imagine having a picture amirite?
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
Warrior Mirei is a high-risk-high-reward character that cashes mixups out onto her opponents and forcing them to turtle up, Within this strong and fearful character is a complex moveset featuring 2 different stances with completely different moves. The culprit of these stances are controlled by her gigantic dagger that sits on her back. Mirei's default stance is known as *Heavy Mode* while her secondary stance also known as *Light Mode* unveils itself whenever she let's go of the dagger. From Heavy Mode, Mirei can go directly into Light Mode from a move called Mist Dash , during this action, Mirei will dash forward while turning invisible, Though, it is very slow, the mixups she can show off will catch you off guard.
Character Stats
Health |
Universal Overhead Startup |
Meditation Charge |
Default Chaos Drive Duration |
Mobility
|
9500 |
17 |
4% per second |
8 seconds |
Super Jump (can cancel into it from 5BS, 5SL, and 2BS), When Heavy Mode is disabled, Mirei can hold forward dash to run.
|
Strengths |
Weaknesses
|
- Has the highest throw damage out of the cast
- Has more power moves than the rest of the cast
- Heavy Mode limit break automatically crosses up
- Has 6 different ways to knock opponents from the air
|
- Lacks a good safe special move
- Some moves have a stale purpose
- Complex and hard to pick up
- Mist Dash follow-up (PW) can be avoided by crouching
|
Moves
Standing Normals
Slash Moves Mirei forward slightly. Moves Mirei forward slightly.
|
Damage
|
Guard
|
Cancelable
|
Startup
|
750
|
Mid
|
Special Cancelable
|
10
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
14
|
+4
|
+8
|
-5
|
Fast and reliable punish tool.
|
|
Big Slash Chargeable Chargeable
|
Damage
|
Guard
|
Cancelable
|
Startup
|
900
|
Mid
|
Special Cancelable
|
10
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
16
|
+2
|
+16
|
-8
|
Far ranged, best staggerable-poke and safe at max range, is a good anti-air.
|
|
Kick
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Forward Slash
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Forward Kick
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Crouching Normals
Crouching Slash
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Crouching Big Slash
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
Special Cancelable (both hits)
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Crouching Kick
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Jumping Normals
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Universal Mechanics
Overhead
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
High
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
1200
|
Throw
|
No
|
8
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
0
|
Knockdown
|
Knockdown
|
-
|
|
Specials
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
22
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
or
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Powers
Power #1 Power #1
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Power #2 Power #2
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Red Power Red Power
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Chaos Drive
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Ultimate
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
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:
You may begin these combos with a jumping big slash.
Basic
example combos below
Damage: 2070
- 2SL, 2SL, 26SL (Power Recovery), 26SL
Damage: 2420
- 2PW, 5K, 5SL xx 24K > SL, [6SL] or [6K]
Damage: 2915
Advanced
example combos below
- 2SL, 5K xx 46SL(Power Recovery) xx 24K > PW > BS
Damage: 2510
- 2PW, 5K, 5SL xx 24SL (Power Recovery), 2PW, 5K, 5SL xx 46BS{3 hits} xx 24K > SL, [6SL] or [6K] Corner Only
Damage: 4840
Bread And Butter
Buff Point Combos
Situational
*After Stun Combos*
*Counterhit Combos*
*Fatal Blow Combos*
Mixups
Strategy