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Amadeous

[P4A] Chie Satonaka Vs. Mitsuru Kirijo

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This thread is for discussion of the Matchup against Mitsuru Kirijo. Please post any relevant information here. The OP will be updated regularly with any information posted in the thread that could aide the summary of the matchup.

Matchup Ranking:

Your Plan:

Their Plan:

Openers:

Punishes:

Neutral Game:

Character Specific Notes:

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I hate playing against Mitsuru. How the hell do I get in? :/ Because it seems like you have to accept to take risks that Mitsuru simply doesn't get to have if she's trying to get pressure on you. It feels like Mitsuru has both better offense and defense in this matchup.

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From my experience, she's covering a lot of good range out of where Chie can touch her. 5A and j.A range is really good. Try to get in her 5A,5B whiff range and swat her with 5C and dash cancel in. Dash canceling 5C is super important in closing the distance and working on fundamental Chie pressure.

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From my very little experience with this matchup, it seems pretty hard for Chie because Mitsuru controls too much space with her normals.

What seems to help a lot is that Chie's 2a and sweep low profile Mitsuru's 5a so she can't abuse it too much.

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When Mitsuru has her DP blocked either a) aerial punish or b) punish her landing with 5A.

In case of a), you will get decent damage if you use a good starter depending on your position. I wouldn't take this route, but I think 214D would be pretty feasible otherwise a 5B or 2B or 5C would be fine too.

In case of b), 5A will punish her into a decent combo and if she chooses to do her followup super (at least the ice one) you will recover in time to block and punish. You might need to IB it to get an optimal punish (5B). Rolling is also an option but I would not rely on it as the ice super hits behind Mitsuru and doing it after the 5A may forfeit any punish opportunity especially if you were looking for a CH combo.

If she has meter to RC her super you could either take route a), but using up 100% of Mitsuru's meter is a rather important option to keep in mind as well if you have the confidence and/or stamina to spare.

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My assessment - Close to even (about 4.5:5.5 Mitsuru favor)

Mitsuru's normals have a lot more range than yours, but she's going to have a really hard time opening you up. Mitsuru's air-to-air j.a rarely converts for more than 700-800 damage, even on counter hit -- don't try to get hit by it, but don't let it dictate the pace of the match entirely.

Airdash at her incredibly sparingly. If you airdash poorly she gets a free 2b and that leads to 3k+, this is definitely the worst move to get hit by midscreen.

At the beginning of the match jump backwards. This is the only safe option. If your opponent likes to lead with a-droit you can backdash and punish, but a b-droit will knock you out of the backdash. Jumping forward puts you in Mitsuru's j.a or 2b range, and if she droits she just goes under you. Jump back is definitely the best option here.

Blocking is really strong here, but don't use B+D too much, since 2a can blow it up, and a DP cancel can too. Try to instant block droits and catch her pushing buttons after.

If you block a dp on the ground you can punish with 5a before she lands (5a5c jc djbb8d -> AB/236b236b236236d etc), if you block it in the air you can dash forward and 5a, and recover before Bufudyne hits. You can counter the Bufudyne for a guaranteed punish. If she does her other super though you'll get hit. It's a lot less damage though (and incredibly unsafe on block)

Your best approach against her if you get the opportunity is to use your double jump and jc to avoid a 2b. Be very wary of how her DP will cross you up and which way you have to block in a situation where you are above her head. A lot of Mitsuru DP anyone right above them because it's difficult to block, so just pay attention.

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Oh, just to make sure enough people know, midscreen sweep into 5DD isn't guaranteed against Mitsuru, she can 2B it and hit the persona with her invincibility frames from that normal (why does she have that!?!) since it hits the persona she should be able to cancel it into something else, making it a little risky to punish.

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I talked to LK about her 2B and the invul frames aren't at the start of the move. Try doing delay 5D instead of sweep into 5DD, it might have a better chance of working against a Mitsuru mashing 2B.

