Dual Souls: The Last Bearer/Mirei (Assassin): Difference between revisions
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===Jumping Normals=== | ===Jumping Normals=== | ||
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===Universal Mechanics=== | ===Universal Mechanics=== | ||
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{{MoveData | {{MoveData | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= Shadow Vortex | |name= Shadow Vortex | ||
|input= {{d|2}}{{NotationIcon-DSTLB|PW}} | |input= {{d|7}}/{{d|8}}/{{d|9}}{{d|2}}{{NotationIcon-DSTLB|PW}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= 800 | |damage= 800 | ||
|guard= | |guard= High | ||
|startup= 8 | |startup= 8 | ||
|active= 8 | |active= 8 | ||
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|advHitCrouch= +11 ~ +17 | |advHitCrouch= +11 ~ +17 | ||
|advGuard= -18 | |advGuard= -18 | ||
|description= Cancel into it from jumping slash to combo, juggling the opponent. Mostly a combo tool. | |description= Cancel into it from jumping slash to combo, juggling the opponent. Mostly a combo tool. Has projectile invulnerability. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Grab | ||
|input= {{NotationIcon-DSTLB|PW}}, {{d|4}}{{NotationIcon-DSTLB|PW}} or {{d|6}}{{NotationIcon-DSTLB|PW}} | |input= {{NotationIcon-DSTLB|PW}}, {{d|4}}{{NotationIcon-DSTLB|PW}} or {{d|6}}{{NotationIcon-DSTLB|PW}} | ||
|data= | |data= | ||
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|startup= 8 | |startup= 8 | ||
|active= - | |active= - | ||
|advHit= Hard | |advHit= Hard knockdown | ||
|advHitCrouch= Hard | |advHitCrouch= Hard knockdown | ||
|advGuard= - | |advGuard= - | ||
|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. | |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=== | ===Specials=== | ||
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* Holding K during it performs Dagger Flash | * Holding K during it performs Dagger Flash | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|description = Ignores projectiles in the first frames. Holding K extends the dash. | |description = Ignores projectiles in the first frames. Holding K extends the dash. | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{NotationIcon-DSTLB|SL}} | |version={{NotationIcon-DSTLB|SL}} | ||
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* Allows for juggles after, your main follow-up for combos. | * Allows for juggles after, your main follow-up for combos. | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{NotationIcon-DSTLB|BS}} | |version={{NotationIcon-DSTLB|BS}} | ||
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* Death if guarded. Use this when you're sure they're not expecting or when you can afford a Recovery. | * Death if guarded. Use this when you're sure they're not expecting or when you can afford a Recovery. | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{d|2}}{{NotationIcon-DSTLB|SL}} | |version={{d|2}}{{NotationIcon-DSTLB|SL}} | ||
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* Death if guarded. Outside of combos, use this when you're sure they're not expecting or when you can afford a Recovery. | * 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={{d|2}}{{NotationIcon-DSTLB|SL}} | |version={{d|2}}{{NotationIcon-DSTLB|SL}} | ||
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* Death if guarded. Outside of combos, use this when you're sure they're not expecting or when you can afford a Recovery. | * 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}} | |version={{NotationIcon-DSTLB|PW}} | ||
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* Performs the standing version of Shadow Counter and is functionally the same. | * Performs the standing version of Shadow Counter and is functionally the same. | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{d|2}}{{NotationIcon-DSTLB|PW}} | |version={{d|2}}{{NotationIcon-DSTLB|PW}} | ||
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* The slowest of her follow-ups. | * 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}} | |version={{d|7}} / {{d|8}} / {{d|9}} or {{d|2}}{{d|8}} / {{d|2}}{{d|9}} | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
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* SL version counters low and mids, while BS version counters high and mids. | * SL version counters low and mids, while BS version counters high and mids. | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= Aerial version | |version= Aerial version | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|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. | |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 | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|SL}} | |version= {{NotationIcon-DSTLB|SL}} | ||
