup.
}}
}}
}}
}}


===Universal Mechanics===


{{MoveData
{{MoveData
|image=
|image=
|caption= Mainly used for setups after {{NotationIcon-DSTLB|BS}} knockdown.
|caption=  
|name=Super Jump
|input= {{d|2}} {{d|8}} or {{d|2}} {{d|8}} {{d|9}}
|data=
{{AttackData-DSTLB
|damage= -
|guard= -
|startup= -
|active= -
|advHit= -
|advHitCrouch= -
|advGuard= -
|description= Character Specific
}}
}}
 
 
{{MoveData
|image=
|caption= Switch throw sides by holding {{d|4}} and then pressing {{NotationIcon-DSTLB|PW}}
|name= Throw
|input= {{NotationIcon-DSTLB|PW}}
|data=
{{AttackData-DSTLB
|damage= 1200
|guard= Unguardable
|startup= 10
|active= -
|advHit= - +15
|advHitCrouch= -
|advGuard= -
|description= -
}}
}}
 
{{MoveData
|image=
|caption= Continue grounded combos after Overhead
|name= Overhead
|name= Overhead
|input= {{d|2}} {{NotationIcon-DSTLB|PW}}
|input= {{d|2}}{{NotationIcon-DSTLB|PW}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= 700
|damage= 700
|guard= Overhead
|guard= High
|startup= 17  
|startup= 17  
|active= 3
|active= 3
|advHit= +10
|advHit= +8
|advHitCrouch= +12
|advHitCrouch= +12
|advGuard= -15
|advGuard= -9
|description= Universal Overhead
|description= One of the slower universal overheads at 17 frames startup, but hits quite far.
}}
}}
}}  
}}  
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{{MoveData
{{MoveData
|image=
|image=
|caption= Can also fade from forward dash by dashing forward and tapping PW twice
|caption= Doko e miteru?
|name= Shadow Fade
|name= Shadow Deception
|input= {{d|8}} {{NotationIcon-DSTLB|PW}}
|input= During jump or forward dash: {{NotationIcon-DSTLB|PW}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|header= no
|guard= - Air
|description= Instantly teleports her to starting position, leaving a shadow clone of her trajectory. One of her many tools to mix up, specially when holding a clone for a crossup.
|startup= -
|active= -
|advHit= -
|advHitCrouch= -
|advGuard= -
|description= Fade from the air and reappear where you were just standing.
}}
}}
}}  
}}  
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{{MoveData
{{MoveData
|image=
|image=
|caption= On aerial opponents Mirei can connect {{d|8}} {{NotationIcon-DSTLB|SL}} into Shadow Vortex
|caption=  
|name=Shadow Vortex
|name= Shadow Vortex
|input= {{d|8}} {{d|2}} {{NotationIcon-DSTLB|PW}}
|input= {{d|2}}{{NotationIcon-DSTLB|PW}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= 800
|damage= 800
|guard= Overhead
|guard= High
|startup= 8
|startup= 8
|active= 26
|active= 8
|advHit= +0
|advHit= 0 ~ +13
|advHitCrouch= +11
|advHitCrouch= +11 ~ +17
|advGuard= N/A
|advGuard= -18
|description= Spin from the air and come down on the opponent with a slash.
|description= Cancel into it from jumping slash to combo, juggling the opponent. Mostly a combo tool.
}}
}}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption= '''Follow Ups''' (Jump Cancelable and Power Cancelable)
|caption=  
|name=Mist Dash
|name= Grab
|input= {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}}
|input= {{NotationIcon-DSTLB|PW}}, {{d|4}}{{NotationIcon-DSTLB|PW}} or {{d|6}}{{NotationIcon-DSTLB|PW}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|damage= 800
|guard= - Command Dash
|guard= -
|startup= -
|startup= 8
|active= -
|active= -
|advHit= -
|advHit= Hard knockdown
|advHitCrouch= -
|advHitCrouch= Hard knockdown
|advGuard= -
|advGuard= -
|description= Dash with follow up attacks.
|description= Mirei teleports to the top of the screen and drops the opponent on their neck. Has the privilege of being a hard knockdown and leaves you relatively close.
}}
}}
}}
}}
 
===Specials===
 
{{MoveData
{{MoveData
|image=
|image=
|caption= Combo Tool
|caption=
|name=Front Thrust
|image2=
|input= + {{NotationIcon-DSTLB|SL}}
|caption2=
|name=Dagger Toss
|input={{d|2}}{{d|3}}{{d|6}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= 600
|version= {{NotationIcon-DSTLB|SL}}
|damage= 300
|guard= Mid
|startup= 12
|active= 12
|advHit= +9 (point blank)
|advHitCrouch= +13 (point blank)
|advGuard= -7 (point blank)
|description=
* Mostly safe on guard if you space it correctly.
* Power Move cancelable on contact.
* You can't toss another dagger until the previous one has disappeared.
* Holding K during it performs Dagger Flash
}}
 
