I haven’t seen a really solid Mira in tournament yet, but granted I think it’s far too soon for that.
The more I play her the more I realize how vulnerable she is to “bad luck”. Making good use of her strengths always implies heavy risk, and if you happen to get broken at the key moment when you need to recover the life you spent getting in, it’s very likely to lose a round twice as fast because of that break your opponent managed to get, and sometimes this will happen from a guess break which you can’t really avoid, even if you vary your combos and focus on manuals.
I think this may easily push a lot of people away from using her in tourney. Playing safe and solid > playing huge risks, usually, in tourney play.
In time, I expect a few Mira players should start popping up in tourneys when people have had time to better consolidate her neutral, setups, etc, to feel properly solid playing her and not fear the risks she has to take.
Yeah, even aside from things like AA one of her biggest weaknesses mirrors one of her biggest strengths. Sure, if the opponent makes a mistake at a bad time she can suddenly drop a massive amount of damage on them, but if they make the right decision or if she makes a mistake the momentum will suddenly swing out of her favor.
Small bit of tech that’ll juice up your counterbreakers just a little more: using the “low risk” combos from infil’s guide, you can actually boost the combo’s damage by 1% by swapping the order of the first two linkers. Instead of doing normal counterbreaker, HP double, heavy reap, you instead do hold counterbreaker, HP double, medium reap. Because the more damaging move is placed earlier in the combo, it’s less affected by scaling and will give you just a little more damage.
hey everyone, i updated the OP with the 4 videos skryba put together for us for your future review. to any new vampires we may have, please enjoy the wealth of information contained therein for your learning process. start yourself off easy before gettin to the really juicy stuff we have put together. happy hunting!
I gotta admit I haven’t come up with anything new recently. I’ve been playing her exclusively, though, but only trying to consolidate knowledge and especially learn matchups.
I’ll try and muster a few matchup specifics strats soon, when I get the time!
In the meanwhile, I gotta say Omen is troublesome. I also have huge issues against thunder. Yeah, those are definitely the 2 matchups which I usually have most trouble with. Anyone else feel the same?
I’ll be playing in KIOS EU_V6 tomorrow and sunday, to see if I can represent our girl without getting bodied too bad by Europe’s finest xD
I haven’t explored her all that much since picking up fulgore; mira’s fun but the stability of fulgore brought me over to playing him. He seems like a much safer and stronger pick in most situations.
mosquito and i are pretty much all thats left on the fulgore subforum. if you feeel up to it, share anything you find about him there. ill bet you we have many fulgore lurkers wondering what the hell to do with him and need to learn tech!
meanwhile, im so happy about the turn out of this thread guys. sure its slowed down, but look at the wealth of information we have gathered. this was an awesome turn out and i thank you all! i am more than sure there is more to discover with mira, gonna take some time is all. im starting to play KI again, ill be using her when i stop practicing my 3 mains
Okay, so, a few notes on advanced mira play and setups (no videos this time, just some good old written info):
Juggle ender > c.HK for a hard knockdown is my go to ender unless I’m near the corner. The safe jump crossup option you get with j.HK is too good not to use very often.
Once you condition your opponent to block this, you can start going for the non meaty jump > airdash back > j.HK to hit in the front or for crossup empty jump > low. Both of these options are very legit since the safe jump is so deep it becomes almost impossible to distinguish from an empty jump > low on reaction, and the air backdash is fast enough that it won’t be reactible most of the time and will take a guess for the opponent to block.
Once you realize your opponent is going for heavy breaks on the c.HK after the juggle, you get a free s.LK > recapture for some really good lockout damage. This is especially good coming from a one chance to break into juggle ender, since you have a lot of KV to use and can go into heavy reaping linker after the recapture.
After a damage ender you get access to 3 main meaty options:
raw heavy embrace command grab.
s.MP, which can be s.MP > heavy embrace for the poke into life gain, or s.MP > heavy trephine for the combo confirm or block pressure. If you see your opponent jumping out of the meaty heavy embrace, this is a guaranteed hit if they try to jump on wake up.
MK/HK Trephine. This may seem useless, but it isn’t. wake up backdash will escape both raw heavy embrace and s.MP, so this is a safe meaty option that will pressure your opponent and punish backdash attempts.
