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>]]</font size></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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==Introduction== | ==Introduction== | ||
{| class="wikitable" style="background-color:#EAFFFC; border: 2px solid #400042; cellpadding:5px;" | |||
|In case any of the terms seem unfamiliar, check '''[https://wiki.gbl.gg/w/Dual_Souls:_The_Last_Bearer/Glossary the Glossary page!]''' | |||
|} | |||
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=== | ||
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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 into it 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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|advHitCrouch= +12 | |advHitCrouch= +12 | ||
|advGuard= -9 | |advGuard= -9 | ||
|description= | |description= Hits quite far and is useful for punishing grab attempts. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= 800 | |damage= 800 | ||
|guard= | |guard= Throw | ||
|cancel= 0 | |cancel= 0 | ||
|startup= 8 | |startup= 8 | ||
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|advHitCrouch= Hard knockdown | |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. Also brings them out of the corner, allowing you to crossup afterward with 236K>BS | ||
}} | }} | ||
}} | }} | ||
===Specials=== | ===Specials=== | ||
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|caption2= | |caption2= | ||
|name=Dagger Toss | |name=Dagger Toss | ||
|input={{d|2 | |input={{d|2}}{{d|6}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
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|caption2= | |caption2= | ||
|name= Air Dagger Toss | |name= Air Dagger Toss | ||
|input={{d|2 | |input= In the air:{{d|2}}{{d|6}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
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|guard= Mid | |guard= Mid | ||
|cancel = 0 | |cancel = 0 | ||
|startup= | |startup= 10 | ||
|active= Until it touches the ground | |active= Until it touches the ground | ||
|advHit= Varies | |advHit= Varies | ||
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|guard= Mid | |guard= Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 14 | ||
|active= Until it touches the ground | |active= Until it touches the ground | ||
|advHit= Varies | |advHit= Varies | ||
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|caption7= | |caption7= | ||
|name=Mist Dash | |name=Mist Dash | ||
|input= {{d|2 | |input= {{d|2}}{{d|6}}{{NotationIcon-DSTLB|K}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{NotationIcon-DSTLB|SL}} | |version=+{{NotationIcon-DSTLB|SL}} | ||
|damage= 600 | |damage= 600 | ||
|guard= Mid | |guard= Mid | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{NotationIcon-DSTLB|BS}} | |version=+{{NotationIcon-DSTLB|BS}} | ||
|damage= 1000 | |damage= 1000 | ||
|guard= Mid | |guard= Mid | ||
|cancel= | |cancel= 2 | ||
|startup= 27 | |startup= 27 | ||
|active= 4 | |active= 4 | ||
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* Results in a wallbounce if the opponent touches the wall. | * Results in a wallbounce if the opponent touches the wall. | ||
* Has a Snap Out window after the wallbounce. | * 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. | * Death if guarded. Use this when you're sure they're not expecting it or when you can afford a Recovery. | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{d|2}}{{NotationIcon-DSTLB|SL}} | |version=+{{d|2}}{{NotationIcon-DSTLB|SL}} | ||
|damage= 1000 | |damage= 1000 | ||