{{AttackData-DSTLB
|version= {{NotationIcon-DSTLB|BS}}
|damage= 600 (300 + 300)
|guard= Mid
|guard= Mid
|startup= 17
|startup= 12
|active= 1
|active= 12, full screen
|advHit= +48
|advHit= +8 (point blank)
|advHitCrouch= +48
|advHitCrouch= +12 (point blank)
|advGuard= -10
|advGuard= -3 (point blank)
|description= Launcher
|description=  
* Automatically goes into Dagger Flash. Functionally identical to 236+SL > K.
* Cancelable into dash on contact.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=
|image=
|caption= Hard Knockdown
|caption=
|name=Slide Kick
|image2=
|input= + {{d|2}} {{NotationIcon-DSTLB|SL}}
|caption2=
|name= Air Dagger Toss
|input={{d|2}}{{d|3}}{{d|6}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= 1000
|version= {{NotationIcon-DSTLB|SL}}
|guard= Low
|damage= 300
|guard= Mid
|startup= 14
|startup= 14
|active= 13
|active= Until it touches the ground
|advHit= +22
|advHit= Varies
|advHitCrouch= +22
|advHitCrouch= Varies
|advGuard= -26
|advGuard= Varies, usually safe
|description= Mixup tool and decent combo ender.
|description=  
* Travels in a steep angle in front of Mirei.
* Has a Power Recovery window right after the dagger is tossed.
* You can't toss another dagger until the previous one has disappeared.
}}
}}
}}
 
