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Everything posted by Reako
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The more optimal route after a SB Coup is this. XX> SB Coup> 2> (5>) D Bufula> 5> AoA D(> B Coup) or in case of no AoA: XX> SB Coup> 2> (5>) D Bufula> 5> 2AB> B Coup Doing what you said might do more damage if you don't want to go for the AoA setup, but the positioning is less favorable, and you can't properly end with a D Bufudyne, but instead have to end with a C Bufudyne, which pretty much neutralizes the extra damage it gave you. Not to forget, the biggest problem, you can't always do 2> 5. And in case you can't that entire combo goes to hell. In that case, just do 2> D Bufula> 5> 2AB> B Coup instead. AoA~D does do quite some more damage, give you a more favorable positioning and gives tons of more meter in case you hadn't used a SB Coup yet (from air confirms, for example).
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You should always be at a good range. Just do a 5B. It's range is suprisingly good. In case you ARE too far away, just try doing a 5A punish then, or a sweep punish. You can do sweep> B coup> 2A pickup in the corner on counter hit of the sweep.
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Updated.
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Added.
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I had completely forgotten about the backstep for throw baiting. How stupid of me. Thanks, that should actually help me out a great deal against rolling and jumping opponents myself. Mitsuru's backstep is actually quite good. I should make more use of it. I was also unaware of the j.C wiff on crouching opponents and had forgotten about Teddie's case, because I simply just barely ever use j.C in combat. Especially against grounded opponents. I only really used it on Kanji in vanilla. And since the strong increase on recovery barely pretty much never use it anymore, even in the air. Because Mitsuru's other tools are just so much better in every case.
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You have been added to the list.
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Those are my favorite opponents actually. You've got the time in the world to do what you want. Mix up with stuff like 5AA> 5B> 2AB(Feint)> Throw. or 5AA> 5B> 2AB(feint)> Throw Feint with 5B or j.C or just j.B. Try to throw feint people that tech very well. The most effective counter to this is 5B, but it is not as safe if they evasion dash it. J.C is great for that as well, just make sure to jump cancel it on block or you'll be strongly negative. j.B is the safest, but also the least damaging options. Another very useful option on patient opponents is a j.B> OMC> j.B> j.C> C Bufula> rest (Not sure about the rest. I barely ever do this route. And in case you have another 25 meter do this for more damage. j.B> OMC> j.> 5AA> 5B> 2AB> SB Coup> 2> D Bufula> 5> 2AB> B Coup. Try messing around with 5B forward dash cancel, 5C forward dash cancel and backstep and 5A backstep. Mitsuru has a lot more tools now, so you don't just have to 5A pressure stagger anymore. A VERY useful thing on patient opponents is a 5 cancel into throw. Just hold 5B and just before the fully charged version hits do a throw. You can keep holding 5B during the throw to make it easier. Watch out though, this is DP'able on reaction. You can also cancel this into another 5B to bait this cancel throw. You can also cancel it into a lot more, like all specials, all supers, marin karin, AoA and sweep (Can be feinted as normal). Mitsuru has lot more to mess with opponents with now. Though not all as safe as 5A pressure stagger, it will most certainly put some more pressure on them. Try the things out I just told you and come back to tell me whether it made a difference, was no use at all, or a grand success. And let me ''officially'' welcome you to Dustloop's Mitsuru section! It's always nice to see new and eager Mitsuru players. Good luck with playing Mitsuru and don't be afraid to ask about anything you might not be sure about. I, and everyone else, will do our best to answer as rightful as possible.
