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LegendaryRath

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Everything posted by LegendaryRath

  1. Yes, it's a monster hunter reference. The Rathalos could never stand up to my Plesioth Watersword!
  2. Figured I should come by and say hello. While It's unlikely I could attend many events (being 17 without a car), I'm down to play you guys online. Would love a 3 or 4 for a change. Send me a friend request if anyone's interested.
  3. I'm having trouble with this character. My friend mains him and I usually have no problem, but I spent like 3 hours fighting an 800 PSR teddy today and got wooped 95% of the time. I can't seem to get near him in the first place or keep pressure once I get in. It seems that he's always pressuring me without any good way to stop it. I would try to explain some more but I honestly have no clue what's going on most of the time. As a side note, there aren't many match videos for this on the video thread. Half of the ones that are there have all been taken down. Bummer...
  4. If you're ok with a Kanji who plays mitsu on the side, I'm game.
  5. it's her jump B. You can't really get much damage off it, but it's good as a poke. If you charge it, you can combo off it. But chances are, they will stand by the time it finishes the charge.
  6. I didn't see this posted (but please correct me if I'm wrong. I didn't look very hard). It gets 5030 damage off of an uncharged 5B near the corner with the option to add up to two 236236Ds 5B>2AB>BCoup>2A>5B>5C(15hits)>2B>2D>j.B>j.C>CBufula>5B>2AB>BCoup This my go to counter now, unless I have enough time to do a fully charged 5B
  7. That's what I was thinking as well. On counter hit air grab, without the corner, I would do something like (running)6B>2B>2D>6B>2AB>CBufala>6B>2AB>BCoup. However, on bad connections I'll rarely even attempt it in favor of just immediately going for 5D. The damage isn't nearly as good, but it's still very respectable. The only times when I can consistently pull these off in matches is against Yu's DP. I'm just not in the habit of going for air grabs when our j.A is so great (I really should do it more)
  8. I didn't. While it's not game changing, it's certainly an option for punishes. Even if damage is just barely better than just the command throw, I would assume that you would get some extra heat for the extra hit. To be honest, though, I'll probably just remain lazy and just 214C or 5c for punishes.
  9. I'm fairly certain of this (I originally mained Kanji). If you break his persona, there is almost nothing he can do. The command throws (214C/D) do require him to have his persona, as well as his DP. He does still have a normal grab, but it's slow compared to most (The range is decent, though). Having these two as my mains, and spending lots of time on both sides of this, I can safely say that this is wayyyyy in Mitsuru's favor. Sure, he can punish you and it's scary to see his damage when you do something silly, but he has pretty much no options. Poke the crap out of him and just be weary of his DP. BCoup at max range is pretty much safe as well, unless he times his DP really well. If you have a big enough lifelead and don't want to risk losing it, just sit back and crouch. If he approaches you on the ground you can poke him, and if he tries to jump at you just punish with 2B. Even if it wiffs against the batman dive, he'll still miss you because you'll be crouching. And if he hits you with a j.B, he still can't get good damage off of it. Think of it as playing against a good tager, it's more about knowing the matchup than being good with Mitsuru in the first place. Once you understand how Kanji works, it's easy to see why he's bottom tier (Though, still a force to be wreckened with) Oh ya, one more thing. Avoid jumping too much if you are spaced out because his j.214AB (AKA the mega batman dive) will auto track onto you from the other side of the screen. If he has a burst handy and you're near the corner, prepare for a 5.5k combo without the need of extra heat.
  10. I've never had an issue with her until today. I spent 5 entire matches without getting near her and timed out every time. Advice?
  11. You're right, but it comes down to practice I guess. After-all, the main B&Bs are the same for the first few hits. (the "---" represents the point where the combos begin to differ) 5AAA>6B>--->5C(6hits)>ACoup. This is the standing B&B 5AAA>6B>--->2AB>BCoup. Crouching B&B That's awesome news. According to Jourdal's character intro page, you can jump cancel 5AAA and 5AAAAA as well. I'm gonna try this out in matches more often now.
  12. After Yu's DP you could just hold 4B and fatal with that. whatever is easiest for you
  13. Jump and grab him. As soon as you hit the ground, do a short dash and then 6B>2B>2D>6B>2AB>BCoup. That does a little over 4k and is pretty simple.
  14. I would like to start off by saying that I'm not the best Mitsuru (I actually main Kanji), so other peoples input should be considered before mine. That being said, you're a pretty good mitsuru for only playing her a little. - Remember that on crouching hits you can follow up with 2AB>BCoup for much better damage (I saw a few auto combos on crouching opponents) - On an anti-air 2B hit follow up with 2D but don't press it a second time. You get more options when they're frozen (plus I feel that it's easier to finish a combo. I seems that you dropped what you were trying to do a few times) - Against YU I don't recommend using the whip attacks unless they are part of a combo. It's ok once in a while, but it's very easy for him to just slide right through them and super cancel for 3K+ - If you counter hit with 5A or 2A you can immediately follow it with 2AB>BCoup or 2AB>OMC>2B. It's not the best damage, but if a 5B is too slow for the situation you should go for it. - If you find that your opponent is spamming DPs in your pressure, try cutting your blockstrings short and prepare to punish with a well charged 5B. Against YU you can counter with an air grab and then combo for 4K+ - It's probably best not to include 2B in your blockstrings. In my experience it's punishable. - Don't forget that you can charge the kick in Myriad Arrows for a little extra damage. Just hold the button until it looks like they're about to fall over. That's pretty much everything I can think of. Remember to practice practice practice. If it helps, you can recreate any scenario in training mode. This helps a bunch to learn how to punish things. Good luck! Also, why don't we have a thread for this sort of thing? It would certainly make getting help easier. Just curious.
  15. AWWWW YEAH! Seriously, that's awesome news.
  16. I know what you mean. I'll successfully bait (and punish) most DPs and normally have no problem with it. But omg for some reason Yu will always manage to hit me with that thing in my blockstrings. I eventually started end all of my blockstrings with him after like 2 hits. If I bait it successfully, I'll counter air throw or Charge 4B>2B combo.
  17. It seems to me that in any combo that has j.A>j.B>dj.A>j.B where they aren't at the correct height for dj.A to hit, all you have to do to make it work is delay your second jump. j.B has enough hit-stun that you can delay it a surprising long time in most cases. It's also worth noting that following it with 214B will wiff on a few combos that go for too long. So as an example, Fatal Counter 2C>2B>5C>236B>2A>5AA>j.A>j.B>(delay)dj.A>j.B>214B>236A/B will work entirely but Fatal Counter 2C>2B>5C>236B>2A>2B>236B>5AA>j.A>j.B>(delay)>dj.A>j.B>214B>236A/B will not work even without the dj.A>j.B. Just my 2 cents. Hopefully I can help out around here, as well as learn from you guys. I hope to see you guys around the forums
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