{{MoveData
|image=
|caption= Quickly do Back Thrust by pressing {{NotationIcon-DSTLB|BS}} as soon as you input Mist Dash
|name=Back Thrust
|input= + {{NotationIcon-DSTLB|BS}}
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|version= {{NotationIcon-DSTLB|BS}}
|guard= - Mid
|damage= 600 (300 + 300)
|startup= -
|guard= Mid
|active= -
|startup= 12
|advHit= -
|active= Until it touches the ground
|advHitCrouch= -
|advHit= Varies
|advGuard= -
|advHitCrouch= Varies
|description= Auto crossup, guaranteed mixup.
|advGuard= Varies, usually safe
|description=  
* This will only come out during forward jumps. Doing the BS version during neutral and back jumps will do the SL version.
* Has a Power Recovery window right after the dagger is tossed.
* You can't toss another dagger until the previous one has disappeared.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=
|image=
|caption= Counters Attacks
|caption= Ikuzo!
|name=Dashing Counter
|image2=
|input= + {{NotationIcon-DSTLB|PW}}
|caption2=
|image3=
|caption3=
|image4=
|caption4=
|image5=
|caption5=
|image6=
|caption6=
|image7=
|caption7=
|name=Mist Dash
|input= {{d|2}}{{d|3}}{{d|6}}{{NotationIcon-DSTLB|K}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|header = no
|guard= - Counter
|description = Ignores projectiles in the first frames. Holding K extends the dash.
|startup= -
|active= -
|advHit= -
|advHitCrouch= -
|advGuard= -
|description= Perform Mirei's '''Shadow Counter''' while Mist Dash is active.
}}
}}
{{AttackData-DSTLB
|version={{NotationIcon-DSTLB|SL}}
|damage= 600
|guard= Mid
|startup= 14
|active= 4
|advHit= Knockdown
|advHitCrouch= Knockdown
|advGuard= -12
|description=
* Allows for juggles after, your main follow-up for combos.
}}
}}
{{MoveData
|image=
|caption= '''Advanced Mixup Tool'''
|name=Dashing Overhead Kick
|input= + {{d|2}} {{NotationIcon-DSTLB|PW}}
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|version={{NotationIcon-DSTLB|BS}}
|guard= - Overhead
|damage= 1000
|startup= -
|guard= Mid
|active= -
|startup= 27
|advHit= -
|active= 4
|advHitCrouch= -
|advHit= Knockdown
|advGuard= -
|advHitCrouch= Knockdown
|description= Perform Mirei's Overhead while Mist Dash is active.
|advGuard= -19
|description=  
* Mirei crosses up the opponent and launches them towards a wall.
* Results in a wallbounce if the opponent touches the wall.
* Has a Snap Out window after the wallbounce.
* Death if guarded. Use this when you're sure they're not expecting or when you can afford a Recovery.
}}
}}
{{AttackData-DSTLB
|version={{d|2}}{{NotationIcon-DSTLB|SL}}
|damage= 1000
|guard= Low
|startup= 11
|active= 5
|advHit= Hard Knockdown
|advHitCrouch= Hard Knockdown
|advGuard= -28
|description=
* Fastest dash follow-up and is the only low.
* Can be used in any juggle combo to end in hard knockdown.
* Death if guarded. Outside of combos, use this when you're sure they're not expecting or when you can afford a Recovery.
}}
}}
{{MoveData
|image=
|caption= '''Dragon Punch'''  (high profiles)
|name=Dragon Rise
|input= {{d|2}} {{d|1}} {{d|4}} {{NotationIcon-DSTLB|K}}
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|version={{d|2}}{{NotationIcon-DSTLB|SL}}
|guard= - Mid Mid
|damage= 1000
|startup= -
|guard= Low
|active= -
|startup= 11
|advHit= -
|active= 5
|advHitCrouch= -
|advHit= Hard Knockdown
|advGuard= -
|advHitCrouch= Hard Knockdown
|description= Hold Dragon Rise to inflict more damage.(2 hits)
|advGuard= -28
|description=  
* Fastest dash follow-up and is the only low.
* Can be used in any juggle combo to end in hard knockdown.
* Death if guarded. Outside of combos, use this when you're sure they're not expecting or when you can afford a Recovery.
}}
}}
}}
{{MoveData
|image=
|caption= '''A Version''' (Counters Low Attacks)
|name=Shadow Counter
|input= {{d|2}} {{d|2}} {{NotationIcon-DSTLB|SL}}
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|version={{NotationIcon-DSTLB|PW}}
|damage= -
|damage= -
|guard= - Counter
|guard= -
|startup= -
|startup= 17
|active= -
|active= -
|advHit= -
|advHit= -
|advHitCrouch= -
|advHitCrouch= -
|advGuard= -
|advGuard= -
|description= When Counter is hit, Mirei is given the ability to teleport in any direction depending on the input that you press.
|description=  
}}
* Performs the standing version of Shadow Counter and is functionally the same.
}}
}}
{{MoveData
|image=
|caption= '''B Version''' (Counters High & Overhead Attacks)
|name=Shadow Counter
|input= {{d|2}} {{d|2}} {{NotationIcon-DSTLB|BS}}
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|version={{d|2}}{{NotationIcon-DSTLB|PW}}
|damage= -
|damage= -
|guard= - Counter
|guard= -
|startup= -
|startup= 32
|active= -
|active= 3
|advHit= -
|advHit= +8
|advHitCrouch= -
|advHitCrouch= +12
|advGuard= -
|advGuard= -9
|description= When Counter is hit, Mirei is given the ability to teleport in any direction depending on the input that you press.
|description=  
}}
* Performs her 2PW overhead.
* The slowest of her follow-ups.
}}
}}
{{MoveData
|image=
|caption= Performed in air
|name=Aerial Shadow Counter
|input= {{d|8}} {{d|2}} {{d|2}} {{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}}
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|version={{d|7}} / {{d|8}} / {{d|9}} or {{d|2}}{{d|8}} / {{d|2}}{{d|9}}
|damage= -
|damage= -
|guard= - Counter
|guard= -
|startup= -
|startup= -
|active= -
|active= -
Line 532: Line 504:
|advHitCrouch= -
|advHitCrouch= -
|advGuard= -
|advGuard= -
|description= Counters anti-airs, air-airs, and other grounded attacks from the air. Mirei floats down while the counter is active.
|description=  
* Cancels the dash into her jump or super jump.
}}
}}
}}
}}


{{MoveData
{{MoveData
|image=
|image=
|caption= ''''A Version''' (Power Cancelable)
|caption=  
|name=Dagger Toss
|name=Dragon Rise
|input= {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|SL}}
|input= {{d|2}}{{d|1}}{{d|4}}{{NotationIcon-DSTLB|K}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|damage= 550 + 550
|guard= - Mid
|guard= Mid
|startup= -
|startup= 6
|active= -
|active= 4-4-5 (3 hits when guarded, 2 when hit)
|advHit= -
|advHit= Hard Knockdown
|advHitCrouch= -
|advHitCrouch= Hard Knockdown
|advGuard= -8
|advGuard= -25
|description= Heavy combo usage.
|description= Not invincible, but will catch jumping opponents. It's very fast at 6 frames and can allow her to punish things she otherwise wouldn't.
}}
* There's a Power Recovery and Power Cancel window before the second hit.
* Hold K to delay the attack and rise higher.
* Since her hurtbox moves up during the move, it can actually dodge a lot of things, including oki attempts.
}}
}}
}}
{{MoveData
{{MoveData
|image=
|image=
|caption= '''B Version''' '''Force Break'''
|caption=
|name=Dagger Toss
|image2=
|input= {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|BS}}
|caption2=
|image3=
|caption3=
|name=Shadow Counter
|input= {{d|2}}{{d|2}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}}
|version= Grounded version
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|damage= -
|guard= - Mid Mid
|guard= -
|startup= -
|startup= 1
|active= -
|active= 17
|advHit= -
|advHit= -
|advHitCrouch= -
|advHitCrouch= -
|advGuard= -
|advGuard= -
|description= Mirei throws another dagger projectile out.
|description=  
}}
* Hold up, left or right after the counter is activated to teleport in that direction. Pressing no direction keeps Mirei in place.
* SL version counters low and mids, while BS version counters high and mids.
}}
}}
{{MoveData
|image=
|caption= Performed in air
|name=Aerial Dagger Toss
|input= {{d|8}} {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}}
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|version= Aerial version
|damage= -
|damage= -
|guard= - Mid
|guard= -
|startup= -
|startup= 1
|active= -
|active= 17
|advHit= -
|advHit= -
|advHitCrouch= -
|advHitCrouch= -
|advGuard= -
|advGuard= -
|description= SL version is faster and travels downward vertically while BS version has a version that goes in different direction when performed at forward jump.
|description=  
* Changes your momentum by making you float slower to the ground. SL and BS versions are identical.
* You can't teleport up, only left and right.
}}
}}
}}
}}


