Mitsurugi General Discussion and Q&A

The issue you presented is not even an issue, nor does one person make up an entire community. But if you have questions, people here are willing to answer them.
 
Don't be quick to call something overpowered just because you lose to it.

In the OP: "I am hesitant to call anything in a game 'overpowered' two weeks into it."

You quoted that line yourself, and now you are saying I was quick to call it overpowered?

I have been on video game forums before, Malice, and I know the purpose of administrators. I can only imagine that you are not asserting your authority as an admin when you make thoughtless comments like this in a thread.

As an admin, if my thread violates any site rules, you should lock it or take it down, not argue with me about it. I seriously expected better of this forum. Is this how things go all the time?
 
on a side note, it would be nice if they added this move to mitsu's mist stance. I think it fits perfect. :)
 
Also, I find that one way to make 6B:2 a bit more useful is to use it after a launch. Let's say you launch some one, and do QCFB to finish the combo. Instead you can do a mixup. What I sometimes do is charge the 6B:2 animation while they're in the air, and hit them after they've landed, granting another combo to take about half their life. Alternatively, you can mix it up with A+B. But don't take my word for it, I'm still a noob. Try it yourself.

Edit: You can also do a 1A after an EX 236B, it does more damage than 1B and will hit much more consistently on all characters. But again, I'm a noob lol, so try this yourself and correct me if I'm wrong.
 
It leaves them on the ground so you can follow up with another 2KB.

touche, thanks.

On the topic of 2KB, I find that the regular one is punishable on hit. Against a Pyrrha, she was able to punish me with a BB every time I landed it on her, even if I held G after landing it.
 
Might be online, pretty sure that isnt supposed to happen. If it is true though, you just have to mix it up with 4KB, 4B and other spacing moves.
 
Might be online, pretty sure that isnt supposed to happen. If it is true though, you just have to mix it up with 4KB, 4B and other spacing moves.

I just went to practice mode to made sure, and yep, it's punishable. See for yourself, set the dummy to counter after the second attack. Do 2KB, and hold block. You'll be punished :S
 
Okay guys, 2KB on NH is I believe -16 on NH. This has been discussed and maligned for several months now. However if you catch them on CH it knocks down as it usually would and if you use the 2K BE version of it it'll knock down also whether on CH or NH. (Counter Hit/Normal Hit) With the 2K BE though for it to knock down, you can't delay the input and try to CH confirm. If you want it to knock down on normal hit you have to throw it out there and hope they don't block.
 
what happen with the DOS from old 3A on CH???....now the oponent recovers alone.....WTF???

I've been going into a low/mid/throw mix up after CH 3A. and B6 cuases a crumble stun, but doing 3A after CH B6 leaves them standing like a CH 3A normally does, so I like to CH B6, 3A, mix up.
 
Has anyone mentioned that if you transition into Mist using 66B+K (or 88~6B+K) the transition retains super tech crouching frames similar to SCIV? I was just doing some minor testing and it easily goes under Mid's like Pyrrha's 236B.
 
yes its in the future press guide
but it doesnt really retain super TC. it does duck some moves (if you check punishment thread there are some examples, to name a few Ivy 66Ahold or astaroth 44A hold can be ducked and punished by MST A+B!) sometime it go under 2A's etc, but generally "super TC" is rather nerfed. Also you dont get any significant damage for doing so. Instead use 236~delayB when you want to actively TC.
 
Hey there guys. This is pretty much my first time posting on this site, I am more associated with the ever so taboo SRK. I've come in from a predominate SF background and SCV is the first in the series I've ever taken seriously. I've already attended local tournaments and placed and I feel I may be able to contribute to the discoveries of some of the unearthed technology of this game.

Now the introductions are over, the more pressing issue I wanted help for specifically is actually the Algol match-up. Funnily enough I feel people are sleeping on this character as when played well he stakes a fine proposition for challenging for a top 5 spot. To the best of my understand he was banned in the last iteration and though he's been toned down he's more than a handful with damage output (mainly BE attacks), quick attack rate, long reach, mix-up potential and useful fireballs. His style is so unorthodox, coupled with (IMO) one of the strongest characters in the pressure department and mind games. I hope to upload some footage of my matches with a skilled Algol player to get feedback, positive or negative and advice. But until then, how has everyone been finding this MU? Have you come across a beastly Algol yet or do you feel he's not as powerful as I make him sound?
 
That was actually the first place I checked and there was no info on Algol just as yet. Even though it's a good reference to know what punishes what, I was hoping for more MU notes and strategies, not just punishers, as well as a discussion on thoughts and opinions on Algol.
 
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