Narcowski, post: 7543408, member: 17628 wrote:
For the record, the (good) liz players I've seen talking about the s.lab matchup on IRC put it at "even or slightly in s.lab favor".
You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.-Mike_ZEveryone (should) be mindful that if there isn't a new generation after my generation, the FGC (fighting game community) will basically become extinct, so it's important to think about the future.-Daigo Umehara
d3v, post: 7565017, member: 9887 wrote:
Hmm... just checking out the numbers. Chie == Mitsuru?
Celerity, post: 7565038, member: 37636 wrote:
I'm not sure that updating the list every time someone posts a conflicting opinion is the best way to gather accurate data.
Lord Knight, post: 7561594, member: 5897 wrote:
EDIT: you cant tech throws on reaction
Celerity, post: 7566252, member: 37636 wrote:
LK do you think your opinions on the Chie matchup are partially due to the fact that MarlinPie is the player who gives you the most trouble on a consistent basis? If everyone is free to you besides Chie players, it may make the matchup seem tougher than it is.
SpaceOutNightmare, post: 7568771, member: 74440 wrote:
I am in no way shape or form a great S.lab player, so I would like a little more in-depth explanation on how S.lab wins the Mit matchup.
Doesn't Mit's D do like 450, breaking the autoarmor Asterios has?
I have a pretty good Mitsuru at my locals and it seems like he doesn't even need to leave neutral, he can just kind of chill and D, or if he gets tired of that, Coup Drop.
Or am I missing something when I block or IB it?
d3v, post: 7569300, member: 9887 wrote:
Uhh... from all the discussion here, Mitsuru wins the S.Lab matchup.
Lord Knight, post: 7689988, member: 5897 wrote:
new tiers - (imo)
S - Aigis Mitsuru Chie > Yu = Teddie > Yosuke
A+ the rest
Dramatix, post: 7717527, member: 55248 wrote:
Can someone explain how Mitsuru is S+ tier? I'm not bashing her because I use her, but aren't her moves linear and predictable? I'm just going by what I've heard.
Emil, post: 7717827, member: 3663 wrote:
She isn't much of a mixup character (though she does have some damaging mixup with meter). The problem is her normals are too good and it's not really an issue of "how do I block this?" as it is "when can I do something other than block?". Now R-actions can be a solution to a lot of problems but the problem here is that Mitsuru has probably the most damaging combos in the game (I suppose Elizabeth's are more damaging). You can die in 2 Mitsuru combos most of the time, so it's quite risky to make reversal guesses to get out of her pressure.
Her r-action is very good and it doesn't make her go high enough in the air so it's harder to punish than it should be. You have to punish it while she's in the air if she has meter, or she can supercancel it when she lands...if the r-action is airblocked, there's many cases you won't be able to punish it in the air.
Her risk/reward is greatly skewed in her favor. Worst of all, she is very easy to use and in most cases you don't have to actually think about what you're doing because you can cause many problems for the opponent by just doing moves (and in most cases you can cover a number of situations with single button presses, without thinking about them). The opponent has to go way out of their way to counter simple brainless things that she might do.
d3v, post: 7844802, member: 9887 wrote:
Are people actually still discussing the balance of this game?
nihil679, post: 7845187, member: 81206 wrote:
I for one would like to, but it's so shunned upon by a very spoken part of the community.