{{MoveData
{{MoveData
|image=
|image=  
|caption= '''A Version'''  '''Limit Break''' (hold clone in place by holding {{NotationIcon-DSTLB|SL}}
|caption=  
|name=Shadow Clone
|name=Shadow Clone
|input= {{d|2}} {{d|1}} {{d|4}} {{NotationIcon-DSTLB|SL}}
|input= {{d|2}}{{d|1}}{{d|4}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|header= no
|description= Her main mixing tool. Holding the button will delay the shadow's attack. If Mirei is hit, the shadow won't hit the opponent.
}}
{{AttackData-DSTLB
|version= {{NotationIcon-DSTLB|SL}}
|damage= 400
|guard= Low
|guard= Low
|startup= -
|startup= 23 (point blank)
|active= -
|active= Full screen
|advHit= -
|advHit= Bounces opponent up
|advHitCrouch= -
|advHitCrouch= Bounces opponent up
|advGuard= -
|advGuard= +14
|description= Mirei poses and sculpts a shadow clone that's ready to attack.
|description=  
* The clone performs a low slide that bounces the opponent up for juggles.
}}
{{AttackData-DSTLB
|version= {{NotationIcon-DSTLB|BS}}
|damage= 800
|guard= Mid
|startup= 23 (point blank)
|active= 4 (when it attacks)
|advHit= +34
|advHitCrouch= +38
|advGuard= +26
|description=
* Despite appearances, it's not overhead. Very useful for damage combos since it keeps the opponent standing.
}}
}}
}}
}}
===Other===
{{MoveData
{{MoveData
|image=
|image=
|caption= '''B Version''' '''Limit Break''' (hold clone in place by holding {{NotationIcon-DSTLB|BS}}
|caption=  
|name=Shadow Clone
|name= Forward Dash
|input= {{d|2}} {{d|1}} {{d|4}} {{NotationIcon-DSTLB|BS}}  
|input= {{d|6}}{{d|6}}
|data=
|data=
{{AttackData-DSTLB
{{AttackData-DSTLB
|damage= -
|header=no
|guard= - Mid
|description=  
|startup= -
* Extend the dash infintely by holding forward.
|active= -
* Cancelable by BS, 2BS or K. Pressing SL will perform 5BS.
|advHit= -
* Because she can cancel her Limit Break into forward dash, canceling your dash into normals allows you to combo and pressure.
|advHitCrouch= -
|advGuard= -
|description= Mirei poses and sculpts a shadow clone that's ready to attack.
}}
}}
}}
}}
Line 631: Line 626:


==Combos==
==Combos==
Note: Whenever you want to perform a Mist Dash follow-up, hold the next button to execute it as early as possible. Ex: 236+K, hold SL.
You may being these combos with a jumping big slash.
===Basic===
===Basic===
•{{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{NotationIcon-DSTLB|SL}}


• {{d|2}} {{NotationIcon-DSTLB|PW}} + {{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{NotationIcon-DSTLB|SL}}
* 2SL -> 236K > SL
 
* 2SL -> 236SL


• {{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|SL}}
* 2PW, 2SL -> 236SL


•{{d|2}} {{NotationIcon-DSTLB|PW}} + {{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|SL}}
* 2PW, 2SL -> 236K > SL


===Advanced===
===Advanced===
• {{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|1}} {{d|4}} {{NotationIcon-DSTLB|K}}
* 9BS, 2PW, 2SL -> 236K > SL, 214K
 
