Grimstar Posted August 16, 2012 Posted August 16, 2012 This matchup is soooooo frustrating. Unblockable anti-air super, her range on her normals, that godly DP of hers... She has several tools to keep you out. On blocked dash spring you can bait the DP with a backwards moonsault into Kunai, hit confirm into super from there. 2B is difficult to use in this matchup I've found, the timing is... hard. Usually you just clash and don't even hit her due to her range on her jump-ins.
White Rob Posted August 16, 2012 Posted August 16, 2012 Fun fact: Yosuke's moonsault flip (236A in the air) has invulnerability to her DP... o_O
faultydefense Posted August 17, 2012 Posted August 17, 2012 wtf really? or did it just happen to miss you once?
Fluck Posted August 17, 2012 Posted August 17, 2012 Sweep is a good option to use if she is getting liberal with pokes, as it low profiles it quite easily.
xDaRkNeSsx JiN Posted August 17, 2012 Posted August 17, 2012 (edited) Fun fact: Yosuke's moonsault flip (236A in the air) has invulnerability to her DP... o_O Almost......I just did some testing and 236a will still get beat......HOWEVER......if you do the sequence 5a>IAD>j.214B her DP will completely whiff!!!!!! :DDDDDD the only answer to this for mitsu to jump and then DP, which can be beaten by doing 5a>2b Edited August 17, 2012 by xDaRkNeSsx JiN new info
Grimstar Posted August 18, 2012 Posted August 18, 2012 (edited) Fun fact: Yosuke's moonsault flip (236A in the air) has invulnerability to her DP... o_O Weird... it does. But only for some portion of the start-up. I wonder... Edited August 18, 2012 by Grimstar
Milln Posted August 20, 2012 Posted August 20, 2012 Sweep is a good option to use if she is getting liberal with pokes, as it low profiles it quite easily. This is a very good bit of advice. Most Mitsuru's like to 5A on match 1. If you begin with sweep you can 236A, and Kunai for a good 1300-ish, 1600-ish and start the match with even life since we HAVE NONE. Moonsault seems to have some very minor invuln or leg invuln or something on startup.. Going to require some hella poking around in general, not just against Mitsuru. Just got back from a tournament and we had a Mitsuru, going to give what I found out first hand. If you don't mind giving up a little bit of life, Moonsault A over the Mitsuru on a Dash Spring blockstring and just give her the DP as conditioning. Next time you do it, do 214A instead and she'll DP when she sees Moonsault animation. Enjoy your Fatal Counter 2C combo. Stuff that beats a Mitsuru that uses The Big Square against your Dash Spring blockstrings: 214A Moonsault - You land comfortably and can do whatever you want to her. Watch Bufu. 214B Moonsault- Gets kinda scary, but she doesn't hit you. You can D Kunai, EX Kunai, or C Mirage Slash, all will counter hit. Anything else, she'll clip you. EX Dash Spring goes through Aegis Reflector ice and also reliably counters her 5D. If she comes in with j.B, you can reversal trip her pre-emptively and she'll land and trip on the tail end of its activity. You can pick her up with 2A for a combo. Can't we grab her out of her charge stab or something? I keep hearing about it, but always too scared to try.
Kamano Posted August 20, 2012 Posted August 20, 2012 Man if there's a reliable way to stop the charge stabs and get some damage for doing it, I want to know. 5A is hard enough to deal with at neutral, but ending blockstrings in the charge means she's never leaving that dangerous range in front of you, and afaik all we have to punish it is if you IB and then 5A or 2A her. I feel pretty confident in the matchup if I can actually get a chance to do blockstrings on her so I can do some mixups, but I often never get the chance to even get that close
Heroic_Legacy Posted August 20, 2012 Posted August 20, 2012 What FC combos are you guys doing on Mitsuru? The good 6k meterless ones don't work.
Milln Posted August 21, 2012 Posted August 21, 2012 What FC combos are you guys doing on Mitsuru? The good 6k meterless ones don't work. I use a midscreen one Grimstar and I fashioned. Has three variations, all super easy except for the third one, and they can be done anywhere for your DP punish pleasure. Fatal Counter 2C, 236B, j.2C, 2A, 2B, 2C, jump cancel j.b, j.b, j.2B, jump cancel j.b, j.b, j.2B, D Kunai. Fatal Counter 2C, 236B, j.2C, 2A, 2B, 2C, jump cancel j.b, j.b, j.2B, 236B~A, 236A~A, D Kunai Fatal Counter 2C, 236B, j.2C, 2A, 2C, jump cancel j.2b 236B~A, 236A delay A, j.2C, 2A, 5AAA, 236A~A
Milln Posted October 7, 2012 Posted October 7, 2012 Man if there's a reliable way to stop the charge stabs and get some damage for doing it, I want to know. 5A is hard enough to deal with at neutral, but ending blockstrings in the charge means she's never leaving that dangerous range in front of you, and afaik all we have to punish it is if you IB and then 5A or 2A her. I feel pretty confident in the matchup if I can actually get a chance to do blockstrings on her so I can do some mixups, but I often never get the chance to even get that close
AfroMH Posted December 1, 2012 Posted December 1, 2012 A couple of quick things (learned this stuff from Dacidbro while watching a SMB3 speed run, surprisingly): I'm not sure if this applies in the air as well, because I haven't tried it, but if Mitsuru tries to raw Bufudyne, you can Garudyne on reaction and it's an easy 3.6k counter-hit super, or if you have the meter and the requirements are met, you can IK on reaction to this as well.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now