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Guys, I know it may be frustrating, even I thought this matchup was all in Mitsuru's hands until a friend of mine (also a REALLY good Mitsuru) gave some advice. Chie can 2A punish just about everything Mitsuru does. What sucks about this matchup is that you are forced to play Chie a different way than you might be used to. You all of a sudden have to take it slow and be patient. But if you block patiently you really can short dash 2A her out of everything. Sweep 5DD is not safe but if you feel that they are gonna do 2B (since it is like her only option out) that move has hella recovery so as long as you stay grounded you should be able to punish it safely. Believe me, Chie can really get under Mitsuru's skin.

What you SHOULDN'T do is try to challenge her space. Don't try to dash 5C, don't try to challenge her air to air, don't black spot randomly and don't jump towards her recklessly. Mitsuru can literally 5A or j.5A all of those and you find yourself without a persona in seconds. Also, Chie's Furious Action isn't good against Mitsuru because Mitsuru is all about frame traps, 9 tims outta 10 you are gonna get fataled if you try to counter out of her pressure. What you should be abusing is Chie's j.5C's ability to delay your descent upon jumping. Like Air dash then j.5C in the middle of the dash to alter your landing so Mitsuru won't be able to 2B you to hell.

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Outside of 214CD, how the hell are you supposed to do anything about her jump-ins? I know her jump-ins don't combo into anything from high up unless they OMC it, but her jump back B and j.A are just walls that are impossible to AA.

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Outside of 214CD, how the hell are you supposed to do anything about her jump-ins? I know her jump-ins don't combo into anything from high up unless they OMC it, but her jump back B and j.A are just walls that are impossible to AA.

+1, I'd like to hear some more discussion on this. Right now my general strategy is to not approach Mitsu while she's airborne.

If you read a jump back j.A, you can run in and 2B that shit. But that's a read, and like all intentions to anti-air with 2B, executing on that read isn't always 100% reliable.

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typically, if she's doing jump back j.b or j.a, just let her. She's pushing herself towards the corner free of charge, which is great for you since Mitsuru in the corner is practically a free win for Chie unless their blocking is super on point. If they're jumping at you or neutral when they're doing it, just 2B it since while Chie 2B is bad, it'll still beat an obvious jump in like that. If you have the read and want to yomi it, early jump forward j.a will stuff it, score a counter hit and lead into oki. And if they're in the corner and STILL doing it, and you want to absolutely kill them for it, early dash 214C so you get the fatal into meterless 5k + oki setup, and I promise they'll stop doing it then. If the STILL insist on doing it, you already practically killed them for it, so just keep killing it. Sparing use of j.a from Mitsuru must be respected, but that's similar to them having to make reads on our dash 2A, and our reward is far higher than theirs is.

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typically, if she's doing jump back j.b or j.a, just let her. She's pushing herself towards the corner free of charge, which is great for you since Mitsuru in the corner is practically a free win for Chie unless their blocking is super on point. If they're jumping at you or neutral when they're doing it, just 2B it since while Chie 2B is bad, it'll still beat an obvious jump in like that. If you have the read and want to yomi it, early jump forward j.a will stuff it, score a counter hit and lead into oki. And if they're in the corner and STILL doing it, and you want to absolutely kill them for it, early dash 214C so you get the fatal into meterless 5k + oki setup, and I promise they'll stop doing it then. If the STILL insist on doing it, you already practically killed them for it, so just keep killing it. Sparing use of j.a from Mitsuru must be respected, but that's similar to them having to make reads on our dash 2A, and our reward is far higher than theirs is.

At which combo are you referring to when you say 5k meterless + oki setup?

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At which combo are you referring to when you say 5k meterless + oki setup?

Anti Air 214C (FC) > dash 5B > 5C > 2D > 5C 44 > 5C 44 > 5C 44 > 5C 66 > 5B > 5C > 236B > 236B > 5C > AoA > 5DD. Extremely similar to the listed fatal starter, but done as AA so the initial power charge isn't required. Builds enough meter to end with God's Hand too if you wish.

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