Jump to content
Dustloop Forums

Recommended Posts

Posted

So newbie question(s): Anyway to combo to his 2C in the corner, outside of counter hit combos? I love the move because I follow up with 214B and I feel that it does nice damage. I'm not sure how much of the cast it works on. And any general strategies to keep Izanagi from being attacked after his attacks? I find Izanagi staying too long on the field after you summon him for an attack for my liking. I try to cover him, but there often times when the opponent can attack him.

  • Replies 325
  • Created
  • Last Reply

Top Posters In This Topic

Posted
So newbie question(s): Anyway to combo to his 2C in the corner, outside of counter hit combos? I love the move because I follow up with 214B and I feel that it does nice damage.
2C -> 214B is bad anywhere but the start of a combo as far as I can tell because 214B becomes really hard to combo off into anything juicy. Also, you shouldn't do more than one (grounded) 214B on the ground because of repeat proration.

On crouching opponents 5A 5C 2C 214B combos.

I'm not sure how much of the cast it works on. And any general strategies to keep Izanagi from being attacked after his attacks? I find Izanagi staying too long on the field after you summon him for an attack for my liking. I try to cover him, but there often times when the opponent can attack him.
You have to fill in the holes with Yu, without support from Izanagi. Something like 5C 5B will keep Izanagi safe but you just end up down frames.

On 5D and 5DD you can make true blockstrings between 5D and 5DD, and directly after 5DD, that are also high/low mixups. Something like 2AB 5D j.b 2A 2B 5DD j.b is a true blockstring and keeps you both safe.

In order to do really tricky shit, like double crossups, you need to leave holes.

Also consider that having your opponent swing at Izanagi and hit him isn't really a bad trade if you get a full combo on him for it.

Posted

Enough is enough, I hate playing like a scrub, I want to get better. The only problem is I have absolutely no idea what I am doing. I just play online and practice execution and timing with moves. The few wins I have come from downloading people and trying to cash in on their mistakes/weaknesses. Most of the time I don't know how to approach and rely on air 214A/B to close space or 214C/D. When I get in I rely on the auto combo to bait bursts, but outside of the auto combo I find myself lacking in what his BnBs are. What is a general Yu gameplan? What guidelines should I follow in order to learn about his fantastic Oki that I keep hearing about? I watch the video on Oki setup and continually try to practice them but other than that what am I missing? I am currently reading up on the forums and trying to learn what I can, but I feel I am lacking fundamentals necessary to play the game well. What should I know and practice? Any help no matter how small would be much appreciated!

Posted
So newbie question(s): Anyway to combo to his 2C in the corner, outside of counter hit combos? I love the move because I follow up with 214B and I feel that it does nice damage. I'm not sure how much of the cast it works on. And any general strategies to keep Izanagi from being attacked after his attacks? I find Izanagi staying too long on the field after you summon him for an attack for my liking. I try to cover him, but there often times when the opponent can attack him.

another note

You can also put a 5b to that 2A>2B turn it to j.B>2A>5B>2B>5DD it's still safe and can still be looped in corners to j.B>2A>5B>2B>5C>2AB for another set up on 5D.. another note is to execute 5DD while performing the 2hits of 2B..

Also something good about 2AB is if they fail to recover on 5D you can still finish a nice combo like 214A>214B>5B>j.C>214B>2B>j.C>214A>5AAA

And there's lots of crossups on 5D there's roll there's air turn and there's the 2AAA>214A or 2AAA>5AB experiment on it, it's rewarding :)

@kiku at 5A>5C>2C>214B on corners can you follow up a j.C>214AB>2B on it or it ends at j.C?

Posted (edited)
Enough is enough, I hate playing like a scrub, I want to get better. The only problem is I have absolutely no idea what I am doing. I just play online and practice execution and timing with moves. The few wins I have come from downloading people and trying to cash in on their mistakes/weaknesses. Most of the time I don't know how to approach and rely on air 214A/B to close space or 214C/D. When I get in I rely on the auto combo to bait bursts, but outside of the auto combo I find myself lacking in what his BnBs are. What is a general Yu gameplan? What guidelines should I follow in order to learn about his fantastic Oki that I keep hearing about? I watch the video on Oki setup and continually try to practice them but other than that what am I missing? I am currently reading up on the forums and trying to learn what I can, but I feel I am lacking fundamentals necessary to play the game well. What should I know and practice? Any help no matter how small would be much appreciated!