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I... Thought everyone knew that. I've been doing that since day 1. It was actually used quite a lot by this specific S.Mitsuru player who played in tournaments quite a bit in the arcade version, though I do not remember his/her name. Anywho, in the corner, just omit the B Coup, just go from the kick into OMC> SB Bufula. Not only is this a burst safe confirm, but also quite a lot easier when it comes to standing opponents. (IMO Frenzy> Sweep is sometimes hard to connect with a certain amount of lag). So in the case you want to use it to just get a quick finish, you can do another 5B> 2AB> A/B Coup (Not sure, depending on the time, you might have to omit the coup all together.) for more damage. Don't forget to do a regular B Myriad Arrows for the second kick, or you don't have enough shards to get the fully charged kick in there. (It MIGHT be possible, though, but the timing would be very, VERY strict.) Also, you do not have to delay the B Coup. You can just start charging it. Considering you cancel the recovery into a SB Bufula, it doesn't matter and just adds more damage. Makes it easier to time that way too. And I wasn't sure about that 2 extra in there anymore. It depends on the combo, though. But in non 2B starters you should be able to add it. Either way, I just thought I'd mention it in case someone was interested in the possibility of extra damage in most cases. You can easily do without, though. The only reason it really wiffed was because of it being the 3rd 2B in the combo, and 2Bs SMP being quite damned high, actually. So, it would work in any other case that isn't a 2B combo starter. In those cases, you do not have to worry about the 2B killing your combo what-so-freaking-ever, I'm pretty damned sure. Don't sue me if it's not so, but it should be, really. The proration is never really high with Mitsuru when it comes to S.Mitsuru anyway, considering you always cancels combos into Frenzy pretty early on and you don't have to worry about proration once the SB Bufula hits anymore. It's all minimum proration, afer all. Just do realize that doing this combo doesn't work if you have already done a B Coup somewhere before, they wil tech. Though I can't really think of a case where this counts. One more small thing. Doing a j.B> 5AAAAA> Frenzy> B Myriad Arrows> B Coup> SB Bufula doesn't work. They will tech after the B Coup. So just don't do the full auto combo after also having hit with j.A or j.B, though I'm not sure about j.A. You don't have to worry about this when you're in the corner and you skip the B Coup and instantly go into the SB Bufula anyway. @Shtkn: I'll test that out tomorrow, I'm not entirely sure anymore. It might be that you can't chain it at max range tentarafoo after all, in which case your B Coup route is actually very usefull. IIRC you should be able to use 5DD though, if you use a (Corner to corner) dash Tentarafoo D> dash 5DD. It might be a little strict, and in case you're uncertain about it, I'd just suggest going with your route in this case. Though you'll be sorry if you can't get the shortdash out before the B Coup. Either way, once again, I'll check tomorrow. Lots of information there. I hope I helped any.
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Correction, you have to omit the B Coup in the input I just showed you or your meter will run out before the second Myraid Arrows. Can't you actually just do 2DD> 5> 2> [2]8D> 5> 2> Frenzy> 236326B> OMB> [4]6B> [2]8CD> 214214C/D> 236236AB I think that does more damage too and is completely burst safe as well, with the small exception of the SB Bufula, but the case there is the same as in your combo. Yours is the exact same, mine just adds in a 5B (Though you have to delay it slightly to hit them on the ground) and 2B, as well as that you can replace the SB Coup with a B coup for more damage. Also, in both cases, ice and with 5B and 2B, you have enough time to charge the kick to the last tresshold and still get the last Myriad Arrows in.
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It's actually easier to just do Tentarafoo> 5DD (Dash if at max range)> 2DD> 5> 2AB> B Coup> SB Coup> Double Kick. Does more damage and is much easier to confirm from.
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Just make a different section for the advanced combos and whatnot. Keep the first part as general info, for all to know and the second part for those who are more eager or want more information, or just want to take it to the next level.
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The only place where a fully charged Myriad Arrows kick single handedly by the freeze time of the Myriad Arrows works is in Golden Arena Mode, if you have the ability Niflheim set on Mitsuru. Other than that it'll never work unless you have something that will keep the opponent frozen set. The options for those are a SB Bufula or Mabufudyne. Have you checked to make sure the combo hit counter doesn't turn yellow? If it does, it's not a ''real'' combo. In this case, tweak with the dummy options to make sure they do recover in every single case they can. IIRC the ''Break out of Ice'' option is the second lowest or so option. If it is not that one, it is one of the lower ones for sure.
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I'm not entirely sure what exactly you are takling about, but Mitsuru generally can't chain from her B Coup in most cases. In case you can, I suggest doing something along this line: (CH) 2AB> B Coup> 2A> 2B> 2D> 5> D Bufula> 5> AoA~D (Air hit) B Coup> 2A> 2B> 2D> 5> D Bufula> 5> AoA~D> B Coup And normally after a SB Coup you do something along this line: (Crouching hit) 5AA> 5B> 2AB> SB Coup> 2> 5> D Bufula> 5> AoA~D 2AB> SB Coup> 2> 5> D Bufula> 5> AoA~D> B Coup Other air hit options: (Air hit) 5AAA> 2B> 2D> 5> D Bufula> 5> AoA~D (air hit) 5AA> 2B> 2D> 5> D Bufula> 5> AoA~D> B Coup Generally, the idea is something like that after an air hit. You can end with Bufudyne after those, remember that. Those are what her BnBs look like, which work from most situations, with minor tweaking here and there depending on the proration. For example, you can't do SB Coup> 2> 5 when you started with a j.B into 5AA> 5B> 2AB. The opponent will tech before the 5 can hit. In those cases just simply omit the 5. And not always can you add a B Coup after a AoA~D. If you are uncertain whether you can or not, I'd suggest just not using it in general, but doing a backdash Marin Karin after the AoA~D for example. This will put you in a better positioning favor, after all. Especially since the untech time on B Coup has been largely reduced, it's not as positive as it was before anymore. It beats doing a safe jump j.B most of the time. Though if you do AoA~D> B Coup you'll, if you did the B Coup fast enough/instantly after the AoA~D, have enough time to do a backdash during the opponent's recovery and to then continue pressuring from a safe distance.
