Old Man's Wisdom: Mitsurugi Combos

Belial

King of Hundred Swords
Legend: I use * for BE. and ! for wallsplat

Damage listed for CH combos is done with CH setting on in practice, meaning it usually deals less damage.


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Natural Combos
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AA (26)
BB (34)
11_77BA (45)
4KB (52)
2KB (48)
66_33_99BB (57)
MST BBB (30)
MST B,B+K (30)
3B* (47)
2K*:B (55)

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Natural Counterhit Combos
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FC 1BB (48)
11_77(B)AB (72)
kB (68)
bA (AT) (48)
B+K (AT) (56)

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Normal Hit Combos
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3B_33B
  • 236B (63)
  • 236B*, 6B2 (78) 1/2 bar
  • 236B*CE (112) 3/4 bar
3B* (second hit only)
  • 236B (51)
  • 236B*,6B2 (66) 3/2 bar
  • 236B*,CE (107) 2 bar
236B*_236B hold
  • 6B2 (56/76) 1 bar/0 bar
  • CE (103/113) 3/4 bar /1 bar
22_88B
  • 6B2 (48)
  • CE (79) 1 bar
1A
  • 1K (only close hit) (50)
  • CE (not on max range) (102) 1 bar
A+B max range
  • rcc 3B (48)
  • 2A (36)
  • CE (71) 1 bar
6B:2
  • 66A+B (72)
  • CE (93) 1 bar
1AB
  • 236B hold, 6B2 (102)
  • 236B hold, CE (139) 1 bar
22_88_66A+B
  • 2A+B (at all ranges but close) (73)
  • 3B (at all ranges but far) (76)
  • CE (98) 1 bar
BT B+K
  • 6B2 (opponent face up feet forward) (49)
  • 66B (opponent face down feet forward) (48)
MST A+B
  • B+K, 1A (104)
  • B+K, dash CE (118)
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Counter Hit Combos
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B+K_MST B+K_MST B,B+K
  • 1A (82/82/66)
  • dash CE (114/107/80)
MST BBB
  • 1K (37)
  • CE (67)
66A
  • 6B2 (52)
22_88A
  • CE (86)
FC 1B
  • 66K (43)
FC 1BB
  • 99BB (95 char dep, vs some you need 33, vs other doesnt work)
  • 66A+B (87)
b6
  • 1A (57)
  • CE (78) 1 bar
2K
  • CE (88) ~thx to Akire
33_99K
  • 1A (54)
  • CE (79) 1 bar
11_77(B)A6
  • MST B,B+K,1A (82)
  • MST B*,B+K,1A (106) 1/2 bar
  • MST B*,B+K, CE (118) 1 bar
MST B*
  • B+K,1A (96) 1/2 bar
  • B+K,CE (111) 3/2 bar
44B6 (thx 2 Force-Destuct)
  • MST B,B+K,1A (77)
  • MST B*,B+K,1A (102) 1 bar
  • MST B*,B+K,CE (112) 3/2 bar
44B6
  • 66BB (65)
FMD B:
  • 3B (109) ~by Akire
  • CE,1B (146) ~by Akire
Guard Crush:
  • 236B hold, 1B (76)
  • 44B6,MST B*,3B,236B (101) 1/2 bar
  • 236B hold, CE (113) 1 bar
Post GI:

Fast option: 236B hold (76, 113 with CE)
Slow option: 6B+K,MST A+B (104 damage)

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Wallcombos
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For convinience purpose I dont repeat every starter in this section, meaning when I say CH B+K i also mean CH MST B,B+K and CH MST B+K. When I say 236B* I also mean 236B hold.

3B!,B+K!,66BB (98)
3B!B+K!,CE!66BB (124) (do CE as late as possible to connect 66BB)

4K!,B+K!,66BB (86)
4K!B,66BB (87)
4K!B+K!CE!3B (102)

from a distance 4K!~11BA6,MSTB,B+K!,66BB (111)
from a distance 4K!~11BA6,MSTB,B+K!,CE,66BB (137)
from a distance 4B!B+K!1A(99)_66BB(105) (splat is somewhat random)

33K!,BT B+K, 66B (67)

CH 22_88A!, B+K, 66BB (97)
CH 22_88A!,B+K, CE!66BB(124)

CH B+K!, 66BB (89)
CH B+K!, CE!, 66BB (131)

236B*!, 66BB (97)
236B*!, CE, 66BB (120)

A+G!, 66BB (97)
A+G!,CE!,66BB (133)

CE!, 66BB (110)

FMD B, CE!, 66BB (170)

(c) Belial, 2012. This post is a product of intellectual property.
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  • Thread starter
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  • #3
small update:
added 44B6 combos from force destruct.
added another combo for BT B+K
added combo from 3B* (second hit only)
 
4KB, 4K on block and B on hit or CH, 1A tech all and 99BB otg and it's around 80 dmg. But (4K)B, 1A is blockable if the opponent don't tech

4KB is very good ! Safe, frame trap trap if 4K only. No so steppable at close range. Crush the guard in 9. I think this is a very good move.
 
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  • #7
b6, 1A not combo, we can 2G and block. But it's tech all. b6, 66A+B otg

4KB, 4K on block and B on hit or CH, 1A tech all and 66A+B otg and it's around 80 dmg.

