Dual Souls: The Last Bearer/Mirei (Assassin): Difference between revisions
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[[File:DSTLB mirei2 full.png|thumb|right|320px|<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. | ||
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. <br> | |||
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. <br> | ||
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." | 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." | 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)''</small> | ''~Arcade Mode Introduction (paraphrased)''</small> | ||
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==Introduction== | ==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. | 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=== | ===Character Stats=== | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
Line 42: | Line 38: | ||
==Moves== | ==Moves== | ||
===Standing Normals=== | ===Standing Normals=== | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
Line 51: | Line 48: | ||
|damage= 700 | |damage= 700 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 1 | |||
|startup= 10 | |startup= 10 | ||
|active= 3 | |active= 3 | ||
Line 56: | Line 54: | ||
|advHitCrouch= +8 | |advHitCrouch= +8 | ||
|advGuard= -5 | |advGuard= -5 | ||
|description= | |description= Has a big hurtbox during the active frames, so be careful on using this in neutral. | ||
}} | }} | ||
}} | }} | ||
Line 70: | Line 68: | ||
|damage= 850 (fully charged: 1290) | |damage= 850 (fully charged: 1290) | ||
|guard= Mid | |guard= Mid | ||
|cancel= 1 | |||
|startup= 10 (fully charged: 111) | |startup= 10 (fully charged: 111) | ||
|active= 4 | |active= 4 | ||
Line 75: | Line 74: | ||
|advHitCrouch= +6 (fully charged: +36) | |advHitCrouch= +6 (fully charged: +36) | ||
|advGuard= -8 (fully charged: -1) | |advGuard= -8 (fully charged: -1) | ||
|description= | |description= 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. | * Is a Fatal Blow. | ||
}} | }} | ||
Line 90: | Line 89: | ||
|damage= 600 | |damage= 600 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 1 | |||
|startup= 8 | |startup= 8 | ||
|active= 4 | |active= 4 | ||
Line 95: | Line 95: | ||
|advHitCrouch= +7 | |advHitCrouch= +7 | ||
|advGuard= -10 | |advGuard= -10 | ||
|description= | |description= Occasional anti-air as it can hit opponents pretty early into the jump. Smaller hurtbox than 5SL but less range. | ||
}} | }} | ||
}} | }} | ||
Line 109: | Line 109: | ||
|damage= 300 | |damage= 300 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 6 | |startup= 6 | ||
|active= 3 | |active= 3 | ||
Line 128: | Line 129: | ||
|damage= 350 | |damage= 350 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 5 | |startup= 5 | ||
|active= 3 | |active= 3 | ||
Line 148: | Line 150: | ||
|damage= 500 | |damage= 500 | ||
|guard= Low | |guard= Low | ||
|cancel= 1 | |||
|startup= 7 | |startup= 7 | ||
|active= 3 | |active= 3 | ||
Line 167: | Line 170: | ||
|damage= 900 | |damage= 900 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 1 | |||
|startup= 12 | |startup= 12 | ||
|active= 4 | |active= 4 | ||
Line 172: | Line 176: | ||
|advHitCrouch= +7 | |advHitCrouch= +7 | ||
|advGuard= -9 | |advGuard= -9 | ||
|description= | |description= 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. | * Is a Fatal Blow. | ||
}} | }} | ||
Line 187: | Line 191: | ||
|damage= 300 | |damage= 300 | ||
|guard= Low | |guard= Low | ||
|cancel= 0 | |||
|startup= 7 | |startup= 7 | ||
|active= 6 | |active= 6 | ||
Line 196: | Line 201: | ||
}} | }} | ||
===Jumping Normals=== | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
