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AchedSphinx

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Everything posted by AchedSphinx

  1. You might be right about her defensive play style. Nine doesn't start the round with stocks and she can't get them on whiff unless in OD. Being aggressive has its uses in the early game for Nine. If she's aggressive, she gets more stocks, thus has more options. However the range of her normals means she can play the midrange game or defensively until she builds up stocks. So in a way, she might play similar to Mitsuru (I just like having P4A references tossed in for some odd reason) in the early-goings. Then once she gets a good hit or a knockdown, you get that top-tier pressure and mix-up. I could see Nine having trouble with Lambda/Nu (any zoner really, just using them for reference). Since they don't operate in her range, stocks may be tough to come by, and I'm questioning the usefulness of that mirror thing. I mean its great and all, but you lose your stocks and the robot girls can still zone you out with it up. Ideally in that scenario, it might be better to be aggressive. You really do have to weigh the effectiveness of spells against the ease of gaining more stocks. At any rate, I can't wait until she releases so I can see how her gameplan plays out.
  2. That's the vertical hitbox. I didn't say his j.C had no horizontal range, I said the range was smaller compared to the vertical. The horizontal hitbox doesn't outrange Mitsuru's j.A, which I use whenever the option presents itself. The range around where Adachi and Izanagi are is the area I'm talking about. The hitbox in that area is smaller than the hixbox of the claws all the way out. I did say: "so you're not in danger if its Mitsuru j.A vs his j.C as far as jump-ins are considered," so yes, I was referring to air-to-air. Since Mitsuru's j.A is faster and has a pretty long active it's pretty effective at dealing with his j.C, if nothing else for breaking a persona card. His DP does have more horizontal range than Akihiko's but its not substantial. It can still be outranged by 5A (or 4B if you're feeling ballsy). The first hit of his DP doesn't move him that far, the second hit moves him a bit more, but you can hit him between the gaps when/if he whiffs so its not something I worry about. The same can be said for any reads. You use them in specific times for specific scenarios. I just use short hop because I like the risk vs reward more than DP and it works well against Adachi and Kanji. I have other options as well, but I originally mentioned fuzzy jump/short hop because I wanted to give Adachi players a solution against it if they ever encountered a player that does it.
  3. His j.C doesn't have a lot of horizontal range compared to the vertical, so that's what I usually take advantage of. So you're not in danger if its Mitsuru j.A vs his j.C as far as jump-ins are considered. The reward for Mitsuru isn't substantial but the positioning after counter hit j.A is important. It is technically possible for Mitsuru so do 2B vs his j.C, but you have to do it before he's in range, which is just not worth the risk. I should also add that if you're Mitsuru and do j.A and he blocks it, follow up with j.A > j.C > jump cancel or whatever. Just leaves you in a better position and not caught in the recovery of j.A. There is also a combo route you can do as well: j.A > j.C > j.A > j.C. The damage isn't great and it also doesn't put you at an advantage, but damage is damage I suppose. If you're Adachi and she does counter hit j.A close to the ground, she can do a full combo. The DP thing is important. People normally only DP vs me if I'm close. So if you're at Mitsuru's effective range, he won't be able to take advantage because of how short the range of his DP is. It's sort of why Margaret is so strong. No way to effectively DP versus her (or burst for that matter). So what I'm normally doing in those kinds of situations is being mindful of SB Atom Smasher (4f start up is no joke) and attempting to do a normal throw somewhere he doesn't expect since I do have to run in, which means he can DP at that point. I guess I should have emphasized fuzzy short hop versus fuzzy jump. I normally use fuzzy short hop because its pretty good at dealing with command grab characters like Adachi and Kanji. The strategy doesn't work that well vs Yu and Minazuki since they don't rely on command grabs that much. This is all personal preference of course. I'm sure others have better ways to deal with his pressure. But I figured I should offer a solution to deal with it if you're the Adachi player and having some trouble with it. I don't play Adachi so I'm just going off memory on rather 2B is an ideal punish or not.