4KB is very good ! Safe, frame trap trap if 4K only. No so steppable at close range. Crush the guard in 9. I think this is a very good move.
b6 1A true combo, cant be teched, cant be blocked
b6 66A+B can be tech rolled to the right
(4K)B 1A can be guarded
(4K)B 66A+B can be rolled to the right

4K is not a frame trap, its -12 on guard.
It is never a good idea to use blocked siries as "frame traps", but even if you do: If your opponent tries to JG the second hit of 4KB hes atacks will still beat out even Mitsu AA.

I dont like 4KB all that much, slow, easy to step and interrupt - almost impossible to set this move up.
 
Sorry I'm tired, i confond with 4KB, 1A. It's not combo.

b6, 99BB otg to 75 dmg. And tech left
(4K)B, 99BB otg

I haven't think about JG on 4KB. In this situation, 4K, 4KB can't be frame trap. Thanks for that. But we can step or 4B etc. Then, it's mind game. I think that it's can still a good tools.

After a guard crush with 4B, the combo with 44B6 works. The combo with 6B+K, B BE etc works too.
 
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  • #9
Best damage off guard crush are
no bar: 236B hold, 1B = 89
1 bar: 236B hold, CE = 125 dmg

But I think we can use 44B when with only half bar, although the gain is not much:
44B6,MST B*, 3B, 236B = 97

Added most of this to first post.
Using 99BB to provoke a tech seems pretty useful since damage gain is quite serious (18 points)
 
Im a little new to the SC scene, so could you explain what you mean by tech trap? Does it have to do with stopping tech rolls or something? Like it says: 66A+B back forward otg. <<Does that mean that they can tech back or forward. That it forces them to tech back or forward? Or that they cannot tech backward or forward? Like I said, pretty new and would really help my Mit out to know this stuff.
 
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  • #11
left, right, back, forward means that if opponent tries to roll in those directions he gets hit by trap
otg is there to show if move can be blocked if opponent stays on the ground w/o teching

Just so you dont get confused: In previous parts we used to call "trap" only moves that cannot be tech rolled at all, everything else was called tech catch, but now we call everything "a trap", just noting which side will it trap.
 
I realized I put this in the wrong thread. I'm looking for good followups to CH 66A. Thanks peeps!
 
Here's a very simple combo video I created in about an hour to show off Mitsu's wall combos (and an easy 100% damage combo) and info on combo techniques.
If you want to know how much damage he can do, well, now you know.
If someone wants to cooperate to build a better combo video, please contact me. I have a lot more that I haven't bothered to record.


There are a few things that could be added to the wall combo list from this video, and please feel free to do so, but I think the most important things to note are

1(A)B, bA
3B*, bA (not during combos)
33_99B(at max range), bA

...which all do a spinning launch, and

CE CE
11_77(B)A, 3B, (etc.)

...which are probably worth writing down.

I also noticed that MST A+B/MST B* don't have the B+K, 1A/CE follow-ups listed. These are pretty good moves I think.

Cheers for making such a good combo list. I hadn't thought of 1(A)B, 236B hold until I saw this thread.
WC 1BB -> UB was also a great find.
 
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  • #15
Very nice Zelikazi, however I think it would be best to see launchers like 3B_33B, 4K, 4B etc that are useful instead of so much 1AB. Now I'll have to re-check everything.

I will add most of this to the first post soon.

However I couldnt reproduce 3B*,bA - opponent can block it.
But bA hits (Mitsu vs Mitsu) at any range after 33B.
 
Yes, 1AB was just to showcase his maximum damage combos.
I can make a more practical video with useful combos if there's enough demand, though.

I found out something very unusual about the 3B* bA combo.
It works against Kilik when he is using style of ZWEI, Apat, and Maxi, but not Xiba's style, and it doesn't work against another Mitsu.
It seems to be character specific.

bA should hit easily, but for it to cause a spinning launch it should need to hit at 33B's maximum range.
 
Yo belial, I try in training mode with mitsu who do 4KB or 4K, 2A and I try to JG the B if 4KB and if mitsu do 4K,2A I try to attaque before 2A. Even if we don't JG, It's possible to confirm 4K only and interrupt the 2A. But it's not so easy and in match, I think it's frame trap. If the JG is trying, this is the same. Then, maybe i don't understand what you say, i don't speak very good english..

Best damage off guard crush are
no bar: 236B hold, 1B = 89
1 bar: 236B hold, CE = 125 dmg

For 236B hold, 1B, I have only 76 --> 0 bar
For 44B6, B BE, 3B, 236B BE, 1B, i have 100 dmg --> 1/2 bar
For 236B hold, CE, I have only 120 --> 1 bar

 
Best damage off guard crush are
no bar: 236B hold, 1B = 89
1 bar: 236B hold, CE = 125 dmg

For 236B hold, 1B, I have only 76 --> 0 bar
For 44B6, B BE, 3B, 236B BE, 1B, i have 100 dmg --> 1/2 bar
For 236B hold, CE, I have only 120 --> 1 bar


Damage difference is between clean hit and no clean hit.

44B6, B BE, 3B, 236B BE, 1B, i have 100 dmg --> 1/2 bar
^ This is a full bar (2BE's).
Best damage for 1/2 bar is:

44B6, B BE, B+K, 1A for 102 dmg
 
After a Guard Crush, the moves are property of CH but dmg of clean hit. That what I found in training mode. And 1BE is 1/4 bar i think, not 1/2.
 
I just tested clean hits in training mode, but the moves do not have clean hit damage unless they say "clean hit", even after guard crush.

As for bars, you said
For 236B hold, CE, I have only 120 --> 1 bar
If you say a BE is 1/4 bar, and a super costs as much as 2 BE's, then that would not equal 1 bar.

Maybe we should use % instead from now on.
 
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