Old Man's Wisdom: Mitsurugi Combos

RxN

[09] Warrior
Is there anything you can do after CH B6, 3A? I've done everything and the computer always guards whatever I try after the 3A
 

damn-I-Suck

[12] Conqueror
Just recently trying to learn Mitsu.

Can someone tell me what 236B BE is for? It looks exactly the same as regular 236B, and If I'm not mistaken does the same damage too.

Does it stun them longer or something?

Please help.
 

Ring

Lay still now
Just recently trying to learn Mitsu.

Can someone tell me what 236B BE is for? It looks exactly the same as regular 236B, and If I'm not mistaken does the same damage too.

Does it stun them longer or something?

Please help.
236B BE has the same properties as 236(B) but is much faster. On a standing opponent, it gives a KND and you can follow up with CE or 1B. Also when used after a launcher (like 3B) it gives a slide KND, also allowing you to follow up with CE or 1B, essentially making the 3B combo close to 90 dmg or 100dmg+ with CE.
 

Slade

[14] Master
236B BE is like a mid-way point between 236B and 236(B).
It has 236B's impact frames (i16), block frames (-16), and damage (42), as well as 236(B)'s knockdown and "bound" properties.

It also breaks guard in 11, while 236B breaks in 13 and 236(B) breaks in 8.
 

MuffinMan123

[10] Knight
which combos are currently not listed in the opening post? I didn't know about 11A CE until I saw the evo stream.

what else are there for mitsu?
 

MuffinMan123

[10] Knight
is ch B6, 3A, 3B a true combo? saw this in a ladder match video. I thought 3A doesn't give enough stun to combo off into anything. does this change if you combo into 3A from another stun?
 

JTK

[09] Warrior
Nevermind. I tested it out thoroughly but tried it in combat and it didn't work.
 
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IV Wind

[10] Knight
Held on to this stuff for quite some time, likely it is universal at this point in time to most Mitsurugi players but, I felt I should put it up here regardless.

Strongest Meterless (FC1B as combo start):
FC1B ~ W! ~ 3B ~ W! ~ FC1BB ~ 66BB : 99 dmg (This combo can get messed up depending on 3B timing as well as how far your opponent's back is from the wall (from what I've tested) which can cause a low wallsplat where FC1BB will fail to combo*)

Strongest/Consistent w/ Meter 1 bar:
FC1B ~ W! ~ 3B ~ W! ~ FC1BB ~ CE ~ 3B : 111 dmg (can vary depending on CE angle. Other options: 66BB, 1B, 6B2*) (*)

Strongest/Consistent w/ Meter 2 bars:
FC1B ~ W! ~ 3B ~ W! ~ FC1BB ~ CE ~ CE - 3B : 127 dmg (*)(*)

Side Note: Clean hit can vary damage so keep that in mind.

(Same rules from above apply)
Strongest Meterless (FC1B involved in combo*)(Normal wallsplat):
3B ~ W! ~ 3B ~ W! ~ FC1BB ~ 66BB : 107 dmg

Strongest Meterless (*)(High wallsplat):
33B/99B ~ W! ~ 11BA ~ 3B ~ W! ~ FC1BB ~ 66BB : 138 dmg

Strongest/Consistent w/ Meter 1 bar(*)(Normal wallsplat):
3B ~ W! ~ 3B ~ W! ~ FC1BB ~ CE ~ 3B : 120 dmg (CE rule applies to all these again. Mitsu is a great character right?)

Strongest/Consistent w/ Meter 2 bars(*)(Normal wallsplat):
3B ~ W! ~ 3B ~ W! ~ FC1BB ~ CE ~ CE ~ 3B: 138 dmg

Strongest/Consistent w/ Meter 1 or less bar(*)(High wallsplat):
33B/99B ~ W! ~ 11BA ~ 3B ~ W! ~ FC1BB ~ CE ~ 3B : 148 dmg
33B/99B ~ W! ~ 11BA4 ~ MST B BE ~ 3B ~ W! ~ FC1BB ~ 3B BE : 148 dmg (not as consistent, 3B has chance for low wallsplat)
33B/99B ~ W! ~ 11BA4 ~ MST B BE ~ 3B ~ W! ~ FC1BB ~ 66BB : 154 dmg (scaling is cool, remember)
Strongest/Consistent w/ Meter 2 bars(*)(High wallsplat):
33B/99B ~ W! ~ 11BA ~ 3B ~ W! ~ FC1BB ~ CE ~ CE ~ 3B : 165 dmg
33B/99B ~ W! ~ 11BA4 ~ MST B BE ~ 3B ~ W! ~ FC1BB ~ CE ~ 3B or 3B BE : 169/ 170 dmg (combo isn't really worth it but still the strongest)


All I have so far, I'll experiment more later as I think there is probably some other variations out there where the scaling is more in favor for more damage. Enjoy.