  4. Mitsuru's 2B isn't good. It's only useful if the opponent telegraphs their jump-ins. Ideally, she will go for 2D. It's better and matches the timing of Adachi's jump in's. Adachi's 5D is bad without set-up. Don't use it. I've won countless games because of this. SB Tentarafoo is a threat. It's tough to use DP versus Mitsuru. Her spacing is much greater than Adachi's DP and he loses more health than other characters. Mitsuru can fuzzy jump/short hop Adachi's blockstring. Ideally you want to toss in 2B to throw her off. Also spacing is an issue. If you're just a bit out of range, or have to move in to do 5A, she can win out with her own 5A, so be mindful of that. Mitsuru can deal with j.C effectively. She has j.A, which avoids the hitbox of his j.C. This doesn't lead to much damage, but it does destroy a persona card which is important, plus it'll down Adachi in a somewhat ideal position. If you're worried about Mitsuru doing Bufudyne after DP, waiting or roll through seem like effective options. Don't spam j.2D. Mitsuru will just break the persona card and it doesn't help your position. I've played this match-up quite a bit and haven't had many problems with it. The only thing I worry about in this match-up are his j.C and SB Atom Smasher.
  5. Don't derail your own thread.
  6. Not 100% false. I mentioned it in my opening paragraph. "If you delay your 5A somewhat, it gives the Aigis player an opening to do sweep which will put you at a disadvantage." The chest invul doesn't kick in from frame one so you can still meaty Mitsuru's 5A at max range and Aigis has very few options to deal with it. The neutral remains the same. Sure Mitsuru's 2B got nerfed, but it was seldom useful in the match-up (unless the Aigis really telegraphs their jump-ins which is super rare) the risk vs reward is unfavorable. Anti-airs in general are pretty bad in this game and Mitsuru's is one of them. Using Droit in neutral is a favorable risk vs reward for Mitsuru depending on game state. She doesn't take much damage if hit, but Aigis suffers a lot more if hit. Bufula set-ups in neutral seem counterproductive to me so I don't do it often. The set-up feels like something you do if you're at an advantage and Mitsuru has way better options at her disposal. I mean sometimes, I might toss out a Bufula C just for fun, but its mostly to make them stop and think for a moment. Mitsuru's DP may be slow, but its still effective at dealing with Aigis' pressure more so than other DPs. But yeah, don't spam it. I won't sugarcoat it. Mitsuru doesn't have any reliable means to get crazy damage like Aigis without meter, that's why her gameplan is to space Aigis and force her into making mistakes. Yes, you do have to be mindful of your pressure as Mitsuru since she's not at that Minazuki level just yet. Her best options for dealing with Aigis is staggering pressure and the throw game, then once you get enough meter, the ultimate mix-up. You don't have to worry about the over-commitment stuff. If Aigis does DP, you can roll through if she does the super and punish her proper. Using DP is important. If you don't use DP then the Aigis won't be afraid to run her pressure. The risk vs reward is unfavorable for Mitsuru but necessary. I don't DP often in the match-up but sometimes you have to. GCR is fine so long as you can avoid the damage. Mitsuru may need meter, but since she relies on auto combo more than most characters, it'll replenish itself. There's no real way to deal with Aigis' pressure. The only avenue of escape is to block it. Though you can DP it if she does two mix-up options at once. Or if she's baiting DP you can escape that way. The strategy is similar to when someone is baiting a burst. It basically just gives you an extra burst if they're unsuccessful at baiting. Granted this is just general knowledge. Mitsuru mostly uses supers if it'll win the round. She usually uses her meter for SB droit for corner combos and j.B OMC j.B. So she doesn't need huge amounts of meter, she just needs you to be in the corner, which is probably worse depending on how you feel. The runaway tactic has its uses. Such as repositioning and things of that nature. Not effective as it used to be, but at least there's something to be gain from it. If 2.0 ever releases on consoles, Mitsuru's biggest flaw will be fixed, but for now she's lacking when it comes to standing state knockdowns. There are two situational corner cases where Mitsuru can practically rob a round from someone (I don't consider 5B fatals practical). The first is using 2D when the opponent is close-ish to the corner. You end the combo with SB bufula, run up, do Mabufudyne and finally Myriad. 7k straight up. The other is a corner throw. It's not used often because the AoA~D can be a bit finicky. But yeah, get them in the same set-up. Another funny thing about Spear, that was from Arena, was that you could run up throw Aigis as she does it and the Spear will whiff. I haven't tested it in P4U2 though. Mitsuru also has an 11k damage combo, but its pretty impractical. Anyways, in all seriousness, most Aigis' I've played don't use Spear against me. If they do, its because I'm too close. The range on the move isn't stellar, so 5A is effective enough to prevent it. So the robbery in that way is preventable if you play to Mitsuru's strengths. At any rate, I can understand why people feel that the match-up is in Aigis' favor. I personally believe its even and I stand by that.