|guard= Low | |guard= Low | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{NotationIcon-DSTLB|PW}} | |version=+{{NotationIcon-DSTLB|PW}} | ||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version={{d|2}}{{NotationIcon-DSTLB|PW}} | |version=+{{d|2}}{{NotationIcon-DSTLB|PW}} | ||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
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{{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= - | ||
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|caption= | |caption= | ||
|name=Dragon Rise | |name=Dragon Rise | ||
|input= {{d|2 | |input= {{d|2}}{{d|4}}{{NotationIcon-DSTLB|K}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
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|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= Grounded | |version= Grounded | ||
|damage= - | |damage= - | ||
|guard= - | |guard= - | ||
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|description= | |description= | ||
* Changes your momentum by making you float slower to the ground. SL and BS versions are identical. | * 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. | * You can't teleport up, only left and right. You can also teleport downwards if you press up or no direction. | ||
}} | }} | ||
}} | }} | ||
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|caption= | |caption= | ||
|name=Shadow Clone | |name=Shadow Clone | ||
|input= {{d|2 | |input= {{d|2}}{{d|4}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|cancel= 0 | |cancel= 0 | ||
|version= - | |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 or guards an attack, the shadow won't hit the opponent. | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
===Other=== | ===Other=== | ||
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|caption= | |caption= | ||
|name=Oblivion Strike | |name=Oblivion Strike | ||
|input= {{d|2 | |input= {{d|2}}{{d|6}}{{NotationIcon-DSTLB|pw}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
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|caption= | |caption= | ||
|name=Fan of Daggers | |name=Fan of Daggers | ||
|input= {{d|2 | |input= {{d|2}}{{d|6}}{{NotationIcon-DSTLB|pw}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
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|cancel= 0 | |cancel= 0 | ||
|startup= 10 | |startup= 10 | ||
|active= Full | |active= Full Screen | ||
|advHit= +34 (1 dagger), knockdown (2 or more), spinning knockdown (4 or more) | |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) | |advHitCrouch= +38 (1 dagger), knockdown (2 or more), spinning knockdown (4 or more) | ||
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|caption= | |caption= | ||
|name= Black Justice | |name= Black Justice | ||
|input= {{d|2}} | |input= {{d|2}} | ||
{{d|4}}{{NotationIcon-DSTLB|pw}} | |||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
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|cancel= 0 | |cancel= 0 | ||
|startup= 10 | |startup= 10 | ||
|active= Full | |active= Full Screen | ||
|advHit= +137 | |advHit= +137 | ||
|advHitCrouch= +153 | |advHitCrouch= +153 | ||
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|guard= - | |guard= - | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= Flash | ||
|active= | |active= Drive Duration | ||
|advHit= - | |advHit= - | ||
|advHitCrouch= - | |advHitCrouch= - | ||
|advGuard= | |advGuard= - | ||
|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: | |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. | * 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. | * 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. | * Shadow Clones are still considered Limit Breaks and will give you Recovery Points on hit. | ||
