Halfarc Posted September 5, 2012 Posted September 5, 2012 What can you get off if a FC 2C? Or is Yu's main FC option 236D?
VR-Raiden Posted September 5, 2012 Posted September 5, 2012 (edited) What can you get off if a FC 2C? Or is Yu's main FC option 236D? Haven't gotten around to adding FC 2C combos in the wiki, but I'll add them soon. They're gonna be corner or close to corner only, and probly at least you can do the same combo you would do from midscreen-to-corner FC 214B. FC 214B > dash 5B (JC) > j.C > j.214B > 5B > 5C > 2C > 2A+B - (3413) or FC 214B > dash 5B (JC) > j.C > j.214B > 2B (JC) > j.C > j.214B > 2B (JC) > j.C > j.214A > 5AAA/j.236236C/214214C - (3944)/(4516)/(4895) FC 2C is the main FC option but they need to be near corner for it to be worth using usually. 236D is so slow it punishes hardly moves in the game. CH 214A or 5C are the strongest punishers at midscreen. Edited September 5, 2012 by VR-Raiden
Kikuichimonji Posted September 6, 2012 Posted September 6, 2012 (edited) Haven't gotten around to adding FC 2C combos in the wiki, but I'll add them soon. They're gonna be corner or close to corner only, and probly at least you can do the same combo you would do from midscreen-to-corner FC 214B. FC 214B > dash 5B (JC) > j.C > j.214B > 2B (JC) > j.C > j.214B > 2B (JC) > j.C > j.214A > 5AAA/j.236236C/214214C - (3944)/(4516)/(4895) 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2B > j.c > j.214B > 2B > j.c > j.214A > Cross Slash does 5.7k and builds about 34 SP. To finish with AAA you need to drop the last loop. I think you can get 5.5k or something like that by dropping the last loop and ending in an air combo into ziodyne, Ziodyne actually doesn't combo all of its hits into themselves at the end of the original combo. Edited September 6, 2012 by Kikuichimonji
darkpath Posted September 6, 2012 Posted September 6, 2012 (edited) 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2B > j.c > j.214B > 2B > j.c > j.214A > Cross Slash does 5.7k and builds about 40 SP. To finish with AAA you need to drop the last loop. I think you can get 5.5k or something like that by dropping the last loop and ending in an air combo into ziodyne, Ziodyne actually doesn't combo all of its hits into themselves at the end of the original combo. I can't get to hit the 3rd j.C>j.214B the dummy recovers just after j.C how do you hit that? It's on FC btw.. oops.. tried it.. it works Edited September 6, 2012 by darkpath
Kikuichimonji Posted September 6, 2012 Posted September 6, 2012 I can't get to hit the 3rd j.C>j.214B the dummy recovers just after j.C how do you hit that? It's on FC btw..Read the combo more closely, there are only 2 j.c's in the combo. Two of the j.214B's are combo'd from standing C, so essentially a tiger knee j.214B although I don't do the motion as a tiger knee.
VR-Raiden Posted September 6, 2012 Posted September 6, 2012 2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2B > j.c > j.214B > 2B > j.c > j.214A > Cross Slash does 5.7k and builds about 34 SP. To finish with AAA you need to drop the last loop. I think you can get 5.5k or something like that by dropping the last loop and ending in an air combo into ziodyne, Ziodyne actually doesn't combo all of its hits into themselves at the end of the original combo. Thanks I'll have to try this.
mrshmearo Posted September 6, 2012 Posted September 6, 2012 5B > 5C > 214D > (OMC) > 214B > Ok, how am I suppose to hit that 214B after the OMC. Am I suppose to TK it? I've only hit it a few times and I have no idea how I did.
darkpath Posted September 6, 2012 Posted September 6, 2012 practice practice practice... the timing is hard it's just after the 3rd hit of 214D that you have to ready 214B after OMC
mrshmearo Posted September 6, 2012 Posted September 6, 2012 Holy shit that is pretty strict then. Thanks!
Fluck Posted September 6, 2012 Posted September 6, 2012 You have to OMC with the right timing as well, if you do it too late it won't connect, if you do it early you'll OMC before the 3rd hit.
fragile Posted September 6, 2012 Posted September 6, 2012 On everyone but Chie: 2A 5B 2B 5DD 214B dash 2AB. It doesn't work on Chie, from what I've been told. I haven't played many Chies myself. This combo works perfectly against Chie.. I think this combo is pretty universal... I'd recommend omitting the 5B in the combo since usually it will push the opponent too far for the 5DD to hit.. 2a 2b(2hits) 5DD is enough for the hitconfim anyways.
