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Reako

[P4AU] Mitsuru Kirijo Critique Thread

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Post the videos you wish to have critiqued here.
For ease, add a timestamp to the link, or notifiy the times at which you are playing if matches not including yourself are present in the video.

Wait paciently for an answer and help each other to your best extends.

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In the process of getting a capture card, hopefully gonna start posting links to my vids here soon. Im still new but im trying to go to Evo this year and do decent so dont hold back.

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Alright gonna be as thorough as possible here.

 

1. The combo is 5DD > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B. You keep doing weird combos here and resetting things back to neutral. You need the corner carry here to press your advantage.

2. I can tell somewhat you don't understand the Rise match-up too well. You're impatient. As shown here.

3. I'd advice against teching in this way. For one, j.A isn't that great air-ground and the recovery is bad. Teching backward that high up is fine.

4. This combo does work. You were just too quick in pressing 5A.

5. Too aggressive. I've seen a bit of this where you're not baiting the DP. Also, notice your 5A range. You're too close as well.

6. No need to roll here. Look up fuzzy jumps in the gameplay thread. Another escape option would be backstep.

7. The combo here is 5AA > 2B > 2D > 5 > sweep > droit or you can charge the 2B and do bufula D instead of 2D. You're going to need training mode for that. Tough hit confirm.

8. Don't use 5D that close. Fullscreen tool mostly.

9. Not sure if you messed up the blockstring here but if you were doing the blockstring it would be 5AAA > 5 or 5AAA > 5C. Another thing, try to refrain from doing 5B in neutral. This Rise jumps a lot, so 5AAA > 5C would have sufficed.

10. Neat reset but if that Rise had teched forward then you'd be screwed. That's why unblockable resets aren't that good. Too inconsistent.

11. You're going to need to practice instant air dashes. As seen here it makes your jump-in awkward and slow.

12. Two things of note here. You're pressing the wrong button for air-to-air. And two your movement options are telegraphed. Consider just dashing in, super air jump, or being patient and waiting for an opening. Droit B works wonders. Just be careful doing it since it's FC recovery.

13. Can't let Rise get away with stuff like this. Mash 5A like your life depended on it.

14. I suggest practicing this hit confirm. It's very important.

15. Too much awkward air to ground game here. Just do 5A. When in doubt 5A. If you think they're going to DP, just jump and don't press buttons.

16. Punish whiffs with droit A. Gotta make them feel scared anyway you can.

17. Punish bursts with 5AA > 2B > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B. An alternate route if you're close enough: 2 > 2DD > 4 > 2 > bufula D > sweep > bufula C > 5 > sweep > droit B

18. A few things wrong with this whole scenario. 5D shouldn't be used to pressure someone in the corner. Your spacing is off, you should be within 5A range at all times when you're applying pressure. You can punish whiff sweeps with droit A or if you think they're going to sweep do 2A. Don't corner yourself. And a misc. tip, this Rise just did a neutral sweep, keep that in your noggin. You can exploit that with 5B or 2A in pressure.

19. Might be a drop, but make sure you practice Mitsuru's corner throw combo. It's perhaps the most important move in her arsenal.

20. Here are your options here. Auto combo. Or 5AA > 5B > 5C > droit A. Do your best not to go for resets since Mitsuru isn't the best at them.

21. I learned this the hard way from Lord Knight. Don't do this ever. You will get fuzzy jumped into oblivion.

22. Bad burst. Try to be in awakening when you burst, not close to awakening and a single combo can kill you.

23. Some things to think about when you're facing jumpy players. 2D.

24. Sub-par punish. When you punish a DP, you want to destroy them. Make them feel bad for using DP. Here you should have just landed > 5B > sweep > droit B > 2A > 5C[15] > 6 > 2 > bufula D > 5 > sweep > droit. And to make them feel even worse, toss in a I-don't-give-a-damn bufudyne. Make them feel that 5k+ damage. This combo works because you were fairly close to the corner there. if you were midscreen consider 5B > 66 > 2A > 2B > 5B > sweep > droit B. Toss in a OMB if you want to up the damage. 5B > 66 > 2A > 2B > 5B > sweep > OMB > 5 > 2 > 2DD > 4 > 2 > bufula D > 5 > sweep > droit B or bufudyne C.

25. Training mode your pressure more. You just need to be a tad closer and this Rise jumps out for free. Jump outs are fine since you have to worry about all the defensive options they have, but this Rise did it after 5AA. Assume the player is always trying to jump out. 5AA > 5C > free damage. There's a combo for this. air hit 5C > Sb droit > stuff > 3.5k-4.5k damage.

26. Proper combo here would have been j.A > 5AA > 2B > 2DD etc.

27. Tip to deal with Rise's disc if you got the tracking thing on you. Jump > instant block the disc > air dash or air back dash. Same thing can be done vs Yukiko.

28. Easy punish. Droit B since you're always holding down back. Not great damage, but the knockdown and corner carry are what matters.

29. Good hit confirm. Just gotta finish the combos and you're golden.

30. See how useful instant blocking air normals can be?

31. Since you were close to the corner you should have done droit SB instead of droit A there.

 

Edit: Just to clarify, Mitsuru's resets are good. This Rise you were playing wasn't conditioned enough so that you could exploit them. Evidenced by the fact that the Rise kept jumping. Sweep feints into throw or 5A don't work if the opponent is always jumping.

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Alright gonna be as thorough as possible here.....

Thanks for the feedback, i really appreciate it. Gonna practice hard, hopefully the next video around will show some improvements :)

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hmmm, I don't think you've been implementing the feedback you got earlier into these matches... so here are some really quick important stuff to remember....

 

First, you want to (HAVE TO) keep your spacing.  Not sure if its your chie's playstyle coming in to rush down, but you need to be more patient.

Once your opponent starts respecting your pressure, then you can start going in with 2b/feint sweep/stuff.

Mitsuru's moves start up is slow, and her recovery is also bad.  Pretty much everything she has except autocombo can be DPed out of.  Keep that in mind.

 

Second thing, you roll too much.  There is no reason to get in the opponent's face with mitsuru (especially her).  There was an instance where Margaret's back is against the corner and you rolled to get in her face?.... not good.  I think within the 1st round of the 1st match, you rolled like 6 times, that's like a roll every 7 seconds!

 

Third, reversal super aka yolo bufudyne.  Typically the choice of reversal is myriad arrow, but if the opponent tends to jump often, sure bufudyne is possible.  Bufudyne is not moon smasher or power slash, don't just do it because you can.....  And if you do want to do a reversal super, remember to have 100sp to omc in case if it fails.

 

There are other things that I want to say, but I think you should take things one step at a time.

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