[https://youtu.be/d97jQMeNJTc Assassin Mirei Chaos Drive Loops] | |||
}} | |||
}} | }} | ||
===Ultimate=== | ===Ultimate=== | ||
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|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 7400 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= 3/7/13/23 | |startup= 3/7/13/23 | ||
|active= Full | |active= Full Screen | ||
|advHit= - | |advHit= - | ||
|advHitCrouch= - | |advHitCrouch= - | ||
Line 769: | Line 774: | ||
* Since this is a hit-grab, it won't work on aerial opponents. | * Since this is a hit-grab, it won't work on aerial opponents. | ||
}} | }} | ||
}} | }} | ||
==Combos== | ==Combos== | ||
{| class="wikitable" style="border: 2px solid darkblue; cellpadding:5px;" | |||
|- | |||
! <ins>Combo Notation Guide</ins>: | |||
|- | |||
| | |||
:'''( )''' = Optional, typically the combo will be easier if omitted. | |||
:'''< >''' = Used to insert a comment or extra info: ''<air> A, B''. | |||
:'''[ ]''' = Either option works here: ''[A] [B]''. | |||
:''',''' = Link move B after move A: ''(A, B)''. | |||
:'''xx''' = Cancel A into B: ''(A xx B)''. | |||
:'''>''' = Use the specified follow-up to the move: ''(A > B)''. | |||
:'''{}xN''' = That part can be repeated up to N number of times: ''{A > B}x3''. | |||
|} | |||
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. | 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 may begin these combos with a jumping big slash. | ||
[https://youtu.be/VNWG5ceGGb0 Assassin Mirei Combo Video.] | |||
===Basic=== | ===Basic=== | ||
<p> | <p> | ||
* 2SL | * 2SL xx 26K > SL | ||
* 2SL | * 2SL xx 26SL | ||
* 2PW, 2SL | * 2PW, 2SL xx 26SL | ||
* 2PW, 2SL | * 2PW, 2SL xx 26K > SL | ||
</p> | </p> | ||
===Advanced=== | ===Advanced=== | ||
Note: You may swap 66 > BS with 66 > K for an easier combo, but less damage.<br> | |||
When a combo requires you to link 26SL into 66 > BS, you can instead do the easier 26BS xx 66 > BS for less damage and a Recovery Point. | |||
<p> | <p> | ||
* 9BS, 2PW, 2SL | * 9BS, 2PW, 2SL xx 26K > SL, 24K | ||
* 9BS, 2PW, 2SL | * 9BS, 2PW, 2SL xx 26SL, 66 > BS xx 26K > SL, 214K | ||
* 9BS, 2PW, 2SL | * 9BS, 2PW, 2SL xx 26SL, 66 > BS xx 26K > SL, 5BS xx 26K > 2SL | ||
* Corner | * Corner Only: 9BS, 2PW, 6SL, 5SL xx 26SL, 66 > BS, 6SL, 5SL xx 26K > SL, [5BS xx 26K > 2SL] [24K] | ||
</p> | </p> | ||
===Bread & Butter=== | |||
* 2PW, 6SL, [5SL] or [5BS] xx 26SL, 66 > BS, 6SL, [5SL] or [5BS] xx 26K > SL, 24K | |||
* 2PW, 6SL, [5SL] or [5BS] xx 26SL, 66 > BS, 6SL, [5SL] or [5BS] xx 26K > SL, 5BS xx 26K > 2SL | |||
===Situational=== | ===Situational=== | ||
====*After Stun Combos*==== | |||
==After Stun Combos | |||
* | |||
== | |||
<p> | <p> | ||
* <full charge> 5BS xx Super Jump Forward, 9BS, 2PW, 6SL, 5BS xx 26K > SL, 24K | |||
* <full charge> 5BS xx Super Jump Forward, 9BS, 2PW, 6SL, 5BS xx 26SL, 66 > BS, 6SL, 5BS xx 26K > SL, 5BS xx 26K > 2SL | |||
* <full charge> 5BS xx Super Jump Forward, 9BS, 2PW, 6SL, 5BS xx 26SL, 66 > BS xx 24BS, 9BS, 2PW, 6K, 5BS xx [22PW] [SL+BS+K], {2PW, 5BS xx 214BS}x3, 9BS, 2PW, 2BS xx 26K > SL, 5BS xx 26K > 2SL | |||
</p> | </p> | ||
====*Counterhit Combos*==== | |||
'''''Conversion''''' | |||
* Air To Air: 9BS, 9SL xx 82PW, 24K | |||
Damage: 3119 | |||
* Air To Air: 92PW, 26SL, 26K > SL, 214K xx 26PW | |||
Damage: 3423 | |||
* Air To Air: 9BS, 26SL, 26K > SL, 236K > BS, 236PW (Midscreen) | |||
Damage: 3992 | |||
* Air To Air: 9BS, 662BS xx 26SL, 662BS xx 26K > SL, 66BS xx 26K > 2SL | |||
