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AchedSphinx

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Everything posted by AchedSphinx

  1. AchedSphinx

    [CP 2.0] Changes Discussion

    Technically, you could say 4D is 4B's replacement. Their start-up is similar (4B 23F vs 4D 25F) but with 4D you can cancel it into 5D or 236D or 214A or 214D if you so desire. So 4D is the better overhead, but it also has a deadzone, which makes it largely ineffective close up. Crescent Saber is usually pretty negative on block. I'm not sure how the delayed Crescent will change that. All the videos I've seen of Nu doing delay Crescent seemed as though Nu was really plus on block. Crescent doesn't have the shear amount of cancels that 4D has though.
  2. AchedSphinx

    [P4AU] News & Gameplay Discussion

    So shadow characters now have higher attack power, an unburstable berserk, and a reversal burst. That sounds pretty cool. I suppose they're going to lower potential damage from berserk combos to compensate for higher non-berserk damage.
  3. AchedSphinx

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    [2B] launches on ground hit is quite nice. Not sure how often it will happen though. SB droit having faster start-up would mean in the realm of 6F start-up or less. I can't imagine it being less than 6F. That's just insane. Chances are with that B droit having faster start-up, it will have a drawback somewhere else. I like the current speed personally, but if faster speed means less frame advantage, not too happy. Tentarafoo might have a use? Would be better if it like hit airborne opponents, but multiple uses might be interesting. @shtkn In the news and gameplay thread they translated Tentarafoo as "Tentarafoo has faster start-up, can be comboed from some moves." If it's comboable that could be pretty useful.
  4. AchedSphinx

    [CP 2.0] Changes Discussion

    Yeah, in BBCP 1.1 it would take about 15 seconds for her gravity seed to recover. In BBCP 2.0, it seems to be around 3-4 seconds. So the damage is more consistent, but a bit lower.
  5. AchedSphinx

    [P4AU] News & Gameplay Discussion

    I do enjoy me some shadow Mitsuru. Could be interesting to have a burst.
  6. AchedSphinx

    [CP 2.0] Changes Discussion

    Nu mirrors look a lot more exciting now........./cry.
  7. AchedSphinx

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    The way it works is that Kanji can't do anything to stop Mitsuru's gameplan. At the start of a round, Mitsuru will more than likely back dash away, to create space (though you shouldn't do this all the time. 5A at the start is a good way to be less predictable). Now Kanji's options are to either jump in and do j.B or j.C or do his lightning stuff/Persona charge. If he does the jump things, you can easily do 2D to catch him, in which case he will block. Now it's important to read what he does when he lands after blocking, since he has no air options here, and you're at the initiative. For instance, he can do DP when he lands, catching your 5A or he can do 214D which accomplishes the same thing. If you're not sure if he's going to do either of those options, back step is perhaps your safest option, because if he does DP or 214D he will eat a FC. This is part of conditioning your opponent. If he's afraid to DP or 214D, you can do stuff like 5A when he lands or throw, which gives you even more options. Things like these will take practice for sure. Lord Knight said it a few pages back, understanding the skill level of your opponent quickly is critical. If Kanji decides to do the lightning thing or the charge, Mitsuru's option is droit B or 5D. After Kanji does a burst, she can safely do SB Tentarafoo as well to catch him doing either option. 5D is the greedy option, but it's slower so he can catch you with the lightning if you're late (though you can catch him if he's late). Droit B does less damage, but its quicker and has great corner carry and you do want Kanji in the corner. Now then, how do you space Kanji if he has a DP? Easy answer, 5C and j.C. 5C works in the same way that j.C does, it will cause persona break, but Kanji will be in recovery for his DP, allowing you to get a FC. It's important to space 5C properly. For instance, if you're too close Kanji can do 214D and grab you. If you do 5C as a meaty, on his wake-up, he doesn't have this option, but he also won't be able to DP either so you can't really get the punish you want. Another important thing to note, which I mentioned with blockstrings, is 5C > back dash > 5C, which destroys Kanji's DP and roll options, however he can do something like sweep because there's a decent gab between back dash and 5C. So if he does that, you can do 5B for instance. Just goes to show you can't rely on 5C > back dash > 5C to win against good opponents. This is all apart of conditioning so that you can space with 5A. On the defensive end, your options are block, DP, and jump. Blocking gets beat by 214C, DP gets beat by 214D, jump gets beat by 5A (the alternative being Mitsuru's DP beats 5A and 214C. Jump beats 214D). If you have 100 meter, you can eliminate the 214C and 5A options, making your guessing game more favorable. But if he does 214D, you'll lose 50 meter and eat a hefty combo. One thing you should refrain from at all times is trying to anti-air him with 2B. 2D is slower, but the better option. Kanji's j.C will more than likely get a fatal and it's really difficult to anti-air his j.C.Though I guess you can think of it like this. If he's high in the air and approaching, he will do j.C (punish this when he lands with droit A/SB or 5A), and if he's low and does a jump-in he will do j.B, which is a bit faster and a little easier to anti-air. If Kanji does the low-jump in route, he also risks j.C being anti-air'd, since Mitsuru's 2B can actually beat him there sometimes. And if you're not sure which option he's going to do, doing j.A is also an option to keep space. Either way, this is a bit on the technical side of things and probably belongs in the Mitsuru v Kanji thread. I hope it helps. Also, I can attest to these methods above, because whenever I play without a care and haphazardly because I don't account for the Kanji player's skill level, I lose most of the time. However, if I'm patient, I win the majority. Edit: Basically what Rath said, but longer!
  8. AchedSphinx