* 9BS, 2PW, 2SL -> 236BS > 66 > [K] or [BS] -> 236K > SL, 214K
 
* 9BS, 2PW, 2SL -> 236BS > 66 > [K] or [BS] -> 236K > SL, 5BS -> 236K > 2SL


• {{d|2}} {{NotationIcon-DSTLB|PW}} + {{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|1}} {{d|4}} + {{NotationIcon-DSTLB|K}}
* Corner only: 9BS, 2PW, 6SL, 5SL -> 236BS > 66 > [K] or [BS], 6SL, 5SL -> 236K > SL, 5BS -> [236K > 2SL] or [214K]


• {{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|SL}} + {{d|6}} {{d|6}} {{NotationIcon-DSTLB|K}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|1}} {{d|4}} {{NotationIcon-DSTLB|K}}
===Situational===
==Strategy==


• {{d|2}} {{NotationIcon-DSTLB|PW}} + {{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|SL}} + {{d|6}} {{d|6}} {{NotationIcon-DSTLB|K}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|1}} {{d|4}} {{NotationIcon-DSTLB|K}}
Assassin Mirei's strategy to navigate neutral with her superior movement speed and far reaching normals, forcing the opponent to commit and capitalizing on their mistakes. Due to her low health, she can't afford to be careless and relies on poking until she has an opportunity for knockdown.


• {{d|8}} {{NotationIcon-DSTLB|BS}} + {{d|2}} {{NotationIcon-DSTLB|PW}} + {{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|SL}} + {{d|6}} {{d|6}} {{NotationIcon-DSTLB|K}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|1}} {{d|4}} {{NotationIcon-DSTLB|K}}
Her Dagger Toss is a great tool for gaining advantage in neutral as it can be easily hit confirmed and has devastating counterhit. Meter and resources are Assassin Mirei's best friend, so try and manage your meter/resources as much as possible.


• {{d|8}} {{NotationIcon-DSTLB|BS}} + {{d|2}} {{NotationIcon-DSTLB|PW}} + {{d|2}} {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|SL}} + {{d|6}} {{d|6}} {{NotationIcon-DSTLB|BS}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{NotationIcon-DSTLB|SL}} + {{NotationIcon-DSTLB|BS}} {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{d|2}} {{NotationIcon-DSTLB|SL}}
Whenever possible, spend your meter on Shadow Clone mixups to mantain the pressure. This will also give you more Recovery Points, which you can spend in making yourself safe from punishes or extending your guardstrings.


• {{d|8}} + {{NotationIcon-DSTLB|BS}} + {{d|2}} {{NotationIcon-DSTLB|PW}} + {{d|6}} {{NotationIcon-DSTLB|SL}} + {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|SL}} {{d|6}} {{d|6}} {{NotationIcon-DSTLB|BS}} + {{d|6}} {{NotationIcon-DSTLB|SL}} + {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|3}} {{d|6}} {{NotationIcon-DSTLB|K}} ~ {{NotationIcon-DSTLB|SL}} + {{d|2}} {{d|1}} {{d|4}} {{NotationIcon-DSTLB|K}}
Although she has a frame 1 counter, her defense is very poor. She has a hard time on oki, and suffers a lot more on mixup situations due to her low health, specially when she's counter hit. Consider bringing Power #2 in matchups where you find yourself cornered often.


===Situational===
Her Chaos Drive can easily carry opponents to the corner and will build you a lot of meter, but it's often best to preserve it for escaping a combo. You won't get many chances to survive them.
==Strategy==


[[Category: Dual Souls: The Last Bearer]]
[[Category: Dual Souls: The Last Bearer]]
[[Category: Mirei (Assassin)]]
[[Category: Mirei (Assassin)]]
Assassin Mirei's strategy is pretty simple and easy to achieve, this is how to..
Assassin Mirei's strategy is to excel in neutral by mobilizing carefully and as much as possible in order to beat neutral and get in for a big explosion of heavy mixup offense ranging from Mist Dash mixups and Shadow Clone setplay. In order to cave in on your opponent you must use your best defensive options against the stuff other characters normally can't break through. Since Assassin Mirei is a heavy counterplay character she has a high chance against the entire cast, Assassin Mirei also has to play around with her far reaching moves to gain an advantage in neutral, her '''Dagger Toss''' is a great tool for gaining advantage in neutral as it can be easily hit confirmed and has devastating counterhit.
Meter and resources are Assassin Mirei's best friend, since she's very meter hungry it is best to try and manage your meter/resources as much as possible, and always spend meter when you have it and when you can. Meter gives Mirei access to her shadow clones where she can perform devious an multiple setups while resources give Mirei access to extra pressure and guardstring extensions while also making herself tight and safe. Once you get in, you have to stay in.

Revision as of 22:52, 16 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 into it from 5BS, 5SL, and 2BS), can hold forward dash to run


Strengths Weaknesses
  • Easy hit confirms with Dagger Toss
  • Tied for fastest air crush in the game at 6 frames
  • Safe, fast normals
  • Access to a wide variety of techs and mixups with Shadow Clone
  • Easy access to hard knockdown with Slide Kick and 5BS
  • Great punish tools such as dashing normals and Slide Kick
  • Small hurtbox
  • 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
  • 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. Has a big hurtbox during the active frames, so be careful on using this in neutral.

