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Thread: Yu vs Mitsuru (Ice Car version Mitsuru. Calling it.)

  1. #1
    BZZZZZT
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    Yu vs Mitsuru (Ice Car version Mitsuru. Calling it.)

    This thread's for discussing the vs matchup. That awkward moment when you're trapped in an ice block.
    Last edited by Narukami; 03-22-2012 at 09:38 PM.

  2. #2
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    Hermit
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    mitsuru kirijo matchup notes (untranslated)

    美鶴のフレーム情報(±は美鶴視点のガード硬直差)
    5a:根本6f、先端7f
    2a:8f
    4b、5b、6b:16f
    ドロア:a、b、sb全てガード時-4f、aドロアヒット時+3f
    足払い:-3f
    4b>足払い移動のみ:-7f

    ◯遠距離
    ジオは美鶴の5d(ムチ)に掻き消されて喰らうのでタイミングに注意
    逆にムチにジオダインを狙うのもアリ
    マリンカリンは下がれば途中で消えるが、ラインの奪い合いと相談
    美鶴は端が強いので追い込まれたくはない

    ◯中距離(美鶴の5a先端が届くか届かないかの距離)
    美鶴の5aに番長の5bで付き合うのは分が悪いので、基本的には押し込められる
    5aにはc石火先端当てを狙う。ガードされても先端なら反撃が確定しないし、
    少しめり込んでも2a>aドロア[>五月雨]で1000[2000]程度
    美鶴5aは単発300でc石火は800+起き攻めなので、熱くならずじっくり

    c石火を見せると美鶴がバッタするはずなので、そこからは相手の癖の読み合い
    jaは横に強い上に、空中カウンター喰らいすると痛いコンボがあるので注意
    jaを読んでのダッシュ2bか、jbを読んでの空中ダッシュで上から被せるか

    ◯近距離(攻められてる時)
    ドロアをガードしたら、フレーム的に最速で5bを出せば美鶴の逆切れ以外の行動には発生勝ち出 来る
    変に5aや2aを出すと4bに狩られるので、思い切って美鶴4bにも届く5bを出した方が良い(ヒット時空 コンへ)
    ドロアはヒットストップが短いのか、ガード時に最速で技を出すのが難しいが慣れておく

    ドロアを喰らったら、相手の5aには逆切れ以外では発生負けする
    ここで美鶴の選択肢は主に、5a(暴れ潰し)、投げ、4b(投げ抜け狩り)、バックジャンプ昇 りjb
    4bからはかなり痛いコンボを喰らうので、これだけは喰らわないように注意する
    端だと投げからもコンボ+ブフーラ起き攻めがあるので、苦しい読み合いだが仕方ないので我慢

    4b>足払い>ディレイドロア
    4b>足払い、から5a等で固め直し
    4b>足払い移動のみ、からの投げと4b
    等の連携も注意。安定な抜け方はなさそうなので、リスクリターンを把握して行動するしかない

    ◯近距離(攻めてる時)
    5aの発生フレーム有利があるので、多少強引にいける
    美鶴はaの発生が遅く逆切れに頼りがちなので、逆切れを意識する
    逆切れガード時は着地ブフダインがあるので、着地前に2bで拾って空中コンボへ

  3. #3
    JIODAIN
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    Mitsuru frame information (± difference of perspective Mitsuru rigid guard)
    5a: 6f root, 7f tip
    2a: 8f
    4b, 5b, 6b: 16f
    +3 F time, a drawer when a guard hit-4f a, b, all sb: drawer
    -3f: pay leg
    -7f: pay only move leg 4b>

    Distance ◯
    Note that because GEO timing erased eat oysters 5d (whip) of Mitsuru
    It also aims to Jiodain to whip in reverse
    Marin Karin disappear in the middle of it falls, in consultation with scramble for line
    Mitsuru do not want to be forced by a strong edge

    ◯ (distance of either arrives or does not reach tip of Mitsuru 5a) medium-range
    Associate it with the gang leader to 5a 5b of Mitsuru minutes so bad, basically be tucked
    5a is aiming to hit the tip flint fire c. I also tip if you do not confirm that counterattack is guarded,
    About 1000 [2000] 2a> a drawer in the early summer rain>] even a little sinks
    5a c Mitsuru is so offensive flint fire happened at 300 800 + one-shot, carefully not hot

    Because the locust is supposed to show the flint fire Mitsuru and c, from the habit of reading each other there is a partner
    ja is on a strong note, because there is painful when you devour combo counter next to the air
    cover from the top with a dash or air dash or 2b of reading ja, jb of reading

