Dual Souls: The Last Bearer/Mirei (Assassin)

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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

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
  • 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
NotationIcon-DSTLB-SL.webp
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
NotationIcon-DSTLB-BS.webp
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.

  • Is a Fatal Blow.


Kick
NotationIcon-DSTLB-K.webp
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
6.gifNotationIcon-DSTLB-SL.webp
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
6.gifNotationIcon-DSTLB-K.webp
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
2.gif NotationIcon-DSTLB-SL.webp
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
2.gifNotationIcon-DSTLB-BS.webp
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.

  • Is a Fatal Blow.


Crouching Kick
2.gifNotationIcon-DSTLB-K.webp
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

Jumping Slash
7.gif/8.gif/9.gifNotationIcon-DSTLB-SL.webp
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.


Jumping Kick
7.gif/8.gif/9.gifNotationIcon-DSTLB-K.webp
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.


Jumping Big Slash
7.gif/8.gif/9.gifNotationIcon-DSTLB-BS.webp
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
2.gifNotationIcon-DSTLB-PW.webp
Damage Guard Cancelable Startup
700 High Special Cancelable 17
Active Hit Adv. Hit Adv. Crouching Guard Adv.
3 +8 +12 -9

Hits quite far and is useful for punishing grab attempts.


Shadow Deception
During jump or forward dash: NotationIcon-DSTLB-PW.webp
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.


Shadow Vortex
7.gif/8.gif/9.gif, 2.gifNotationIcon-DSTLB-PW.webp
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.


Grab
NotationIcon-DSTLB-PW.webp, 4.gifNotationIcon-DSTLB-PW.webp or 6.gifNotationIcon-DSTLB-PW.webp
Damage Guard Cancelable Startup
800 Throw 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. Also brings them out of the corner, allowing you to crossup afterward with 236K>BS

Specials

Dagger Toss
2.gif6.gifNotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
NotationIcon-DSTLB-SL.webp 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.


NotationIcon-DSTLB-BS.webp 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.
Air Dagger Toss
In the air:2.gif6.gifNotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
NotationIcon-DSTLB-SL.webp Damage Guard Cancelable Startup
300 Mid No 10
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.


NotationIcon-DSTLB-BS.webp Damage Guard Cancelable Startup
600 (300 + 300) Mid No 14
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.


Mist Dash
2.gif6.gifNotationIcon-DSTLB-K.webp
Ikuzo!
Ikuzo!
NotationIcon-DSTLB-K.webp Damage Guard Cancelable Startup
- - Power Cancelable -
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -

Ignores projectiles in the first frames. Holding K extends the dash.


+NotationIcon-DSTLB-SL.webp Damage Guard Cancelable Startup
600 Mid No 14
Active Hit Adv. Hit Adv. Crouching Guard Adv.
4 Knockdown Knockdown -12
  • Allows for juggles after, your main follow-up for combos.


+NotationIcon-DSTLB-BS.webp Damage Guard Cancelable Startup
1000 Mid Power Cancelable 27
Active Hit Adv. Hit Adv. Crouching Guard Adv.
4 Knockdown Knockdown -19
  • Mirei crosses up the opponent and launches them towards a wall.
  • Results in a wallbounce if the opponent touches the wall.
  • Has a Snap Out window after the wallbounce.
  • Death if guarded. Use this when you're sure they're not expecting it or when you can afford a Recovery.


+2.gifNotationIcon-DSTLB-SL.webp Damage Guard Cancelable Startup
1000 Low No 11
Active Hit Adv. Hit Adv. Crouching Guard Adv.
5 Hard Knockdown Hard Knockdown -28
  • Fastest dash follow-up and is the only low.
  • Can be used in any juggle combo to end in hard knockdown.
  • Death if guarded. Outside of combos, use this when you're sure they're not expecting or when you can afford a Recovery.


+NotationIcon-DSTLB-PW.webp Damage Guard Cancelable Startup
- - No 17
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -
  • Performs the standing version of Shadow Counter and is functionally the same.