Damage: 4132 | |||
* Air To Air: 92PW, 9SL xx 92PW, 26PW | |||
Damage: 4378 | |||
* Air To Air: 9BS, 662BS, 24PW <Power #3>, 9SL xx 82PW, 46K | |||
Damage: 5282 | |||
'''''Conversion''''' | |||
Note: These combos can be done from 5BS conversions, they usually do more damage. | |||
* 5SL: 5SL, 66 > BS xx 26SL, 2SL xx 26K > SL, 24K | |||
Damage: 3450 | |||
* 5SL: 5SL xx 26SL, 66 > BS xx 26K > SL, 24K <Power Recovery>, 2BS <OTG> xx 26K > 2SL | |||
Damage: 3603 | |||
* 5SL: 5SL xx 26K > BS, 26K > SL, 24K xx 826PW <Air Power #1> | |||
Damage: 3806 | |||
* 5SL: 5SL, 66 > BS xx 26SL, 2SL xx 26K > SL, 26PW <Power #2>, 66 < BS xx 26K > 2SL | |||
Damage: 4585 | |||
* 5SL: 5SL xx 26SL, 66 > BS, 2SL xx 24PW <Power #3>, {66 > BS x3}, 46K | |||
Damage: 6318 | |||
* 5SL: 5SL, 66 > BS xx 24PW <Power #3>, 66 > BS, {8BS x2}, 2PW, 6SL, 5BS xx 26SL, 66 > BS, 6SL, 5BS, 26K > SL, 24K <stun> 8BS, 2PW, 6SL, 5BS xx 26K > 2SL | |||
(Works on characters with health below 10000) | |||
Damage: 6999 | |||
'''''Conversion''''' | |||
* 26SL: 26SL, 26K > SL, 24K | |||
Damage: 1722 | |||
* 26SL: 26SL, 26K > SL, 9SL xx 82PW | |||
Damage: 1786 | |||
* 26SL: 26SL, 66BS, 26K > SL, 24K | |||
Damage: 2578 | |||
* 26SL: 26SL, 66BS, 26K > SL, 9SL xx 82PW | |||
Damage: 2642 | |||
* 26SL: 26SL, 26K > BS <instant version>, 26K > SL, 24K | |||
Damage: 2321cb | |||
* 26SL: 26SL, 26K > BS <instant version>, 26K > SL, 9SL xx 82PW | |||
Damage: 2343 | |||
* 26SL: 26SL, 26K > BS, 26K > SL, 5BS xx 26K > 2SL | |||
Damage: 2402 | |||
* 26SL: 26SL, 26K > BS <instant version>, 26K > SL, 24K xx 26PW <Air Power #1> | |||
Damage: 3086 | |||
* 26SL: 26SL, 26K > 2PW, 2SL xx 26K > SL, 9SL xx 24PW <Air Power #1> | |||
Damage: 3536 | |||
* 26SL: 26SL, 26K > 2PW, 2SL xx 26PW <Power #2>, 66 > BS xx 26K > 2SL | |||
Damage: 3589 | |||
* 26SL: 26SL, 26K > 2PW, 2SL xx 26K > SL, 26PW <Power #2 wallsplat>, 9BS <right as they touch the ground>, 2PW, 6SL, 5BS xx 26K > 2SL | |||
Damage: 3611 | |||
* Crouching 26SL: 26SL, 66 > BS, 6SL, 5BS xx 26K > SL, 24K | |||
Damage: 3368 | |||
* Crouching 26SL: 26SL, 66 > 2BS, 2SL xx 26K > SL, 9SL xx 826PW <Air Power #1> | |||
==Mixups== | |||
===Basic=== | |||
{| class="wikitable" | |||
| rowspan="4" | 2SL || | |||
|- | |||
| {{d|2}} {{NotationIcon-DSTLB|SL}} (low) | |||
|- | |||
| 26SL (frametrap) | |||
|- | |||
| 24K (DP + special cancel frame trap) | |||
|- | |||
| rowspan="3" | 2PW || {{d|2}} {{NotationIcon-DSTLB|PW}} (overhead) | |||
|- | |||
| Recovery (cancels negative frame adv on guard) || | |||
|- | |||
| Usually unreactable in online delay. | |||
|} | |||
===Advanced=== | |||
{| class="wikitable" | |||
| rowspan="6" | 2SL || | |||
|- | |||
| {{d|2}} {{NotationIcon-DSTLB|SL}} (low) | |||
|- | |||
| 26K > 2SL (double low) | |||
|- | |||
| 26K > 2PW (low overhead) | |||
|- | |||
| 26K > BS (low crossup) | |||
|- | |||
| Most of these are reactable. | |||
| | |||
|} | |||
{| class="wikitable" | |||
| rowspan="6" |JBS|| | |||
|- | |||
| {{d|8}} {{NotationIcon-DSTLB|BS}} (high) | |||
|- | |||
| JBS > 2SL (overhead low) | |||
|- | |||
| JBS > 2PW (overhead overhead) | |||
|- | |||
| JBS > PW (tick throw) | |||
|- | |||
| Crosses up from forward jump mostly in the corner but can cross up midscreen from super jump. | |||
| | |||
|} | |||
===Yolo=== | |||
{| class="wikitable" | |||
| rowspan="4" | 26K > 2SL || | |||
|- | |||
| {{d|2}} {{d|6}} {{NotationIcon-DSTLB|K}} > {{d|2}} {{NotationIcon-DSTLB|SL}} | |||
|- | |||
| Recovery cancel into 2PW (tricky low high) | |||
|- | |||
| 26K > 2PW (low high) | |||
|- | |||
