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ludwig van

[P4A] Naoto vs. Mitsuru

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her Ice super (BUFFALO?) is air UB. I was able to successfully punish by buffering a gold burst and having her super whiff thru me. I was able to land from the burst and punish. I hope the opponent I was playing was not mashing & this truly is counter option to it.

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How do you guys handle DP-happy Mitsuru's? I try to cross that thing up and still get hit lol. And then the fear of the DP lets the Mitsuru get away with jumping or otherwise ignoring my pressure; annoying.

This matchup is super-irritating because of Mitsuru's derpy normals. Dashing 5B can challenge her sometimes, but not something to count on. I feel lots of movement and staying fullscreen is the way to be safe, but Mitsuru has options even then with 5D Persona ice whip (ARTEMISIAAA).

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How do you guys handle DP-happy Mitsuru's? I try to cross that thing up and still get hit lol. And then the fear of the DP lets the Mitsuru get away with jumping or otherwise ignoring my pressure; annoying.

This matchup is super-irritating because of Mitsuru's derpy normals. Dashing 5B can challenge her sometimes, but not something to count on. I feel lots of movement and staying fullscreen is the way to be safe, but Mitsuru has options even then with 5D Persona ice whip (ARTEMISIAAA).

How exactly did you try to cross up the DP? On hard knockdown, if you jump cross up block you can punish the DP. Be wary of meter however. Mitsu's love to DP>236236B

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How exactly did you try to cross up the DP? On hard knockdown, if you jump cross up block you can punish the DP. Be wary of meter however. Mitsu's love to DP>236236B

That time, it was because I did a raw IAD and got caught in the airdash. But now that I'm getting better at IAD > airturn I'm having more success. Still, The Box is too good. :v:

Now that the salt is out of my system, here's a little writeup. Playing this matchup a bit more, I feel it's in Mitsuru's favor, but we probably have it better than most characters. Mitsuru really gets rewarded more for random hits and "just doing" things than we will, but we have options.

Round start, Mitsuru's 5A will beat/trade with all of our normals, but our sweep can go under it. Naoto is one of the characters that can crouch under Mitsuru's 5A, so use 2A or sweep if they try to bully you too hard. But typically, my opening move will be to IAD back or backdash and gtfo of there before Mitsuru is derping into my face.

Fullscreen is really where Naoto wants to be, out of the range of Mitsuru's 5A and Droit. Gunshots can go right through Bufula, but unfortunately this is where her 5D/jD and EX Droit come into play. Her 5D/jD is actually only active at the tip of the whip, so if you read them you can move within it's range or A+C through, tagging Artemisia, but be wary if she has Bufula backup. If you block the whip, it actually has a fair bit of blockstun. Fullscreen you'll be able to jump out afterwards but close range to midrange Mitsuru can use it to get in like Litchi's Itsuu. But basically, don't just autopilot gunshots when you're at fullscreen; respect Mitsuru's options.

Eventually Mitsuru is going to start cornering you. I find when we're both approaching the corner, EX Shooting Stance > D cancel is good to get back into the middle of the screen.

Check out these clips of Denpa's Naoto during SBO top 4 for a really high level example of the matchup imo, look how he tries to stay full screen and out of Mitsuru's effective range at all times, constantly moving. Since she can take out half our life in one combo it can be worth not giving a fuck about Negative Penalty just to keep the neutral advantage.

www.youtube.com/watch?v=Rh1nPedOL3Y#t=17m22s

www.youtube.com/watch?v=Rh1nPedOL3Y#t=27m44s

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After watching the videos, in general, I think that's how we're supposed to play Naoto in general. Using Naoto's natural advantage to the fullest while not being braindead about it. I notice how Denpa is setting traps at the "ideal" time, meaning he only sets traps when he knows his opponent won't get to him, plus he's setting traps at different heights to keep his opponent guessing, rather than just "jump > set trap" like I usually do which is a big no no. Also, I notice how Denpa sometimes cancels his Aim stance early if his opponent dodges the first 2-3 shots, which is smart since he doesn't want to risk Naoto getting hit and that the only time he actually gets into range is when he knows his opponent will be forced to block a trap he previously set.