+2.gifNotationIcon-DSTLB-PW.webp Damage Guard Cancelable Startup
- - 32
Active Hit Adv. Hit Adv. Crouching Guard Adv.
3 +8 +12 -9
  • Performs her 2PW overhead.
  • The slowest of her follow-ups.


+7.gif/8.gif/9.gif or 2.gif8.gif/2.gif9.gif Damage Guard Cancelable Startup
- - - -
Active Hit Adv. Hit Adv. Crouching Guard Adv.
- - - -
  • Cancels the dash into her jump or super jump.


Dragon Rise
2.gif4.gifNotationIcon-DSTLB-K.webp
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.


Shadow Counter
2.gif2.gifNotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
Grounded 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. You can also teleport downwards if you press up or no direction.


Shadow Clone
2.gif4.gifNotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
- 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 or guards an attack, the shadow won't hit the opponent.


NotationIcon-DSTLB-SL.webp 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.


NotationIcon-DSTLB-BS.webp 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
6.gif6.gif
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

Oblivion Strike
2.gif6.gifNotationIcon-DSTLB-PW.webp
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.


Fan of Daggers
2.gif6.gifNotationIcon-DSTLB-PW.webp
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.


Black Justice
2.gif 4.gifNotationIcon-DSTLB-PW.webp
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

Shadow Force
2.gif2.gifNotationIcon-DSTLB-PW.webp or
NotationIcon-DSTLB-SL.webp+NotationIcon-DSTLB-BS.webp+NotationIcon-DSTLB-K.webp
Damage Guard Cancelable Startup
- - No Flash
Active Hit Adv. Hit Adv. Crouching Guard Adv.
Drive Duration - - -

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.

Assassin Mirei Chaos Drive Loops

Ultimate

Shadow Execution
4.gif6.gifNotationIcon-DSTLB-PW.webp
Damage Guard Cancelable Startup
7400 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

Combo Notation Guide:
( ) = 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.

You may begin these combos with a jumping big slash.

Assassin Mirei Combo Video.

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
2.gif NotationIcon-DSTLB-SL.webp (low)
26SL (frametrap)
24K (DP + special cancel frame trap)
2PW 2.gif NotationIcon-DSTLB-PW.webp (overhead)
Recovery (cancels negative frame adv on guard)
Usually unreactable in online delay.


Advanced

2SL
2.gif NotationIcon-DSTLB-SL.webp (low)
26K > 2SL (double low)
26K > 2PW (low overhead)
26K > BS (low crossup)
Most of these are reactable.
JBS
8.gif  NotationIcon-DSTLB-BS.webp (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
2.gif 6.gif NotationIcon-DSTLB-K.webp > 2.gif NotationIcon-DSTLB-SL.webp
Recovery cancel into 2PW (tricky low high)
26K > 2PW (low high)
26K > 2PW
2.gif 6.gif NotationIcon-DSTLB-K.webp > 2.gif NotationIcon-DSTLB-PW.webp
Recovery cancel into 2SL (tricky high low)
26K > 2SL (high low)
 26K > BS
2.gif 6.gif NotationIcon-DSTLB-K.webp > NotationIcon-DSTLB-BS.webp
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

 5BS (HKD)
2.gif 4.gif NotationIcon-DSTLB-SL.webp (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

5BS (HKD)
2.gif 4.gif NotationIcon-DSTLB-BS.webp (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

 5BS (HKD)
8.gif 2.gif 6.gif NotationIcon-DSTLB-SL.webp
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

 5BS (HKD)
8.gif 2.gif 6.gif NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-R.webp
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)

 5BS (HKD)
2.gif  4.gif NotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
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)
8.gif 2.gif 6.gif NotationIcon-DSTLB-SL.webp or NotationIcon-DSTLB-BS.webp
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
6.gif NotationIcon-DSTLB-SL.webp
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.


General
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Characters
Alperen
Efe
Kanae
Brandon
Andre
Shin
Nagashapa
Rungard
Mirei (Warrior)
Mirei (Assassin)
Jaman