When anywhere near the wall, I always go for wallsplat ender, and preferably short combo into wall splat (one chance, two chance at most). This allows us to take the time to check our recoverable health patiently and safely measure if we need to embrace to regain, or if we go for a hard knockdown setup.
If I have under 10% recoverable damage, I will mostly always go for a dash > grab or dash > c.HK setup, after the wall splat. The offense it generates is usually much better than the small health regain.
If you see your opponents trying to tech the grab or break the c.HK, dash > s.LK > CB is a pretty good setup to punish this.
Whenever my opponent guess breaks a lot, I will mostly never go for CB’s. This is mostly true with any character, since you always have a bigger chance of locking out your opponent than he does of actually guessing the break (that is, if you mixup your manuals and linkers correctly and don’t give them easy educated guesses), and there is no risk in our part unless we CB. But with Mira, this is especially true, since an early lockout will give us meterless CB kind of damage without any kind of risk for us. I wish all of my opponents guess broke like madmen, honestly xD
After an embrace, be it raw embrace or embrace ender, we get a meaty s.LK > heavy trephine. This is my go to option for the greater part of my offense after an embrace, only once my opponent is conditioned by this, will I go for other options.
Meaty s.LP and meaty s.LK into heavy trephine, as well as s.LP/s.LK > heavy trephine in neutral pressure is a stupidly good tool. Not only because it’s a frame trap in itself (not a true blockstring, afaik, if the opponent tries to press buttons or jump after blocking the poke, he won’t auto block and will get hit by heavy trephine), but because it forces your opponent to block or gives you a free hit confirm into any strength manual.
if your opponent tries jumping after a blocked heavy trephine, he’ll get hit by s.LP > heavy trephine.
if your opponent tries backdashing after a blocked heavy trephine, he’ll evade the s.LP but get hit by the heavy trephine because it chases them (you need to input the motion slow enough that it comes out on a whiffed poke, but quick enough that it combos on a hit. It’s not hard, just takes some getting used to).
if your opponent tries pressing any button that isn’t strike invulnerable, he’ll get hit by s.LP > heavy trephine (this includes trying to tech a grab).
if your opponent blocks a lot, you get free embrace to take back the life you spent (2 heavy trephines will waste just slightly under the amount of health a raw embrace regains) or you get a free grab for a hard KD setup.
Instant air dash > j.MP is an amazing offensive tool. Forget about j.HK or j.HP, those are too slow, whenever you wanna go for an instant air dash to get in, j.MP is your go-to jump in.
That’s it, for today. Hope it’s useful info for anyone trying to get farther with our girl, Mira =D
If you can land a heavy Trephine as an opener but wait out the opponents hitstun, you can follow up with a light Embrace (reset if you will). Super hard to react to because the opponent will be waiting for an auto double or manual to counter break. It’s basically doing the same kind of Embrace reset if the opponent was to block the heavy Trephine. Only difference is this way is better to catch them off guard. The blocked Trephine has frame advantage sure, but the opponent knows this and will back dash out. I like doing this against players that combo break like a ■■■■, they never see it coming and is a great way to keep the pressure while still gaining max health back.
Yeah, this does work, but overall resets will work, if done sparingly. Although, I find them kinda not worth it with Mira.
You waste a lot of life with heavy trephine, with the purpose of opening up your opponent. It’s too good of a starter (any strength manual off of it, easily) to waste on a reset, IMO.
Unfortunately I get combo broken all the time with Mira. I change up the strengths all the time and use all of her moves but still I get broken a lot. That’s why I like opening with H Trephine (I should mention that I am not just throwing these out expecting to get a hit or not, I confirm after a standing attack) Doing so is guaranteed 12% damage. Get the damage and reset, no combo break and I get the health from H Trephine plus some.
Humm, Mira isn’t the easiest character to break, IMO. And you shouldn’t be afraid of breakers either, they’re not a threat to you so much as an escape for your opponent.
I’d say you need to use more manuals, especially after openers, and mix them up properly with all 3 strengths of trephine linker. Never go for embrace linkers except after a lockout if you really really need the life (although I mostly never do this, usually you’re better off with damage linkers and embrace ender or meaty embrace after strength ender or optimally wall splat ender > embrace) or after a round ends to regain life, also never go for reaping linkers except occasionally the light one unless after a lockout.
You also shouldn’t try to extend combos too much if you don’t have a lockout, cut it short and go for juggle or wall splat ender.