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Thanks for the info. And Rath, some of the combos don't end with supers at their ''regular'' time, if you want them to do more damage.
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>Main post updated to accomodate the newly posted players. >Added Elizabeth and Labrys as subs for myself.
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One thing, you said you could add a A/B Myriad Arrows after A Coup. But you can add a or SB Myriad Arrows after a midscreen B Coup too, in a lot of the cases. Which does more damage than ending with C Bufudyne after a sweep. Also, in the combo topic, you often mention AoA~D into B Coup as a combo finisher. I myself have yet to make AoA~D a ''regular'' thing. I think 5> 2AB> B Coup is safer in general. Less chance of flucking, and minimal damage difference. Though at a few times the difference goes up to around 200~300. And it makes you gain quite a lot more meter. Thus I'm kind of at an impase. I'm not sure whether to try and use the AoA more frequently outside of Mabufudyne/Myriad Arrows combos or stick to this. I can do AoA quite consistently now most of the time, but it is tiresome and might at times make you ''lose'' the rhythm of the match in a certain sense. My point being, should we really add this as a general thing in that combo list for the ''new'' players looking for combos? Or just add 5> 2AB> B Coup regardless. I think we should at least mention it. AND I think I should start mashing out AoA even more, until it's the most natural thing to do, lol. The damage+ Meter gain difference is quite big after all. Midscreen I find AoA~D to be less effective as an ender, as it's not the most optimal thing to keep pressure with. A good thing to do midscreen is dash cancel it, then do an IAD. It might just be me, but it seems to be faster when done after this specific cancel. OR, set up a D Bufula and use it, do a tentarafoo (safer due to the Bufula) instead and afterwards use it. Or just not use it at all in both cases and use it as a sort of ''you'd better lay down'' feint to keep pressure going. Either way, I'm still trying to make out for myself whether to make AoA a more regular thing or not. Anyone have any tips on this for me? Is it really better to use it or not? I appreciate any input regarding the matter. Also, not sure if this will help, but I revised some of the combos I had posted earlier to be more univeral and maybe gain some more damage here and there. Instead of looking at what I had a had not changed, I'll just repost the ones that stayed the same as well. All 5A Starters for Midscreen. (Input) (Damage) (Cost) (Gain) - pre+post meter use. i.e. You start with the amount of meter you have to use. (Excluding 150 meter combos. Those include post use only.) 5AAAA 1378 20 5AA> 5B> 5C(6)> [4]6A 1748 13 (CH) 5A> 2AB> [4]6B 1699 12 (FC) 5AA> 5B> 2AB> [4]6B 2364 16 5AAAA> 236236B 2518 50 20 5AA> 5B> 5C(6)> [4]6A> 236236B 2888 50 13 (CH) 5A> 2AB> [4]6A> OMC> 5AA> 2B> 2DD> 5> 2AB> [4]6B 3132 50 12 (CH) 5A> 2AB> OMC> 2> 5> 2AB> [2]8C> 5> 2AB> [4]6B 3523 50 8 (FC) 5A> 2AB> OMC> 2> 5> 5C> dc 5> 2> [2]8D> 5> 2AB> [4]6B 4009 50 9 (FC) 5AA> 5B> 2AB> OMC> 2> 5> 5C> dc 5> 2> [2]8D> 5> 2AB> [4]6B 4190 50 13 5AA> 5B> 5C(6)> [4]6A> OMC> 2AB> OMC> 2> [2]8D> 5> 2AB> [4]6B 3416 100 15 5AA> [4]6A> OMC> 2AB> OMC> 2> 5> 2AB> [2]8C> 5> 2AB> [4]6B 3626 100 11 (CH) 5A> 2AB> [4]6A> OMC> 5AA> 2B> 2DD> 5> 2AB> [4]6B> 236236A 3841 100 12 (CH) 5A> 2AB> OMC> 2> 5> 2AB> [2]8C> 5> 2AB> [4]6B> 236236A 4232 100 8 (FC) 5AA> 5B> 2AB> OMC> 2> 5> 5C> dc 5> 2> [2]8D> 5> 236236B 4715 100 12 (FC) 5A> 2AB> OMC> 2> 5> 5C> dc 5> 2> [2]8D> 5> 2AB> [4]6B> 236236A 4718 100 9 5AA> 5B> 5C(6)> [4]6A> OMC> 2AB> OMC> 2> [2]8D> 5> 2AB> [4]6B> 236236A 4125 150 1 5AA> [4]6A> OMC> 2AB> OMC> 2> 5> 2AB> [2]8C> 2AB> [4]6B> 236236A 4149 150 2
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Bufula loops? You mean D Bufula into C Bufula into D Bufula? Surely, that's something you can do, but I see no reason to actually do so in 99% of the cases. Maybe theoretically you could use it in a very small amount of situations for slightly more damage, but I'm not even sure about that. Tentarafoo cannot be used for anything outside of neutral. 0% chaining possibilities, sadly. I've tried all. It's been made specifically so that it only works on standing neutral opponents. Spin state doesn't work either. It would be an amazing combo finisher, but sadly it's not so.