  7. In my opinion the match-up is 60/40. In Mitsuru's favor.
  8. Please use this thread to talk about the matchup! I'll add more to this later.
  9. Noted.
  10. I suppose I will give a somewhat thorough analysis of this match up. My gameplay is specific to netplay only, so if you're an offline player your experiences will vary. Also, I am at best an intermediate player, so take my info how you will. Sad to say, no one uses this guy in netplay. 99 times out of 100 you will face Minazuki. However I did somehow find that 1 fellow and he was quite good with Sho, so I'll go over things the best I can. Sho plays out similarly to Minazuki. They both have crazy good normals. Low health. And that annoying smirk. The interesting part about Sho is that he has superior mix-up. Most of Sho's gameplay revolves around opening you up with various cross-ups and pseudo-overheads that can lead to some consistent damage. Unlike Minazuki, Sho's damage is around the level of Mitsuru. Not so good, but you can get good damage if your opponent messes up. Also, because of how Sho's combos work, Mitsuru is the right height for his combos to work consistently, though that doesn't change the match up in any way. Sho's pressure is pretty similar to Minazuki. He will stagger 5As because they're 0 on block. Though just like Minazuki, you can punish this because of Mitsuru's superior range. Another thing to watch out for his is 2C. It's a downward strike and makes him airborne and he can use this to bait throws but also if you block it he's +6. His 2C its mostly to reset pressure, but it can get some good damage if you're caught mashing. It's all block, so don't get tripped up thinking its an overhead. The way Minazuki opens you up during pressure is that he can teleport to the other side of you at any time so you may want to practice cross blocking so you're not vulnerable. I know it can be tempting to DP here. It's actually not a bad idea since Mitsuru's DP hits in the back as well, however he can still block. So toss out a DP to keep him in check with his pressure. But don't get crazy with it. Another funky set-up I've seen Sho use is j.236AB, Destruction Fang. He does it as he's about to land to make you think he'll go for a low, but instead goes for this quick high. So his pressure is pretty potent at times. Since Minazuki uses a lot of teleports, he can also use it as a means of covering his approach. Such as air dashing and then teleporting to the ground. His teleports cover a good distance but they do have a decent amount of recovery and you can easily punish him if he screws up the spacing. So go into training mode and test the range of his teleports. You'll find the appropriate distance to deal with any one of them. Since Sho has low health you can easily defeat him in a combo or two. Unlike Minazuki, Sho can't follow up his DP with a super until he lands, so you don't have to worry about the guessing game here though don't be too slow with your punishes. Since Sho tends to be airborne to set-up approaches from teleports you can snag him with 2D because he uses the ability. The same goes for if he tosses out a knife, 5D can catch him if you time it right. Like Minazuki, watch out for his j.B. It's crazy good. Also, Sho has 5D/j.D where he dodges your attack, so don't do something with crazy recovery on it. He doesn't use it often because of the whole throw game Persona is now, but you never know. Overall, I would say this match up is 55/45. Mitsuru's favor.
