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Kuuhaku

[P4A] Teddie Vs Mitsuru

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:ballTD: vs. :ballMT:

Offensive Strategy

  • More or less to win this match, you have to play a weird spacing game and call Mitsuru out on everything she does. It's generally not a good idea to challenge her up close without item assists. Playing a long range game can also be somewhat dangerous as 5D, 2D, and j.D are very good zoning tools that can easily Persona break you.
  • If you are expecting her to try to anti-air you with 2B, j.B is much better than j.A. Also, don't forget that if you have 50 meter you can punish her anti air with D Tomahawk.
  • If she's charging something, but then IBs, she loses her charge.


    Defensive Strategy
    • A Droite can be punished on IB with 2A if she does it at close range. 2A 2A is also punishable. At max range you must respect Droite.
    • If you block Mitsuru's DP, she is completely vulnerable while in the air. If you're not sure if you can punish her before she lands and are expecting a Bufudyne, roll behind her. A Bearscrew also works really well. If she doesn't Bufudyne, you'll get a counter hit. But if she does Bufudyne, you'll actually move past the ice before it comes out.
    • Mitsuru's j.B is extremely good. Be careful of this move if she has meter. Teddie can anti-air it, but you kind of just have to call it out as it's extremely fast. Expect her to use this if she has Bufula over you. Keep in mind that she can jump cancel her 2B or cancel 2B into sweep.
    • Be careful when throwing items as she can punish you with 5D, 2D, or j.D if you summon in a bad spot.
    • You can sometimes make her 5A whiff by doing 2D Teddie and then punishing her with your 5A.
    • If there is any kind of throw teching involved from either side, keep in mind you are not safe unless you block as Mitsuru can Droite A you right away.
    • Mitsuru's Marin Karin Charms on block. This will give her meter even if you have no meter to steal.
    • If you're at 3/4 or full screen, you can try to punish her random drills by pre-emptively jumping and then punishing with airdash j.B. The easiest way to combo off this counter hit is to run up 5AA 2B j.A dj.A j.236A then super (C Tomahawk if far from corner, D Tomahawk if in corner).

    Match Up Specific Notes

    [*] j.B will actually beat drill "outright" a majority of the time if you space it correctly. However, sometimes it can trade which is bad, so stick to using it as a punish. Since the downward hitbox of j.B is larger than j.A, it makes more sense as a drill punish. Teddie pretty much gets owned by drill a lot in this matchup if you can't punish it correctly.

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i was gonna put this in the combo thread, but it's more of a mitsuru specific thing so i'll post here.

if you're at 3/4 or full screen, try to punish her random drills by pre-emptively jumping and then punishing with airdash j.b. The easiest way to combo off this counter hit is to run up 5aa 2b j.a j.a j.236a then super either down or sideways depending on your distance to the corner ...if close to the corner, you can do 236d [two hits]

J.b will actually beat drill "outright" a majority of the time if you space it correctly, however, sometimes it can trade which is bad lol, so stick to punish. since the downward hitbox of j.b is larger than j.a, it makes more sense as a drill punish, and teddie pretty much gets owned by drill a lot in this matchup if you can't punish it correctly.

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