|
|
Line 775: |
Line 775: |
|
| |
|
| You may begin these combos with a jumping big slash. | | You may begin these combos with a jumping big slash. |
| | You can also watch this combo video right here < [https://youtu.be/CAxK5aT5jyc Assassin Mirei Combo Compilation] |
| ===Basic=== | | ===Basic=== |
| <p> | | <p> |
Line 790: |
Line 791: |
| </p> | | </p> |
| ===Situational=== | | ===Situational=== |
| | |
| ==After Stun Combos== | | ==After Stun Combos== |
| <p> | | <p> |
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 Moves Mirei forward slightly Moves Mirei forward slightly
|
Damage
|
Guard
|
Cancelable
|
Startup
|
700
|
Mid
|
Special Cancelable
|
10
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
3
|
+4
|
+8
|
-5
|
Has a big hurtbox during the active frames, so be careful on using this in neutral.
|
|
Big Slash 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
|
Special Cancelable
|
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)
|
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.
|
|
Kick
|
Damage
|
Guard
|
Cancelable
|
Startup
|
600
|
Mid
|
Special Cancelable
|
8
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
4
|
+3
|
+7
|
-10
|
Occasional anti-air as it can hit opponents pretty early into the jump. Smaller hurtbox than 5SL but less range.
|
|
Forward Slash Air Crush Air Crush
|
Damage
|
Guard
|
Cancelable
|
Startup
|
300
|
Mid
|
No
|
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
|
Damage
|
Guard
|
Cancelable
|
Startup
|
350
|
Mid
|
No
|
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
|
Damage
|
Guard
|
Cancelable
|
Startup
|
500
|
Low
|
Special Cancelable
|
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 Not a low Not a low
|
Damage
|
Guard
|
Cancelable
|
Startup
|
900
|
Mid
|
Special Cancelable
|
12
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
4
|
+3
|
+7
|
-9
|
A little less punishable than 5BS, you can out-prioritize low moves with this, specially if they're a K or SL low.
|
|
Crouching Kick Futbawl Futbawl
|
Damage
|
Guard
|
Cancelable
|
Startup
|
300
|
Low
|
No
|
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
|
Damage
|
Guard
|
Cancelable
|
Startup
|
500
|
High
|
Special Cancelable
|
5
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
6
|
+11 ~ +13
|
+15 ~ +17
|
+1 ~ +5
|
Mostly a combo tool. Also a decent air-to-air.
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
600
|
High
|
No
|
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.
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
1000
|
High
|
No
|
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
|
Damage
|
Guard
|
Cancelable
|
Startup
|
700
|
High
|
Special Cancelable
|
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 DeceptionDuring jump or forward dash: Doko e miteru? Doko e miteru?
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
-
|
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.
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
800
|
High
|
No
|
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. Has projectile invulnerability.
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
800
|
-
|
No
|
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
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
300
|
Mid
|
Power Cancelable
|
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.
- You can't toss another dagger until the previous one has disappeared.
- Holding K during it performs Dagger Flash.
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
600 (300 + 300)
|
Mid
|
Cancelable into dash on contact.
|
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.
|
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
300
|
Mid
|
No
|
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.
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
600 (300 + 300)
|
Mid
|
No
|
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.
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
550 + 550
|
Mid
|
Power Cancelable
|
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.
|
|
|
Grounded version
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
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
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
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.
|
|
|
-
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
-
|
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.
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
400
|
Low
|
No
|
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.
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
800
|
Mid
|
No
|
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
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
- Extend the dash infinitely 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
|
Damage
|
Guard
|
Cancelable
|
Startup
|
200 + 3300 (point blank) / 1730 (held to max)
|
Mid
|
No
|
1
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
5 (minimum), 35 (held to max)
|
Hard Knockdown
|
Hard Knockdown
|
-15
|
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.
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
700 + (700 - 100*dagger hit)
|
Mid
|
No
|
10
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
Full screen
|
+34 (1 dagger), knockdown (2 or more), spinning knockdown (4 or more)
|
+38 (1 dagger), knockdown (2 or more), spinning knockdown (4 or more)
|
-37
|
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.
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
150*10
|
Mid
|
No
|
10
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
Full screen
|
+137
|
+153
|
-52
|
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
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
-8
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
+8
|
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
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
No
|
3/7/13/23
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
Full screen
|
-
|
-
|
-54
|
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
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.
You can also watch this combo video right here < Assassin Mirei Combo Compilation
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 strategy 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.