Jump to content
Dustloop Forums

Mitsu-chan

Members
  • Posts

    22
  • Joined

  • Last visited

Other Info

  • PSN
    Momiji_freak314
  1. now, about amane, 5b 3c 236a blockstirngs are pretty cool, it trades withs 5a and anti airs beat it, but you can j.214a to get away and get a j.c counterhit. if they respect it, you can go for j.b j.2c j.d land 5b to reset preasure, or j.b j.2c j.236a j.2c crossup (looks hard to react, have tested it with a friend and said it was bullshit, so i guess its something decent). add some j.2b here and there so its not always the same. at neutral i think staying at 5b/j.b mid/max range is the best, most run-type dashs go under 5c and if you go for 2c and they iad you are done for. also, sometimes i trade when i do a 5b or j.b, so i guess they have extended hurtboxes.
  2. about 623 imputs, just hold 3, it may take some time to get used to it, but that solves the problem.
  3. for 6d setups: tager can 236a/b drills, since they count as bullets, and azrael can dp and hold to guard the drills. bang most likely can 6d (if it have 1f point guard as csex). guess you can react to them and use 5b/5c to beat them.
  4. a friend of mine is playing labrys, and every AAA he does he gets a dp at the third A startup, guillotine is the four A.
  5. you can mash dp in the startup of the third A
  6. arcsys mechanics, +2 frames (or something like that) of hitstum when crounched.
  7. you can do [5B] 2ab bcoup 2a 2b 2d [4b] 2ab c bufula [5b] 2ab bcoup for more 5000 damage meterles in the corner
  8. probably a 5a into an airbone oponent, it goes like 5aa 5b 2b 2d 6 2ab c bufula 6 2ab b coup or near the corner, 5a counter 2ab b coup 2a 2b 2d 4 2ab c bufula 5 2ab b coup for like almost 5k
  9. yeah, actualy 2ab go under 5b fans, if you time it right and faint it, you can get near for free. you can poke her persona pretty easily and once you get in, just gotta get some distance, getting out of her dp range, and its pretty much gg. oh, and also, if you are playing a competent yukiko, and you get a 5b fatal, its kinda of recomendable to faint the sweep and block, they usualy burst after a 5b fatal in the corner. from that you can go for a sweep fatal or a 2b counter. oh and watch out her 2a that goes under your 5a, so watch out for this and punish with 5b if you can.
  10. maybe AoA hit head, so 2b has to be invul to then, i tried against some of yukiko fans but i dont get it to work.
  11. "most notably her 2B with its 3 frames of full invincibility." http://evilgeniuses.net/p4a-early-game-justin-gets-personal/ also there was quite a lot of talking about it in a stream the other day.
  12. hum, well, about mitsu's 2b, it has 3 frames of total invul? or head invul only? the wiki says it has head invul after frame 5, but i have hear about 3 frames of full invul. someone can confirm this? or make it clear if it has full invul, head invul, both, when, how long, etc, etc please and thanks
  13. well, i didnt watched the whole thing, just a few moments at random. don't know if it was the netplay (there are times when netplay delay realy affects my gameplay too) but try to looking at goichi matches. look at how and when he uses everymove. about opening people, you have to be patient. playing safe can make the other go crazy and give you the win. actualy, mitsuru's way of opening someone up is making the other make a mistake more than doing real mixups. your main blocksing is 4/5/6b 2ab/[2ab], and with that, you have enought to play with. try reading what he is going to do, you play to punish everything they do. playing safe you can see where he is tempted to make a mistake, like mashing after 5b, tryng to punish the sweep or whatever. for example, you can do 5aa at max range, [6b], [2ab], 2aaa [5b] [2ab] throw, or if you are close, you can go for [4b] [2ab] 2aaa [5b] 2ab, if they try to punish the reset. or if he likes to punsih with a 2a, you can do [6b] [2ab] [4b]/4b to punish him. actualy, in a lot of chars, your 5a will whiff on crounch. if they know about this, they may try to punish what can possibly be a 5a, giving a good chance for a free 4b FC. hope it helps.
  14. to aegis: dp only in reaction to something. everyone hates mitsu's dp, so they are always thinking about it. dont know if it was coz the netplay, but work on your combos. Mitsu damage is amazing from almots everywhere. (playing vs a good yukiko helps this, everytime you hit counts) in blockstrings, you are always going for 5b [2ab] throw, try not holding the 2ab to punish random mash, or holding it and doing 2a. also marin karin works if you are out of your oponent punish range. oh, and work on your zoning, its like another character when you play at mitsu's range of eficent (playing vs kanji helps this) To launchpad: dont jump, there is not realy a reason to jump in this matchup. you can do j.dd land 6b for a nice trap. durind myriad arrows, you can hold the kick for a while for extra damage try to play at your max range vs yu, there are 3 pags of how-to-punish in yu matchup thread. if you land a 5a autocombo in blockstring, cut it out in 5b. 4/5/6b are all safe on block, but i cant say the same about the autocombo. work on reactin to do the crounch combos, you get a few 5b on a crounched yu. coup is not that good in neutral game, you are using it too much. if im not wrong, changing the 28c for a 2d in the corner combo nets you 300 more damage more or less try using 2ab in blockstrings, its the best mixup you can do, and you can combo off it for real good damage, after 2 or 3 they will fear the 2ab.
  15. i have tried it and j.c is the best punish, since it doent even take you a card if you are spacing right and he dps your j.c. kanji only solution to j.c is his persona anti air throw. and 2b works pretty well, to punish every jump he does.
×
×
  • Create New...