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AchedSphinx

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Everything posted by AchedSphinx

  1. Have you tried swapping OMC macro with Furious Action or All Out Attack? Furious Action, I imagine, isn't something used often. And it's probably easier to press R3 for Furious Action than it is to press it for OMC combo.
  2. GGs all. Finally got my red card. Now I can learn up some subs.
  3. Droit A recovery hasn't changed. She's -4 up close, -1 if she only hits with the tip. The start up is quick enough that she can catch rolls with it. Also, even if you roll her 5A, the recovery on that changed so that she can catch the roll.
  4. By trade do you mean clash? I think sometimes when that happens it resets the charge and you're allowed to do another one if you pressed the button again. It's pretty wonky. If Mitsuru ends a combo with droit A she's plus enough to always beat out anything you do with 5A. If she doesn't beat it out, consider it netplay, and you got lucky.
  5. Yes, I played Spectrasonic once and won, then he left. I was kinda bummed since I wanted some more Yukari experience. I don't think the P4U2 GG thread will be made until closer to NA release. I could be wrong of course And GGs to everyone in Lobby. I had the fun learning so many match ups. The Minazukis have calmed down for me at least and now I'm getting a bit more variety.
  6. 50 SP for an unblockable isn't much really when you consider Mitsurus use 50 SP to do j.B > OMC > j.B to win them rounds. If that 50 SP will win you the round, then go for it.
  7. It might be useful against Sho/Minazuki's as well, if they like throwing that slow knife. Pretty situational since the fast knife beats SB Tentarafoo. And if he's doing slow knife, you're better off punishing it with droit B. Also, right now, the Minazuki's like to do that switchroo teleport thing, so I end up using 2D more. It might have some use against Labrys and Shadow Labrys to catch them doing Chain Knuckle. I don't know about SB Tentarafoo's usefulness against Titanomachia. I do know if you do SB tentarafoo at the same time Shadow Labrys does Titanomachia you'll hit her out of it.
  8. So is Wiping all out DLC or in-game? Can't seem to find it.
  9. Yes it is quite useful. Though, I've occasionally been doing SB tentarafoo. It works really well against Rise and other Mitsuru's who like to 5D after burst. When Rise's burst, they like to set things up or do that orbital thing. I don't think SB tentarafoo can beat out her doing the orbital, it can if the Rise delays it slightly though. I haven't really used tentarafoo much outside of those match-ups.
  10. For the corner, try going FC 5 > 2C(optional) > 2 > 5 > sweep, it yields more damage. Also, if you're using Mabufudyne, it's actually better to cancel 5C into Mabufudyne so that you can get a second kick, provided you have enough meter. Anyways here's the barebones of what I'm referring to. FC 5 > 2 > 5 > sweep > droit B > 2A > 5C[15] > Mabufudyne > 2A > 2B > C > 236236A > delayed C > kick > C > 236236B > delay D > kick. Nets about 9.6k. Add burst it does a shade over 10k. There's a better version of that combo that does 11k. I'll post that up. Neta combos are pretty fun to do. FC 5 > 5 > sweep > OMB > 5 > sweep > droit B > 2A > 2B > 4 > 5C[15] > Mabufudyne > 2A > droit A > 236236A > C > C > kick > C > 236236B > delay D > kick does 11047 damage according to the video. Also ignore the first bit I said. Seems 5 > 5 is the way to go.
  11. OMC the sweep into 2 > 5 > sweep > bufula C > 5 > sweep > droit B For FC 5 you could go with 5 > dash cancel > 5C > dash cancel > 5B > 2 > 2DD > 4 > 2 > bufula D > 5 > sweep > droit For 2 > 5 to connect you need to slightly delay the OMC then do 2 > 5. The actual notation is probably 2 > 6 since it's easier to connect that way.
  12. What happens if they late tech?
  13. Why must Rise's DP be FC? And on top of that, it has sooo much recovery, it's insane. At least 30+ frames where the opponent can punish and get a FC. She's really fun though. I also like her combos and pressure. She has a some things going for her. I also think Mitsuru is a challenge to get in on. She's not strictly a zoner, though she does zone, and man that 5A and j.A gets me too much.
  14. Funny part about her DP is that Mitsuru can outrange it with j.A, causing it to trigger, and Mitsuru basically gets a free FC. Another funny aspect is that it's similar to Kanji's DP, you can OMC the hit or cancel it into a super. But you'd need gdlk reaction speed for that one.
  15. I get SB tentarafoo from trying throw, but I decided not to go for that route anymore. I'll just throw from dash cancels or sweep feints. Or the occasional run up throws. Also, I don't think people are facing very many Mitsurus because my throw baits don't work despite going for run up throws a lot. Anyways, here are some punish combos. standing FC 5B > dash cancel > 2A > 2B > 5B > sweep > droit B (you can OMC the sweep if you want) corner FC 5 > 2C > 2 > 5 > sweep > droit B > 2A > 5C[15] > bufula D > 5 > AoA~D > droit B > bufudyne (mitsuru's tend to IAD back after AoA~D) corner CH 5C[15] > sweep > droit B > 2A > 2B > bufula C > 5 > sweep > droit B (pretty common punish from backstep 5C) midscreen j.DD > 5AA > 2 > 2DD > 4 > sweep > droit B (not optimal, but easier to confirm. optimal version does 300 damage more, just change the 5AA to 4) if you want to switch sides 5DD > 2DD > IAD > 5AAA. Basically, anytime you do 2DD, you can opt to IAD to switch sides. 2B, CH 5C, sweep, FC of any kind, are starters Mitsuru can use where she doesn't need to SB droit in the corner for combo pick up. I'm thinking the best punish for 5A or droit A midscreen against a standing opponent might be X > 5B > 5C > droit A.