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    You're thinking about the match-up wrong. Mitsuru doesn't have to take much risk vs Kanji, it's the other way around. She dominates neutral in that match-up. Kanji has to work insanely hard to even get in a favorable position. Patience is a virtue if you want to defeat Kanji.
  9. AchedSphinx

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Legit for getting out of the corner unless someone reads it. Myriad has a faster start-up than bufudyne so it's often the better reversal. OMC to make it safe. It's probably more effective than a blocked DP into bufudyne. It can work against those two, but Rise and Labrys don't have the unblockables that Kanji has. The reason you do it is because you don't want to play the guessing game, but sometimes Kanji will DP on your wake-up, so this is just an option to beat that. Also, it's probably unlikely that Rise or Labrys will do a DP on your wake-up since they can't get as much advantage as Kanji can on hit. Though, if Kanji does the slow command throw, he can invul through Myriad. So you'll need to know what the Kanji player does. The Kanjis I play against don't do it too often on an opponent because players tend to jump more now, but it's something to look out for.
  10. AchedSphinx

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    It's possible to OMC the hit. A lot of Mitsurus do 236236A > OMC > block, if they want to escape Kanji mix-up. When the 236236A hits Kanji's DP after the super flash, OMC immediately and you won't get shocked and Kanji will still be in recovery.
  11. AchedSphinx

    [CP 2.0] Changes Discussion

    From the videos I saw of Gentarou, Carl seems like he'll still give Nu trouble. Though, I feel like the match up is a lot harder for Carl this time around. For instance, I saw Gentarou do 214A > 66 to escape the corner after he did counter assault, makes it easier to maneuver around the doll. The Jin match up felt the same. Though it may be tough to get out of the corner with Jin's stronger pressure now. Though Gentarou also showed how good Nu's pressure was at times. I also saw Yoshiki's video and noticed he did 623C a few times against Goro's Makoto, seemed effective, but I'm not sure if it's good since he's the first player I've seen doing that. He could have been messing around for all I know.
  12. AchedSphinx