  11. I suppose I will give a somewhat thorough analysis of this match up. My gameplay is specific to netplay only, so if you're an offline player your experiences will vary. Also, I am at best an intermediate player, so take my info how you will. Yukiko is a somewhat rare encounter on netplay and I haven't encountered that many good ones. Nevertheless, the match-up itself is pretty straight forward. She likes to zone and its your job to destroy that. Like other zoners in the game, you'll have to play her the same way here. At the beginning of the round you'll want to create some distance because Yukiko can do some really awkward things. However, you don't want to be predictable so toss in a 5A or something at the start. Since Yukikos like to jump away as well, they will sometimes back dash or air back dash, so you can do Droit A or 2D to catch them for instance. It's a little risky so use it at your own discretion. The key to dealing with Yukiko is dealing with her persona. Break it as many times as you can, even if you'll take some damage in the process. A good way to do this is either with 5A or sweep. An adequate way to approach is super jump in or dash block. Yukiko will often poke with 2A because her 5A is super slow so be mindful of that. Some block strings she likes to employ include air turn back dash for cross overs and either pushing you back with her persona or doing the persona overhead. The persona overhead is typically done in the corner. She follows this up with 2A to create a pseudo-unblockable. You can avoid this by jump blocking. Another way to deal with her persona overhead from fullscreen is the jump and instant block. You'll regain an air option there and then you'll be able to approach her. Also, in this match up, j.D is probably better versus Yukiko than anyone else because over her recovery. If Yukiko by some miracle gains lv6 fire amp, watch out for her fire bird attack. It does crazy damage and she can S-hold it. Meaning she can just hold the A button and get it out with invincible start-up. So don't let Yukiko use fire amp. They like to do it when they know they've conditioned the opponent so don't be afraid to mash 5A if she's getting predictable with her resets. The risk vs reward is in your favorite here. Though you won't do crazy damage, you still do damage and you break her persona as well. If she does a Fire break set-up, you can either delay tech or DP to avoid it. If she's close range when she does Maragidyne, you can DP or grab her out of it. Try not to spam Droit B too much. Yukiko can toss her fans at awkward angles and catch you during the recovery frames and you'll get fatal countered, which can lead to a lot of damage for Yukiko. Also, 2D is pretty good in this match-up as well because Yukiko sometimes set-up their persona in the air at angles that are perfect for 2D to connect. If Yukiko decides to DP, you can max range it with 5A. Her DP will absorb the 5A hit but you won't take damage so you can cancel your 5A into sweep and do some serious damage to her. And if you're left with no other option and she does Firebreak Maragidyne, SB bufudyne or IK to avoid the damage. Overall, I believe the match up is 60/40. Mitsuru's favor.
  12. I suppose I will give a somewhat thorough analysis of this match up. My gameplay is specific to netplay only, so if you're an offline player your experiences will vary. Also, I am at best an intermediate player, so take my info how you will. The Yukari match up is an interesting one. The keys to succeeding against Yukari is to be patient. That will go along way toward your victory. Another important thing to remember is to watch if the Yukari player does certain things multiple times. They have go to blockstrings and throw bait set-ups that lead to damage. You may not find many of these online because she's quite difficult to play. The typical way you want to begin a round against Yukari is blocking or dashing away (though you don't want to get predictable. So toss out a 5A sometimes). You want to create some space because she can attack you in awkward angles that get around your 5A and such. Yukari can't do damage from fullscreen so she will eventually have to come in to fight. That's where your maneuvering comes into play. You will want to get closer to her, but at an ideal spacing, within the range of 5A. Some avenues of approach are dash blocking, which is pretty handy if she's spamming ground or air arrows. Super jump air dash, really good for getting in, though a wise or I guess someone with sufficient reaction speed, will simply run under you. She can't anti-air you unless you press a button so refrain from that. And also look out for that bottle rocket thing of hers, since if she shoots it with an arrow it'll be an unblockable. Look out for Yukari's feather arrow, 236B. It's not uncommon for her to use this because of its hitbox and projectile properties however its also a good way to approach with Droit if she's about midscreen away. Once you block it, droit B to close the gap. Instant block the attack as well to give yourself some more advantage. During Yukari's close range pressure, make sure you block. I know it can be tempting to mash a button, but her normals have good hit boxes and she's got quick attacks. During her pressure your job is to look for gaps. A smart Yukari will dash away if she fails to penetrate your guard (this can be an opening as well depending on how she retreats. For instance if she does air back dash, Droit A will connect). If she does Magarudyne, be careful about jumping since she can get an unblockable set-up that way. Yukari, in general, has a tough time dealing with Mitsuru because Mitsuru can play the waiting game effectively. There are a number of tools Mitsuru can use to handle Yukari. 5D/2D/j.D come to mind. Each one can deal with a specific situation Yukari goes for if you're quicker than her. The risk vs reward is in Mitsuru's favor here because it isn't that risky to do any of these moves unless you're really late about it and if you succeed you'll get a nice combo out of it. Yukari struggles during pressure. Her DP isn't that good and she doesn't have the range to deal with Mitsuru's 5A. She can roll or jump I suppose. Though 5A still works in both those cases and Yukari's DP leaves her in a crouched state which is soviet damage for Mitsuru. Overall I would say this match up is 55/45. Mitsuru's favor.
