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Posted
Was wondering if anyone has like a list of high level videos of this character. Reading off the combo section, I'm having a hard time doing them, not understanding how they work. Was hoping to see some videos, but the ones I'm watching, the players seem to be doing some more basic(?).

Requesting high level videos, if possible. Mainly some with cool combos!

I made a combo video a while back with some moderate stuff: http://www.youtube.com/watch?v=DUbrfz0xKP4&list=UUSh5jJYogoBoVX3Yd6rBKwg&index=1&feature=plcp

I'll work on a combo tutorial once we optimize the combos some more.

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Posted

I don't know why Yukiko's fire boost and fire break have been made so terrible to use.

The bads outweigh the goods by a long shot.

For her fire break, she gets one free unblockable fire attack... That's it. oh, and it helps with pressure.

There is a fifteen second cool down, it's slow, it puts her in counter hit, it costs health, she doesn't gain the fire break status until the animation is fully complete, it requires her persona, she has to sacrifice her momentum, oh, and it could still easily miss.

The fire boost as pretty bad too, pretty much all the same problems, but for a 10% increase. And don't even get me started on the ex version.

Posted

Unblockable Maragidynes are pretty cool against some chars since you can control the origin of the flames.

Other than that though, kinda hard to know if giving up momentum and pressure is worth the time (and health) it takes to buff up with boost/break.

At the very least, though, it gives you something to do if there's a lull at fullscreen.

Posted

I wonder if anyone else has been developing methods to bait a FC hit on the opponent yet. The only things I've thought of so far is the 4/5/6D dash pressure.

After the 4/5/6D I dash just around the same range where my persona is located and press 5C into SB Agi if they have a habit to jab or to stop the followup.

Or I may do a blockstring like 5AA > 4/5D and switch it up into 5AA > 5C.

Posted

I haven't a match in over 30 fights. This is so frustrating.

I hate that there is such a long wait, say, after I do an Agi, before I can input for a Maragi. When I think I should be able to do one, I input and she just stands there. Something I haven't really grasped yet is when I'm actually free to be able to keep doing something after I've done a Persona attack. Half the time I'm inputting things that aren't coming out when I think I should be able to to continue my pressure.

Posted

Spend more time in training mode and get familiar with your moves. I know exactly what you're talking about and it's better for you to try it in training mode than to lose matches and be frustrated when things don't work like you expect them to.

One example is after doing Agi, you have to wait a bit for your Persona to recover from Agi before you do something else Persona related.

Posted
Spend more time in training mode and get familiar with your moves. I know exactly what you're talking about and it's better for you to try it in training mode than to lose matches and be frustrated when things don't work like you expect them to.

One example is after doing Agi, you have to wait a bit for your Persona to recover from Agi before you do something else Persona related.

Got'cha. I'm in the lab right now practicing. Thanks for the tips.

Posted

Keep in mind that one of Agi's unique properties is that you can buffer it, so instead of releasing A/B right away buffer it to apply pressure, zone, and create mixups. Her 236C/D is good for that too, plus you have combo options if it connects.

Posted
I don't know why Yukiko's fire boost and fire break have been made so terrible to use.

The bads outweigh the goods by a long shot.

For her fire break, she gets one free unblockable fire attack... That's it. oh, and it helps with pressure.

There is a fifteen second cool down, it's slow, it puts her in counter hit, it costs health, she doesn't gain the fire break status until the animation is fully complete, it requires her persona, she has to sacrifice her momentum, oh, and it could still easily miss.

The fire boost as pretty bad too, pretty much all the same problems, but for a 10% increase. And don't even get me started on the ex version.

i think fireboost is best used when you're in a position where your neutral game is a bit stale. or when your full screen pressure strings are pretty much done. ala 5C > 2C > 236[A]. at this point i would fireboost if they didn't have an answer to punish me for it.

or say you tag them with a fan fullscreen and they're at super jump height, what can u really capitalize off of?

it seems to me that people think to keep up pressure is to keep throwing out fans or your persona and hope to lock them down. a good player will break your persona unless you're more methodical about it.

so i think in those situations fireboost is there to give pressure to the opponent to come at you and then you can set up the wall again

and there are some sick firebreak setups out there, just gotta practice them. putting that feeling of helplessness into your opponent using firebreak is way worth it's long cool down