  16. GGs all. Finally got my orange uhh color. Anyways good fun. So many Shos and Minazukis. Don't know how to withstand that guy's pressure as Mitsuru. It's Chie all over again, except not as bad.
  17. Tartarus Lobbies tend to have a few NA around. Though you'll have better chances with Player Rooms for the time being. I usually just check Tartarus personally. Anyways, GGs everyone today. I had a fun learning session with Mitsuru.
  18. I think for the 5AAA > 214A > 5C link you're supposed to advanced input. It's similar to how Nu does 22A combos.
  19. Hmm, anyone got an optimal CH air throw route? I've been doing CH air throw > 2DD > 4B > sweep > droit B and it doesn't feel like there's much more you can do with it. But I've seen Yamashita do CH air throw > dash 5 > 2 > bufula D > sweep > droit B. That combo did more damage but the time is all kinds of weird. On a related note is super plus when she does 5 > dash cancel. If you go for a throw immediately afterwards you'll whiff so you can either delay the throw or go for 5A safely. The opponent can't mash out even if they IB, throw will still whiff on IB. Right now though, since most people I've played mash out of 5, it's probably best to go with 5B > 5C > backdash > 5C. You'd be amazed how many times that works.
  20. Her gameplan tends to be similar to a zoner. She spaces but also tries to force the opponent to press a button. Her main goal is to get the opponent in the corner so that they fear her corner throw combo. Once they fear it she can do all manner of throw baits to do lots of damage. Just check out some gameplay of Yamashita. He plays fairly passive and tries to get the opponent to press a button all the time. I managed to do the combo with droit B ender fine. Her optimal route for now is corner throw > 5AA > 5B > 2 > bufula D > 5 > sweep > droit B. She can also get 7k off a FC throw in the corner, which is pretty cool. Rare to be sure, but Rise's DP is fatal recovery and it has like 40F window after she does the zap, but then again, I would go for a 5B if that where the case.
  21. Oh, I didn't know radiojet was you. GGs, we should play again sometime. Also, that match still does suck for Elizabeth.
  22. Yes with the exception of new characters like Rise, Ken, etc.
  23. Yes, her 5AAA > 5B > 5C > dash cancel > 5AA routes are particularly scary. You can change it up depending on how you think the opponent will respond. There's plenty of frame advantage to bait any DP after dash cancel though it can be defeated if the opponent mashes in which case you can do 5AAA > 5B > 5C > back dash > 5C to catch them or even throw them. Her new 5AA is better on frame advantage than her old one as well so it will be a move we will be using a lot. So yeah, I'm having a lot of fun with her. They did increase her skill ceiling as well. In the first game she was all about catching the opponent pressing a button or doing something wrong. In the P4AU it's the same but it feels like she has to do more of it I guess. She still has that awesome spacing and zoning game. Her damage was scaled down somewhat, but I've seen most Mitsuru's just use SB droit in corner combos so long as they have 25 meter, so she does good damage there. Her damage was actually scaled down more so on some combo routes, such as counter j.C, counter air throw, and her BnB crouching hit confirm in the corner requiring 25 meter. Her auto combo does more damage, 2B anti-air is about the same, I think her midscreen OMC combo is about the same as well. Oh yeah, remind me not to keep thinking Mitsuru's sweep is Fatal. I keep thinking it is and going sweep > 2A > 5C and they tech lol.
  24. That's just the way it works. Sure she's holding that meter, but she only needs one hit and that's about it. She has huge comeback potential and shadow characters gain meter at an absurd rate. Her auto combo is worse probably because her 5A is slower and it's awkward to use her old auto combo to confirm into new things. 7k auto combo is pretty sweet though. I do think regular Mitsuru is a lot better though. Her 5AA is so good now and 5AAA is even better if I can get used to the timing. I've been winning matches basically doing 5AA stagger pressure. It's easy to confirm into 5AAA as well. I've played even more matches today and I need to get used to the new tools she has. Another awkward thing for me to confirm is 5DD and 2DD. I keep doing 4B or 5A after 5DD and I do 5A when I do 2DD. So weird. I've gotten the throw combo down. Here's a more optimal route: corner throw > 5AA > 5B > 2 > bufula D > 5 > sweep > droit B. Oh yeah, Mitsuru can now do 5 non-counter against a standing opponent and follow up with sweep. Pretty rare hit, but ehh it's worth noting.
  25. I played about thirty or so matches today. I take back what I said about 5AA > 2B that important of a hit confirm. It's good and all, but I think Mitsuru's basic auto combo is a lot better and will be used a lot more. The auto combo works on people who jump wake-up as well, builds meter, and has decent corner carry. Pretty reliable. Another BnB I think is important will be 5AAA > 5B > 5C > droit A. I still haven't gotten used to the timing for her 5AAA because you have to cancel it before the 5th hit, otherwise you can't cancel at all. Also worth noting is that she only gains bonus SP on the 5th hit.
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