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Everything posted by LegendaryRath
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Discuss the Mitsuru vs Akihiko matchup here! Original post may be updated with relevant information over time.
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Discuss the Mitsuru vs Aigis matchup here! Original post may be updated with relevant information over time.
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Discuss the Mitsuru vs Chie matchup here! Original post may be updated with relevant information over time.
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Discuss the Mitsuru vs Narukami matchup here! Original post may be updated with relevant information over time.
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[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
Thanks for posting Pfhor. Keep it coming edit: I /FINALLY/ updated the main post of the video thread. It should be easy to find videos of specific matchups now. also, I deleted most of the posts in the video thread, after I updated the main post with their info. Posts that remain are ones that I have yet to update the main post with. Thank you guys so much for the help finding videos this past year! Hopefully we get some more footage soon -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
Here's a fairly easy way to practice charging in combos. Set the opponent to crouch an do this combo, 5AA > 6B > 1A+B > B coup. Immediately after inputting 6B you should starting holding down + back to perform sweep. The charge time is short enough that you shouldn't need to delay B coup after the sweep hits. Honestly, Mitsuru's charges are super easy and have a very short minimum charge time. Once you learn some habits for holding charges, it becomes very easy. -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
I could have set up a combo thread day 1 but none of it would have been optimal. I've seen that sort of thing where it gets made up as it goes several times and I don't like how they turned out in the end. Just wanted to give the game a week or two before we all jumped in that boat -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
Here's a video with some basic fatal combo routes: https://www.youtube.com/watch?v=GvrGvvNLsCE&list=UUyV9c57z3v5Ot5d4PklDxeA I intended to have a list of combos to post with it, but I haven't had the time to do that much. Give me a few more days and I'll have a combo thread up and running. -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
Glad to have you here. Don't ever hesitate to ask for help whenever you are confused about something -
She's definitely viable, but has obvious weaknesses. Her neutral game is strong, with good normals that she can start pressure and confirm at a distance. There, she can compete with the stronger characters (Gordeau, waldstein, etc.), keeping them out pretty well, which is something many characters struggle with. Her pressure is fairly strong and safe because of the distance that it's effective at. The two biggest problems Hilda has are her lack of defensive options (no reversals of any kind, rely on universal mechanics only), and her lack of mixup. Both of her overheads are very slow and easy to react to, and this encourages players to simply block, block, block, and build a ton of grd. As a result of not having any defensive options, even with meter, she has a lot of trouble once the opponent gets in. Making a mistake matters even more when you don't have good tools to cover it up. Those are just my feelings, playing her for a month now. As far as tiers go, I don't believe there is a list that we can agree on enough to accurately place her (The only thing most people agree on are the top 3 and bottom 2). Most of them I've seen have her pretty low, sometimes even with Chaos and Akatsuki (which is stupid), and some of them have her being mid or even high. I feel she's definitely not bottom, but definitely not high or top either, just somewhere between. edit: look at what TD said. She deals with everyone well, until they get in. Making a mistake is much worse for her than most characters in my opinion.
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Souji and yamashita both put Yosuke as #1. He definitely takes a lot of execution to do that well though. I swear I've seen JP footage where Yosuke is at the top left corner of the screen one second, and is hitting the opponent with 2A from the right side the next second. I hope Kevin can do crazy crap like that soon.
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[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
What he's saying is that if you are holding back and then try to roll whole holding forward, you will get tentarafoo instead of roll. Input priority makes several things like that happen, so you occasionally need to be careful. -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
I'm pretty sure the frame data is specifically for [4]6A or [4]6B on block after going through ice. I didn't notice that was the case because I usually hold 4 when I roll. I suppose that could be a solution -
Just pick up 3cc with 623a and continue your combo from there.
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Feel free to post combos here. In a week or two, I'll start compiling a list of optimal combos in the main post (once we know what's optimal-ish).
