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Posted (edited)

What about throw startup? And j.A already has 7 frames of startup, so they only changed the hitbox.

 

Throw was weird because start up or anything wasn't changed, but he says it's +4, He must be talking about hit stun (I just looked at the patch notes again).

And jA confused me (Hence the question marks), but it's a possibility that it WASN'T changed in Ultimax (aka listed as 7f in the mook but still has 5f start up) and they fixed the error this version.

Edited by Pssych
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Posted

Now, putting aside versions I think I have (something already discovered) an interesting mixup:

 

xx > 5C > 2C > IAD > mixup

 

I usually do j.A as first hit in the mixup because j.B can be 5A mashed (I tested it with Yu), and haven't tested it in the corner.

Posted

That mixup has been around since vanilla.

Before the increased pushback of 2C and the removal of jA's backwards hibox, a common Yosuke reset was:

stuff > 5C > 2C > IAD Glide > High / low / throw / empty.

 

But in Ultimax, that mixup has been primary used in the corner along with 5C > 2C > IAD jA xN.

Posted

https://www.youtube.com/watch?v=ymdO5cPwS9g&t=39s
CH Throw (3) >  RC > 66 5C > 2C > 236AB > j.236A~A > j.214B~B > j.236B~B > j.214D > j.2C worls in Midscreen: 2.6 Dmg. Better proration for the throw now.

https://www.youtube.com/watch?v=ymdO5cPwS9g&t=24m57s
CH j.B > 5AAA > j.236C > j.2C > 214214C > 2C > j.2B > j.2AB > air dash > j.236C > j.2B > j.2CD > 236A > j.214214D works in Midscreen: 3943 Dmg

 

 

I think this one is already well known too, but I've using another mixup for Midscreen:

 

j.9 > air turn > j.66

 

Every character in the game has it, but still a very good mixup. After that Yosuke has these options:

1. j.A: This one is the fastest (and the only one that works in the Corner), but Yosuke doesn't get a combo unless is CH and it whiffs on crouchers. I use it to make the opponent respect me before I try to use the other options.

 

2. delayed j.A: The second fastest, the most ambiguous, it hits crouchers and you get a full combo of it: mixup > delayed j.A > 66 5AA > 5C > 2C > 236B > j.214C > j.2C.

 

3. j.B: Slower than the first two options, but the most damaging option: j.B > 66 5AA > 5C > 2C > 236B > j.214C > j.2C.

 

4. 2A: 2A > 5B (2) > 236B > j.214C > j.2C. Notice that 5B can only hit once or twice, if you let it hit three times you won't get a full combo.

 

5. 2AB: 2AB > 236B > j.214C > j2C.

 

 

I think this will be our best mixup in 2.0 with the Glide loss, and obviously it can also be done while doing pressure.

Posted

Keeping up with the mixup stuff, talking as an execuction scrub that I am, I make this question:

 

Can the Glide be mashed with 5As, 2Bs or DPs if the opponent sees it coming?

Posted (edited)
Can the Glide be mashed with 5As, 2Bs or DPs if the opponent sees it coming?

 

Are you talking about the mixup after j2C?

 

If so, it's extremely hard to react too. If you do it tight enough, the opponent have almost 0 time to react.

 

You can block while gliding so it counters stuff like 5A / DP mash.

Edited by Pssych
Posted (edited)

Still testing crappy mixups :v:

 

So, this time is just a simple variation of the last one:

 

j.8 > air turn > j.66

 

The air turn > j.66 must be inputted as quick as possible, or Yosuke will be too high, the mixup will be slower and he'll land farther.

 

So, with this variation he has the possibility to land and block if you want to bait, and the j.A option doesn't need to be delayed to get a combo from it, so the mixup becomes more ambiguous than with j.9. The other options are the same.

 

 

And, I forgot to mention three other (obvious) options:

 

6. j.236A~A: It baits of the 5As, 2Bs and DPs if done as quick as possible, though it losses to some 2Bs or constant 5A mashing (like Yu's doing 5A twice quickly).

 

7. j.2C: not a very good option IMO, but still good to mix things up.

 

8. j.2A: the better options to bait, but leaves Yosuke at neutral again unless he has enough SP to follow up.

Edited by heavymetalmixer
Posted (edited)

This stuff has been around for ages (It was used in Vanilla), but yeah, it's okay if you can't do the glide mixup   :eng101:

 

Rolls and DP blow it up though sadly.

Edited by Pssych
Posted

This stuff has been around for ages (It was used in Vanilla), but yeah, it's okay if you can't do the glide mixup   :eng101:

 

We won't in the future :(  That's why I'm testing this stuff.

