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AchedSphinx

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Everything posted by AchedSphinx

  1. Yeah your combo does a bit more. The main difference I like about it is that you have 10 SP by the time you need to do Myriad Arrows. My combo cut it really close.
  2. Interesting set-up, sorta gimmick. CH j.C > 2C > 2D > 214C > 2B > delay j.22D. That creates an AUB. If they tech away they'll be right within the grab's range. Only works midscreen to corner. Here's another max Hassou combo that works with that AUB gimmick. 2D > 214C > 2B > j.C > j.2C > jc > j.C > j.2C > j.214AB > land > 214A > 214214A = 5162 damage.
  3. IAD > j.C > j.D is plus from what I can tell. 2B cancels into j.D and j.2D. Useful because j.2D stops Margaret's momentum and launches her back a bit, making it difficult to anti-air her. Plus she still has an air option.
  4. Yeah, her punishes are looking pretty strong. Since her 5A has such range she can use to bait throws like I do with Mitsuru sometimes. Also, that 214A was a pretty sweet find. I didn't like using the 25 extra meter to make Hassou land.
  5. I'm thinking she's going to be similar to Mitsuru for midscreen damage. Her OMC combos are fairly strong midscreen. Need crouching confirm though. Here's some random combos that max out Hassou Tobi 5AAAAA > 214214A = 3382 damage 236D > 5C > 214214AB = 4654 damage [CH] 5A > 2C > 2D > 214C > 2B(1) > 5C > 214214AB = 4622 damage These all work midscreen. I think she can go aerial with her combos and still net a max Hassou Tobi, I just haven't figured it out yet lol.
  6. Yeah, I just saw your video. It seems like a good idea since you can land Hassou Tobi. I was trying to figure out how to get that to work since she can't cancel into it from God Hand. Good stuff.
  7. 2C > 2D > God Hand might be a better route, not sure. [crouching] 5A > 5B > 5C > 236D > OMC > 66 > 2C > 2D > 214C > 2B > j.C > j.2C > jc > j.C > j.2B = 3833 damage She gets good damage off counter hits as well. 3.5k-4k seems to be the average. Probably not optimal. Will have to wait and see. Counter hit route would be CH 5A > 2C > 2D > 214C > 2B > j.C > j.2C > jc > j.C > j.2B You kind of have to end your combos with j.2B with her so you get the knockdown. j.214AB does knockdown as well, the B version kinda does, most times they can still air tech slightly before hitting the ground. Anyways, not saying these are optimal or anything, just some stuff I found.
  8. Since there isn't a Shadow Mitsuru combo thread, here's a burst safe combo. 2DD > 4 > 2 > bufula D > shadow fury > Myriad Arrows B > OMC > droit SB > bufula SB > mabufudyne > Myriad Arrows SB They won't burst until they see shadow fury. They can burst at bufula SB, but the burst will whiff, and they'll be airborne. You'll have about 30 SP left, so you might be able slip out some more damage.
  9. Sweet, that sounds like a good idea. When I first look at it, it feels like a wall-of-text, so separating it a bit helps a lot. I'll also see if I can contribute any more combos. Btw, is it necessary list all available variants to a combo? For instance, those 5B combos I listed, you can change them up quite a bit, but the damage doesn't really change much. Though, it could be useful information if one grants more SP than the other.
  10. Actually, I meant head-invul, when I was referring to air-unblockables. Mistake on my part. For some reason, whenever I think of anti-air, I think of controlling the air, and not necessarily having a solid head-invul move. Since Yukari has things like j.B, 2B, garu, etc to control air game. At any rate, since this is becoming too Yukari related, and only fits this thread 50%, I'll stop here so I don't derail the thread more so than I already have.
  11. What do you guys consider anti-air? Air-unblockables? If so, I can see that being the case. Otherwise, Yukari can control the air really well, and her damage is pretty solid. Her flaw, of course, is that she's a zoner, so she's weak close-to-Mitsuru range. So characters like Minazuki, Mitsuru, Sho, etc give her trouble because she can't do anything aside from DP and roll if they're outside of her range. However, they still have to get in, so I think that balances out such match-ups. Though I suppose they could make her AA even better if they gave her a 6B similar to Nu's 6D. Either way, Yukari's a great character in my opinion.
  12. Another suggestion for you Rath, consider specifying the position, such as midscreen or corner. Also since the combo list will eventually grow bigger, you might want to break the box down a bit more. Like having crouching confirms have it's own box.
  13. A tad advanced but I think I found a solid route for CH j.C [midscreen] CH j.C > jc > land > 2B > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B = 3338 damage Pretty solid because the jc after the j.C will bait a burst and the 2B is really easy to comfirm into. (variant) [corner] CH > j.C > jc > land > 2B > 2D > 5 > sweep > delay droit SB > 2 > bufula D > 5 > sweep > droit B = 4190 damage Can be done without the droit SB but does ~400 less damage and you have to end with 4B > droit B. Also, remember, j.C will whiff on Teddie. Another situational punish. [midscreen] CH 2B > sweep feint > 5AA > 5B > 2B > 2DD > 4 > sweep > droit B = 2890 damage Fatal Punishes [midscreen] FC 5 > 2C > 5 > 5C(15) > dc > 5B > 2 > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B = 4315 damage [midscreen] FC 5 > 2C > 5 > sweep > OMB > 5C(15) > dc > 5B > 2 > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B = 4914 damage [midscreen] FC 5 > 2C > 5 > sweep > OMC > 2 > 6 > 5C(15) > dc > 5B > 2 > 2DD > 4 > sweep > droit B = 4700 damage [midscreen] FC 5 > 2C > 5 > sweep > droit A > OMC > 2B > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B > 4450 damage ( for the OMC > 2B to connect you need to be holding forward) The 2C is optional. Situational Stuff [midscreen] j.B > OMC > j. > 5AA > 5B > sweep > OMC > 2 > 6 > sweep > bufula C > sweep > droit B = 3589 damage [midscreen] [crouching hit] CH Droit A > 5B > sweep > OMC > 2 > 6 > sweep > bufula C > 5 > sweep > droit B = 4199 damage
