Dual Souls: The Last Bearer/Mirei (Assassin): Difference between revisions
(Overhauled the moves and strategy section) |
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[[File: | [[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. | ||
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! 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 | ||
|} | |} | ||
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|pros= | |pros= | ||
* Easy hit confirms with Dagger Toss | * Easy hit confirms with Dagger Toss | ||
* | * Tied for fastest air crush in the game at 6 frames | ||
* Safe, fast normals | * Safe, fast normals | ||
* Access to a wide variety of techs and mixups with Shadow Clone | * Access to a wide variety of techs and mixups with Shadow Clone | ||
* Easy access to hard knockdown with Slide Kick and | * 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 | ||
|cons= | |cons= | ||
* Made of actual glass | * Made of actual glass | ||
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* 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 | ||
* Short range | * Short range | ||
}} | }} | ||
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|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= | |description= Cancelable. Has a big hurtbox during the active frames, so be careful on using this in neutral. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |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 | |damage= 850 (fully charged: 1290) | ||
|guard= Mid | |guard= Mid | ||
|startup= 10 | |startup= 10 (fully charged: 111) | ||
|active= | |active= 4 | ||
|advHit= +2 (charged | |advHit= +2 (fully charged: +30) | ||
|advHitCrouch= +6 (charged | |advHitCrouch= +6 (fully charged: +36) | ||
|advGuard= -8 (charged | |advGuard= -8 (fully charged: -1) | ||
|description= | |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= | |damage= 600 | ||
|guard= Mid | |guard= Mid | ||
|startup= 8 | |startup= 8 | ||
|active= | |active= 4 | ||
|advHit= +3 | |advHit= +3 | ||
|advHitCrouch= +7 | |advHitCrouch= +7 | ||
|advGuard= | |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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= Her air crush | ||
|name=Forward | |name=Forward Slash | ||
|input= {{d|6}} {{NotationIcon-DSTLB|SL}} | |input= {{d|6}}{{NotationIcon-DSTLB|SL}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
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|guard= Mid | |guard= Mid | ||
|startup= 6 | |startup= 6 | ||
|active= | |active= 3 | ||
|advHit= + | |advHit= +9 | ||
|advHitCrouch= +11 | |advHitCrouch= +11 | ||
|advGuard= +2 | |advGuard= +2 | ||
|description= | |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= | |damage= 350 | ||
|guard= Mid | |guard= Mid | ||
|startup= 5 | |startup= 5 | ||
|active= | |active= 3 | ||
|advHit= +4 | |advHit= +4 | ||
|advHitCrouch= +6 | |advHitCrouch= +6 | ||
|advGuard= | |advGuard= -1 | ||
|description= | |description= Good poking tool, it's pretty fast at 5 frames startup. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |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= | |active= 3 | ||
|advHit= + | |advHit= +2 | ||
|advHitCrouch= + | |advHitCrouch= +6 | ||
|advGuard= -6 | |advGuard= -6 | ||
|description= Hit | |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= | |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 | ||
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|guard= Mid | |guard= Mid | ||
|startup= 12 | |startup= 12 | ||
|active= | |active= 4 | ||
|advHit= +3 | |advHit= +3 | ||
|advHitCrouch= +7 | |advHitCrouch= +7 | ||
|advGuard= - | |advGuard= -9 | ||
|description= | |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= | |active= 6 | ||
|advHit= +2 | |advHit= +2 | ||
|advHitCrouch= +4 | |advHitCrouch= +4 | ||
|advGuard= - | |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=== | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Jumping Slash | ||
|input= {{d| | |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= | |description= Cancelable. Mostly a combo tool. Also a decent air-to-air. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Jumping Kick | ||
