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[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
If you're aiming to get specific confirms, then you're thinking about this all wrong. Learn to confirm your hits when they are crouching, standing, airborn, whatever and just take what you can get, what is given to you. There's nothing wrong with doing autocombo when it's the only thing you can do (standing opponents). as far as discouraging the opponent from standing goes, use sweep in your pressure, and learn to confirm when it hits. If you hold 1 (down+back) while inputting sweep, you can react to it hitting by pressing 6A or 6A+B (which will confirm A-droit/SB-droit, SB being for the corner). -
I hope no one is taking that change-list video too seriously. As several people pointed out, it only covered a few small things, without proper explanations, and excluded several other known changes. For the most part, it was just to get people excited and interested in 2.0. TCL change seems strong in the corner. Picking up confirms involving 2B > TCL for example seem like they are going to benefit a lot. Midscreen however, losing that wallbounce hurts more than just Rapid combos. Meaty sentinal dump oki probably wont exist, and I'm not sure if it will allow for BHS to be tacked on for lazy damage (edit: it works). Gustaf Rapid 3C or 2C > 6D/3D will likely be more common soon. I'm looking forward to 6B's changes. Until I nee some frame data or I see proficient Azrael players make use of it, I wont try to think too much about it, but I always liked 6B as an anti-air. Now it'll probably see a lot more use! This really made me laugh. Best typo ever. I'm now going to call Tiger Cobra Leopard "Tender Loving Care" from now on.
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GGs and thank you everyone who showed up. It seemed like everyone had a good time and I'm looking forward to doing more again soon. For now, the tournament is highlighted on Twitch in two parts. It's being uploaded to youtube as I type this. (will post links to those uploads later) Part 1 http://www.twitch.tv/rathfgc/c/5242492 Part 2 http://www.twitch.tv/rathfgc/c/5242524
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[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
Yes, her 2B has a Just-Frame, meaning that if you release it on a very specific frame (I don't know which one off the top of my head) you will do a fair amount of extra damage. Don't count on this being consistent though. Usually a combo will require fully held [2B] or unheld 2B. Pretty neat inclusion, regardless. Assuming you are able to connect [2B] > [6B] after the OMC, just slightly delay the sweep and they'll land right on top of it as it's active. Mitsuru can safe jump after airborn hit auto-combo and sweep > A coup. Just hold up after A coup and you'll jump at the first possible frame, then use a falling j.B while holding back. If the opponent uses a DP/Furious-action, you'll block it after landing. -
Really glad you enjoyed the tournament. Something is usually happening every weekend, sometimes every other weekend. I'm going to do my best to set up the first monthly for Persona, Uniel, and Blazblue by the end of the month, then every 4 or 5 weeks after that. I also want to do a Persona boot camp day at UAT sometime this month. There's a lot of little things going on in the game that might not be very obvious at the start, so I think it would help to explain a lot of it in person.
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[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
It is 100% worth your time to practice the AOA~D ender. Better spacing, better damage, marin karin, still at advantage. Plus you'll need to be able to do this if you ever want to do mabufudyne combos and close out rounds. -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
Definitely plan to include a section for shadow berserk combos later as well! This list keeps growing and growing haha -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
I like that, just not for the bnb section. I don't mind having a bunch of different options for each starter in the following section (which I have yet to make). The BNBs + combo theory section is there to go through the optimal routes and explain how each part of them works. -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
That's exactly the kind of thing I want to avoid right now. It would probably be confusing to new players to see several combos for the same starter that all look comparable, where it's difficult to tell which one they should use. -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
I'm planning on making the sections collapsible. The combos I listed already specify where they should be used, but I think it would be easier if I make it more obvious. Thanks for the suggestions -
If TCL slides instead of wallcounces midscreen, then I would assume the go-to RC combo would be 'stuff > gustaf > RC > 3C > 22C > stuff' It looks to me like they're experimenting with different things at this point, which I'm fine with. It's difficult for me to worry about changes in a loketest too much, but I do still find it all interesting.
