icilby
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Everything posted by icilby
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Yeah, it's a bad matchup for Mitsuru but not that bad, just reminds me of 3S where the top character is a counter pick for the 2nd top character. The keys to the matchup are more just about learning how to prevent Orgia activation and knowing when they'll do it. 2B into Orgia (unless they EX Orgia) is actually punishable with SB Coup (that is, if you're actually in range). It forces them to use a different Orgia activation without much lockdown so you won't have such a hard time spacing yourself right. It's easier to get out when they 5C into Orgia compared to them 2B into Orgia and the bullets hit you late into blockstun. If anyone knows how to deal/punish other Orgia activations, LET ME KNOW PLZ. The only other thing I try to do that's matchup specific is a lot of 5C to try to time out Orgia mode or give myself some time to think, but it doesn't drain that much on idle D: I also try to mirror a bit in this matchup just to at least shut down some options/angles of approach.
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This is golden. Although I don't like most j. j.C combos because it's a tiny bit spacing dependent in my experience, this video has tons of good, good, super good shit in it.
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Things that Yu players don't want you to know: Off hard knockdown or his sweep into Izanagi summon, you're free to Getsu-ei on wakeup to kill the pressure. In this match, Yu's 5B can counter-footsie Mitsu's 5A, however it is a lot more of CH bait so 5A into Sweep strings become a lot more prominent in this match, since you can easily get a 5A CH against Yu's same utility, slower normal. Also, if the Yu player doesn't know the re-knockdown setup, you can just not tech, take a couple of hits after like an OTG 2A, then air tech out of the situation. However, it is possible for the Yu to re-combo into the sweep after the OTG, so you can be screwed and put in the same situation again. But if you're able to not respect the Yu player, by ALL means you should do it and not tech.
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You can try getting into Sweep range when he's on weave and try to sweep him. It's not that hard to react to, but the trade off isn't that bad. Also if he weaves, you can just summon a mirror and then try to safely execute some anti weave options afterwards. Added note, it's an interesting counter, but if he does the cross-up punch thing that'll wall bounce you in a blockstring, you can hit sweep to low-profile under it and Fatal Counter sweep him. Haven't tested it out, but it'll probably lose to throw but beat out the punch cleanly. So if he does the crossup gimmick and tries to throw afterwards, you have 4B to avoid that, so if he takes the risk, you have a good risk/reward chance to score a fatal of some sort. Haven't totally tested it out, but it happened to me on a match before.
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Nothing beats Lab's iAD j.B if done really early. Hell, even Yu doesn't like hitting 2B against that at certain times. The hitbox on that thing is AMAZING but the startup is telegraphed. Basically, if it's gonna be out extremely early, you'll have to DP. Either way, I learned a tiny bit about this matchup not too long ago. What it comes down to is thinking about doing something stupid when she's red axe'd? DON'T. FUCKING. DO. IT. When she starts whacking at you in blockstring, you have to be mindful that her frame advantage changes according to her Axe level, so you do NOT wanna get CH'd if she gets in with a pre-emptive j.B. When she's red axe'd, you have to play the distance game and you have a variety of tools to work with. You just have to make sure you stay safe. Getting away and using whip pressure or blocking off her methods of approach by using Bufula is a good way. It's also semi-beneficial if you need to put Labrys in a heavy blockstring to get her setup in some sort of SB Bufula trap since you'll time out some of her axe levels while getting like 2 free mixups.
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I just Superjump, forward air dash towards Teddie and press j.C so I can put myself at a good position to react to whatever Teddie does in the air as he falls.
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Anybody with ideas for this matchup? I really feel that this might actually be Mitsuru's worst matchup in this game because her options off a sweep whether blocked or hit stuff most of Mitsuru's game due to her slow normals that don't cover the range right above her head. Half of Chie's buttons also low-profile most things as well and she has much better mobility and range than Akihiko.
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j.214AB is irrelevant in this matchup. If you're ever caught in the air against Kanji and you see it happen, you still have access to your DP in the air, which makes the option just horrible in general. And this matchup is so free for Mitsuru. 4B ANSWERS EVERYTHING
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If you ever want to make a decently safe read that Kanji is gonna mash DP, you can sacrifice your Persona and either do j.C or 5C. The DP will effect your Persona and you'll lose a card, but you get a free punish. Plus, this is one of those matchups where it's gonna be rare that Kanji will hit and Persona break you, nor are you heavily disadvantaged in the matchup when you're missing your Persona 'cause, you know, you still have your god damned 5A.
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You can actually hit j.C before the backdash crosses up, so depending on your timing you'll tag them front or back. EDIT: It appears if you do regular air dash, j.C hits in front while if you do a back-turned dash, it hits behind. At least this is what I'm seeing with the computer on All Block. Only problem is that during the time span of the jump cancel into dash, you can walk out of the mixup D:
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Oh god, the concept of air turning just dawned on me. Mitsuru's cross up backdash is god like.
