Moblin Posted September 25, 2012 Posted September 25, 2012 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. I was hoping someone would tell me that it's unpractical, so that I didn't have to keep working on that! Cool. I'll work on those better enders you posted. Thanks a bunch. I just had one more question(for now), which is how to crossup someone in the air? I remember the tutorial saying something about not worrying about it, but I feel I would have another way to open my opponent with 5d oki and avoid being predictable as well. Are there any tricks or things I should know for how it's done?
VR-Raiden Posted September 25, 2012 Posted September 25, 2012 I just had one more question(for now), which is how to crossup someone in the air? I remember the tutorial saying something about not worrying about it, but I feel I would have another way to open my opponent with 5d oki and avoid being predictable as well. Are there any tricks or things I should know for how it's done? You mean how to cross up after 5D? If so, there are a number of ways. j.B (jump cancel forward over them) > 5DD, A+C roll through them > 5DD, dash 2A+C short hop over if they're crouching > 5DD, close up 214B goes over > 5DD, air dash over > 5DD. 5DD is the most likely thing to hit when crossing up after 5D, since you can make it hit quicker than yourself doing an air turn then attacking.
Kikuichimonji Posted September 25, 2012 Posted September 25, 2012 The tutorial is talking about air turn, I think it's A+C in the air (same input for roll/hop). You can do really fast air dash crossups by doing instant air turn -> backdash. You can do it so low that you only get 1 hit of j.B. This is most practical after a j.b or after a jump-cancellable normal (on block), which would mean 5A, 2B, or 5C.
floatwater Posted October 8, 2012 Posted October 8, 2012 I feel like my skill has reached maximum level. but my brain knows it's not with this. how does i fix?
Tong Posted October 8, 2012 Posted October 8, 2012 I feel like my skill has reached maximum level. but my brain knows it's not with this. how does i fix? getting your ass kicked? :o
Nakkiel Posted October 8, 2012 Posted October 8, 2012 I feel like my skill has reached maximum level. but my brain knows it's not with this. how does i fix? Play stronger players. Be more critical of yourself. If your opponent touches you, you fucked up.
Gravelneed Posted October 15, 2012 Posted October 15, 2012 So I saw SuperKawaiiDesu in NYGamer's lobby last week. I noticed he kept doing 5C, 44, 5C, 44, etc in the corner. My guess is that it created some kind of frame trap. Later however, I saw some sorta confirm into the same sequence of [5C, 44]xN starting from the corner but this time is was comboing. What is the complete notation for this? I didn't see the starter for it. Just the 5C loop. It looked pretty cool so I am interested in how it works exactly.
VR-Raiden Posted October 15, 2012 Posted October 15, 2012 So I saw SuperKawaiiDesu in NYGamer's lobby last week. I noticed he kept doing 5C, 44, 5C, 44, etc in the corner. My guess is that it created some kind of frame trap. Later however, I saw some sorta confirm into the same sequence of [5C, 44]xN starting from the corner but this time is was comboing. What is the complete notation for this? I didn't see the starter for it. Just the 5C loop. It looked pretty cool so I am interested in how it works exactly. You probably mean 2C, which can be backdash cancelled on hit or block by simply inputting a backdash once it connects. Or maybe you saw 5C > jump cancel back airdash.
skd Posted October 16, 2012 Posted October 16, 2012 hahahah, its not a frame trap. im just doing 2C 44 2C 44 2C 44 2C because the persona stays in place and i can get really far away and it combos into itself 4 times, im just trolling lol
floatwater Posted October 16, 2012 Posted October 16, 2012 getting your ass kicked? :o It's not that, it's just when play people i feel like i'm not too critical and i just throw shit out. i t works and then it doesn't work. i think i just hit a wall in being creative with stuff.
xlolxlolx Posted October 16, 2012 Posted October 16, 2012 i think youre just not mixing it up enough :o i mean i can like block most of zongone's chie mixups but i still get hit by them eventually
Gravelneed Posted October 16, 2012 Posted October 16, 2012 hahahah, its not a frame trap. im just doing 2C 44 2C 44 2C 44 2C because the persona stays in place and i can get really far away and it combos into itself 4 times, im just trolling lol I figured you were trolling. Everybody in the lobby kept getting caught by it so I assumed it was a frame trap as well. lol That's pretty cool how 2C can combo like that.
Leakey Posted October 17, 2012 Posted October 17, 2012 Just got owned by a Liz just using 5C into other stuff over and over again. Will test it in the lab tomorrow, but what is the best thing to do after blocking her 5C as Narukami?
Elochai Posted October 17, 2012 Posted October 17, 2012 Just got owned by a Liz just using 5C into other stuff over and over again. Will test it in the lab tomorrow, but what is the best thing to do after blocking her 5C as Narukami? The key to beat Liz with whatever character is just watching Liz herself, honestly. Recognize how she holds the tome during 2C/5D, and you'll always know what comes next. You can break 5D using Yu's 5B, whereas you can use 2A to break after a blocked 2C.
Leakey Posted October 17, 2012 Posted October 17, 2012 Thanks! Also, is there anything to beat out/punish Akihiko j.C or should I just be avoiding that?