|input= {{d| | |input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB|K}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= 600 | |damage= 600 | ||
|guard= | |guard= High | ||
|startup= | |startup= 6 | ||
|active= | |active= 5 | ||
|advHit= +3 | |advHit= +3 ~ +10 | ||
|advHitCrouch= +7 | |advHitCrouch= +7 ~ +12 | ||
|advGuard= | |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= | |name= Jumping Big Slash | ||
|input= | |input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB|BS}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 1000 | ||
|guard= | |guard= High | ||
|startup= | |startup= 13 | ||
|active= | |active= 6 | ||
|advHit= + | |advHit= +20 ~ +27 | ||
|advHitCrouch= + | |advHitCrouch= +29 ~ +32 | ||
|advGuard= | |advGuard= 0 ~ +9 | ||
|description= | |description= Has an amazing amount of hitstun, and is a surprisingly good crossup. | ||
}} | }} | ||
}} | }} | ||
===Universal Mechanics=== | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|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= | |guard= High | ||
|startup= 17 | |startup= 17 | ||
|active= 3 | |active= 3 | ||
|advHit= + | |advHit= +8 | ||
|advHitCrouch= +12 | |advHitCrouch= +12 | ||
|advGuard= - | |advGuard= -9 | ||
|description= | |description= One of the slower universal overheads at 17 frames startup, but hits quite far. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= Doko e miteru? | ||
|name= Shadow | |name= Shadow Deception | ||
|input= | |input= During jump or forward dash: {{NotationIcon-DSTLB|PW}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
| | |header= no | ||
|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. | |||
|description= | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name=Shadow Vortex | |name= Shadow Vortex | ||
|input= | |input= {{d|2}}{{NotationIcon-DSTLB|PW}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= 800 | |damage= 800 | ||
|guard= | |guard= High | ||
|startup= 8 | |startup= 8 | ||
|active= | |active= 8 | ||
|advHit= + | |advHit= 0 ~ +13 | ||
|advHitCrouch= +11 | |advHitCrouch= +11 ~ +17 | ||
|advGuard= | |advGuard= -18 | ||
|description= | |description= Cancel into it from jumping slash to combo, juggling the opponent. Mostly a combo tool. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Grab | ||
|input= {{d| | |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= - | |guard= - | ||
|startup= | |startup= 8 | ||
|active= - | |active= - | ||
|advHit= | |advHit= Hard knockdown | ||
|advHitCrouch= | |advHitCrouch= Hard knockdown | ||
|advGuard= - | |advGuard= - | ||
|description= | |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= | |caption= | ||
|name= | |image2= | ||
|input= | |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= | |startup= 12 | ||
|active= | |active= 12, full screen | ||
|advHit= + | |advHit= +8 (point blank) | ||
|advHitCrouch= + | |advHitCrouch= +12 (point blank) | ||
|advGuard= - | |advGuard= -3 (point blank) | ||
|description= | |description= | ||
* Automatically goes into Dagger Flash. Functionally identical to 236+SL > K. | |||
* Cancelable into dash on contact. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |image2= | ||
|input= | |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= | |version= {{NotationIcon-DSTLB|SL}} | ||
|guard= | |damage= 300 | ||
|guard= Mid | |||
|startup= 14 | |startup= 14 | ||
|active= | |active= Until it touches the ground | ||
|advHit= | |advHit= Varies | ||
|advHitCrouch= | |advHitCrouch= Varies | ||
|advGuard= | |advGuard= Varies, usually safe | ||
|description= | |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. | |||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |version= {{NotationIcon-DSTLB|BS}} | ||
|guard= | |damage= 600 (300 + 300) | ||
|startup= | |guard= Mid | ||
|active= | |startup= 12 | ||
|advHit= | |active= Until it touches the ground | ||
|advHitCrouch= | |advHit= Varies | ||
|advGuard= | |advHitCrouch= Varies | ||
|description= | |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= | |caption= Ikuzo! | ||
|name= | |image2= | ||
|input= | |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 | ||
| | |header = no | ||
|description = Ignores projectiles in the first frames. Holding K extends the dash. | |||
|description= | |||
}} | }} | ||