NHK Agent Posted September 7, 2012 Posted September 7, 2012 (edited) I am sort of bad at coming up with good ways to follow up a 2AB > blocked 5D and am looking for advice. What are the various ways that you guys try to land a hit against their block? I am trying to make a list of possible tricks. I will put a period after each trick that I imagine exists but have not actually tested. You guys can tell me if they make any sense at all. 1. Jump in with JB > if blocked Jump Cancel over their head > 5DD 2. Empty jump into 2A > if blocked Evasive Action > 5DD These might not make any sense at all, I don't really get what to do to be honest. My friend stays in guard way to long sometimes, so I often end up doing things that would never work on a better opponent. In general when do you try to sandwich the opponent, and when do you just stay on the same side as your persona? Edited September 7, 2012 by NHK Agent
darkpath Posted September 7, 2012 Posted September 7, 2012 I am sort of bad at coming up with good ways to follow up a 2AB > blocked 5D and am looking for advice. What are the various ways that you guys try to land a hit against their block? I am trying to make a list of possible tricks. I will put a period after each trick that I imagine exists but have not actually tested. You guys can tell me if they make any sense at all. 1. Jump in with JB > if blocked Jump Cancel over their head > 5DD 2. Empty jump into 2A > if blocked Evasive Action > 5DD These might not make any sense at all, I don't really get what to do to be honest. My friend stays in guard way to long sometimes, so I often end up doing things that would never work on a better opponent. In general when do you try to sandwich the opponent, and when do you just stay on the same side as your persona? There's a lot to follow up in it.. I have some tricks like the blocked j.B to 2jc>2j.A>5DD>etc works all the time lol, there's a lot of mixups for 2AB you can even put holes in combos for massive mixups but still offers a good damage.. The others are the jump dash to jump turn to j.B>5DD.. will update later for more.. as for you sandwiching your opponent if they're on midscreen or cornering you, you can do these stuff if you landed 2AB to them cause this scenario offers a hitbox that is constantly in reach of 5A and 2A which are good combo connectors, you stay on your persona side if rolling is dangerous like kanji and mitsuru, well you'll also stay with izanagi if the opponent is cornered cause it offers lengthy combos if executed correctly..
Kikuichimonji Posted September 7, 2012 Posted September 7, 2012 I am sort of bad at coming up with good ways to follow up a 2AB > blocked 5D and am looking for advice. What are the various ways that you guys try to land a hit against their block? I am trying to make a list of possible tricks. I will put a period after each trick that I imagine exists but have not actually tested. You guys can tell me if they make any sense at all. 1. Jump in with JB > if blocked Jump Cancel over their head > 5DD 2. Empty jump into 2A > if blocked Evasive Action > 5DD These might not make any sense at all, I don't really get what to do to be honest. My friend stays in guard way to long sometimes, so I often end up doing things that would never work on a better opponent. In general when do you try to sandwich the opponent, and when do you just stay on the same side as your persona?You can jump over their head and do a divekick to stay on the same side. You can low air dash instead of j.b to catch people blocking low. You can do j.b (2 hits) -> j.214B/A/AB for another overhead hit. You can do the fuzzy guard on everyone but Teddie, Shadow Labrys, and Labrys. You can run forwards more and turn around to end up on the other side of them with the initial j.b. You can do j.b (1 hit) whiff j.bb -> 2a to catch people blocking the second hit of j.b. If they block your initial j.b, you can jump cancel 2B to do another mixup.
VR-Raiden Posted September 7, 2012 Posted September 7, 2012 Something else I've seen work a few times lately, doing a j.A very low to the ground to fake empty jump 2A. You can do it at a height where even j.B(1) doesn't connect. Anyone have any problems with how I'm listing combos in the wiki? I feel like they might be easier to learn them the way I put it, but the only problem is it's not easy to copy/paste combos.
fragile Posted September 7, 2012 Posted September 7, 2012 To tell you the truth, the list is a little overwhelming. And some of these combos are far from optimal. And it's a little bit annoying to read it :/ i hate this sort of 'connecting the dots format' I think the combo list should point core concepts of Yu's combos and how hit stun deterioration effects each followup. Then, people will be able to grasp his combos and work with that.