  13. I choose Lambda. She looks a tad bit more fleshed out in CF than she was in BBCP. Also, her moves are pretty flashy so that's always nice.
  14. I suppose I will give a somewhat thorough analysis of this match up. My gameplay is specific to netplay only, so if you're an offline player your experiences will vary. Also, I am at best an intermediate player, so take my info how you will. Gonna elaborate on this match-up more because I have a lot more experience with it these days. The unfortunate thing is that my experience still isn't sufficient since there aren't many Yosuke players on netplay that are highly skilled. At any rate, lets get this on with. Yosuke is a tricky guy. He flings all over the screen making it really difficult to pin him down. Because of this, his air glade will destroy many a Mitsuru player. The key to dealing with him is spacing. His neutral game is superior to Mitsuru's however your j.A has its uses. A good normal to use versus him is 2D because they like to approach from the air (but don't spam it because you're open from a ground approach). The best way to learn this match-up is probably to experience it and memorize the many shenanigans he has. After a knockdown he will switch sides to go for an overhead cross up. Like Aigis, a good Yosuke player will be wary of this because Mitsuru's DP can hit behind her. Thus he will often feint cross ups versus Mitsuru because he can bait the DP and punish for serious damage. Some advantages Mitsuru has that makes the match-up trouble for Yosuke is her superior range. She can pressure him sufficiently in the corner. However he has the best DP in the game. It's very difficult to punish. A method you could do, if you're expecting his DP, is to do a delay 5B (full charge 5B. The interface is kinda wonky with notations). It's a strong punish against DP happy Yosuke. A safer option is to stagger from time to time until you see the DP and punish with Droit A or CH 5A > sweep > etc if you're close to the corner. Overall, Droit B works really well in the match up because you can reach him as he lands. That's why you'll rarely see a Yosuke player shoot out those kunai knives in the air because the recovery is super bad. Some tips and tricks. Yosuke's most dangerous move versus Mitsuru is his sweep. Unlike most sweeps, Yosuke moves pretty far when he does it, plus he gets a knockdown so he can perform his shenanigans. If Yosuke is reckless with his persona never pass up on a chance to break it since doing so ruins some of his options plus he can't burst if it's broken. Be wary of his Mirage Slash, the teleport low he does, because it goes under 5A and fatal counters. It's used sparingly versus Mitsuru because if you block it, he's essentially screwed. Also, unlike most characters, Yosuke has a good 2B anti-air. So don't telegraph your jump-ins. Be incredibly wary of Sukukaja. I haven't found an adequate way to deal with it aside from blocking. Which means he'll attempt throws at some point. Though if he does it fullscreen, I suppose doing bufula D could be useful. Yosuke also has a good 5A, so if you auto-combo, blocking or back dashing afterwards is your best bet. Overall I would say the match-up is 45/55 Yosuke's favor. It's probably something like 40/60 in competitve play but I haven't faced one that made me think "Yosuke is incredibly good vs Mitsuru" yet.