| rowspan="4" | 26K > 2PW || | |||
|- | |||
| {{d|2}} {{d|6}} {{NotationIcon-DSTLB|K}} > {{d|2}} {{NotationIcon-DSTLB|PW}} | |||
|- | |||
| Recovery cancel into 2SL (tricky high low) | |||
|- | |||
| 26K > 2SL (high low) | |||
| | |||
|} | |||
{| class="wikitable" | |||
| rowspan="6" | 26K > BS || | |||
|- | |||
| {{d|2}} {{d|6}} {{NotationIcon-DSTLB|K}} > {{NotationIcon-DSTLB|BS}} | |||
|- | |||
| Quick version is more efficient than slow version. | |||
|- | |||
| Slow version can force new left right mixups. | |||
|- | |||
| Automatic crossup, good move despite being unsafe and risky to use. | |||
|- | |||
| Can wall bounce at certain range but does have a Snap Out window. | |||
| | |||
|} | |||
==Setups== | |||
In this guide you'll learn that Assassin Mirei also has a bit of setplay in her kit. Her Shadow Clones and sometimes Aerial Dagger Tosses are responsible for that. Assassin Mirei can hold clones in place and move while they're held, she can also release them to attack whenever. | |||
Her 5BS is the place holder for her setplay as it's a hard knockdown on juggled or aerial opponents and cancels into her clones. | |||
Most of these setups are highly revolved around a Front Thrust launch inside of a combo route. | |||
'''[Shadow Clone Setups]''' | |||
''Midscreen'' | |||
Clone Type: A | |||
{| class="wikitable" | |||
| rowspan="6" | 5BS (HKD)|| | |||
|- | |||
| {{d|2}} {{d|4}} {{NotationIcon-DSTLB|SL}} (low) | |||
|- | |||
| As you hold the clone walk forward and then hit them with 2PW as they're off the ground, it will clash with the sliding clone and create a "hard-to-guard" mixup, this enables a new conversion that makes the setup a huge threat. | |||
|- | |||
| Mix that setup option up with 2SL and get a double low mixup that will lead into another conversion (launches) if it hits. | |||
|- | |||
| Mix both of those options up with PW, if PW hits first the clone will not hit, if PW and the clone hit at the same time, the clone will hit which adds damage on the throw. | |||
|- | |||
| (These can be done in the corner) | |||
| | |||
|} | |||
Clone Type: B | |||
{| class="wikitable" | |||
| rowspan="7" | 5BS (HKD) || | |||
|- | |||
| {{d|2}} {{d|4}} {{NotationIcon-DSTLB|BS}} (mid) | |||
|- | |||
| Hold the clone in place and go into instant 26K > BS for a left right mixup, if done right the clone would hit last, but you can also make them hit at the same time leaving Mirei at a advantage. | |||
|- | |||
| Hold the clone and walk forward into 2SL or 2PW to force a mixup between this clone, the clone would most likely link into them if the opponent is hit and you can continue the combo. | |||
|- | |||
| Just like Shadow Clone A you can create mixups with PW, if PW hits first the clone will not hit but if they hit at the same time it will connect (adding extra damage to the throw) | |||
|- | |||
| You can also create crossup mix between 9PW, since Mirei fades a bit away from the opponent it will make it hard to interrupt her from the setup (this can also be done with Shadow Clone A creating a left-right low mixup) | |||
|- | |||
| (Can be done in the corner) | |||
|} | |||
'''[Air Dagger Toss Setups]''' | |||
''Corner Mostly'' | |||
Dagger Type: A | |||
Performed from Super Jump cancel | |||
{| class="wikitable" | |||
| rowspan="6" | 5BS (HKD) || | |||
|- | |||
| {{d|8}} {{d|2}} {{d|6}} {{NotationIcon-DSTLB|SL}} | |||
|- | |||
| Dagger Toss is somewhat safe on guard so this setup is good for advantages such as forcing a certain guardstring or mixup off of it. | |||
|- | |||
| From guard advantage you can go into 2SL for your transition. | |||
