Jourdal Report post Posted August 7, 2012 Discuss the Mitsuru VS Teddie match up here! Share this post Link to post Share on other sites
BC20FLY Report post Posted August 22, 2012 When the opponent throws out a random circus teddie, just double jump to the center of the screen then throw out a j.D for the extra airborne time to avoid the both sides that he may come from. Share this post Link to post Share on other sites
icilby Report post Posted August 23, 2012 When the opponent throws out a random circus teddie, just double jump to the center of the screen then throw out a j.D for the extra airborne time to avoid the both sides that he may come from. I just Superjump, forward air dash towards Teddie and press j.C so I can put myself at a good position to react to whatever Teddie does in the air as he falls. Share this post Link to post Share on other sites
Lord Knight Report post Posted August 24, 2012 sj forward > airdash forward > land bufudyne vs teddie circus Share this post Link to post Share on other sites
Ghostfreak Report post Posted August 26, 2012 Whoa that actualy works against teddie circus? I never knew that but what if teddie circus comes on the wrong side when you do the ice super? But aside from that, that sounds like pretty good advice. Hey Lord knight I saw some of your matches the other day on youtube and I have to say man you have a mean Mitsuru. Keep up the good work and doing what you do best man. Your my inspiration for picking up the character. Share this post Link to post Share on other sites
LegendaryRath Report post Posted August 29, 2012 I'm having trouble with this character. My friend mains him and I usually have no problem, but I spent like 3 hours fighting an 800 PSR teddy today and got wooped 95% of the time. I can't seem to get near him in the first place or keep pressure once I get in. It seems that he's always pressuring me without any good way to stop it. I would try to explain some more but I honestly have no clue what's going on most of the time. As a side note, there aren't many match videos for this on the video thread. Half of the ones that are there have all been taken down. Bummer... Share this post Link to post Share on other sites
Jyosua Report post Posted August 30, 2012 Sweep goes under bat, if that helps at all. Share this post Link to post Share on other sites
Lord Knight Report post Posted October 12, 2012 Whoa that actualy works against teddie circus? I never knew that but what if teddie circus comes on the wrong side when you do the ice super? But aside from that, that sounds like pretty good advice. Hey Lord knight I saw some of your matches the other day on youtube and I have to say man you have a mean Mitsuru. Keep up the good work and doing what you do best man. Your my inspiration for picking up the character. Share this post Link to post Share on other sites
Herbal Grey Report post Posted November 14, 2012 I was gonna save this info for after NEC, but since I can't go, I'll go ahead and divulge my secrets on this matchup. The biggest Teddie tech that Mitsuru's don't know about is reversal jump-b. This is pretty much teddie's anti-grab mixup button. If you do 4b, j.C, grab, or j.b after feint sweep, teddie's j.b will most likely counter-hit you. (i've never seen b-droit as a grab tech setup, but most likely j.b will counter hit that too) Lk didn't mention this, although I think he just forgot, teddie has a deflate that goes under 5a/droit. I've been asked by nearly everyone so I'll also say that "no" you cannot cancel deflate into anything. All deflates have at least some recovery in which they can be counter-hit or even grabbed (although trying to grab the recovery is NOT recommended) The A-version is the fastest and he inflates immediately after. If you've watched me play before, you've seen me use the a-deflate on mitsuru wakeup because it beats mitsuru's wakeup dp/grab options for full punish. The B-version is the least useful but teddie can hold it down as long as he wants for about 3 seconds. the recovery on it however, is so long that even if a droit for instance goes over it, teddie still has a hard time punishing if at all. The SP version allows teddie to move and can be held down for a long time (at least 4 seconds if not longer). SP-deflate is useful in a variety of situations, but I tend to use it in sticky situations to bait a possible drill while also escape safely from just outside sweep range. ---2a and sweep both hit teddie out of deflate. dp does NOT hit teddie out of deflate. i dont think you should worry so much about teddie's b+d. the most important thing to note about it is that it does nullify bufula setups to a degree. as far as oki, teddie's counter is active for so little time that if you did j.b on teddie's wakeup it will counter hit him....combo for massive damage and oki off a nearly completely safe move. also, even if teddie hits you with b+d, you're still at a range where you can 5a him if he tries to screw or 5b you. teddie's risk/reward off b+d is terrible. lastly, if you're playing a teddie that knows what he's doing, dont press buttons or jump on wakeup in the corner. teddie has narukami/chie persona oki in the corner, except if you get hit by teddie's persona you take ~5k (minimum) with meter. (btw, the second item only gives 20 sp so it doesn't technically give teddie instant access to tv, although almost always does) Share this post Link to post Share on other sites