VR-Raiden Posted October 17, 2012 Posted October 17, 2012 (edited) Just got owned by a Liz just using 5C into other stuff over and over again. Will test it in the lab tomorrow, but what is the best thing to do after blocking her 5C as Narukami? After blocking 5C, jumpback avoids the grab and blocks the 2C, but you can get hit by her air unblockable uppercut move so be careful. Ziodyne counterhits her for canceling to anything, but try not to guess with it cause she can choose to block and punish you. Thanks! Also, is there anything to beat out/punish Akihiko j.C or should I just be avoiding that? Not if they're spacing it properly and doing it at the right height, but if they do it too low to the ground or close, you can get a free dash 5B. Edited October 17, 2012 by VR-Raiden
skd Posted October 17, 2012 Posted October 17, 2012 Thanks! Also, is there anything to beat out/punish Akihiko j.C or should I just be avoiding that? roll and punish landing recovery
xlolxlolx Posted October 17, 2012 Posted October 17, 2012 they have to rc 5c if they want to 214x for air unblockable and most people who know this go for the slow ass b ver to try and get some dmg but you can double jump forward to dodge after you jump back after 5c(1) iirc oh and they can rc into j.d so watch out for that too
floatwater Posted October 18, 2012 Posted October 18, 2012 I think after playing Mynus and VR i got the idea. i need to be more active on this stuff :X
Blossomforth Posted October 18, 2012 Posted October 18, 2012 I think after playing Mynus and VR i got the idea. i need to be more active on this stuff :X I want to play them. But I hate PSN ;_;
Moblin Posted October 22, 2012 Posted October 22, 2012 Hey guys, I'm a few weeks into this game now and I am having a lot of trouble playing Yu offensively. I used to play Hakumen back in BB and therefore got really good at defense, but now that I am playing Yu I have no idea how to pressure. I have a friend that has a very good Chie, and our matches go like this: 1. I block his mixups 90% of the time, and find a hole in his offense and retaliate with a combo ending in knockdown and I go for Oki. 2. Then I mess up the pressure and get CH combo'd for more damage than I've ever received from failing to block his mixups because my pressure is subpar. 3. Rinse and Repeat Is there a collection or archive of popular blockstrings or mixups to do with Yu? Also, has anyone addressed the (retardedly hard imo) difficulty of 214D ---> OMC ---> 214B combo link yet? I would love some tips or a link to info about it - Or if there is anything special you need to do to pull it off. I'm sure it's been discussed before somewhere.
CupofT Posted October 22, 2012 Posted October 22, 2012 Also, has anyone addressed the (retardedly hard imo) difficulty of 214D ---> OMC ---> 214B combo link yet? I would love some tips or a link to info about it - Or if there is anything special you need to do to pull it off. I'm sure it's been discussed before somewhere. There is a pastebin link somewhere in these Yu forums, there is some good information there. I would provide the link but I don't have it on me right now. If you read through the Yu forums, to do the 214D > OMC > 214B, you can a couple of things: 1. hit OMC right before the third hit of 214D. The third hit of the 214D will still hit and you will have time to do the 214B. 2. buffer the 214 input while doing the OMC and then hit B. (this is all from my memory of reading the forums, if the info is not correct please correct me) Keep practicing and it won't be that hard.
VR-Raiden Posted October 22, 2012 Posted October 22, 2012 Is there a collection or archive of popular blockstrings or mixups to do with Yu? In general you need to keep your blockstrings short. Yu has no normals that are advantage on block, but you can delay significantly between lots of his gatlings. 2B gives you the most options after it's blocked. Cancel to sweep, 5C, jump away/forward, airdash away/forward, 214A, etc. Tick grabs can work from 5A but it is -2 on block so you can get mashed out, but if you cancel to other moves often (such as 5C) it should keep them from mashing out every time. This can be mixed up with 214A or j.2A which avoid throwbreak attempts for a CH. Ending in 5C requires you to jump cancel away or forward, or cancel to specials or 2C since it's extremely negative if not canceled. 5C > 2C is a relatively safe blockstring if you're at a distance and hits them for not blocking after 5C. 2C can be backdash canceled safely if it's blocked, or forward dash canceled but that is punishable on even normal block, so don't do that if they know. Or you can special cancel but none of your options are very safe without meter. Basically, you kinda have to keep the opponent guessing with how you end your strings. If you have meter you can OMC to make riskier options relatively safe (214A, 214C/D, AoA, etc) and use them to continue pressure or mix up. I would recommend looking at Yu's frame data on the wiki so you know how all your moves are on block, if you haven't already. Also, has anyone addressed the (retardedly hard imo) difficulty of 214D ---> OMC ---> 214B combo link yet? I would love some tips or a link to info about it - Or if there is anything special you need to do to pull it off. I'm sure it's been discussed before somewhere. It's really just doing the OMC 214B AS SOON AS POSSIBLE after the 3rd hit of 214D, you can use the ways CupofT mentioned. Personally, I omit the 214B when playing online unless I'm in a REALLY good connection. I get it all the time offline.
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