Well first of all don't approach with a j.214A/B or a 214B to close space these moves have a large punishable frames if blocked or dodged and you don't want to risk them unless you you have a OMC ready to use.. 214C/D can be used only if enemies are using fireballs since it's projectile invulnerable and quick way to close the gap.. best approach is to j.dash forward j.B though be careful with enemy BD's and 2B cause it is easily countered.. while on stand try pressuring him to jump a 236C at max distance forces them to jump giving you opportunity to 2B counter or a BD for air specials if they approach you by dash, while if you approach at land try to be careful and anticipate their movements you'll always block just by closing the gap but at least you're getting near them.. when on close range when given a chance use 5A or 2A, these moves are very useful as a counter and a combo starter if it connects try to land a sweep which sets you up to his oki..

now his oki probably the most superior(on par with tomoe I guess) has many variations there's a mixup if blocked, a full 3k combo if it connects and a failed recovery combo either ways it sets up pressure, a loop if cornered or sandwiched and a high gauge gain.. so try to master kiku and shin's oki combo.. and try to make variations like a jump turn, roll and 214A mixups.

if you want damaging BnB's there's the challenge mode try doing all 15 of them over and over until you can do them on actual matches and try variations of it.. then for more BnB's go to the combo thread and video thread.. and if you're having troubles at certain character try going to matchup threads there you'll learn how to matchup character movements and how to counter them.

If you need help I'm willing to.

good luck on getting good :)

Edited by darkpath
Posted

@shinobispectre

Everything that darkpath said is spot on, another note;

Don't beat yourself over not getting good at a pace you want to. Everyone's learning pace is different in each game. I'm a KOF player and picking up KOF games only take me a week or a little more. Trying to learn GG/BB took me months (I'm still learning P4U BTW), it's frustrating but I know in time I'll get up there with hard work, asking questions and putting in the time necessary.

It's rare that someone can pick up a game and instantly understand it in two weeks time or less so just because you see others doing better around you, don't use that to demotivate yourself, use that to fuel your urge to get better. You're already hitting up the thread and asking questions, and getting responses and using those tips to help out your game, so you're on the right path, just keep at it and if you come across any issues, ask.

Another thing: Don't be afraid to ask the people who are giving you a hard time what you're doing that's opening you up, you would be surprised how many people respond and give you their honest feedback.

Posted

when an opponent is in the air and you catch them with 5B (towards the outer edge of your 5B), is there anything you can follow it up with? So far, I've just been doing 5B 5C and then stopping the combo there to back off or rush in to try and pressure them from there, but I feel like I'm missing out on some potential damage every time I do that.

Posted

try j.B>j.BB>JC>j.B>j.C>j.214A/B, if they're too far use j.dash>j.B>j.C>j.214A/B or if you want some space a 5B>5C>2C>236C/CD will do, also try using 2B it's more useful on anti-airs and functions almost the same as 5B

Posted

Can anyone help me on how to open up an opponent? I'm finding now that I'v ehit grade C all people do is turtle all day until I use one of Yu's moves. Since they're all unsafe I get punished horribly.

Posted (edited)

When someone "techs" they are doing a quick wakeup/roll right? I hear the phrase but keep thinking it means when they tech throws. Or is teching a whole different thing? And how can I get better at his air combos? I keep practicing Trial Number 18 but can never seem to get it. What am I doing wrong?

Edited by shinobispectre
Posted
Can anyone help me on how to open up an opponent? I'm finding now that I'v ehit grade C all people do is turtle all day until I use one of Yu's moves. Since they're all unsafe I get punished horribly.

Well first of all don't finish with specials unless you have a persona to cover for your punishable frames in Narukami's case the 5DD after 5D to cover for his 214A/B, 214C/D,.. but to use it you must have 2AB set-up to launch Izanagi, Yu has so much mix-ups other than his specials that in a pressure you're enemies would block only bout 60% of your pressure just to be looped again.. so I suggest practice oki, safe pressures and mix-ups

When someone "techs" they are doing a quick wakeup/roll right? I hear the phrase but keep thinking it means when they tech throws. Or is teching a whole different thing? And how can I get better at his air combos? I keep practicing Trial Number 18 but can never seem to get it. What am I doing wrong?

tech and and tech throws are very different as to tech is just a recovery after a valid combo ends.. while tech throws are just tech out of throws, what Air combo problems are you having with? the j.B(2hits)>j.BB>j.B(2hits)>j.C>214A/B? or the 214AB follow ups?

