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?
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_ZIf there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.-PersiaXOIf you're waiting for a fair & balanced game you're wasting your time. The best players exploit each game within the rules to win.-Alex Valle
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.
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.