  • 2 weeks later...
Posted

https://www.youtube.com/watch?v=NQJfFUD2FjU&t=19m7s
Our 2A 1.1 bnb (with delayed j.214C) works with dash momentum, maybe with 5A it could work the same way?

https://www.youtube.com/watch?v=NQJfFUD2FjU&t=28m38s
https://www.youtube.com/watch?v=NQJfFUD2FjU&t=31m11s
(airborne opponent) CH j.B and CH j.C corner swag

https://www.youtube.com/watch?v=NQJfFUD2FjU&t=43m6s
I've seen this several times in the video: B Kunai finisher in the corner, 66 5C > 5D so they have to block the 5D, but I don't how good is hits option.

https://www.youtube.com/watch?v=NQJfFUD2FjU&t=44m19s
SB Sukukaja . . . gets hit . . . 5AAAAA > j.236A~A > j.214B~B > j.236B~B > j.214D > delayed j.2C works in Midscreen

https://www.youtube.com/watch?v=NQJfFUD2FjU&t=57m31s
FC 2B > jc > j.B > j.AB > j.236A~A > j.214B~B > j.236B~B > j.214D >
delayed j.2C; 2A > 2B > 2C > jc > j.C > j.236C > j.2C works in Midscreen. 3.1K for S.Yosuke.
 

Posted

Not sure if anyone's already come across this since I've never seen anyone use it, but yeah.

 

Depending on how you space and time a V Slash (from say, 236B), an OMC will either dump you on the same side you started on (generally if you OMC earlier/delay the V Slash more) or on the other side of them (slightly later OMC/earlier V Slash).  Best thing I've gotten through testing this is to delay your OMC to the point where your V Slash dumps you toward the end of the animation, then doing a glide mixup back to the other side.  :v:

Posted

Not sure if anyone's already come across this since I've never seen anyone use it, but yeah.

 

Depending on how you space and time a V Slash (from say, 236B), an OMC will either dump you on the same side you started on (generally if you OMC earlier/delay the V Slash more) or on the other side of them (slightly later OMC/earlier V Slash).  Best thing I've gotten through testing this is to delay your OMC to the point where your V Slash dumps you toward the end of the animation, then doing a glide mixup back to the other side.  :v:

 

The level of salt will reach the moon!

  • 4 weeks later...
Posted (edited)

Another basic and since-P4U1 mixup I found . . . well, it's a variation of one I already mentioned:

 

The IAD mixup: Before I talked about the IAD > back turn mixup, but I found this one can become a two way mixup:

 

IAD > j.B: for the moment the only way to combo out of this (that I know) is IAD > j.B >  j.236C > j.2C

 

EDIT: The j.B and j.236C must be done as quick as possible.

 

So now that high/low mixup on the IAD is also a left/right mixup. Now, why I use j.B instead of j.AB? Because j.AB whiffs on crouchers.

Edited by heavymetalmixer
Posted (edited)

Another basic and since-P4U1 mixup I found . . . well, it's a variation of one I already mentioned:

 

The IAD mixup: Before I talked about the IAD > back turn mixup, but I found this one can become a two way mixup:

 

IAD > j.B: for the moment the only way to combo out of this (that I know) is IAD > j.B > delayed j.214C > j.2C

 

So now that hogh/low mixup on the IAD is also a left/right mixup. Now, why I use j.B instead of j.AB? Because j.AB whiffs on crouchers.

 

I'm confused.

"IAD > j.B > delayed j.214C > j.2C"  Are you V Slashing backwards?

Edited by Pssych
Posted (edited)

I'm confused.

"IAD > j.B > delayed j.214C > j.2C"  Are you V Slashing backwards?

Useless post, please erase it.

Edited by heavymetalmixer
Posted (edited)

Today I found after doing it a lot of times that doing j.B > j.236C > j.2C is the way to go to confirm at the front side of the mixup, it's a matter to do the j.B > j.236C as quick as possible. If you delay the j.B it will hit at the other side, if you delay the j.236C it will whiff.

Edited by heavymetalmixer
Posted (edited)

Any thoughts on why japanese players don't use the new j.2D?

 

If it's a direct swap from the old j2CD (most likely is); that means it has 15~ frames of landing recovery + Fatal Counter recovery.

There's not really much you can do with it thanks to the landing recovery and every "gimmick" is too much of a risk.

Edited by Pssych
Posted

Makes me kinda sad that it's so gimmicky; I really enjoy using it and think it's got some neat properties, but the landing frames + fatal recovery :gonk:

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