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Posted

 

  • Use this thread to discuss the Mitsuru Kirijo matchup.
  • Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.
  • This post will be updated as info arises.
Round Start:
  • Round start should be jump back and use 5C or sweep, sweep beats 5A and Coup but it has quite a bit of recovery.
  • If you chose to jump she can use 2D and J.A to tag you so becareful.

 

 

Neutral:
  • 5C is really good here, you don't actually want to deal with her at mid range since she can poke you with 5A and coup in so play a long range game with dog, Keep the dog between both you and her so if she moves wrong 2C can come out fast as possible or track her properly.

 

 

Offense:
  • Offense is the standard of forcing her to block and going for mix ups just remember her DP hits both sides.
  • EX coup has been used to escape certain...pressure situations.

 

 

Defense:
  • sweep can be used to punish her for using 5A too much.
  • otherwise get the dog behind her and create a opportunity for yourself.
  • Be very careful about throw teching since she can use charged B to blow it up.

 

 

Punishes:

On Block:

  • IB coup to get a 2A punish.
  • instant overhead j.B is punishable if she doesn't RC.
  • You can use 5A as a punish for blocked DP before she touches the ground otherwise 2B her.
  • Supers get 2B'd on block too rejoice
On Reaction:
  • If she does a blockstring into 2C(charm) you can 5B her if you instant block the previous hit.

 

 

Character Specific Notes:

Combos:

  • 236AA > 236D > 236B can drop if you aren't close enough or your timing is off.
  • in the corner 236BB ender drops sometimes because she is too high so you may have to omit the sweep.
Mixups:
  • ...
  • 4 weeks later...
Posted

This MU is hard. Probably 6-4 at best in Mitsuru's favor.

-You aren't beating her air to air. Not with your slow ass normals and her j.A.

-Her 2B is perfect for stopping your jump ins, so you'll have to make sure you have her locked down with Koro pressure before going in.

-Her 5C destroys Koromaru pretty handily. However, keeping him out is advised for one very, very strong answer to both her pressure and her approach.

-236C+D WILL beat Droit clean. Every. Time. If you can get it out, and Mitsuru isn't close enough to hit Koromaru during start up, that is your chance to regain ground in this MU. While focusing on spending meter to keep her at bay in neutral might not be the most satisfying thing in the world, limiting her options is always worth it.

-214214A/B is good for stuffing her pressure strings, especially anything with 5B in it. If you have access to this, make sure you keep this in mind. Keep in mind that if she blocks it, she can easily Droit for a punish, unlike most characters.

-You aren't DPing in this MU while in neutral. It's worthless outside of combos, or if they accidentally input jump whip.

-Don't drop combos, or else you eat shit. \o/

So yeah. It's hard. Not unwinnable, but definitely one of Ken's more difficult match ups.

  • 10 months later...
Posted

So info on this match up.

I'll ad more details to the first post later.

First off this match up feels slightly in Kens Favor.

Dog goes under coup and keeps her from dominating ground freely.

You can sweep under 5A for a 4K punish.

Pressure isn't too bad.

She can't really do much to dog when its behind her.

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