Posted (edited)
i think fireboost is best used when you're in a position where your neutral game is a bit stale. or when your full screen pressure strings are pretty much done. ala 5C > 2C > 236[A]. at this point i would fireboost if they didn't have an answer to punish me for it.

or say you tag them with a fan fullscreen and they're at super jump height, what can u really capitalize off of?

it seems to me that people think to keep up pressure is to keep throwing out fans or your persona and hope to lock them down. a good player will break your persona unless you're more methodical about it.

so i think in those situations fireboost is there to give pressure to the opponent to come at you and then you can set up the wall again

and there are some sick firebreak setups out there, just gotta practice them. putting that feeling of helplessness into your opponent using firebreak is way worth it's long cool down

Yeah, fireboost and firebreak are best used when your neutral game is stale. It can be annoying yeah, but that's how it usually works. For firebreak, I usually summon it when I want to execute her 214214C/D with fireboost level 4. That will help my neutral game get better.

Firebreak with 214214C/D can help a lot when your neutral game is stale.

Edited by MikelAL93
grammar
Posted (edited)

everyone is gonna learn how to deal with that setup in the neutral game, won't last long as a tactic,

but i just realized something. you can rushdown with unblockables! lolllll. airdash 4/5/6B and then mash j.A

theoretically if you can aim the fan at their shins and then reach them and hit overhead with j.A you got yourself a pretty fast unblockable. (that's if you can hit them meaty with the fan or if they just decide to sit there.)

*edit*

hmmmm i wonder if you could short hop and throw a fan and j.A

Edited by Choysauce85
Posted

I saw in a video someone did a fire break mid combo and then oki'd off with a D maragi (which of course was unblockable)

Does this sound familiar to anyone?

Posted
I saw in a video someone did a fire break mid combo and then oki'd off with a D maragi (which of course was unblockable)

Does this sound familiar to anyone?

Everytime you could do a maragi combo, you can do something like :

stuff 236[A] ]A[ 214D ]B[ 236D.

Detonate the maragi manually for a meaty unblockable. Very hard to escape, stuffs a lot of DPs too.

Posted
everyone is gonna learn how to deal with that setup in the neutral game, won't last long as a tactic,

but i just realized something. you can rushdown with unblockables! lolllll. airdash 4/5/6B and then mash j.A

theoretically if you can aim the fan at their shins and then reach them and hit overhead with j.A you got yourself a pretty fast unblockable. (that's if you can hit them meaty with the fan or if they just decide to sit there.)

*edit*

hmmmm i wonder if you could short hop and throw a fan and j.A

Are you saying air fan his low? What?

Posted (edited)

I was doing some research and I figured that if you are fighting an opponent who has a bad habit of DPing on every wake-up and you know that he will do that you can do an IK before or at the same time that he does the reversal, in most cases you are going to punish him.

Here are a list of characters that it works against every reversal:

Elizabeth, Kanji, Mitsuru, Naoto, Shadow Labrys, Yosuke, Yukiko.

Characters that doesn't work if he has more than 50SP:

Aigis, Akihiko, Teddie.

Characters that even B+D is not punishable on that way:

Chie, Yu (it does punishes his supers though, and it's kinda common to see people using wake-up 214214C/D), Labrys (she can hold her B+D on reaction).

It's not something that you are going to use all the time (extremely risky since it's a guess, uses 100SP and it's punishable), but if your opponent is DP happy you can achieve a easy free kill.

Edited by Blue Link
Posted
Are you saying air fan his low? What?

Yes they can hit low.

Sent from my R800x using Tapatalk 2

Posted
Yes they can hit low.

I found that out myself as well. For ground fans, only the first one hits low.

Anyway, I am in the process of starting a tips & tricks thread for Yukiko. If you have any tips or tricks you want to contribute, just let me know. :)

Posted
How do you make them hit low?

aim for their shins, and a green ! should pop up, indicating that it is in fact a low hit

Posted

Is it just me or do so many of Yukiko's matchups feel seriously tough...? Only truly been playing her a little bit but thats how I feel after playing some matches. (They were online though so there was a decent amount of lag in all those matches.)

Low hitting fan stuff is fun though.

Posted
Is it just me or do so many of Yukiko's matchups feel seriously tough...? Only truly been playing her a little bit but thats how I feel after playing some matches. (They were online though so there was a decent amount of lag in all those matches.)

Low hitting fan stuff is fun though.

She does have a lot of tough match-ups. I feel like most of the cast has advantages over her.

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