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Jourdal

[P4A] Mitsuru VS Naoto Shirogane

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Walk forward, block, and understand your options on his 5th bullet.

Naoto will usually either use 4 or 5 bullets before he'll have to put away the gun. This is P4, dgaf about chip damage. The 5th bullet is the one you have to be weary about because of fate damage and it's the chamber where you have to make a move. If he brandishes his gun, keep calm and block. Keep a mental count if he staggers and ask yourself punk, did he shoot 3 bullets or did he shoot 4? And if you're feeling lucky and he's on his last bullet, here's what happens:

On block, it's punishable on block by SB Coup for counter hit status. But, that's assuming you're in that range. If he fires, roll. However, smart Naoto's will play with you on the fifth bullet and sometimes not shoot. If he doesn't and use see him put the gun away, A Coup to close the distance. He won't be able to put away the gun then bring it back in time, and by then, you gained A Coup distance.

You just have to remember where the traps are and don't A Coup yourself into something stupid. Mitsu has good A Buttons to neutralized traps while you slowly inch in with 5A and 2A,

And don't use whip where your Persona will get bopped, be smart about it. Whip is good in the matchup not because it punishes much, but because on block it drags them toward you. So use this as an option if they fire the Fifth bullet as well. At least this is what I think of the Naoto matchup so far.

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I actually didn't think about trying to pop the traps with Mitsuru's 2A and 5A. SB Coup still isn't invincible to traps though, right? I knew the game with the bullets, but the traps were fucking me up.

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It's a matter of counting her bullets and slowly approaching. Icilby pretty much said what I do against Naoto. Slowly approach and watch out for traps and disable them and watch out for the bullets

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Played a long set against a good Naoto, won first few, then got downloaded and lost like 15 in a row. The fuck do you do in this matchup?

Her DP beats everything (why does it counter throws?!), blocking to bait it is dangerous since her normals as so damn good up close, and the traps put the pace of the match completely in her control. The guy I was fighting in particular was also the first Naoto I've ever played that while awakened, consistently punished sweep feint, blocked sweep and Coup>Throw setups with her kick reversal (for like 5000 damage each time :gonk:). Once I started looking for it and blocked, she OMCed to safety.

In the rare cases I managed to get in on her and stay in Mitsuru's 5A range but outside of hers, she can burn 25 meter whenever for a "get out of jail free card" and I have to get in all over again. HRNGGGG, this matchup is frustrating :(

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^Naoto's counter is actually pretty poor. It's completely free to oki crossups (the counter shot can never hit behind Naoto, and the Naoto player has to actually input a button to counter, letting you easily react to it) and most characters can safe jump with 5A/jA (catch) > jump cancel > block. Once you start to bait it while continuing pressure the Naoto will really have to commit to using it as a reversal.

You can destroy the traps with your own attacks, which for Mitsuru means like half a screen away from them. Just pay attention to where Naoto sets them and don't blindly rush into them.

As for her EX gun stance, it is actually vulnerable at the startup. A throw or proper meaty attack will beat it. Only the part where she passes through you is invincible.

This matchup should be relatively free for Mitsuru imo; if Naoto wins the Mitsuru player just got outplayed. Just record Naoto's reversal options in training mode and practice how to beat them and the matchup should go much more in your favor.

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