Big Slash
NotationIcon-DSTLB-BS.webp
One of combo videos' favorites, hold BS to charge
One of combo videos' favorites, hold BS to charge
Damage Guard Cancelable Startup
850 (fully charged: 1290) Mid 10 (fully charged: 111)
Active Hit Adv. Hit Adv. Crouching Guard Adv.
4 +2 (fully charged: +30) +6 (fully charged: +36) -8 (fully charged: -1)

Cancelable. This beast of a move is actually just as fast as her 5SL, and can be canceled into her super jump on contact. Does hard knockdown against airborne opponents.

  • Is a Fatal Blow.
Kick
NotationIcon-DSTLB-K.webp
Damage Guard Cancelable Startup
600 Mid 8
Active Hit Adv. Hit Adv. Crouching Guard Adv.
4 +3 +7 -10

Cancelable. Occasional anti-air as it can hit opponents pretty early into the jump. Smaller hurtbox than 5SL but less range.

Forward Slash
6.gifNotationIcon-DSTLB-SL.webp
Her air crush
Her air crush
Damage Guard Cancelable Startup
300 Mid 6
Active Hit Adv. Hit Adv. Crouching Guard Adv.
3 +9 +11 +2

Despite the tiny hitbox, it's your best normal for anti-air due to being an air crush. Good neutral tool since you can confirm into 2SL.

Forward Kick
6.gifNotationIcon-DSTLB-K.webp
Damage Guard Cancelable Startup
350 Mid 5
Active Hit Adv. Hit Adv. Crouching Guard Adv.
3 +4 +6 -1

Good poking tool, it's pretty fast at 5 frames startup.

Crouching Normals

Crouching Slash
2.gif NotationIcon-DSTLB-SL.webp
Damage Guard Cancelable Startup
500 Low 7
Active Hit Adv. Hit Adv. Crouching Guard Adv.
3 +2 +6 -6

Your primary footsies and combo tool against standing opponents. Hit confirm into Dagger Toss, or combo into Slide Kick for those juicy knockdowns.

Crouching Big Slash
2.gifNotationIcon-DSTLB-BS.webp
Not a low
Not a low
Damage Guard Cancelable Startup
900 Mid 12
Active Hit Adv. Hit Adv. Crouching Guard Adv.
4 +3 +7 -9

Cancelable. A little less punishable than 5BS, you can out-prioritize low moves with this, specially if they're a K or SL low.

  • Is a Fatal Blow.
Crouching Kick
2.gifNotationIcon-DSTLB-K.webp
Futbawl
Futbawl
Damage Guard Cancelable Startup
300 Low 7
Active Hit Adv. Hit Adv. Crouching Guard Adv.
6 +2 +4 -3

Mirei's longest ranged crouching normal, good for poking and hitting grounded opponents. Has a fairly good amount of active frames.

Jumping Normals

Jumping Slash
7.gif/8.gif/9.gifNotationIcon-DSTLB-SL.webp
Damage Guard Cancelable Startup
500 High 5
Active Hit Adv. Hit Adv. Crouching Guard Adv.
6 +11 ~ +13 +15 ~ +17 +1 ~ +5

Cancelable. Mostly a combo tool. Also a decent air-to-air.

Jumping Kick
7.gif/8.gif/9.gifNotationIcon-DSTLB-K.webp
Damage Guard Cancelable Startup
600 High 6
Active Hit Adv. Hit Adv. Crouching Guard Adv.
5 +3 ~ +10 +7 ~ +12 0 ~ +3

Hits lower than jumping slash, but also has a bigger hurtbox. Can be used to stop late air crushes.

Jumping Big Slash
7.gif/8.gif/9.gifNotationIcon-DSTLB-BS.webp
Damage Guard Cancelable Startup
1000 High 13
Active Hit Adv. Hit Adv. Crouching Guard Adv.
6 +20 ~ +27 +29 ~ +32 0 ~ +9

Has an amazing amount of hitstun, and is a surprisingly good crossup.

Universal Mechanics

Overhead
2.gifNotationIcon-DSTLB-PW.webp
Damage Guard Cancelable Startup
700 High 17
Active Hit Adv. Hit Adv. Crouching Guard Adv.
3 +8 +12 -9

One of the slower universal overheads at 17 frames startup, but hits quite far.

Shadow Deception
During jump or forward dash: NotationIcon-DSTLB-PW.webp
Doko e miteru?
Doko e miteru?
Damage Guard Cancelable Startup
- - -
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -

Instantly teleports her to starting position, leaving a shadow clone of her trajectory. One of her many tools to mix up, specially when holding a clone for a crossup.