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Walk forward, block, and understand your options on his 5th bullet. Naoto will usually either use 4 or 5 bullets before he'll have to put away the gun. This is P4, dgaf about chip damage. The 5th bullet is the one you have to be weary about because of fate damage and it's the chamber where you have to make a move. If he brandishes his gun, keep calm and block. Keep a mental count if he staggers and ask yourself punk, did he shoot 3 bullets or did he shoot 4? And if you're feeling lucky and he's on his last bullet, here's what happens: On block, it's punishable on block by SB Coup for counter hit status. But, that's assuming you're in that range. If he fires, roll. However, smart Naoto's will play with you on the fifth bullet and sometimes not shoot. If he doesn't and use see him put the gun away, A Coup to close the distance. He won't be able to put away the gun then bring it back in time, and by then, you gained A Coup distance. You just have to remember where the traps are and don't A Coup yourself into something stupid. Mitsu has good A Buttons to neutralized traps while you slowly inch in with 5A and 2A, And don't use whip where your Persona will get bopped, be smart about it. Whip is good in the matchup not because it punishes much, but because on block it drags them toward you. So use this as an option if they fire the Fifth bullet as well. At least this is what I think of the Naoto matchup so far.
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Talking about corner though, both the B Coup and Sweep bring Mitsuru too close for the D Bufula to hit.
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Mitsuru just has a crazy amount of tools that both place your opponent in a mixup or just to shut down a ridiculous amount of options. She actually can function as a decent zoner in this game, not just footsies. So if you're playing against Kanji, he doesn't have that many safe options to get past a moving Bufula without putting risk. And at the full screen in general, if you have Bufula out, you can use her D whip not as a combo starter, but to put them in a position closer to the Bufula and almost drag them into the mixup. This gets important against Shadow Labrys as you wanna drag her away from her Persona. And in the corner, Mitsuru just gets butt-retarded. If you stand at her 5A range and they're cornered and you have 50 meter, they have no escape options that can go unpunished and they are required to somehow mount an offensive against her 5A at ideal range. If they jump, they eat Air Unblockable super for damage. If they roll, you get corner throw into combo. If they Reversal, you'll punish and get a corner Fatal Counter combo. If they mash, you can hit confirm a 5A CH into B Coup for combo damage. You don't need mixups or a high/low game if you get them cornered, and most of her BnB's cover so much ground and push them to the corner that it sucks for them. --- Also, regarding corner D Bufula oki, haven't been able to find anything yet. The only thing I got is if you want to sacrifice your ender, you can leave them in a frozen state, summon D Bufula, then go nuts from there.
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Bleh, nevermind, I was thinking it gave a knockdown for some reason, it only does that on air hit. --- Anybody with good Bufula setups yet? I try to D Bufula after any midscreen hitconfirm if I can't get the corner ender. Also off midscreen throws, I whiff A Coup Droit into D Bufula. D Bufula is also a good reset if you mess up and drop a combo and the opponent is still frozen. As for SP Bufula, it's a good anti-power up skill. So if they try to rush you down while powered up, if you toss it out they'll have to navigate over the wall and you can just consistently situate yourself to anti-air and move with your wall. In addition if you get caught in a block string, it turns their string into a ticking time bomb as it slowly approaches. SP Bufula is also decent after Myriad Arrows if they don't tech backwards. I'm really hoping for some corner setups of some sort, but both sweep and B Coup puts Mitsuru in a bad position where the Bufula is actually too close. D:
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Doesn't SB Coup combo off crouching A's so that you can get a full corner combo off that instead of hoping your opponent is crouching? It's also a decent punish against certain characters, like Naoto's final bullet at a certain range can be punished with an SB Coup and if it's enough to carry them to the corner, full combo as well, no?
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Shadow Labrys is an interesting matchup... The fact is that you do NOT want to get caught between Shadow and her persona, so I tend to use a LOT of whips not for combos or punishes, but use it on block to drag her away from her Persona where I don't have to worry about putting myself in a bad situation. Best part is that if it hits a non-blocking Persona, it will also take a card off as well. The matchup just feels like a bunch of really selective rush down.
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Couple quick questions regarding the system before I play at a release party: Does her Coup Droit come out only on a [1/4]~6 or can it be executed with [1/4]~3 as well? 2AB can come out of 1AB I assume? Or are sweeps executed ONLY as 2AB? I'm assuming most of her charge combos from sweeps are charged during the startup of the sweep, or do you have to do different charge buffers to land the standard 2AB xx B Coup Droit combos? Does whiff A kara-cancel into AA, or does it just end at A? Same with A chain into 2C, does 2C come out or does it not whiff cancel? And finally, what moves in general leave her at decent frame advantage?