  15. I suppose I will give a somewhat thorough analysis of this match up. My gameplay is specific to netplay only, so if you're an offline player your experiences will vary. Also, I am at best an intermediate player, so take my info how you will. Akihiko is an interesting match up. If you don't have experience against one, I suggest you find one because it can lead to some intense games. In my opinion Akihiko plays like an all-or-nothing type of character. He waits for his chance and then goes for it non-stop. Mitsuru's plan is to stop that from happening. The key to succeeding in this match up is being really good at spacing and neutral. A less skilled Akihiko player will toss risk vs reward out the window. In the match-up, Akihiko's risk vs reward is better than Mitsuru's because he does a lot more damage. However Mitsuru can consistently gain rewards vs Akihiko because of her superior range such that she can eventually whittle him down toward victory. Now then, let's just get this out of the way, Akihiko will mash. That is how they play. Netplay, offline, doesn't matter. Mashing is a staple of his because his pokes have decent range and they're fast. His health is also fairly high so he can take the risk. Higher level Akihikos will pick the best moments to mash. They will be reluctant to mash during Mitsuru's pressure because her 5B is incredibly scary and he can't adequately punish it. I'm not saying you should just mash 5B because he could do Kill Rush for instance if he knows you're going to do it. Akihiko's will take risks like this because that's his style of play. So during your pressure, keep him at near max range 5A at all times. You will need to vary up your pressure because any gaps you make is an opening for him. However if you make him think he has an opening, you can very easily snowball the match-up because of corner pressure. Akihiko's pressure is very scary. Mostly because of the variety of ways he can open you up. He can do staggers, throws, or even AoA if his cyclone level is high enough. Things to watch out for are his overheads. They do a lot of upfront damage, but he can't combo afterwards. It's commonly used to confuse the player with overheads since lows and throws are what he wants. If you block his overhead, you can't punish him hard or anything, but you'll be back at the advantage. Akihiko can backstep his overhead, which'll make him at about even on block, but his 5A doesn't outrange yours so you can apply pressure at that point. If he doesn't backstep, he's minus on block, thus your 5A will land and you can auto-combo. Just like Aigis and other characters with 5f 5As, he can mash after your auto-combo to beat out your 5A so be wary of that. Now for the tips. If Akihiko does j.C just think of it as an early birthday present. If you block it you can reach him with Droit for the punish. SB droit is doable as well. He's in crouch state so you'll be able to follow up with 5A. Just remember that SB droit was used in the combo, so using it a second time will end the combo. So OMB isn't a bad idea since it'll do some sick damage. Don't try to 2B Akihiko unless he's being really obvious with his jump ins. Akihiko has a low jump so it's difficult to hit. But if he's high in the air, he can do j.C which stops his momentum. This is mostly meant to expose lower skill level players. Overall, I would say the match up is 55/45. Mitsuru's favor.
  16. I suppose I will give a somewhat thorough analysis of this match up. My gameplay is specific to netplay only, so if you're an offline player your experiences will vary. Also, I am at best an intermediate player, so take my info how you will. Minazuki is a very difficult character to deal with. He is basically a better version of Mitsuru. His normals are awesome. He does stellar damage. And he's top-tier. Mitsuru does have a few advantages which I will outline shortly. Mitsuru's main advantage that no other character has is that she can mash out of his pressure. Minazuki likes to strike at the tip of his blade when he pressures you. Sometimes he will pause, stagger that pressure. He is -2 at this point, however the start-up for his 5A is 9f whereas Mitsuru's 5A is 8f so you can effectively trade here. I wouldn't recommend mashing however. The key is knowing when he'll stagger. If he staggers, that means your 5A will come out first. Before you even consider this you must also factor in the risk vs reward. If Minazuki succeeds with his 5A, he can do upwards of 4.5k damage. Mitsuru on the other how tops out at about 2.6k. Your reasoning for mashing 5A isn't to do damage but gain an advantage over Minazuki. His reasoning is to do the most damage possible. So keep that in mind. Now then, what