Use very few AD’s unless after a lockout, and last but not least, from time to time throw in a medium or heavy AD and CB it, to keep your opponent on his toes.
If you do this properly you probably won’t be getting broken too much for 2 reasons: manuals can’t really be broken on reaction (except for 5HP or 4HP, which you shouldn’t ever use as manuals) and if they know the MU they won’t guess break too much against Mira, especially early guess breaks, because they know the kind of dmg they can take from an early lockout.
If they do guess break a lot, always keep in mind that if you mix it up properly you’ll always be at a 2 to 1 in odds of getting a lock out vs being combo broken, and in each of those lockouts you’ll have free 50%+ damage.
Long story short, be happy if your opponents guess break a lot and don’t get discouraged by being broken xD
Seems in my experience guess breaking is a 100% chance lol. Her manuals are one of the easier to perform, trust me when I started getting combo broken a lot I immediately went to training to master them. Still didn’t make a difference. While frustrating at times yeah, it makes up for it when I catch those pesky break attempts with my own and deal 70% damage!
Those are some good tips for the new Mira’s out there though.
A lot of this is what I use and is very good. I vary on a couple of things which I think are good to use and have had success with though.
After the heavy slide frame trap, if I need health as stated I will go for command grab but if I want to use the frame trap to continue pressure i will go into c.lk which is also 4 frames into the overhead scythe if they start blocking it which most don’t, you can go to the low version for the low low. Also if they block it and you have meter you can go straight into shadow bats heavy slide again command grab to get your health back again providing they don’t SC it.
My go to meaty tends to be c,mk into overhead scythe again for the low overhead mix up or I go to bat pressure.
I see many people mist out on wake up or out of pressure which is really good, most tend to either do straight up mist or up and out dash back in, both are good which I use a lot. The one I don’t see many people use which I also use is mist behind them grounded into imidiate command grab preferably metered version, to regain the health you have lost using mist plus more if you need it and then can start your own pressure.
Well ladies and gentlemen, I made it to Killer with Mira today! I wanna thank everyone who’s contributed to this thread, it’s helped me so much. I started from not knowing how to play KI a month ago to making my way through with this awesome character, it’s been a blast!
I have been working on some reset stuff using shadow bats in both the open and the corner which I think is pretty strong.
The corner reset makes them have to take the reset mix up, as if they try to jump out they either get recapped if neutral jump and you use overhead and hit by bats if they jump over. So basically they have to take a 50/50 if they have no meter to sc, you can recover a majority of the health you have used too.
I might do a vid showing this stuff if I have time and get round to it, and no one else already has that I have missed somewhere in this thread.
hey everyone, just checking in. i still need to hit the lab to study more of the tech posted here but ive been out in the wild getting a handle on this chic. so far so good, i still lose plenty but when i win matches ill win them pretty ■■■■ hard lol. i see so much potential! now i need to start practicing advanced stuff.
Some stuff I’ve worked on in the few time I’ve had with KI recently works around the M bats bug.
I figure, with the nerfs, Mira kinda needs what she can get now, IMO I didn’t feel she was too strong with the wall splat setup. I kinda don’t feel bad for using the bug for as long as we have access to it.
In case anyone doesn’t know what I’m talking about, after a throw or a combo’d shadow bats, if you buffer M bats you can cancel the special move mid-animation after the 2nd bat with any action.
This means you can setups some very nasty stuff after a throw with M bats > jump cancel > instant air dash, and you can combo M/H reaper > shadow bats > M bats > cancel into trephine to get the same results you can get with the instinct cancel setups I posted some time ago.
I’ll record these setups in video once I get the chance, but unfortunately, between work and getting Xrd Rev and my boy johnny back (and having to relearn him as he’s utterly different from past GG games, and now has had some major nerfs already), I haven’t dedicated nearly as much time as I’d want to KI in the recent weeks.
if its a bug @Skryba i wouldnt waste your energy on creating a video for it man. bugs like this will get patched out, just enjoy your time on GG Xrd Rev. say hi to johnny for me, he was one of my favorites as well. i got Dizzy for free…but i need to get Revelator. its rough shelling out another 60 bucks.
i didnt get a chance to play KI yesterday cuz i was busy, but today i may have time for it. gonna begin hitting the lab now seriously and start working all this wonderful information we have. im so behind lol