Most importantly, Denpa is being mobile instead of just sitting in one spot.

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Man, this matchup is really dumb, like.. how am I suppose to win... no, how do I put fear/annoy a DP Mitsuru? I can't throw out traps unless I'm SJ height or fullscreen cause her weak persona, and I can't shoot/zone her for the same reasons. During Oki.. I swear this bitch is never scared on her wake up lol. like.. when I try to bait out DP and they do nothing that shit puts Naoto in a bad positon to do anything after a failed attempt, then when I try to apply presure... I get DP'd -__- but I have had success IADing back and using double jump to bait it out her AA 2B or AA DP attempt for an aerial counter hit into Naoto's IAD J.2A, J5C loop since I'm too scared to let her touch the ground cause of that ice super, lol. Also, I've been using the knowledge y'all have already put out in this thread like the 2AB to go under her 5A, but still... this match is tough. *sweat from fatigue* can't wait till you guys find some more tech.

BTW, that was a good SBO match.

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I think our 236b beats one of her moves, but I'm not sure exactly what. It might be the backstepping 5b. It scores a nice fatal, but I haven't been able to pick it up w/ 66 5c. It might be her weird falling hitbox.

Very stressful matchup to say the least. I'm not sure what Coup Droit is on block exactly (can't believe it's +), but sometimes on IB I've had success mashing her out w/ 5a. Most of the time though, I'm scared to press buttons and I just patiently block until she messes up applying pressure. -_-

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Mitsuru really relies on her opponents messing up and pressing buttons at the wrong time for those damaging CH and FC combos of hers, so we're better off holding down-back, waiting for an opportunity to get back to neutral or reverse the momentum. Anyway it's better to just eat the grab for being too defensive than having up to half of our life being devoured off of a press of a button at the wrong time.

That said, staying a far, laying traps, shooting bullets, while being wary of her 5D and j.D's range has worked out for me. Also learning the gaps in her various blockstrings help to know when to disrespect her with a well guessed F-Action for being stupid.

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I think our 236b beats one of her moves, but I'm not sure exactly what. It might be the backstepping 5b. It scores a nice fatal, but I haven't been able to pick it up w/ 66 5c. It might be her weird falling hitbox.

Very stressful matchup to say the least. I'm not sure what Coup Droit is on block exactly (can't believe it's +), but sometimes on IB I've had success mashing her out w/ 5a. Most of the time though, I'm scared to press buttons and I just patiently block until she messes up applying pressure. -_-

If you can't connect anything with FC 236B 66 5C, you can always OMB or OMC and get that needed 5k.

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For the love of god, watch out for her throw FC baits if your back is against the wall. Fuck that character. It feels like a 7 - 3, until we loop her.

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You shouldn't even be pressing any buttons when blocking against Mitsuru in general unless you're gdlk and can throw tech or F-Action on reaction.

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Just an aside for anyone attempting Sweep > 5D oki against Mitsuru: if she does wakeup A Droit, it'll actually hit you out of trying to meaty her or jump on her wakeup if your sweep isn't completely max range, herp-a-derp. Thankfully you still have time to meaty Sweep her and low-profile it (even if you're up close), and get a CH sweep > 5D combo, but then you have to worry about DP, kind of putting the guessing game in her favor. Basically, don't use 5D oki unless your sweep is perfectly spaced if they know they can scumbag Droit on wakeup.

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This match up gets annoying, but then again, I'm still a horrible novice at P4A.

If there's one thing I can say for certain, Mitsuru just gets off on punishing people for fighting back. Stay full screen, and watch out for frame traps. Slightly quoting Guilty Bits with Slayer.

It feels like Mitsuru leaves you just enough rope to hang yourself.... :vbang:

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