Shadow Vortex
2.gifNotationIcon-DSTLB-PW.webp
Damage Guard Cancelable Startup
800 High 8
Active Hit Adv. Hit Adv. Crouching Guard Adv.
8 0 ~ +13 +11 ~ +17 -18

Cancel into it from jumping slash to combo, juggling the opponent. Mostly a combo tool.

Grab
NotationIcon-DSTLB-PW.webp, 4.gifNotationIcon-DSTLB-PW.webp or 6.gifNotationIcon-DSTLB-PW.webp
Damage Guard Cancelable Startup
800 - 8
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- Hard knockdown Hard knockdown -

Mirei teleports to the top of the screen and drops the opponent on their neck. Has the privilege of being a hard knockdown and leaves you relatively close.

Specials

Dagger Toss
2.gif3.gif6.gifNotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
NotationIcon-DSTLB-SL.webp Damage Guard Cancelable Startup
300 Mid 12
Active Hit Adv. Hit Adv. Crouching Guard Adv.
12 +9 (point blank) +13 (point blank) -7 (point blank)
  • Mostly safe on guard if you space it correctly.
  • Power Move cancelable on contact.
  • You can't toss another dagger until the previous one has disappeared.
  • Holding K during it performs Dagger Flash


NotationIcon-DSTLB-BS.webp Damage Guard Cancelable Startup
600 (300 + 300) Mid 12
Active Hit Adv. Hit Adv. Crouching Guard Adv.
12, full screen +8 (point blank) +12 (point blank) -3 (point blank)
  • Automatically goes into Dagger Flash. Functionally identical to 236+SL > K.
  • Cancelable into dash on contact.
Air Dagger Toss
2.gif3.gif6.gifNotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
NotationIcon-DSTLB-SL.webp Damage Guard Cancelable Startup
300 Mid 14
Active Hit Adv. Hit Adv. Crouching Guard Adv.
Until it touches the ground Varies Varies Varies, usually safe
  • Travels in a steep angle in front of Mirei.
  • Has a Power Recovery window right after the dagger is tossed.
  • You can't toss another dagger until the previous one has disappeared.


NotationIcon-DSTLB-BS.webp Damage Guard Cancelable Startup
600 (300 + 300) Mid 12
Active Hit Adv. Hit Adv. Crouching Guard Adv.
Until it touches the ground Varies Varies Varies, usually safe
  • This will only come out during forward jumps. Doing the BS version during neutral and back jumps will do the SL version.
  • Has a Power Recovery window right after the dagger is tossed.
  • You can't toss another dagger until the previous one has disappeared.
Mist Dash
2.gif3.gif6.gifNotationIcon-DSTLB-K.webp
Ikuzo!
Ikuzo!
Damage Guard Cancelable Startup
- - -
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -

Ignores projectiles in the first frames. Holding K extends the dash.


NotationIcon-DSTLB-SL.webp Damage Guard Cancelable Startup
600 Mid 14
Active Hit Adv. Hit Adv. Crouching Guard Adv.
4 Knockdown Knockdown -12
  • Allows for juggles after, your main follow-up for combos.


NotationIcon-DSTLB-BS.webp Damage Guard Cancelable Startup
1000 Mid 27
Active Hit Adv. Hit Adv. Crouching Guard Adv.
4 Knockdown Knockdown -19
  • Mirei crosses up the opponent and launches them towards a wall.
  • Results in a wallbounce if the opponent touches the wall.
  • Has a Snap Out window after the wallbounce.
  • Death if guarded. Use this when you're sure they're not expecting or when you can afford a Recovery.


2.gifNotationIcon-DSTLB-SL.webp Damage Guard Cancelable Startup
1000 Low 11
Active Hit Adv. Hit Adv. Crouching Guard Adv.
5 Hard Knockdown Hard Knockdown -28
  • Fastest dash follow-up and is the only low.
  • Can be used in any juggle combo to end in hard knockdown.
  • Death if guarded. Outside of combos, use this when you're sure they're not expecting or when you can afford a Recovery.


2.gifNotationIcon-DSTLB-SL.webp Damage Guard Cancelable Startup
1000 Low 11
Active Hit Adv. Hit Adv. Crouching Guard Adv.
5 Hard Knockdown Hard Knockdown -28
  • Fastest dash follow-up and is the only low.
  • Can be used in any juggle combo to end in hard knockdown.
  • Death if guarded. Outside of combos, use this when you're sure they're not expecting or when you can afford a Recovery.


NotationIcon-DSTLB-PW.webp Damage Guard Cancelable Startup
- - 17
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -
  • Performs the standing version of Shadow Counter and is functionally the same.


2.gifNotationIcon-DSTLB-PW.webp Damage Guard Cancelable Startup
- - 32
Active Hit Adv. Hit Adv. Crouching Guard Adv.
3 +8 +12 -9
  • Performs her 2PW overhead.
  • The slowest of her follow-ups.