Line 207: | Line 212: | ||
|damage= 500 | |damage= 500 | ||
|guard= High | |guard= High | ||
|cancel= 1 | |||
|startup= 5 | |startup= 5 | ||
|active= 6 | |active= 6 | ||
Line 212: | Line 218: | ||
|advHitCrouch= +15 ~ +17 | |advHitCrouch= +15 ~ +17 | ||
|advGuard= +1 ~ +5 | |advGuard= +1 ~ +5 | ||
|description= | |description= Mostly a combo tool. Also a decent air-to-air. | ||
}} | }} | ||
}} | }} | ||
Line 226: | Line 232: | ||
|damage= 600 | |damage= 600 | ||
|guard= High | |guard= High | ||
|cancel= 0 | |||
|startup= 6 | |startup= 6 | ||
|active= 5 | |active= 5 | ||
Line 245: | Line 252: | ||
|damage= 1000 | |damage= 1000 | ||
|guard= High | |guard= High | ||
|cancel= 0 | |||
|startup= 13 | |startup= 13 | ||
|active= 6 | |active= 6 | ||
Line 253: | Line 261: | ||
}} | }} | ||
}} | }} | ||
===Universal Mechanics=== | ===Universal Mechanics=== | ||
Line 266: | Line 273: | ||
|damage= 700 | |damage= 700 | ||
|guard= High | |guard= High | ||
|cancel= 1 | |||
|startup= 17 | |startup= 17 | ||
|active= 3 | |active= 3 | ||
Line 283: | Line 291: | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
| | |cancel= 0 | ||
|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= 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. | ||
}} | }} | ||
Line 293: | Line 301: | ||
|caption= | |caption= | ||
|name= Shadow Vortex | |name= Shadow Vortex | ||
|input= {{d|7}}/{{d|8}}/{{d|9}}{{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= High | |guard= High | ||
|cancel= 0 | |||
|startup= 8 | |startup= 8 | ||
|active= 8 | |active= 8 | ||
Line 317: | Line 326: | ||
|damage= 800 | |damage= 800 | ||
|guard= - | |guard= - | ||
|cancel= 0 | |||
|startup= 8 | |startup= 8 | ||
|active= - | |active= - | ||
Line 341: | Line 351: | ||
|damage= 300 | |damage= 300 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 2 | |||
|startup= 12 | |startup= 12 | ||
|active= 12 | |active= 12 | ||
Line 348: | Line 359: | ||
|description= | |description= | ||
* Mostly safe on guard if you space it correctly. | * Mostly safe on guard if you space it correctly. | ||
* You can't toss another dagger until the previous one has disappeared. | * You can't toss another dagger until the previous one has disappeared. | ||
* Holding K during it performs Dagger Flash | * Holding K during it performs Dagger Flash. | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|BS}} | |version= {{NotationIcon-DSTLB|BS}} | ||
|damage= | |damage= 600 (300 + 300) | ||
|guard= Mid | |guard= Mid | ||
|cancel = Cancelable into dash on contact. | |||
|startup= 12 | |startup= 12 | ||
|active= 12, full screen | |active= 12, full screen | ||
Line 365: | Line 375: | ||
|description= | |description= | ||
* Automatically goes into Dagger Flash. Functionally identical to 236+SL > K. | * Automatically goes into Dagger Flash. Functionally identical to 236+SL > K. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 381: | Line 389: | ||
|damage= 300 | |damage= 300 | ||
|guard= Mid | |guard= Mid | ||
|cancel = 0 | |||
|startup= 14 | |startup= 14 | ||
|active= Until it touches the ground | |active= Until it touches the ground | ||
Line 396: | Line 405: | ||
|damage= 600 (300 + 300) | |damage= 600 (300 + 300) | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 12 | |startup= 12 | ||
|active= Until it touches the ground | |active= Until it touches the ground | ||
Line 428: | Line 438: | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
| | |version= {{NotationIcon-DSTLB|K}} | ||
|cancel= 2 | |||
|description = Ignores projectiles in the first frames. Holding K extends the dash. | |description = Ignores projectiles in the first frames. Holding K extends the dash. | ||