can Minazuki do versus your pressure? The obvious thing is DP. His DP can catch your near max range 5A because Mitsuru moves slightly forward every time she does 5A. To punish him, the ideal thing to do is 2B. Even if he has meter, 2B works. You will hit him before he recovers from the DP, thus he can't do a super cancel. Minazuki can't effectively mash out of your 5A pressure because his 5A is too short. The flaw with this of course is that Mitsuru's damage isn't stellar in this regard. But on the plus side he doesn't have much health so whenever you punish him, it'll be a good one. Mitsuru also can't pressure for a long period of time like he can. Most of her stuff is pretty bad on block so he, like most other characters, will try to jump through the gaps so try not to be predictable. Some tips that may help you out. Minazuki will sometimes do Tsukiyomi switcharoo. If they do this often, its safe to assume their skill level isn't high. To punish this either do 2B or DP. DP is the safer option because it hits in the back. The common way Minazuki does the switcharoo is j.D or whenever he tosses knives. So keep that in mind. The tactic itself isn't used much at higher levels of play. Watch out for Minazuki's j.B. His j.B is ridiculously powerful compared to most characters because it can lead into some serious damage on counter hit. The range is also really large such that it can out-range your own j.A if you don't space it right. The risk vs reward is heavily in Minazuki's favor because of that. To deal with Minazuki's Moon Smasher super, block the first hit and then DP the second. It removes the option of him bursting or OMC. It's possible for him to OMC the first hit, however if you're at max 5A range (which you should considering he has to be desperate to do this) then you can cause the first hit to whiff. If you're not at proper spacing, then just block and wait for him to come down and give yourself some distance. Overall, I would say this match up is 45/55. Minazuki's favor.
  17. I suppose I will give a somewhat thorough analysis of this match up. My gameplay is specific to netplay only, so if you're an offline player your experiences will vary. Also, I am at best an intermediate player, so take my info how you will. Teddie is a difficult match-up to assess. Most of the match-up revolves around understand how good the Teddie player is. Once you do that, then you'll be able to handle all of his shenanigans to a reasonable degree. The key to dealing with Teddie is expect use of your own 5D. Mitsuru's 5D will break Teddie's persona. Go for this as much as you can because a broken Persona means Teddie's offense diminishes greatly. Like most characters in the game, you can space Teddie effectively with your 5A. Teddie does have options, such as his 5B, however its too slow and risky. By risky I mean that Mitusru can sweep under it if she decides to delay her pressure a bit. The key items to look out for are the buckets, Oil Drum, and the bike. If he does the buckets, you can time a super jump to avoid it entirely. Do your best to not press buttons as the Teddie player will do his best to anti-air you. If you're grounded then practice switch-blocking. It's pretty important in the Teddie match. He will either cross you up, AoA, cross up and AoA, or double cross up. The bike and Oil drum are also similar in options for the Teddie player, except the Oil drum gives him more mix-up options and the bike is a bit delay. If you run into the car keys or Teddie happens to get one of these options out, be sure to end any combo with 2B so you can jump cancel and block afterwards. A common set-up that Teddie will do involves block string > jump cancel Air turn > j.A. It's pretty tricky to pull off so you probably won't see this at lower levels play. It's mostly an intermediate and up skill. Higher level players will mix it up even more by feinting the cross up, which can screw up your blocks. Some tips to dealing with Teddie. Watch out for the rage potion because afterwards in the item cycle is Pinwheel, which leads an unblockable. Because of Teddie's floatiness timing a 2B versus him can be tricky, however some Teddie players telegraph their options so you can get away with a 2B. This is mostly a lower level play though. 2D is useful in this match up since Teddie will sometimes summon items in the air and he can't block during it. Also another lower level play. 5D or 2D is safer for him because Mitsuru's 5D doesn't tag him during it. If Teddie does the bear circus do Super Jump, Air dash, Bufudyne to punish it. Most Teddies don't use it because of that, but it's always nice to have the option. Overall I will say this match up is 55/45. Mitsuru's favor.