7.gif / 8.gif / 9.gif or 2.gif8.gif / 2.gif9.gif Damage Guard Cancelable Startup
- - -
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -
  • Cancels the dash into her jump or super jump.
Dragon Rise
2.gif1.gif4.gifNotationIcon-DSTLB-K.webp
Damage Guard Cancelable Startup
550 + 550 Mid 6
Active Hit Adv. Hit Adv. Crouching Guard Adv.
4-4-5 (3 hits when guarded, 2 when hit) Hard Knockdown Hard Knockdown -25

Not invincible, but will catch jumping opponents. It's very fast at 6 frames and can allow her to punish things she otherwise wouldn't.

  • There's a Power Recovery and Power Cancel window before the second hit.
  • Hold K to delay the attack and rise higher.
  • Since her hurtbox moves up during the move, it can actually dodge a lot of things, including oki attempts.
Shadow Counter
2.gif2.gifNotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
Damage Guard Cancelable Startup
- - 1
Active Hit Adv. Hit Adv. Crouching Guard Adv.
17 - - -
  • Hold up, left or right after the counter is activated to teleport in that direction. Pressing no direction keeps Mirei in place.
  • SL version counters low and mids, while BS version counters high and mids.


Aerial version Damage Guard Cancelable Startup
- - 1
Active Hit Adv. Hit Adv. Crouching Guard Adv.
17 - - -
  • Changes your momentum by making you float slower to the ground. SL and BS versions are identical.
  • You can't teleport up, only left and right.
Shadow Clone
2.gif1.gif4.gifNotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
Damage Guard Cancelable Startup
- - -
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -

Her main mixing tool. Holding the button will delay the shadow's attack. If Mirei is hit, the shadow won't hit the opponent.


NotationIcon-DSTLB-SL.webp Damage Guard Cancelable Startup
400 Low 23 (point blank)
Active Hit Adv. Hit Adv. Crouching Guard Adv.
Full screen Bounces opponent up Bounces opponent up +14
  • The clone performs a low slide that bounces the opponent up for juggles.


NotationIcon-DSTLB-BS.webp Damage Guard Cancelable Startup
800 Mid 23 (point blank)
Active Hit Adv. Hit Adv. Crouching Guard Adv.
4 (when it attacks) +34 +38 +26
  • Despite appearances, it's not overhead. Very useful for damage combos since it keeps the opponent standing.

Other

Forward Dash
6.gif6.gif
Damage Guard Cancelable Startup
- - -
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -
  • Extend the dash infintely by holding forward.
  • Cancelable by BS, 2BS or K. Pressing SL will perform 5BS.
  • Because she can cancel her Limit Break into forward dash, canceling your dash into normals allows you to combo and pressure.

Powers

Chaos Drive

Ultimate

Combos

Note: Whenever you want to perform a Mist Dash follow-up, hold the next button to execute it as early as possible. Ex: 236+K, hold SL.

You may being these combos with a jumping big slash.

Basic

  • 2SL -> 236K > SL
  • 2SL -> 236SL
  • 2PW, 2SL -> 236SL
  • 2PW, 2SL -> 236K > SL

Advanced

  • 9BS, 2PW, 2SL -> 236K > SL, 214K
  • 9BS, 2PW, 2SL -> 236BS > 66 > [K] or [BS] -> 236K > SL, 214K
  • 9BS, 2PW, 2SL -> 236BS > 66 > [K] or [BS] -> 236K > SL, 5BS -> 236K > 2SL
  • Corner only: 9BS, 2PW, 6SL, 5SL -> 236BS > 66 > [K] or [BS], 6SL, 5SL -> 236K > SL, 5BS -> [236K > 2SL] or [214K]

Situational

Strategy

Assassin Mirei's strategy to navigate neutral with her superior movement speed and far reaching normals, forcing the opponent to commit and capitalizing on their mistakes. Due to her low health, she can't afford to be careless and relies on poking until she has an opportunity for knockdown.

Her Dagger Toss is a great tool for gaining advantage in neutral as it can be easily hit confirmed and has devastating counterhit. Meter and resources are Assassin Mirei's best friend, so try and manage your meter/resources as much as possible.

Whenever possible, spend your meter on Shadow Clone mixups to mantain the pressure. This will also give you more Recovery Points, which you can spend in making yourself safe from punishes or extending your guardstrings.

Although she has a frame 1 counter, her defense is very poor. She has a hard time on oki, and suffers a lot more on mixup situations due to her low health, specially when she's counter hit. Consider bringing Power #2 in matchups where you find yourself cornered often.

Her Chaos Drive can easily carry opponents to the corner and will build you a lot of meter, but it's often best to preserve it for escaping a combo. You won't get many chances to survive them.