Posted (edited)

Ok, first of all if you can execute j.A>j.B you jump cancel by pressing the jump and direction you want to double jump then you quickly press j.B>then j.C>214A

in a much simpler form you execute it like this :uf::abt::bbt::uf::bbt::cbt::d::db::b::abt:

also if your j.B sets up the enemy too low you can press B again to raise him a little

Edited by darkpath
Posted

Thank you! And this is the foundation for his more advanced air combos right? I've seen some Yu players online that did mixed in with a C attack and 214A/B etc.

Posted

Yep this is his basic air combo and can be chained a lot on grounded attacks and air counter hits like 2B, 214B, OMB, 5C, corner 2C, counter low j.B.. what's great is you can end this combo with ziodyne j.236236C/D raising cap damage by 700-1100..

Posted

if you use 214A or 214B and it gets blocked by your opponent, and then you press back to block ASAP, is there anything they can do to punish you for it?

Or, if you mash 5A after the 214A / 214B gets blocked, is there anything they can do to land a counter hit on you, other than using B+D?

Posted
if you use 214A or 214B and it gets blocked by your opponent, and then you press back to block ASAP, is there anything they can do to punish you for it?

Or, if you mash 5A after the 214A / 214B gets blocked, is there anything they can do to land a counter hit on you, other than using B+D?

214A is safe on block. Less so if they instant block, I don't think it's a free jab though.

You can one more cancel it and air dash in for a sudden mixup/combo on hit.

Don't use 214B outside of combos/punishes.

If you time a 5A after 214A and they time a 5A also, you will usually lose if they have a fast 5A. This is because you are minus on block on 214A, although from farther away I think the disadvantage is less.

Posted

Does that work for the air versions as well? I'm sure not for 214B but what are their punish options when they block 214A done from the air?

Posted
Does that work for the air versions as well? I'm sure not for 214B but what are their punish options when they block 214A done from the air?

No, the air versions are much worse on block, everyone can at least get a 5A for blocking them anywhere but max range. Worse if they blocked the dive earlier.

Posted
If done from the lowest possible height (which is the height that it combos to 5A) I think j.214AB is plus on block. Not sure?

hmmm from trying it a bit, it's definitely safe but seems slight disadvantage.

Posted

What should I do vs. Mitsuru? Whenever she is pressuring me I cant find an opening to start my assault. Also what are some good blockstrings for Narukami? All I have been doing is mashing 2A and throwing out a random 214A. Is 214A safe on block?

Posted (edited)
What should I do vs. Mitsuru? Whenever she is pressuring me I cant find an opening to start my assault. Also what are some good blockstrings for Narukami? All I have been doing is mashing 2A and throwing out a random 214A. Is 214A safe on block?
214A is *safe* on block, but it's disadvantageous.

Yu doesn't really have any ways to reset blockstrings that aren't risky. 2B jump cancel air dash can be useful, can set up crossups with air turn. Sweep and 214C can also be used in blockstrings. 214C seems even-ish at max range, at least you won't get punished.

2C backdash cancel is safe on block but leaves Izanagi vulnerable. 2C forward dash cancel is unsafe but you might get away with it very occasionally because of your other options. 5C immediate 2C is alright as a frame trap, it's not tight though.

5D in blockstrings is the super greedy, 'boy I hope my opponent doesn't have any reactions whatsoever' option.

236D fatal counters and is plus on block but is hella slow. 214D OMC is a good way to extend blockstrings, as is 214A OMC (potential air dash forwards).

2B is unsafe on block, as is 5C I believe. You can frame trap with these moves with gatlings/chains (for example, from either you can go to 5B).

Ask about specific characters in the matchup threads. Better yet, read the thread and see if your questions get answered.

Edited by Kikuichimonji
Posted
214A is *safe* on block, but it's disadvantageous.

Yu doesn't really have any ways to reset blockstrings that aren't risky. 2B jump cancel air dash can be useful, can set up crossups with air turn. Sweep and 214C can also be used in blockstrings. 214C seems even-ish at max range, at least you won't get punished.

2C backdash cancel is safe on block but leaves Izanagi vulnerable. 2C forward dash cancel is unsafe but you might get away with it very occasionally because of your other options. 5C immediate 2C is alright as a frame trap, it's not tight though.

5D in blockstrings is the super greedy, 'boy I hope my opponent doesn't have any reactions whatsoever' option.

236D fatal counters and is plus on block but is hella slow. 214D OMC is a good way to extend blockstrings, as is 214A OMC (potential air dash forwards).

2B is unsafe on block, as is 5C I believe. You can frame trap with these moves with gatlings/chains (for example, from either you can go to 5B).

Ask about specific characters in the matchup threads. Better yet, read the thread and see if your questions get answered.

Thanks for the detailed reply and pointing me to the right thread; it was really helpful!

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...