  18. I suppose I will give a somewhat thorough analysis of this match up. My gameplay is specific to netplay only, so if you're an offline player your experiences will vary. Also, I am at best an intermediate player, so take my info how you will. This match up is either very easy for Mitsuru or very difficult. It can be easy because Aigis does not have any tools to deal with Mitsuru's 5A pressure. You can easily win by her making bad guesses time after time since Aigis doesn't have a lot of options against 5A. If you delay your 5A somewhat, it gives the Aigis player an opening to do sweep which will put you at a disadvantage. Aigis can't follow that up with damage, but any good Aigis will go into Orgia mode from there and then it's time for the ultimate 50/50 guessing game. Somethings you should know. The better Aigis players will always be wary of Mitsuru's DP. Unlike most characters, Mitsuru's DP can hit behind her, which slows down Aigis' ability to do a cross over j.C. It doesn't stop it entirely because the Aigis player will eventually bait your DP, making you wary to even use it so you may have to take the risk. To deal with Aigis' 50/50 you do have to block it so get to practicing in training mode. This may be specific to the lower skill level of Aigis players, but if their initial mix-up doesn't work, they tend to panic. Meaning they'll go for something like double j.B, that's your opening to DP and escape pressure. Here are some other tips. It is possible to anti-air Aigis with 2B, however I wouldn't recommend it. She can outmaneuver your 2B and you're just stuck in the recovery frames. So doing 2D is a viable option because they tend to approach from that high. If they block, and you delay the 2D~D a bit you can make an approach. Aigis' option to deal with this is to simply run up dash. That's there Droit B comes in handy. Aigis doesn't want to get hit by droit B at all. It will force them into the corner at the mercy of 5A. To deal with Aigis' neutral j.A is a staple but don't take too many risks. Aigis' risk vs reward is much better than yours. Also if Aigis likes to approach with j.C, do a sweep, you'll go right under it. However, this is a beginner tactic and won't work often against better players. If you're in the corner vs Aigis it will be tough. There aren't many gaps in her pressure because she can jump cancel most of her normals on block. Often she will wish to reset her pressure with Orgia mode. If she does so, 2B is your only option if you don't want to block near unblockable 50/50s in the corner. It's risky, but the risk is the same level as doing a DP, at least with 2B you can jump cancel if she blocks it somehow. If you are facing a really good Aigis player, they will end their Orgia if their initial mix-up doesn't work. You can pressure them after that happens but don't mash DP because she can block soon afterwards. The tactic itself is mostly meant to expose bad players. Also, if you do auto-combo and end up close to them, the Aigis player can mash 5A to beat out your 5A. So either block or backdash. Overall I will say this match-up is 50/50.
  19. Some Lambda footage. 1 2 3
  20. @Anne Your situation with that Chie player reminded me of some things that has occurred to me on occasion. I mostly play online, since that's my thing, but something I learned during my time there is that players, specifically in low-mid skill level, don't want advice. This is my assumption of the situation. If you offer them advice first, or in your case, say why they're doing this or that, then you are being condescending toward them. So the only way you can give them advice to help them improve is that they have to ask you for it first. So the situation is very strange. It's difficult to help players since their pride will get in the way of asking for advice. Yet when you do, they get pissed because they think you're looking down on them. Of course this isn't common and could be mostly confirmation bias on my part (noticing only the bad stuff and ignoring the good stuff) or it could be specific to an online environment. Hard to say. I don't have enough data to work on.
  21. Very nice. I appreciate the video examples.
  22. This is the only thing I saw about them saying anything about EVO.
  23. Best word I could come up with.
  24. I have a feeling they "nerfed" her because of how non-interactive she can be with the whole full screen shenanigans. Even though zoning exists, they don't want characters that have it to be too strong with it. Without Spike Chaser, you'll have to guess correctly more often now to get the other player to stop. Aside from CP, Lambda has been pretty strong after her CT days. I remember Severin taking Lambda to top 8 in Evo. He lost to a Carl unfortunately. Then there was Yoshiki with the mode change Nu. Lambda in BBCS wasn't exactly bad or anything. As the game evolved she got better with each iteration with some people considering her S tier at one point (an old tier list or sorts) because her oki was really strong in the right hands (dat 17f overhead) and her damage was high as well. Since there are going to be more iterations of the loketest, it's possible they will make more positive changes. Either way I'll use her and main her because I still find her enjoyable to play.
  25. From CF thread. Things don't look good I guess. Her new move doesn't seem useful based on this info. Dat air recovery. Sounds rough.
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