Correa, post: 7883691, member: 43806 wrote:
Probably 4:6. Don't think it's any lower than that, given how he works. You can spend the entire match poking him to death and he can still pretty much come back from nothing off one mistake.
Correa, post: 7884958, member: 43806 wrote:
Life difference shouldn't matter too much, Mitsuru needs to be in to do any damage, which generally should give Kanji more opportunities; Yukiko's happy keeping him full-screen all day. And none of Mitsurus pokes convert into good damage, other than counter-hit 5A on crouching characters (which you still have to crouch-confirm and be either close enough to the corner or OMC if midscreen).
All of her big damage comes from making reads into either 4B, Sweep, 2B anti-air or corner throw, all of which are hard to land on Kanji due to DP, command grab, FC j.C and later in the match, the grab super (this tends to happen a lot if she ever tries to go in).
The proper way to play that match is to stay as safe as possible, avoid taking any risks, watch out for DPs, don't challenge j.C or air grab and poke with 5A (then immediately back off) until he dies, which more or less means giving up on good damage. The only way she can reliably get any real damage is if the Kanji player makes a fairly big mistake.