}} | }} | ||
Line 436: | Line 447: | ||
|damage= 600 | |damage= 600 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 14 | |startup= 14 | ||
|active= 4 | |active= 4 | ||
Line 449: | Line 461: | ||
|damage= 1000 | |damage= 1000 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 27 | |startup= 27 | ||
|active= 4 | |active= 4 | ||
Line 465: | Line 478: | ||
|damage= 1000 | |damage= 1000 | ||
|guard= Low | |guard= Low | ||
| | |cancel= 0 | ||
|startup= 11 | |startup= 11 | ||
|active= 5 | |active= 5 | ||
Line 495: | Line 494: | ||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
|cancel= 0 | |||
|startup= 17 | |startup= 17 | ||
|active= - | |active= - | ||
Line 519: | Line 519: | ||
{{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}} | ||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
|cancel= - | |||
|startup= - | |startup= - | ||
|active= - | |active= - | ||
Line 542: | Line 543: | ||
|damage= 550 + 550 | |damage= 550 + 550 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 2 | |||
|startup= 6 | |startup= 6 | ||
|active= 4-4-5 (3 hits when guarded, 2 when hit) | |active= 4-4-5 (3 hits when guarded, 2 when hit) | ||
Line 564: | Line 566: | ||
|name=Shadow Counter | |name=Shadow Counter | ||
|input= {{d|2}}{{d|2}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}} | |input= {{d|2}}{{d|2}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= Grounded version | |||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
|cancel= 0 | |||
|startup= 1 | |startup= 1 | ||
|active= 17 | |active= 17 | ||
Line 580: | Line 583: | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= Aerial | |version= Aerial | ||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
|cancel= 0 | |||
|startup= 1 | |startup= 1 | ||
|active= 17 | |active= 17 | ||
Line 602: | Line 606: | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
| | |cancel= 0 | ||
|version= - | |||
|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. | ||
}} | }} | ||
Line 610: | Line 615: | ||
|damage= 400 | |damage= 400 | ||
|guard= Low | |guard= Low | ||
|cancel= 0 | |||
|startup= 23 (point blank) | |startup= 23 (point blank) | ||
|active= Full screen | |active= Full screen | ||
Line 623: | Line 629: | ||
|damage= 800 | |damage= 800 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 23 (point blank) | |startup= 23 (point blank) | ||
|active= 4 (when it attacks) | |active= 4 (when it attacks) | ||
Line 632: | Line 639: | ||
}} | }} | ||
}} | }} | ||
===Other=== | ===Other=== | ||
Line 642: | Line 648: | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
| | |cancel= 0 | ||
|description= | |description= | ||
* Extend the dash | * Extend the dash infinitely by holding forward. | ||
* Cancelable by BS, 2BS or K. Pressing SL will perform 5BS. | * 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. | * Because she can cancel her Limit Break into forward dash, canceling your dash into normals allows you to combo and pressure. | ||
}} | }} | ||
}} | }} | ||
===Powers=== | ===Powers=== | ||
Line 662: | Line 667: | ||
|damage= 200 + 3300 (point blank) / 1730 (held to max) | |damage= 200 + 3300 (point blank) / 1730 (held to max) | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 1 | |startup= 1 | ||
|active= 5 (minimum), 35 (held to max) | |active= 5 (minimum), 35 (held to max) | ||
Line 684: | Line 690: | ||
|damage= 700 + (700 - 100*dagger hit) | |damage= 700 + (700 - 100*dagger hit) | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 10 | |startup= 10 | ||
|active= Full screen | |active= Full screen | ||
