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Reako

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About Reako

  • Rank
    Mitsuru Kirijo Obsessed
  • Birthday 07/24/1996

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  • Location
    Netherlands, Overijssel, Almelo
  • PSN
    Raiko-Sama

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  1. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Always charge moves by holding 1 during combos, unless it's a specific case. 5> 2> [2]8D - Charge right after the 5> You can do it and while holding it start charging down already. In most cases you will even be able to delay the charged 2, giving you more leniency to charge the move. This works for all whip confirms. 5B/5> 2AB> [2]8C - There should be plenty of time to charge these. 2> 5> [2]8D - These are the trickiest. You'll have to start charging down as soon as the 5 starts and even have to delay it slightly after the 5 having hit. This route is only necessary for corner confirms, though. I hope these helped you cover your issues. If you have any other charging issues, let me know. Coup charging should never be a problem, unless you accidentally mess up. @Other post about stagger: Stagger pressure with Mitsuru is something, as with every character, that you have to get used to. Remember that you can always delay anything to bait mashing and/or jumping away, aside from 5B> 2AB, which does this automatically. Delaying that will let them hit you or let them jump away. Secondly, you can go into Marin Karin from pretty much anything that is not a special to quickly reset pressure afterwards. Don't do this in your opponent's mash-out range, though. 5A (Optional backstep) 5AA 5AA> 5B (Go into Marin Karin from here if you want to reset. Don't wait for the recovery, it is huge.) 5AA> 5B> 2AB (Marin Karin as well) 2AAA> 5C (Catches jump outs) 2AA> 5B> 5C (Catches jump outs) XX> 5C> [2]8D (Catches jump outs. And mashing from a respectable range.) XX> 5C> Backstep 5C (Catches late jumpouts and rolls. Loses to quick mashing and jumpouts. Works better than you think.) XX> 5C> dash cancel (Do 2B to catch jump outs, 5A to pressure and throw to throw them. They can mash out. Always minus. More minus in the middle. First 3 and last 3 hits is -3 IIRC, second set and second to last is -5 IIRC, Dash canceling on the 9th hit is -7 IIRC. These numbers might be seriously off. One thing is for sure, its is more the closer to the middle of the 15 hits you get.) 5B> dash cancel (Same mixups as from the 5C dash cancel. is -1 IIRC.) 5> dash cancel (Same mixups as from the 5C and 5B dash cancel. Is +3, for certain.) 2A> 2B> 5B/5C (5C catches jump outs, 5B is a blockstring.) 2B> jump cancel IAD air turn j.A/j.B (Requires j.B on Kanji and Chie, j.A will wiff, no matter what.) 2B> jump cancel back IAD j.D~delay D> 5AA> (The delay of the 5D follow makes it more plus, this making it a blockstring (might be DPable, at least they can't do anything else. Every whip's pull can be delayed for a better frame advantage. There are many more things you can do with Mitsuru. She's quite lenient when it comes to her pressure, you just need to know what beats what. Try checking her gatling chart to see where you can go from where. Often used gatlings by me, that are useful are 5A> 2B, 2B> 5B, 5B> 5C, 5AA> 2C, 5C> 2C, 5AAA> 6B, 5AAA> 5C (Corner, mostly). I would advice from going into sweep often aside from things like 5A, 5C and 5B. Going into sweep from things like 5AA isn't adviced, as you're already close and they can mash you out. It's not that bad to do from 5AAA, as the big pushback makes it safer. Shorthopping moves like sweep and 5B/5 isn't such a bad thing to do either to reset pressure in a slightly more dangerious way and mix things up a little bit here and there. Further, just keep playing with Mitsuru and experimenting with her. You'll figure things out eventually, most certainly. @ Other post about Fuzzy: 2B is a good fuzzy killer, as wel as any delay pressure. But the one that works absolute wonders (IMO) is: 2A> 2B. If they don't do the fuzzy jump quickly enough, the 2B will counterhit them because Mitsuru's 2A has almost no blockstun at all. you can react to this, and if you do 2A> 2B> 5, you can get a pretty decently stronger meterless combo on them, both midscreen and in the corner. You can also do 2A> 2B> 2[AB]> XX pickup. Feint sweep, and in case they got hit, pick up with, for example, 5A, just pick them right out of the air. I would advice against doing 2DD straight after the 2B, if you're hoping to hit them and catch their fuzzy jump, as it'll wiff if they block it and it'll leave you quite open. 2DD has almost no recovery, but on wiff it'll definitely be punishable if they react quickly enough. I hope these bits of information helped you out. Feel free to ask me anything else, and if you'd like more on the spot help with your issues, I have a quite well filled Mitsuru Kirijo group chat, where multiple people can answer any questions you might have and solve any troubles you might come across. Simply message me your skype username and I'll add you to the chat.
  2. This is for the corner carry combos. Example: 5B> 5C> 3C> 5A> 5B> 6A> 22A> 6[A]> 3D> 5B> 236A> 5C> 236B The 5C into B Broken Bunker (236B) is tricky on these characters. I'm not sure about in general, for example midscreen. (I think there too, you have to delay it on them IIRC.) But specifically in the corner. You have to delay the 5C and B Broken Bunker quite a bit here and there for it to work, or the B Broken Bunker will just completely wiff out under them, letting them tech in the air. That's what he's talking about. I hope this helped.