    ◯ (when being attacked) short-range
    Once the guard the drawer, the behavior of non-Mitsuru will come out of reverse to publish 5b occur if it wins the fastest frame to
    So that the hunted 2a and 4b and 5a give the strange, who also reach out to 5b 4b Mitsuru ventured good (to configuration space-time hit)
    Familiarize yourself with what is difficult drawer hit a short stop, is it the fastest to get the technique when the guard

    If you crash the drawer, to 5a of the other except in the reverse will be losing out occurs
    Mitsuru is primarily choices of (crushed rampage) 5a, throw, jb, Noboru back than jump (hunting missing throw) 4b here
    From 4b is quite painful so eat a combo, just be careful this is not taking hits
    Because there is a combo + Bufura attack occurred from the end and threw it, put up with each other but can not be helped so painful to read

    > Delay payment drawer leg 4b>
    5a from such re-encased in, pay leg 4b>
    4b throw from the capital, pay only move leg 4b>
    Also note, such as cooperation. How stable is missing do not seem to be so, not only act to understand the risk-return

    ◯ (when you are attacking) close
    Advantageous because there is the occurrence of frame 5a, go somewhat forcibly
    Mitsuru so tend to rely on the occurrence of late reverse out a, to be aware of out reverse
    Because there is a reverse off guard when Bufudain landing to pick up in the air combo before landing 2b

  4. #4
    New Kid in School Jon Slayton's Avatar
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    Elizabeth
    Anyone got any tips for this matchup? Her pokes completely shut down my game with Yu. I feel like I'm forced to let her come to me to get anything going.

  5. #5
    2nd Year VR-Raiden's Avatar
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    Hey what's up Jon. I'm still getting the hang of the match but my take on it:

    On the ground, I feel like you simply can't win the poking game without taking risks. Her 5A is faster than your 5B and has almost the same range. 214C/D will go under both her 5A and Droit, but she can punish if it's blocked or whiffs. If it hits though, it's a chance to get in. It also hits her for doing 5D at long range.

    Her j.A usually wins air-to-air so I don't like challenging her in air.

    Approaching from the air seems easiest to me, her DP isn't air unblockable and her 2B has a pretty narrow hitbox.

    5A pressure up close is good, her 5A is 7 frames and yours is 5. Just remember she has a good DP.

    DON'T try to throw break in anticipation of a grab, she has way too many ways to screw you over for whiffing a throw. Wait for the grab to actually connect, then break it. or DP since that'll beat many throw bait options.

    Do everything in your power to not get cornered.

    Punishes worth knowing:
    - instant block any Droit and you get a CH 5A if you're within range
    - the safest way to punish her DP is hitting her before she lands with 5A/5B/2B. She can't cancel to super on block until she lands. If she has no meter to cancel, CH 214A/5C or FC 2C can punish it.
    - punish Bufudyne with CH 5C or FC 2C. You can also Cross Slash or roll through it during the super flash so they can't OMC it on block.
    - a sort of option select punish for her DP that I need to actually start using, wait til the instant she lands after blocking it, then 5A. If she doesn't cancel to super you get a CH 5A crouch hit. If she does cancel to super, you recover in time to block/roll/super her super.
    Last edited by VR-Raiden; 09-05-2012 at 05:41 AM.

  6. #6
    New Kid in School Jon Slayton's Avatar
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    Elizabeth
    Hey whats up Raiden, good to see you on here. Thanks for the tips. I also found you can get a counter hit throw if you instant block her droits, and if she does single hit 5A a lot, you can instant block and get a 5B from most ranges. Pretty hard to do 100% of the time but it's a good option to have.

    I was messing with 214C/D to beat her pokes and it doesn't seem to go under her pokes all that well up close. Like if you're sliding in from a distance then your leg / sword portion will go under her pokes but as soon as the pokes get within body range of Yu, it'll still hit him, so you can't use it to get out of 5A / droit in close unfortunately.

    I definitely agree on approaching from the air. Unfortunately you still lose just as bad to j.A as you do 5A so it seems like you just get bodied if you're on the same plane as her. Trying to run up and 2B in anticipation of j.A works well but if she j.B's instead then you're getting hit. It's a really difficult matchup IMO... probably the hardest one in the game for me.

    My strategy is to knock her down and then sink my teeth and and not let go. Like you mentioned, your 5A is better than hers in close so you really just don't wanna let her get away if you can. Easier said than done though when getting a knockdown can be as tough as it is.