|- | |||
| You can mix that up with 2PW, though quite risky if they expect it. | |||
|- | |||
| Or you can mix both of those up with PW as a strike/throw mixup. | |||
| | |||
|} | |||
Dagger Type: A (Power Recovery) | |||
Performed from Super Jump cancel | |||
{| class="wikitable" | |||
| rowspan="6" | 5BS (HKD) || | |||
|- | |||
| {{d|8}} {{d|2}} {{d|6}} {{NotationIcon-DSTLB|SL}} + {{NotationIcon-DSTLB|R}} | |||
|- | |||
| Power Recovered version has Mirei fall with the dagger which gives her a safer way to throw on mix. | |||
|- | |||
| Instant 2SL from the blank fall is a huge culprit in this. | |||
|- | |||
| Instant 2PW from the blank fall is hard to react to, so if you expect 2SL you have a high chance to get hit by this alot. | |||
|- | |||
| Gives her more access to guardstrings since she can cancel into jumping normals during the fall. | |||
| | |||
|} | |||
'''[Technical Setups]''' | |||
''Anywhere'' | |||
Setup Type: Shadow Clone (A or B) | |||
{| class="wikitable" | |||
| rowspan="6" | 5BS (HKD) || | |||
|- | |||
| {{d|2}} {{d|4}} {{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}} | |||
|- | |||
| With clone active, perform forward dash xx PW while releasing the clone and head into 9BS. | |||
|- | |||
| This setup beats most reversal attempts and even grab attempts. | |||
| | |||
|} | |||
Setup Type: Air Dagger Toss (A or B) | |||
Performed from neutral Super Jump cancel | |||
{| class="wikitable" | |||
| rowspan="6" | 5BS (HKD) || | |||
|- | |||
| {{d|8}} {{d|2}} {{d|6}} {{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}} | |||
|- | |||
| Power Recover your aerial dagger toss and fall down with aerial counter. | |||
|- | |||
| Beats out reversals and backdash. | |||
|- | |||
| Mirei is plus after parry and guard. | |||
|} | |||
Setup Type: Air Reset | |||
{| class="wikitable" | |||
| rowspan="6" | 26K < SL || | |||
|- | |||
| {{d|6}} {{NotationIcon-DSTLB|SL}} | |||
|- | |||
| Perform held mist dash after 6SL air reset until Mirei is underneath her opponent and then recover. | |||
|- | |||
|You can same side 2SL:2PW or crossup 2SL:2PW or throw the opponent. | |||
|- | |||
| 5 way mixup. | |||
|} | |||
==Strategy== | ==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 strategy having her 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 | Her Dagger Toss is a great tool for gaining advantage in neutral as it can be easily hit confirmed and has a murderous counterhit. Meter and resources are Assassin Mirei's most reliable tools, so try and manage your meter/resources as much as possible. | ||
Whenever possible, spend your meter on Shadow Clone mixups to | Whenever possible, spend your meter on Shadow Clone mixups/setups to maintain 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. | ||
Line 816: | Line 1,114: | ||
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. | 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. | ||
{{DSTLB}} | |||
[[Category: Dual Souls: The Last Bearer]] | [[Category: Dual Souls: The Last Bearer]] | ||
[[Category: Mirei (Assassin)]] | [[Category: Mirei (Assassin)]] |
Latest revision as of 19:31, 3 April 2024
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
In case any of the terms seem unfamiliar, check the Glossary page! |
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
Combo Notation Guide: |
---|
|
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 xx 26K > SL
- 2SL xx 26SL
- 2PW, 2SL xx 26SL
- 2PW, 2SL xx 26K > SL
Advanced
Note: You may swap 66 > BS with 66 > K for an easier combo, but less damage.