  3. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Yamashita is the only name you need.
  4. I do not have this issue at all. It is a completely legit combo for me. Check to make sure you're doing it well, and try to do things faster. BB is a game in which combos work on a timer. If you delay a lot, it won't work. To make sure you are doing the proper combo, it should do 3946 damage, and with 236C it does 5218 at 71 hits. Also, it doesn't work on Tsubaki or Tager. Probably a few more out there. Kokonoe's high end combos are always character specifc. At least if they require Flame Cage. A different combo that works on everyone for 3641 damage is CD> 9D> 2C> 236D> 22B> 5B> 5C> (R )> 236B> 6A> (B)> 5C *Edit: I have made a Kokonoe Skype group chat. In case anyone is interested in joining, send me a message with your Skype contact info, and I'll add you.
  5. Use 5C, not 5B at the end. It works.
  6. Thank you everyone for the information given so far, and those who replied to my questions. Here's a corner throw combo that, so far as I have tested, is universal. 3.9k and 28 meter for 2 gravitons. CD> 9D> 2C> 236D> 22B> 5C> (R )> 214A> 5C> 236A> (F)> 236B> 5C> (B) You cannot add a 5B/6A. Everything has to be done quickly after the 214A, unless it's Noel, then you have to slightly delay things here and there, or the fireball won't hit. The fireball hiting late makes up for the delayed time, still allowing you to do the combo.
  7. What do I do to stop rolling and backstepping out of my moves? For example after a 22B setup in the corner and miscreen or just a regular pickup after 236A/B.
  8. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    I'm really glad to hear my tutorial video helped you out! As for your question, meter gain wise it will make a difference depending on whether it was a meterless or meter requiring confirm. If it required meter it'll generally give you 1 meter more. But if the combo didn't require meter it would make slightly more difference. Still not much, though. As for damage, it really does only do around a 100 damage more, but sometimes small stuff like that can make a big difference. You'll also need to learn the 5> [2]8D route for other combos as well, and in some cases you can't substitute that for anything else. All in all, it's not required, there are always less damaging easier routes to do, so if you really can't do it, skip it until you're more comfortable trying it, but until then, keep practicing at it. Spacing wise or any such thing it makes no difference at all. In some combos you can't even do it and will have to go straight into D Bufula from 2 anyway. But I have something else that might be useful for you then. IF you don't do the extra 5 after the 2, you can do [4]6B (B Coup) extra at the end of your AoA to make up for the damage. It'll give you weaker knockdown and a less safe use of Marin Karin on the other hand there, though. Simplified, it's not necessary at all. Just skip it until you're comfortable doing it, but don't give up on trying to learn it, as it's always useful to be able to do more damage quickly and learn stronger routes. It's ''free'' extra damage, after all. I hope that cleared things up for you. If you have any other questions, feel free to ask me.
  9. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    That is a major buff. Glad to hear her old auto combo is better again. I prefer regular Mitsuru's, though. It makes for better pressure.
  10. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    A 3 hour long full Mitsuru Kirijo tutorial by me, covering all you need to know about her. The tutorial
  11. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    I noticed and was thinking of making one, but it seemed kind of self centered and unnecessary to make one just for my critique, lol. I'll make one now anyway. And thanks a bunch. I am still recovering, but am feeling better than I did at first. Sadly this one will take a while to recover.
  12. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Would you guys please look at my 4 matches in this tournament and critisize it? Give me the best of your assesments, please. Tournament footage 12:00 vs Margaret (Inahkz) 46:20 vs Aigis (DStar) One note I do have to make, I dropped out of the tournament afterwards because I was on serious pain killers, because i had surgery the day before and earlier that day. So I was kind of out of it, and wasn't feeling well at all. (Was spitting blood inbetween the matches, lol.) Still, give me your harshest critique.
  13. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Part 2 of ''Mitsuru's'' Mitsuru combo video/tutorial. Mitsuru!...? Also, 1.1, but here is a FT10 of Yamashita VS a S.yukiko player. Yamashita!
  14. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    A Mitsuru combo video by a player called, you'll never guess: Mitsuru. https://www.youtube.com/watch?v=2JtbZ6vhPqE
  15. Reako

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    I couldn't find any such video. I've been looking my ass of for Mitsuru footage too, but nothing so far.
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