    Edit: Lab Findings: If you get stuck in one of her ice pillar tech traps, you can immediately D Ziodyne it if you have meter, or if you time it right (have to do it a split second before the ice hits you) you can furious action through it for a punish when you land. Alternatively you can just tech right before the ice hits you to go through it and punish, but this stuff is there if you do find yourself accidentally teching into it.
    Last edited by Jon Slayton; 09-09-2012 at 07:45 AM.

  7. #7
    My least favorite match up with Narukami but I think this is a 5-5 match up, maybe a 6-4 in Mitsuru's favor. Honestly, the majority of the match up information is on dustloop so I would refer to that for more information. I don't want to copy & paste the info here but I'll recap what I've said over there.

    This is a heavily footsie and momentum based match up and can easily land slide in either character's favor. The only difference is that when Narukami has momentum it's constant spacing and oki setups. If it's Mitsuru that has momentum it's frame trap city and a lot of reading from both characters.

    Range wise, Mitsuru out prioritizes you in every way but a lot of her best ranged ground and aerial normals have significant recovery on whiff. It's enough that you can get a good damage on a whiff punish but quite frankly it's really difficult in getting them to whiff it because of the pacing of the game.

    Neutral Ground Game:

    -5A out ranges your 5B but you whiff punish her 5A with 5B. If they know your 5B range and start poking outside of it then you can start using 5C but this is difficult to time but it is an option available.
    -If they are abusing 5A at max range then you can 214C+D to beat it. This will also beat 5D, j.D, 2D.
    -Her 4, 5, 6B will counter your 214C+D if timed correctly. If she charges B then you can eat a fatal counter and even if it trades and you get the knockdown you end up in a crumple state and she's can tech recover and continue the combo.
    -2AB goes under 5B, 5C, 5A. From the footsie game you need to be aware of this. The counter to 2AB abuse is raging lion and you can get a CH to a knockdown
    -Mitsuru only has 2A and 2AB for lows and she can't get much damage off of 2A without OMCing her A Droit. From 2AB, she can do B Droit into 3k+ damage in the corner. This is useful to know because her best midscreen combo options require you to be in a crouching state or CH state. If she doesn't get either her combo options are limited without spending meter.
    -IBing Droit is a free 5A punish combo
    -Normal blocked droit she's around -2 but it's a guessing game of 5B, 4B, 5A, 2A, 2AB, BD, or Super at that point. Your BD can beat some of those options but if she blocks or does 4B you got baited. If you feel she's going to do 5B, 4B then your 5B will beat those options. If she does 2AB she'll beat that 5B but this will lose to 214A or BD. If she BD's or supers she's beating everything but a block. A lot of this is also spacing dependent so if she hits with the tip of Droit she's safe even on IB.
    -Mitsuru's BD start up time is fast and has a really good hitbox that hits behind her. However, it's not air unblockable and can be safe jumped. Punishing it when she has 50 meter is difficult though as she can do a super (not a super cancel) to reduce the recover time and both supers have start up invinci frames. If you blocked BD in the air don't even bother with a punish she lands first and can stuff any punishment attempts with a super. You can wait see Bufudyne and then roll through it to punish her.
    -You can actually challenge her j.A with your j.A but not at the same time she does j.A. It's either after she throws j.A or slightly before it and obviously this is spacing dependent. My normal air approaches against Mitsuru is while rising j.A into a falling j.B or a double jump. If they try to meet you with their j.A you will beat it. If you wait slightly after they do j.A you can do a while rising j.A to beat them or 2B it if it's spaced poorly.

    Strategy:
    -Name of the game is to get a knockdown and start the oki game. Do not blow that 50 meter for a OMC combo unless you're close to the corner. If you can't maximize the damage off of that 50 meter then don't do it. End your combos into 2AB or 214C because both options set up safe jumps against her BD. The reason I say this is because you want to constantly put pressure on Mitsuru and ending your combo in any other manner doesn't force her to guess on wake up.
    -You're going to have concede some pressure because if you push the offense too much you can easily eat a BD. Narukami cannot keep the offense forever so he has to take some risk to open Mitsuru again and it's those risks that become susceptible to BD mashing. It's best to test the waters and concede pressure to bait a potential BD. I know this is a general rule of thumb but it's best to remember this.
    -Her AA's are limited with 2B, BD, and Bufudyne being her only options up close with BD being her best option.
    -Be aware that Bufudyne is air unblockable and will beat 2AB safe jump setups. Not really sure about 214C safe jump setups.
    -Avoid getting put in the corner because it's going to be a long road of blocking.
    -Keep yourself outside of her pokes until you can get a feel for your opponents spacing, then plan your entry accordingly ie.5A/5D abuse = 214C/D, 2AB abuse = 214A/B, etc...
    -The eventual goal is to get her in the corner and not let her out as her options become limited.

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