Line 699: | Line 706: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name=Black Justice | |name= Black Justice | ||
|input= {{d|2}}{{d|1}}{{d|4}}{{NotationIcon-DSTLB|pw}} | |input= {{d|2}}{{d|1}}{{d|4}}{{NotationIcon-DSTLB|pw}} | ||
|data= | |data= | ||
Line 705: | Line 712: | ||
|damage= 150*10 | |damage= 150*10 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 10 | |startup= 10 | ||
|active= Full | |active= Full screen | ||
|advHit= +137 | |advHit= +137 | ||
|advHitCrouch= +153 | |advHitCrouch= +153 | ||
Line 712: | Line 720: | ||
|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. | |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. | * 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. | |||
}} | }} | ||
}} | }} | ||
Line 743: | Line 735: | ||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
|cancel= 0 | |||
|startup= -8 | |startup= -8 | ||
|active= - | |active= - | ||
Line 766: | Line 759: | ||
|damage= - | |damage= - | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |||
|startup= 3/7/13/23 | |startup= 3/7/13/23 | ||
|active= Full screen | |active= Full screen | ||
Line 780: | Line 774: | ||
You may begin these combos with a jumping big slash. | You may begin these combos with a jumping big slash. | ||
===Basic=== | ===Basic=== | ||
<p> | |||
* 2SL -> 236K > SL | * 2SL -> 236K > SL<br> | ||
* 2SL -> 236SL<br> | |||
* 2SL -> 236SL | * 2PW, 2SL -> 236SL<br> | ||
* 2PW, 2SL -> 236SL | |||
* 2PW, 2SL -> 236K > SL | * 2PW, 2SL -> 236K > SL | ||
</p> | |||
===Advanced=== | ===Advanced=== | ||
<p> | |||
* 9BS, 2PW, 2SL -> 236K > SL, 214K | * 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, 214K | ||
* 9BS, 2PW, 2SL -> 236BS > 66 > [K] or [BS] -> 236K > SL, 5BS -> 236K > 2SL | * 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] | * Corner only: 9BS, 2PW, 6SL, 5SL -> 236BS > 66 > [K] or [BS], 6SL, 5SL -> 236K > SL, 5BS -> [236K > 2SL] or [214K] | ||
</p> | |||
===Situational=== | ===Situational=== | ||
==After Stun Combos== | |||
<p> | |||
* 5BS (full charge) -> Super Jump Forward, BS, 2PW, 6SL, 5BS -> 236K > SL, 214K | |||
* 5BS (full charge) -> Super Jump Forward, BS, 2PW, 6SL, 5BS -> 236BS -> 66BS, 6SL, 5BS -> 236K > SL, 5BS -> 236K > 2SL | |||
* 5BS (full charge) -> Super Jump Forward, BS, 2PW, 6SL, 5BS -> 236BS -> 66BS -> 214BS, 9BS, 2PW, 6K, 5BS -> 22PW or SL+BS+K, (2PW, 5BS -> 214BS)x3, 9BS, 2PW, 2BS -> 236K > SL, 5BS -> 236K > 2SL | |||
</p> | |||
==Counterhit Combos== | |||
<p> | |||
</p> | |||
==Fatal Blow Combos== | |||
<p> | |||
</p> | |||
==Strategy== | ==Strategy== | ||
<p>Her strategt 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. | 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. | 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. | 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.</p> | |||
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 20:47, 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 |
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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 begin 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
After Stun Combos
- 5BS (full charge) -> Super Jump Forward, BS, 2PW, 6SL, 5BS -> 236K > SL, 214K
- 5BS (full charge) -> Super Jump Forward, BS, 2PW, 6SL, 5BS -> 236BS -> 66BS, 6SL, 5BS -> 236K > SL, 5BS -> 236K > 2SL
- 5BS (full charge) -> Super Jump Forward, BS, 2PW, 6SL, 5BS -> 236BS -> 66BS -> 214BS, 9BS, 2PW, 6K, 5BS -> 22PW or SL+BS+K, (2PW, 5BS -> 214BS)x3, 9BS, 2PW, 2BS -> 236K > SL, 5BS -> 236K > 2SL
Counterhit Combos
Fatal Blow Combos
Strategy
Her strategt 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.