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Use 2C to either reset or if they're knocked down or frozen in the corner. 2C is the worst reset of all of Mitsuru's resets because of its slower start-up. Sweep feint is better, dash cancel is better than that. You can get 2C to land if it's already out and you put the opponent in 5C. 2C is also plenty useful in neutral against slow characters like Kanji or Labrys. Unlike P4A, Mitsuru can easily escape 5C if she wants. Pretty useful if you use S.Mitsuru. j.C is specifically good against Kanji because the j.C will break against his DP, and you'll land and get a free FC punish. j.C is also somewhat useful in the corner if the opponent jumps and you want to cover their space. Tentarafoo is probably only useful as a full screen punish against a zoner doing something stupid. Tentarafoo has some use after like Myriad Arrows midscreen to keep them from jumping or they're expecting a IAD j.B. Though most times I just do droit A into a throw. Blockstrings: 5A 5AA 5AAA 5A > sweep 5A > sweep > hop > j.B 5A > sweep feint 5A > sweep feint > throw 5A > sweep feint > 5A 5A > sweep feint > back dash > counter hit 5A > sweep 5A > 5C 5A > 5C > 5 > 2C 5A > 5C > 5 > 2B > sweep 5A > 5C > back dash > 5C 5A > 5C > dash cancel > throw 5A > 5C > dash cancel > back dash > counter hit 5A > sweep 5A > 5C > dash cancel > 5 5A > 2B > 5B > sweep 5A > 5 > 2B > sweep 5AA > 5 > dash cancel > 5AA > sweep feint > back dash > counter hit 5A > sweep 5AA > 5 > 5C > back dash > 5C > dash cancel > back dash > counter hit 5A > sweep 5AA > 5 > 2B > j.B > OMC > j. > 5AA > 5B > sweep 5AA > 5 > dash cancel > 5A > 2B > j.B > OMC > j. > 5AA > 5B > sweep 5AA > 5 > 5C > dash cancel > 5AA > sweep feint > j.B > OMC > j. > 5AA > 5B > sweep 5AA > 5 > dash cancel > 5A > 5C > back dash > 5C > dash cancel > 5AA > sweep feint > throw There are plenty more variants. You can even delay 5A > 5AA to catch the opponent mashing a button. Or back dash 5A if they like to mash DP. Staggering pressure is quite important in Mitsuru's gameplan. With 5C back dashes, it's possible for the opponent to roll past the second 5C if the spacing is off. If you do 5C close to max range, they'll roll into the second 5C after back dash and you'll get a hefty combo. 5A > 5B > 2B > sweep works quite often. More so if you have meter. The opponent thinks you're going for j.B after the 2B, instead go for sweep and get a much stronger combo. For the j.B combos within the blockstring, jump in the 8 direction, it's pretty easy for Mitsuru to overshoot her jump and mess up the j.B. Dash cancel > back dash is a throw bait, works a decent amount, you can win a lot of games with this strategy alone. Tossing in sweep feint > back dash is another way. If they're knocked down in the corner and you run up on them, back dash > 5A, works a lot. People are scared of Mitsuru's throw so take advantage of that. 5 has a lot of blockstun, so doing dash cancel afterwards makes you plus, because of that 5 > dash cancel > throw will whiff. Just delay the throw a bit, or just go for a bait. Up to you. Also people don't DP often against Mitsuru if she's at near max 5A range, so you can get away with a lot of these blockstrings. You'll still need to condition your opponent. Doing raw throws is also useful because you can make your opponent wary of throws and set up baits. Some things you should keep in mind. Don't do dash > jump over > quick turn > j.. It will work against low-level opponents. But against good players, they will air throw you since Mitsuru's j.B is insanely slow and can get beaten at close range. If you like to go for something like 5AA > sweep, if the opponent Instant Blocks the sweep, you can get punished with a counter hit. Against opponents with a quick 5A, Yosuke or Yu for instance, if you do 5AAAA or end a combo with droit A, they can mash 5A to beat out your 5A. Your best option is to back dash if you do such a combo (you can do the same if droit A is blocked). Try not to do any point blank 5As. Opponents are more inclined to DP here because Mitsuru's blockstrings have gaps (though a sweep feint might be able to save you). Another thing, max range j.B is bad, you're super negative on block and you can't do anything else until you land. If doing max range j.B make sure you at least have meter to OMC. The best option to use j.B are jump-ins since Mitsuru will be low enough to the ground to follow-up with 5A. If you have at least 25 meter and get a crouching confirm in or near the corner, 9 times out of 10 you want to SB droit to pick up the combo. If you're using S.Mitsuru and the opponent will die if you use meter for bufudyne or Myriad, do it. It's better to use the meter and win, than save it and possibly lose ( a lot of Labrys players do this all the friggin time). At any rate, all this stuff is mostly intermediate level. You'll be better than most netplayers doing it. Just don't get predictable.
  13. AchedSphinx

    [P4A/P4AU] PSN Match Finder/GG Thread

    Yu does indeed have a gdlk 2B.
  14. AchedSphinx

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    5AA > 5B > 2 > bufula D > 5 > sweep > droit B
  15. AchedSphinx

    Q&A about Joystick Building, Parts, and Purchasing

    I have a Street Fighter 4 Tournament Edition Fightstick. It's lasted me for almost 4 years now, but the diagonal input seems totally borked, is there any way to fix this? An example as to how it was borked happened in a few matches I played today. I was holding down back as Mitsuru and sometimes she would randomly stand up and I couldn't force her crouching for several seconds. A few times, because down back selectively turns on or off, she would do random AoA when I want her to do sweep. Any hope or should I just prepare to buy a new one?
  16. AchedSphinx