When a combo requires you to link 26SL into 66 > BS, you can instead do the easier 26BS xx 66 > BS for less damage and a Recovery Point.
- 9BS, 2PW, 2SL xx 26K > SL, 24K
- 9BS, 2PW, 2SL xx 26SL, 66 > BS xx 26K > SL, 214K
- 9BS, 2PW, 2SL xx 26SL, 66 > BS xx 26K > SL, 5BS xx 26K > 2SL
- Corner Only: 9BS, 2PW, 6SL, 5SL xx 26SL, 66 > BS, 6SL, 5SL xx 26K > SL, [5BS xx 26K > 2SL] [24K]
Bread & Butter
- 2PW, 6SL, [5SL] or [5BS] xx 26SL, 66 > BS, 6SL, [5SL] or [5BS] xx 26K > SL, 24K
- 2PW, 6SL, [5SL] or [5BS] xx 26SL, 66 > BS, 6SL, [5SL] or [5BS] xx 26K > SL, 5BS xx 26K > 2SL
Situational
*After Stun Combos*
- <full charge> 5BS xx Super Jump Forward, 9BS, 2PW, 6SL, 5BS xx 26K > SL, 24K
- <full charge> 5BS xx Super Jump Forward, 9BS, 2PW, 6SL, 5BS xx 26SL, 66 > BS, 6SL, 5BS xx 26K > SL, 5BS xx 26K > 2SL
- <full charge> 5BS xx Super Jump Forward, 9BS, 2PW, 6SL, 5BS xx 26SL, 66 > BS xx 24BS, 9BS, 2PW, 6K, 5BS xx [22PW] [SL+BS+K], {2PW, 5BS xx 214BS}x3, 9BS, 2PW, 2BS xx 26K > SL, 5BS xx 26K > 2SL
*Counterhit Combos*
Conversion
- Air To Air: 9BS, 9SL xx 82PW, 24K
Damage: 3119
- Air To Air: 92PW, 26SL, 26K > SL, 214K xx 26PW
Damage: 3423
- Air To Air: 9BS, 26SL, 26K > SL, 236K > BS, 236PW (Midscreen)
Damage: 3992
- Air To Air: 9BS, 662BS xx 26SL, 662BS xx 26K > SL, 66BS xx 26K > 2SL
Damage: 4132
- Air To Air: 92PW, 9SL xx 92PW, 26PW
Damage: 4378
- Air To Air: 9BS, 662BS, 24PW <Power #3>, 9SL xx 82PW, 46K
Damage: 5282
Conversion
Note: These combos can be done from 5BS conversions, they usually do more damage.
- 5SL: 5SL, 66 > BS xx 26SL, 2SL xx 26K > SL, 24K
Damage: 3450
- 5SL: 5SL xx 26SL, 66 > BS xx 26K > SL, 24K <Power Recovery>, 2BS <OTG> xx 26K > 2SL
Damage: 3603
- 5SL: 5SL xx 26K > BS, 26K > SL, 24K xx 826PW <Air Power #1>
Damage: 3806
- 5SL: 5SL, 66 > BS xx 26SL, 2SL xx 26K > SL, 26PW <Power #2>, 66 < BS xx 26K > 2SL
Damage: 4585
- 5SL: 5SL xx 26SL, 66 > BS, 2SL xx 24PW <Power #3>, {66 > BS x3}, 46K
Damage: 6318
- 5SL: 5SL, 66 > BS xx 24PW <Power #3>, 66 > BS, {8BS x2}, 2PW, 6SL, 5BS xx 26SL, 66 > BS, 6SL, 5BS, 26K > SL, 24K <stun> 8BS, 2PW, 6SL, 5BS xx 26K > 2SL
(Works on characters with health below 10000) Damage: 6999
Conversion
- 26SL: 26SL, 26K > SL, 24K
Damage: 1722
- 26SL: 26SL, 26K > SL, 9SL xx 82PW
Damage: 1786
- 26SL: 26SL, 66BS, 26K > SL, 24K
Damage: 2578
- 26SL: 26SL, 66BS, 26K > SL, 9SL xx 82PW
Damage: 2642
- 26SL: 26SL, 26K > BS <instant version>, 26K > SL, 24K
Damage: 2321cb
- 26SL: 26SL, 26K > BS <instant version>, 26K > SL, 9SL xx 82PW
Damage: 2343
- 26SL: 26SL, 26K > BS, 26K > SL, 5BS xx 26K > 2SL
Damage: 2402
- 26SL: 26SL, 26K > BS <instant version>, 26K > SL, 24K xx 26PW <Air Power #1>
Damage: 3086
- 26SL: 26SL, 26K > 2PW, 2SL xx 26K > SL, 9SL xx 24PW <Air Power #1>
Damage: 3536
- 26SL: 26SL, 26K > 2PW, 2SL xx 26PW <Power #2>, 66 > BS xx 26K > 2SL
Damage: 3589