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[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
Yup. Longer combos ending with AOA~D will drop too soon after B Coup, so you just use D Bufudyne after the AOA instead -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
I don't like the idea of double posting every combo just to add a super at the end. It's better if the people reading through any list of combos just know when /where they can add a super for extra damage. I'll probably use some of what you posted once I add the section for specific starters. Thanks -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
I setup a combo thread. The main post is a big project for me. It's coming along well but still needs more work. Give me a week or two to wrap it up. I definitely plan to have it completed before the NA release. Currently I have a section for BNBs + combo theory. A larger section including combos for all starters will come later. I also haven't included damage values, meter gain, or video examples for anything yet. Once again, wait a week or two For now, feel free to continue posting combos in the gameplay thread, right here. In the future, make sure the combo thread is only used for posting combos, not discussion. I'll do my best to keep it updated and make sure it's a good place for information. Let me know if there are any mistakes. This is a work in progress after all, and always will be. I did my best to give explanations for anything and everything, so there will be as little confusion regarding how a combo is to be performed as possible. Video examples being added down the road should only help with this. Gonna stop rambling now. been at this for way too long and my brain is fried. -
Information · This thread is for the posting of combos for Mitsuru in P4AU/P4U2. The main post will be organized in this order: BNBs (bread and butter combos), combo theory, and combos for specific starters. · If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Mitsuru. · Please refrain from going off topic in this thread. This thread is for posting of combos only. · Only the most optimal combos will be listed in this thread. · If anyone notices mistakes in this main post, PLEASE do me the favor of pointing them out. Feel free to send me a PM! (This goes for information in other threads as well) Collapsed: General Notations Used: [table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump hHop hcHop Cancel adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel dcDash Cancel OMCOne More! Cancel AoA~CAll Out Attack into C ender AoA~DAll Out Attack into D ender CHCounter Hit FCFatal Counter [ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table] BNBs/Bread-and-Butters + Combo Theory Mitsuru's combo potential is primarily based on the opponent's position and state when they are hit (standing, crouching, counter hit, etc.) and thus this section will be organized by these circumstances. The goal should be to get the most damage and best positioning possible after each hit, while using the fewest resources possible (meter/burst). A combo that does 2000 damage while building meter is arguably better than one that does 3000 damage, costing 50 meter (thus entering Mitsuru into meter cooldown), and that might not give a proper knockdown. Meter is important and should be reserved for when it will give you the biggest return, the exception being when you need it to close out a round, of course. The combos in this section are ones that I feel fit these standards well. Supers can be tacked on the end of most, if not all, of these combos. D bufudyne (236236D) after B Coup Droit or sweep (2A+B). Myriad Arrows (236236A/B/A+B) after A Coup Droit. Meter is precious, should be treated as such, and should probably not spent on supers unless it will kill. note: this is a work in progress. I'll update this post with damage values, meter gain, and video examples soon. I hope to have everything wrapped up within a week or two, definitely before the NA release. Collapsed: Standing confirms: Standing confirms: Mitsuru hits the opponent while they are standing. This is arguably the situation where she gets the smallest reward and the least damage. Getting a knockdown is impossible without spending resources, and it is almost always not worth it to spend those resources, barring situations where you can kill. This is a situation