{{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. | |||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |version={{NotationIcon-DSTLB|BS}} | ||
|guard= | |damage= 1000 | ||
|startup= | |guard= Mid | ||
|active= | |startup= 27 | ||
|advHit= | |active= 4 | ||
|advHitCrouch= | |advHit= Knockdown | ||
|advGuard= - | |advHitCrouch= Knockdown | ||
|description= | |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. | |||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |version={{d|2}}{{NotationIcon-DSTLB|SL}} | ||
|guard= | |damage= 1000 | ||
|startup= | |guard= Low | ||
|active= | |startup= 11 | ||
|advHit= | |active= 5 | ||
|advHitCrouch= | |advHit= Hard Knockdown | ||
|advGuard= - | |advHitCrouch= Hard Knockdown | ||
|description= | |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. | |||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{NotationIcon-DSTLB|PW}} | |||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
|startup= | |startup= 17 | ||
|active= - | |active= - | ||
|advHit= - | |advHit= - | ||
|advHitCrouch= - | |advHitCrouch= - | ||
|advGuard= - | |advGuard= - | ||
|description= | |description= | ||
* Performs the standing version of Shadow Counter and is functionally the same. | |||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{d|2}}{{NotationIcon-DSTLB|PW}} | |||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
|startup= | |startup= 32 | ||
|active= | |active= 3 | ||
|advHit= | |advHit= +8 | ||
|advHitCrouch= | |advHitCrouch= +12 | ||
|advGuard= - | |advGuard= -9 | ||
|description= | |description= | ||
* Performs her 2PW overhead. | |||
* The slowest of her follow-ups. | |||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{d|7}} / {{d|8}} / {{d|9}} or {{d|2}}{{d|8}} / {{d|2}}{{d|9}} | |||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
|startup= - | |startup= - | ||
|active= - | |active= - | ||
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|advHitCrouch= - | |advHitCrouch= - | ||
|advGuard= - | |advGuard= - | ||
|description= | |description= | ||
* Cancels the dash into her jump or super jump. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name=Dragon Rise | ||
|input= {{d|2}} {{d| | |input= {{d|2}}{{d|1}}{{d|4}}{{NotationIcon-DSTLB|K}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 550 + 550 | ||
|guard= | |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= - | |advGuard= -25 | ||
|description= | |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= | |caption= | ||
|name= | |image2= | ||
|input= {{d|2}} {{d| | |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= - | |guard= - | ||
|startup= | |startup= 1 | ||
|active= | |active= 17 | ||
|advHit= - | |advHit= - | ||
|advHitCrouch= - | |advHitCrouch= - | ||
|advGuard= - | |advGuard= - | ||
|description= Mirei | |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. | |||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= Aerial version | |||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
|startup= | |startup= 1 | ||
|active= | |active= 17 | ||
|advHit= - | |advHit= - | ||
|advHitCrouch= - | |advHitCrouch= - | ||
|advGuard= - | |advGuard= - | ||
|description= SL | |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= | |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= | |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= | |caption= | ||
|name= | |name= Forward Dash | ||
|input= {{d| | |input= {{d|6}}{{d|6}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
| | |header=no | ||
| | |description= | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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=== | ||
* 2SL -> 236K > SL | |||
* 2SL -> 236SL | |||
* 2PW, 2SL -> 236SL | |||
* 2PW, 2SL -> 236K > SL | |||
===Advanced=== | ===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. | |||
[[Category: Dual Souls: The Last Bearer]] | [[Category: Dual Souls: The Last Bearer]] | ||
[[Category: Mirei (Assassin)]] | [[Category: Mirei (Assassin)]] | ||
Revision as of 22:52, 16 May 2022
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 |
---|---|
|
|
Moves
Standing Normals
Crouching Normals
Jumping Normals
Universal Mechanics
Specials
Other
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.