- 26SL: 26SL, 26K > 2PW, 2SL xx 26K > SL, 26PW <Power #2 wallsplat>, 9BS <right as they touch the ground>, 2PW, 6SL, 5BS xx 26K > 2SL
Damage: 3611
- Crouching 26SL: 26SL, 66 > BS, 6SL, 5BS xx 26K > SL, 24K
Damage: 3368
- Crouching 26SL: 26SL, 66 > 2BS, 2SL xx 26K > SL, 9SL xx 826PW <Air Power #1>
Mixups
Basic
2SL | |
(low) | |
26SL (frametrap) | |
24K (DP + special cancel frame trap) | |
2PW | (overhead) |
Recovery (cancels negative frame adv on guard) | |
Usually unreactable in online delay. |
Advanced
2SL | |
(low) | |
26K > 2SL (double low) | |
26K > 2PW (low overhead) | |
26K > BS (low crossup) | |
Most of these are reactable. |
JBS | |
(high) | |
JBS > 2SL (overhead low) | |
JBS > 2PW (overhead overhead) | |
JBS > PW (tick throw) | |
Crosses up from forward jump mostly in the corner but can cross up midscreen from super jump. |
Yolo
26K > 2SL | |
> | |
Recovery cancel into 2PW (tricky low high) | |
26K > 2PW (low high) | |
26K > 2PW | |
> | |
Recovery cancel into 2SL (tricky high low) | |
26K > 2SL (high low) |
Setups
In this guide you'll learn that Assassin Mirei also has a bit of setplay in her kit. Her Shadow Clones and sometimes Aerial Dagger Tosses are responsible for that. Assassin Mirei can hold clones in place and move while they're held, she can also release them to attack whenever.
Her 5BS is the place holder for her setplay as it's a hard knockdown on juggled or aerial opponents and cancels into her clones.
Most of these setups are highly revolved around a Front Thrust launch inside of a combo route.
[Shadow Clone Setups]
Midscreen
Clone Type: A
Clone Type: B
[Air Dagger Toss Setups]
Corner Mostly
Dagger Type: A
Performed from Super Jump cancel
Dagger Type: A (Power Recovery)
Performed from Super Jump cancel
[Technical Setups]
Anywhere
Setup Type: Shadow Clone (A or B)
5BS (HKD) | |
or | |
With clone active, perform forward dash xx PW while releasing the clone and head into 9BS. | |
This setup beats most reversal attempts and even grab attempts. |
Setup Type: Air Dagger Toss (A or B)
Performed from neutral Super Jump cancel
5BS (HKD) | |
or | |
Power Recover your aerial dagger toss and fall down with aerial counter. | |
Beats out reversals and backdash. | |
Mirei is plus after parry and guard. |
Setup Type: Air Reset
26K < SL | |
Perform held mist dash after 6SL air reset until Mirei is underneath her opponent and then recover. | |
You can same side 2SL:2PW or crossup 2SL:2PW or throw the opponent. | |
5 way mixup. |
Strategy
Her strategy having her 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 a murderous counterhit. Meter and resources are Assassin Mirei's most reliable tools, so try and manage your meter/resources as much as possible.
Whenever possible, spend your meter on Shadow Clone mixups/setups to maintain 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.