    [P4A/P4AU] PSN Match Finder/GG Thread

    GGs all. Looks like I won't be playing P4U2 for awhile. My arcade stick just lost the ability to down back (1 or 3). It had a good run. It almost made it to the 4 year mark. Also, I played about 20-30 games thinking my down back would return. Funny how effective not blocking can be.
  17. AchedSphinx

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Not terrible. If it will win you the game, do it. Plus SB droit > OMC > 5A is good for catching mashers since SB droit is negative on block. So you can use it to continue pressure if you have the meter to do so. If the opponent is crouching when you hit with SB droit (preferably droit A) you can do a much better combo depending on the distance. SB droit > 5AA > 5B > sweep > droit B. If they're in the corner you would want to do droit A > 5AA > 5B > sweep > SB droit > 2 > bufula D > 5 > sweep > droit B. SB droit has a crazy high SMP, so you can't do two SB droits in one combo. The correct distance to connect a crouching hit confirm droit A or SB droit is if only the tip of Mitsuru's rapier hits. If it does, she can do droit A/SB > 5AA. Since Mitsuru can't really control droit A, it's a bit situational. SB droit is doable, but with the SMP on it, she can't get crazy damage off the combo. Possible if you do something like SB droit > 5AA > 5B > sweep > droit B > OMC > 6 > 2 > bufula C > 4 > droit B.
  18. AchedSphinx

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    corner 5AA > 5B > sweep > droit SB > 2 > bufula D > AoA~D > droit B corner 5AA > 5B > sweep > droit SB > 2 > bufula D > 5 > sweep > droit B SB droit > OMC > auto combo Also, consider checking the combo thread, most of Mitsuru's viable combos are there.
  19. AchedSphinx

    [P4A/P4AU] PSN Match Finder/GG Thread

    GGs all. I can't believe I got double perfected on. I was even denied my salty runback. Today was a bad day.
  20. AchedSphinx

    [CP 2.0] Changes Discussion

    So she gets chip damage from spamming 5DD > 4DD over and over again and she can reset pressure safely with gravity and get good damage from fullscreen away. Is there any reason not to spam 5DD > 4DD? That Rachel didn't do much to punish it. Plus, there was a game where Nu used up 100 meter in RCs to get enough meter back to do another RC. This is kinda like CT Nu without all the crazy. Nu's RC combos also seem reminiscent of CT Nu because she just does 5DD after 236D RC and gets pretty good damage. One thing I noticed after watching those matches is that Naga very rarely did any corner combos. He basically did the midscreen stuff if they were in the corner, you know, 5DD > 4DD. So either corner combos aren't worth it in a risk vs reward sort of way or he doesn't know many corner combos. The latter seems possible because against that Jin player he had two attempts at a corner combo and botched both.
  21. AchedSphinx

    [CP 2.0] Changes Discussion

    I did kind of like doing CT in combos. Perhaps it's viable in the corner only. But seeing as how she can do good damage effectively without it, she's better off saving it. We need those counter assaults after all and Calamity Sword is still a solid ender for winning rounds.
  22. AchedSphinx

    [P4A/P4AU] PSN Match Finder/GG Thread

    GGs. You totally panicked when I got that Tentarafoo off. Well, a lot of people do. It's pretty rare for me to actually land it.
  23. AchedSphinx

    [CP 2.0] Changes Discussion

    Oh yeah, you could do that. Exception being the gravity is on cool down for quite awhile. Also, I haven't seen any of 2.0 Nu's use Crush Trigger. I'm wondering if it's worth using anymore.
  24. AchedSphinx

    [CP 2.0] Changes Discussion

    Well, Nu's damage is looking pretty good. I'm surprised it's better than Lambda's. Anyone know if it was possible for Nu/Lambda to get 4k off 2B starters midscreen without meter in BBCS/EX? I seem to remember it was possible for her to do 2B > 4B crouching hit confirm if you used gravity. I think this version is a lot better since she will have gravity up regardless and the combos have solid knockdown plus she can do it vs a standing opponent.
  25. AchedSphinx

    [P4A/P4AU] PSN Match Finder/GG Thread

    GGs to BatousaiJ. It's been awhile since I've played a Yosuke and you were really good. If you want to play again sometime I'm always down. Thanks to you having a 3 bar connection, I can play Shadow Mitsuru
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