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* The clone performs a low slide that bounces the opponent up for juggles. | * The clone performs a low slide that bounces the opponent up for juggles. | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|BS}} | |version= {{NotationIcon-DSTLB|BS}} | ||
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}} | }} | ||
}} | }} | ||
===Other=== | ===Other=== | ||
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}} | }} | ||
}} | }} | ||
===Powers=== | ===Powers=== | ||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Oblivion Strike | |||
|input= {{d|2}}{{d|3}}{{d|6}}{{NotationIcon-DSTLB|pw}} | |||
|data= | |||
{{AttackData-DSTLB | |||
|damage= 200 + 3300 (point blank) / 1730 (held to max) | |||
|guard= Mid | |||
|startup= 1 | |||
|active= 5 (minimum), 35 (held to max) | |||
|advHit= Hard Knockdown | |||
|advHitCrouch= Hard Knockdown | |||
|advGuard= -15 | |||
|description= Does impressive damage for a Blue Power at a whopping 3500 point blank. Holding PW lets you extend the range, but reduces its damage. Has 9 frames of invulnerability on startup, but is usually not recommended as a reversal due to the meter cost. | |||
* 60% meter cost | |||
* Since this is a hit-grab, it won't work on aerial opponents unless you do the aerial version. | |||
* Aerial version can't be extended and does 3300 damage. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Fan of Daggers | |||
|input= {{d|2}}{{d|3}}{{d|6}}{{NotationIcon-DSTLB|pw}} | |||
|data= | |||
{{AttackData-DSTLB | |||
|damage= 700 + (700 - 100*dagger hit) | |||
|guard= Mid | |||
|startup= 10 | |||
|active= Full screen | |||
|advHit= +34 (1 dagger), knockdown (2 or more), spinning knockdown (4 or more) | |||
|advHitCrouch= +38 (1 dagger), knockdown (2 or more), spinning knockdown (4 or more) | |||
|advGuard= -37 | |||
|description= Summons 7 daggers in an arc in front of Mirei. You'll usually hit at least three since they're summoned close together. Has 18 frames of invulnerability. | |||
* If 4 or more daggers hit and the opponent touches a wall, a wallslide will happen, letting you combo after. | |||
* Each dagger does 100 less damage than the previous. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Fan of Daggers | |||
|input= {{d|2}}{{d|3}}{{d|6}}{{NotationIcon-DSTLB|pw}} | |||
|data= | |||
{{AttackData-DSTLB | |||
|damage= 150*10 | |||
|guard= Mid | |||
|startup= 10 | |||
|active= Full screen | |||
|advHit= - | |||
|advHitCrouch= - | |||
|advGuard= -52 | |||
|description= Summons a clone that throws 10 daggers forward. Has 3 frames of invulnerability. Since you can move while the clone attacks, you can take the opponent from one end of the screen to the other. | |||
* If the opponent touches a wall, they will be pushed against it. | |||
* When the opponent is pushed against the wall, doing 46K performs a 3010 damage grab. Usually how you want to end your combos after it. | |||
}} | |||
}} | |||
===Chaos Drive=== | ===Chaos Drive=== | ||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Shadow Force | |||
|input= {{d|2}}{{d|2}}{{NotationIcon-DSTLB|pw}} or {{NotationIcon-DSTLB|sl}}+{{NotationIcon-DSTLB|bs}}+{{NotationIcon-DSTLB|k}} | |||
|data= | |||
{{AttackData-DSTLB | |||
|damage= - | |||
|guard= - | |||
|startup= -8 | |||
|active= - | |||
|advHit= - | |||
|advHitCrouch= - | |||
|advGuard= +8 | |||
|description= She can move 8 frames before the opponent after activating it, so it's a guaranteed punish on jumping opponents if they're close. Shadow Force changes a few moves: | |||
* Dagger Toss will now always toss the Dagger Flash horizontal dagger, without the first one. It won't cost a Recovery Point. | |||
* You can do Shadow Clones for free and they have 7 frames less startup. | |||
* Shadow Clones are still considered Limit Breaks and will give you Recovery Points on hit. | |||
}} | |||
}} | |||
===Ultimate=== | ===Ultimate=== | ||
{{MoveData | |||
|image= | |||
|caption= | |||
|name=Shadow Execution | |||
|input= {{d|4}}{{d|6}}{{NotationIcon-DSTLB|pw}} | |||
|data= | |||
{{AttackData-DSTLB | |||
|damage= - | |||
|guard= Mid | |||
|startup= 3/7/13/23 | |||
|active= Full screen | |||
|advHit= - | |||
|advHitCrouch= - | |||
|advGuard= -54 | |||
|description= Summons a clone that will attempt to hit the opponent. Startups are listed by level, from max to 1. | |||
* Since this is a hit-grab, it won't work on aerial opponents. | |||
}} | |||
}} | |||
==Combos== | ==Combos== |
Revision as of 09:54, 17 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.