where you need to just take what you can get, and that is usually an autocombo (also called Dial A), which is arguably your best and most reliable option. The third hit of auto combos give an extra boost of meter, as well as giving you 1/8 of your burst back. In Mitsuru's case, it is also gives a lot of corner carry. Overall, it's definitely not a bad option, probably your go-to for standing confirms. If your starter is 2A, you are even more restricted unless you land a counter hit. Once again, just take what you can get. Dial A: 5A > 5AA > 5AAA > [4]6A 5AA > 6B > 5C(6) > [4]6A 2AAA > [4]6A Collapsed: Crouching confirms: Crouching confirms: Characters are in hitstun longer when they are crouching than when they are standing, similar to how counter hits add extra hitstun for the first move. The extra hitstun on crouching opponents opens the door for 5B > 2A+B (sweep) to combo, which allows Mitsuru to pick her opponents up off the ground. Basically, if she can get them airborne, she can do real combos. The fewer resources needed to get them off the ground, the better. Midscreen crouching confirms will require 50 meter, using an OMC (One-More! Cancel), or an OMB (One-More! Burst). Crouching confirms in the corner, or near the corner, will only require 25 meter to use Sb Coup Droit [4]6A+B. This is a nerf compared to the first version (P4A), where she could use B Coup Droit for meterless corner confirms. If you feel it's better not to spend the meter for a full combo, cutting it short and ending with B Coup Droit is still fairly strong, doing decent damage, getting good corner carry, and achieving a real knockdown (which is not possible with standing confirms). 5AA > 6B > 2A+B > B coup ^Standard meterless crouching confirm. Works with other starters that go into 5A, such as j.A/j.B or CH 2A > 5AA. 5AA > 6B > 2A+B OMC [2B] > [6B] > 2A+B > [2]8C > [6B] > 2A+B > [4]6B ^Optimal midscreen crouching confirm w/ 50 meter. It get's strong corner carry and good damage. Slightly delay the held [2B] after the OMC, otherwise the opponent will be too high. 5AA > 6B > 2A+B OMB [5B] > [2B] > [2]8D > 2A+B > [2]8C > [6B] > 2A+B > [4]6B ^(Midscreen) Using OMB, it's possible to pick up many confirms for full combos. Due to the fact the opponent is falling from the sky, you will need to practice adjusting your confirm as it goes. If the opponent is too high when you hit them with [5B], add a slight delay before you start holding [2B]. Once D bufula connects, the combo should be consistent. Be mindful of the cost of doing this. Bursts are too important to throw away when not necessary. 5AA > 6B > 2A+B > [4]6A+B > [2B] > ([5B]2) > [2]8D > [5B] > 2A+B > [4]6B 5AA > 6B > 2A+B > [4]6A+B > [2B] > ([5B]2) > [2]8D > [5B] > AOA~D > [4]6B ^^Optimal crouching confirm in the corner or close to the corner requiring 25 meter. ([5B]2) should be excluded if there is a starter before 5AA (j.A/j.B/etc.), instead just do [2B] > [2]8D and continue from there. The version using AOA~D does more damage, builds more meter, and gives you more options for positioning when you get your knockdown. It is necessary to get all 18 hits from the AOA, including the fatal. If that's a problem for you, then you can skip the AOA and sacrifice some damage. Collapsed: Airborne confirms: Airborne confirms: These are situations where you hit the opponent when they are airborne and Mitsuru is grounded, the most common situation when 2B is used as an anti-air. These are excellent because they usually allow for full combos without requiring any resources. Instead of spending meter and getting put into meter cooldown, Mitsuru will actually just build it up. Good stuff. Regardless what the starter is, the aim is usually to connect with 2B > 2DD (midscreen) or 2B > 2D (corner), and then go from there. It's important to learn to confirm when these situations occur and act on them. 5AAAA/autocombo/Dial-A ^it definitely isn't optimal in these situations, but it still works. If you can't confirm fast enough into 2B (before inputting 5AAA) then this is always an option. One of the best things about Mitsuru's new autocombo is the fact that is combos all of the time, even on air hits, which also give a proper knockdown. 