  14. Yosuke and Yu probably.
  15. Look on the flip side of someone baiting your burst. You get a free out if you don't burst.
  16. It's not necessary to land the FC portion of her AoA. It's useful of course, because she can't combo droit B afterwards without the FC. But even if you don't get FC, the AoA~D is jump cancellable, so she'll still be at an advantage. Even high level Mitsuru's in Japan miss the input for FC. Just be aware of it and IAD back to create some space. And like chachaman said, mash A+B at the same time. That will make it more consistent. Or go into training mode and practice raw AoA.
  17. It seems similar to Sho/Minazuki's AoA since they both cross over. Perhaps she has fatal recovery on it.
  18. Input the throw before she completes the animation for 5, usually when her feet touch the ground.
  19. Usual blockstrings 5AAA > 6 > dash cancel > 5AA 5AA > 5B > 5C > 2C 5AA > 5B > 5C > back dash > 5C > 2C > droit A 5AA > 5B > 5C > back dash > 5C > sweep 5AAA > 2C 5AA > 5 feint > throw 5AA > sweep feint > 5AA 5AA > sweep feint > throw 5AAA > 6 > sweep > short hop > j.B > 5AA 5AA > 5C > 6 > 2B > sweep 5AA > 5C > 6 > 2B > j.B > OMC > j. There's more, but that's just for starters. She plays neutral game patient and spaces a lot. Mitsuru can't be too aggressive since her normals are slow. So she has to take advantage of her range and make the opponent weary of DPing or rolling out of pressure. Ultimate objective is to get them in the corner because her grabs become scary. Her best poke is 5A. She can use 2A or j.A if the situation demands it. 5D is okay, just don't do it too much. Basically, Mitsuru just capitalizes on people pressing buttons, and has perhaps the best corner carry in the game. I use 2D more than her other D moves. If the opponent jumps a lot, consider tossing out 2D, they'll regret it. J.D has its uses versus zoners. Most times you can droit B approach if the opponent is airborne and falling down. You really need to know the tools the opponent has though. For instance, don't toss it out like crazy against zoners. Find an opening and then do droit. Though, you'll probably get more mileage out of droit A vs zoners.
  20. Thanks for clarifying. I was imagining it wrong. Looks pretty fun. My consistency with 2B anti-air has be the same as P4A. She lost the 5-7 full invul though, which is sadness. I usually get at least one 2B combo a match.
  21. I'm assuming you mean with her droits and such. Typically, in matches you're always holding down 1(or 3) to do droit. In combos, you hold 1(or 3) whenever you do a sweep or 5B. If you want to practice her charge, just do 5AA > 5B > sweep > droit continuously until you have a feel for it. Whenever she's doing any sort of combo, you're normally just holding 1(or 3). Bufula is the say, but instead of doing [1](or 3) 6(or 4) you do [1](or 3) 8. With enough charge she won't jump. Essentially, do the same combo I mentioned until you cancel it properly. Also worth mentioning, don't ever fully charge (or partially charge) her Droit B. For one she's in FC state. And the other thing, if it's blocked, she's insanely negative. She has an extra ten frames of recovery if she decides to charge droit B even a little bit.
  22. Right now, since you're still new to Mitsuru, midscreen combos consisting of auto-combo is still pretty good since it completes air combos. So start with auto combos. Next on the level of skill would be throw combos. Corner version is throw > 5AA > 2 > bufula D > 5 > sweep > droit B. After that I would suggest the 5D/2D combos in regards to easiness. I think those are essentially the basics, the rest are hit-confirms and crouching hit confirms. Also, you can land bufudyne C on any midscreen combo that ends with 5 or sweep. You can also Myriad Arrows airborne opponents and the kick will land.
  23. For player match, if it's not showing up, just join the room. It'll usually show up there. If there's a connection restriction, then just assume you're 0 bar with the person since most player rooms are Japanese.
  24. Is this possible? In the previous combo, which I'm assuming you're using to do the Myriad Arrows combo, you use up 75 meter. There doesn't seem to be enough meter to do Mabufudyne + Myriad Arrows, unless you mean only doing Mabufudyne and using that for mix-up and such. Which is cool. Actually, for this combo that does 7.5K and costs 150 meter, how would you do it? Also, like you said, this is a gamble. If the opponent decides to DP while you set this thing up (I think after awhile it will get obvious) you're now in the corner which is pretty much Mitsuru's worst place to be. I could see it working though if the opponent doesn't know about it. Also, I'm assuming the tentarafoo you're doing is similar to that CV, where the Mitsuru crossed under the frozen opponent mid combo and did Tentarafoo. That's visually how I'm seeing it at any rate.
  25. Hmm, not sure if you mean in Lobby for P4U2, or P4A. But in any case, in Lobby, I normally stand near the person for awhile and wait for their connection level to show up. Also, not skipping the intro is a good way to reduce the lag, as Heavymeet said. Also @Heavymeet, I have played you on wireless net. I didn't know you were from South America, but our connection was pretty stable. I should applaud my non-Comcast internet.
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