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[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
236236A (the one where she slashes and does the kick). It's also sometimes called Setsuna -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
New autocombo da best lol She could do that before. She used to be able to do [5B] > feint sweep > 5AAAAA as well iirc. -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
I got my copy today as well and have played 50 or so matches between Mitsuru and S.Mitsuru. I want to give us a week or two to get accustomed to the game before I start working on combo or matchup threads. Until then, feel free to post anything and everything here in the gameplay discussion thread. My impression of S.Mitsuru so far: She feels easier to get into than normal Mitsuru due to the fact that you really only need to learn one combo, plus you have access to the old Dial A (autocombo) that we're familar with. She definitely has some character armor. You can completely screw up your first round, just to start the 2nd with 100 meter that can be used to nearly TOD (touch of death) your opponent off literally any hit. Even when she's failing, she's getting something in return, which honestly feels scummy lol. That said, I don't think she's as good as Normal Mitsuru. In return for the chance for big damage (shadow berserk), you need to sacrifice so much. You lose your burst, 20% of all damage, access to awakening mode and all of its perks (free meter, access to 150 meter, damage reduction). You also can't use the new autocombo, which is universally better than S.Mitsuru's (which I feel is even worse than the P4U1 version). The biggest thing that's limiting S.Mitsuru is her fixation on Shadow berserk mode. It's ~THE~ thing that makes her worth using, and it's the ~ENTIRE~ focus of her gameplay. It's strong, but it's basically all she has. The necessity to use it limits your options. 100 meter, and not a single point less, is all that matters. You wont spend 25 meter to confirm a corner combo. You wont spend 50 meter for j.B > OMC > j.B instant overhead. Having access to so much meter is a tremendous advantage and should give you plenty of options, but it doesn't matter if there's only one thing that is really worth it, in this case shadow berserk. You can argue that you could just use the meter however you want, and it might even be the right thing to do in a situation, but if you're doing that then at the end of the day you would have been better off just playing normal Mitsuru and taking all the buffs that come with her. Welp Sorry if I sound like I'm going out of my way to make S.Mitsuru sound like she isn't worth it. She's definitely a strong/viable character, and it's nice that she is so easy to pick up. I've never felt so empowered as in a few of my matches today. Stealing a round by dealing 7k+ off an autocombo had me rolling on the floor several times today. edit: I thought it would be helpful to have a list of basic BNBs to tide people over until I make a proper combo thread. standing opponent- autocombo or 5AA(A) > 6B > 5C(6) > A coup, only does 1300-1700, tack on myriad arrows to kill if necessary. Autocombo recommended to be lazy, get corner carry, + meter crouching opponent- (5AAA) > 5B > 2AB > B coup. Use SB coup for 25 meter in the corner to pick up a full combo (Example: 5AA > 5B > 2AB > SB coup > 2A > 2B > 2D > [5B] > 2AB > B coup, add bufudyne for extra damage) airborn opponent- autocombo still works here, not a bad option. The midscreen BNB is 2B > 2DD > [4B] > [2B] > D bufula > 2AB > C bufula > [6B] > 2AB > B Coup. Depending on the starter you may need to omit the C bufu part and just go into 2AB > B coup after D bufula, or use 2B (not held) > C bufu instead (example: 5AA > 2B > 2DD > [4B] > [2B] > D bufu > [6B] > 2AB > B coup [2900 damage]) This is all just off the top of my head. I'll work on an in-depth section for combo theory and optimal combos in a week or two, after we figure this stuff out. -
[P4AU] Mitsuru Kirijo Gameplay Discussion
LegendaryRath replied to LegendaryRath's topic in Mitsuru Kirijo
I think the easiest burst safe route I saw was 2B > C bufula > B coup > activate > and then the normal shadow berserk combo. If they burst after c bufula they should be too high in the air for it to matter and you just reset them. The input for sb droit > sb bufu in berserk mode is just [1]3A+B > [3]9C+D. Mitsuru has always been able to use diagonal inputs to charge both down and back.