VR-Raiden Posted September 7, 2012 Posted September 7, 2012 To tell you the truth, the list is a little overwhelming. And some of these combos are far from optimal. And it's a little bit annoying to read it :/ i hate this sort of 'connecting the dots format' I think the combo list should point core concepts of Yu's combos and how hit stun deterioration effects each followup. Then, people will be able to grasp his combos and work with that. ok I see what you're saying. What I'm doing is pretty much listing what the best combo is off any starter, but that is making the list pretty long. but first of all, what combos are "far from optimal?" I'll update any that are.
fragile Posted September 8, 2012 Posted September 8, 2012 but first of all, what combos are "far from optimal?" I'll update any that are. I have to correct myself regarding that statement, simply because the format there is confusing and I didn't see all of the variations for certain starters. By the way, on some combos ending with j214X your wrote that 5D is a legit followup. I think mostly people can punish Yu summoning the 5D or at least hit him out of hit and stay safe. Any thoughts about that? I got the game for couple of days and mastered most of the stuff, but I don't have it to check that out (god damn EU version)
VR-Raiden Posted September 8, 2012 Posted September 8, 2012 (edited) By the way, on some combos ending with j214X your wrote that 5D is a legit followup. I think mostly people can punish Yu summoning the 5D or at least hit him out of hit and stay safe. From what I've found testing in training, you can only safely do the 5D after a j.214B (j.214A+B) that hits low enough that they can't air tech. From j.214A, the 5D can't hit meaty, I assume cuz Yu takes longer to reach the floor and set 5D. I tested this by recording and trying to jump back after ground teching. Also tried reversal B+D with Yu and you can block in time. also I'll try to work on the formatting, a lot of the combos get redundant, just from a different starter. EDIT: Think I'm going to do away with the format and just list the combos, after seeing it that way I agree it's actually harder to follow the way I had it before. Should make it easier to reorganize or copy combos too. Edited September 8, 2012 by VR-Raiden
Elochai Posted September 20, 2012 Posted September 20, 2012 So I've taken some interest in Yu, and decided I want to learn to play with him. With that being said, what are some of his good blockstrings/okizemes? Is his oki game just based around 5D?
susano Posted September 20, 2012 Posted September 20, 2012 ...I heard that Yu is a good beginner character for someone trying to get into the game. I've been bouncing around characters as of late, from Labrys, to Yukiko, Shadow Labrys, Akihiko, Aigis and Elizabeth. The transition from BB hasn't been too kind to me so I was wondering if this was true. I would also like to know if Yu is easy on pad or do I need stick to use him.
skd Posted September 20, 2012 Posted September 20, 2012 i think chie is much easier as for narukami some things might be slightly awkward to get used to but hes doable on pad (he has an attack that is independent of himself, so you need to press it quickly during other moves)
susano Posted September 20, 2012 Posted September 20, 2012 i think chie is much easier as for narukami some things might be slightly awkward to get used to but hes doable on pad (he has an attack that is independent of himself, so you need to press it quickly during other moves) Chie eh? I used her before but hmm, okay. I'll take your advice. :3
Moblin Posted September 24, 2012 Posted September 24, 2012 Hi guys, I'm also making the transition from BB. I mained Hakumen and I'm just learning how low a tech ceiling he really had while trying these yu combos. >.< I had a concern about one combo in particular: 5D > 2B > 5B >(Persona Follow Up) 5D > j.B > [N] > 66> 5A > 5C > 2B > 5B > 5C > 214D (Swift Strike): 3422/28 I have everything down in this combo EXCEPT the very last move, 214D. I can't seem to get it to connect at the very end of the combo. Does anyone have any advice or tips stemming from their own experience with this? I think the secret might be being as close to the opponent as possible throughout the combo so that the 214d has less distance to cover and therefore hits sooner when you use it. The only problem is I am having a hard time telling which moves I should space out and etc. Any advice or ideas would be awesome.
Kikuichimonji Posted September 25, 2012 Posted September 25, 2012 Hi guys, I'm also making the transition from BB. I mained Hakumen and I'm just learning how low a tech ceiling he really had while trying these yu combos. >.< I had a concern about one combo in particular: 5D > 2B > 5B >(Persona Follow Up) 5D > j.B > [N] > 66> 5A > 5C > 2B > 5B > 5C > 214D (Swift Strike): 3422/28 I have everything down in this combo EXCEPT the very last move, 214D. I can't seem to get it to connect at the very end of the combo. Does anyone have any advice or tips stemming from their own experience with this? I think the secret might be being as close to the opponent as possible throughout the combo so that the 214d has less distance to cover and therefore hits sooner when you use it. The only problem is I am having a hard time telling which moves I should space out and etc. Any advice or ideas would be awesome.First of all, this combo isn't a good practical combo. You should finish with 214C instead of 214D at least because you can do a running safe jump off 214C. Even better than that would be finishing with something like j.b -> dash 5A/2B 5C 5B 2AB 5D. Even better than that would be something like 2B -> 5B -> 5DD -> 214B -> dash 2AB for better corner carry, better damage (Not sure? It's at least really similar.), and consistency. Like you said, the spacing matters for 5C -> 214D and this game allows delayed cancels so if you cancel it late then it won't combo. Besides that it's just how far you run up before 5A, whether you push them out if you run at them during 5D, and how well you delay j.b.
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