2B > 2DD > [4B] > [2B] > [2]8D > 2A+B > [2]8C > [6B] > 2A+B > [4]6B ^(midscreen) Standard 2B anti-air confirm. It's very stable on the entire cast and gets solid damage + corner carry. This same confirm works off many starters, usually only requiring slight adjustments. If it goes into 2DD, then it works. raw 2DD... 5AA > 2B > 2DD... 5DD > 2DD... CH j.C > 5B > 2B > 2DD... CH j.A > 5AA > 2B > 2DD... etc. If a combo uses too many normals before confirming into 2DD, you will need to omit "2A+B > C bufu" or simply do 2DD > [4B] > 2A+B > [4]6B, which is incredibly consistent and easy. 5AAA > 2B > 2D > [5B]2 > [2]8D > [5B] > AOA~D > [4]6B ^Optimal meterless corner confirm from autocombo, when the opponent is airborn. This situation comes up frequently when the opponent is trying to jump out of pressure. Input [5B] asap after recovering from 2D and then immediately start holding down, before it connects. Slightly delay D bufula after [5B] or there wont be enough time to get the required charge. With little practice it becomes natural. This confirm also works without doing 5AAA, so long as you can confirm into a fairly low 2B. Starters that don't involve the third hit of Mitsuru's autocombo will usually do more damage. raw 2B > 2D... 5AA > 2B > 2D... CH j.C > 5B > [2B] > 2D... etc. 5AAA > 2B > 2D > [5B] > 2A+B > [4]6B > 5AA ^Alternative meterless confirm from autocombo, when the opponent is airborn. This is considerably easier than the last combo, for when you want to be lazy. No need to time charges to connect D bufula and no need to mash for AOA~D. Once again, this only works in situations where 2B connects at a fairly low height. Input [5B] immediately after recovering from 2D and then slightly delay 2A+B. 5AA should connect for some extra damage after B coup droit, while still giving a proper knockdown. Cancel 5AA into 2C (marin karin) and still be at advantage after the knockdown. Sadly the positioning isn't as good with this combo, so be prepared to bait reversals afterwards. Collapsed: Counter hit confirms and punishes: Counter hit confirms and punishes: These are useful for punishing reversals, supers, and other things of that nature. Ideally they should deal plenty of damage, while also building plenty of meter. If you need meter to confirm a hard punish, then you're doing something wrong. FC 5B dc 5AA > 6B > 2A+B > [4]6B ^meterless fatal combo with 5B. This is the absolute bare minimum that should be acceptable for a fatal 5B. The same confirm can be picked up with 2A if B coup droit reaches the corner (just like vanilla p4a). dc = dash cancel FC 5B dc 5AA > 6B > 2A+B > [4]6B > 2A > 2B > 2D > [5B] > 2A+B > [4]6B ^same combo as above, for when you reach the corner, which should happen as far as from round start position. This works regardless of whether the opponent is standing or crouching when they get fatal'ed. FC [5B] dc [2B] > [6B] > 5C(15) dc > [2B] > [6B] > 2A+B > [2]8C > [6B] > 2A+B > [4]6B ^full charged [5B] crumples on fatal counter, allowing for easy pickups and plenty of meterless damage. This particular combo goes from one corner of the screen to the other. There are other combinations and arrangements that do similar damage and give similar corner carry. This is more of an example of what's possible. dc = dash cancel. Dash cancel 5C right before the opponent is blown back from the 15th hit. Make sure you are using fully held [2B] and aren't cancelling it early in [6B]. The dash cancel after the initial hit is not necessary, but gives you a considerable amount of extra corner carry. FC 5B/[5B] > 2A+B > [4]6B > 2A > 5C(15) > [5B] > [2B] > [2]8D > [5B] > 2A+B > [4]6B ^fairly optimal fatal punish. This combo also works with other fatal starters, letting you punish fatal recovery moves hard with lazier/faster normals. FC 5AA > 6B > 2A+B > [4]6B > 2A... AOA~D is possible after [2]8D, but is not necessary. CH 5A > 2A+B > [4]6A+B > [2B] > [5B]2 > [2]8D > [5B] > AOA~D > [4]6B ^This is a fairly good lazy punish. The extra hit stun from the counter hit allows for "5A > 2A+B" to work and then it can be picked up with 25 meter, just like crouching confirms. This is useful for when something is punishable, but does not have enough recovery for 5B to work. This thread is a work in progress. Combos for specific starters will be added soon! I also plan to record video examples for everything listed in this post. Please be patient. I'll get this wrapped up within a week, most likely,
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[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
Use D bufula instead.