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I forgot to add that. I had color use for that in the document file I use. I probably edited RIGHT after you saw it, because I edited it almost instantly.
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[imput] [Damage] [sP Cost] [sP Gain] [burst] 5AAAA 1378 20 5AA> 5B> 5C(6)> [4]6A 1748 13 (CH)5A> 2AB> [4]6B 1699 12 (FC)5AA> 5B> 2AB> [4]6B 2364 16 5AAAA> 236236B 2518 50 20 5AA> 5B> 5C(6)> [4]6A> 236236B 2888 50 13 (CH)5A> 2AB> [4]6A> OMC> 5AA> 2B> 2DD> 5> 2AB> [4]6B 3132 50 12 (CH)5A> 2AB> OMC> 2> 5> 2AB> [2]8C> 5> AoA~D 3678 50 9 (FC)5AA> 5B> 2AB> OMC> 2> 5> 5C> dc 2> 5> 2AB> [2]8C> 2AB> [4]6B 4047 50 13 (FC)5A> 2AB> OMC> 2> 5> 5C> dc 2> 5> 2AB> [2]8C> 5> 2AB> [4]6B 4054 50 9 5AA> [4]6A> OMC> 2AB> OMC> 2> 5> 2AB> [2]8C> 5> 2AB> [4]6B 3626 100 11 I should make note to everyone that Mitsuru's A coup> OMC> 2AB is a lot more lenient and easier to do that in the previous versions. Once again, this isn't required in any way, but if you have a 100 meter, you can convert a neutral 5A hit into around 3.5k, which is quite a lot for Mitsuru in neutral. It never hurts to have this as a backhand option if you ever do have meter to spare or it will kill them this way, especially if it's practical now, compared to how it was in P4A. Hope this helps. More is coming soon.
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I'm not sure if I can help if there isn't any need for it, but if you would require my help in anyway, I'm always a 100% up for helping the Mitsuru community. I'm planning and making it my mission to support the Dustloop Mitsuru section/community to the fullist, after all. On that note, a large portion of ''optimal'' Mitsuru combos should be comming in soon again.
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You also have to linger in the air against the frozen opponent for a short while to press them slightly back. It will position the opponent so that all 5 hits of the SB bufula take slightly longer to connect. If you don't, and dash out instantly, the opponent will recover before you have enough time to do SB Bufula> Myriad arrows in time, due to the charge time of SB Bufula. Try it out with a high jump instant airdash a few times. It won't work, unless you delay the airdash for a short bit regardless, which is quite difficult to time due to the high jump.
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(10/05/14) P4U2 EU Netplay Tournament @ 10AM EST
Reako replied to MastaToken's topic in P4A Online Play
Those are (At least from P4A) the least laggiest stages. Which makes them ideal to use for tournaments, as to minimize possible lag. For the same reason do you have to let the intro roll fully. Winning through lag isn't really the main idea people want in a tournament. -
That is most likely because it is for ALL non-Japan and non-US countries. This includes non-EUR countries as well. Please keep that in mind.
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We made this change because the in-game description states that Lobby 10 is for all non-US and non-Japan players. It's ''officially'' the Europe lobby. And Russia and any other countries that aren't part of Japan and the US. It's like this: 1-4 Japan 5 High Level Players 6-9 USA 10 Rest
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It's because the counter hit state throws the opponent higher into the air. Mitsuru can chain from a B Coup whenever the opponent is hit with the B Coup high enough. Some examples of these cases Any Fatal counter. Counter hit 2AB> B Coup 5C Counter hit> (2AB>) B Coup Air combo> B Coup Air hit 5AAA> B Coup Basically, you can follow up with a 2A after B Coup in any case where your opponent is higher than the regular height a 2AB puts the opponent in and in case of a Fatal Counter.