JettyLovefield Posted August 6, 2014 Posted August 6, 2014 https://www.youtube.com/watch?v=ZUgtBEuuEfs Great Yuzuriha gameplay by Maakun. He uses a lot of 6C on wakeup, I wonder why. Does it catch backdashes? Is it because it is an easy meaty? Damn, that's hard to keep track of her movements haha
kazukifafner Posted August 6, 2014 Posted August 6, 2014 4C doesn't have a guaranteed path into 2C. The 2C also just straight up doesn't work in some situations (ie: vs Chaos). Versus Chaos, yeah. 4C never connects into 2C in the corner against Chaos. For the rest of the characters though, it's been pretty consistent for me.
Eternal Blaze Posted August 6, 2014 Posted August 6, 2014 so, for blockstrings/frametraps. Been watching a fair amount of Yuzu footage and these are some of the most used ones I've seen. 5a 5c 2a 2a 5a 2a 5c 4C 6b© 44 236B 5B 2a 2a 5c 2c 2a (whiff) 2c 5c 5a (whiff) throw 66b 2a 2c 5a 5c 2b 4c 421B 66B 5A 2b 2c 5a 5b 2a 2b 2c 2b 4c It's not much but it gave me a good idea on how to start with pressuring the opponent and opening them up.
Tsurael3 Posted August 7, 2014 Posted August 7, 2014 Use 66B instead of 4C > 2C (ie: ...236A > 8/9D > j.C > (land) 66B > 236B > 421A~D > ...). Where are you getting that combo from? It looks like someone wrote a j.2[C] combo route instead of a j.C route by accident. First combo here https://www.youtube.com/watch?v=TdxV1yrRSKk
Diar Posted August 7, 2014 Posted August 7, 2014 https://www.youtube.com/watch?v=MsbtwwQi7hk&feature=youtu.be&t=6m36s Anybody know how to hit the DB part in this combo? I can do the first half just fine, but the dashing B doesn't want to connect for what ever reason..236B, (reset stance) 236B, delay, j.214BD, 2C, 4C, j.B, j.2C, j.C, D, 66B (slide C), ABA ,214CD Is the j.B > j.2C > j.C > D part correct on the wiki?
Elemenope Posted August 7, 2014 Posted August 7, 2014 https://www.youtube.com/watch?v=MsbtwwQi7hk&feature=youtu.be&t=6m36s Anybody know how to hit the DB part in this combo? I can do the first half just fine, but the dashing B doesn't want to connect for what ever reason..236B, (reset stance) 236B, delay, j.214BD, 2C, 4C, j.B, j.2C, j.C, D, 66B (slide C), ABA ,214CD Is the j.B > j.2C > j.C > D part correct on the wiki? From my experience, it's easier to insert a slight delay in the air series instead of immediately chaining everything so that they're brought low enough for 66B. As for that combo, you shouldn't need to press D after the j.C considering you aren't d-canceling out of anything.
Tari Posted August 7, 2014 Posted August 7, 2014 First combo here https://www.youtube.com/watch?v=TdxV1yrRSKk Oh, you're pulling it from that video. I see. I hadn't bothered looking into it because of the character specific stuff in it. People who mirror videos from nico need to at least link the original videos, especially since they don't seem to care about copying the creator's comments over. From an assault starter, that combo path only works on a few characters: Orie, Hyde, Akatsuki, Gordeau, and Hilda. It works universally from a non-assault starter, though if you're in the corner, you have to make sure you do an 8 stance jump cancel and not a 9 or the 2C hitbox won't reach them. From my experience, it's easier to insert a slight delay in the air series instead of immediately chaining everything so that they're brought low enough for 66B. You can alternatively also delay the j.B a little after 4B, but either option works for lowering the opponent after the air string.
Tari Posted August 9, 2014 Posted August 9, 2014 Random info that people might have already known: - If you end a string of stance moves with a final, D-paired teleport (421 A/B/C + D), you can cancel the recovery of the teleport into any other stance move. - 214C is completely invuln during startup, and stays invuln up until what is probably the first active frame (haven't looked into it much). - If you find yourself facing away from an opponent after teleporting into the sky, stance dashes and stance dodge will flip you around, assuming you don't just teleport back out of there. - If you do a stance jump cancel and exit stance, you won't be able to re-enter stance until you land. You can still perform j.6A/B/C, however, and you can still cancel any hit into 1 stance special, but the startup on that cancel is very long (same as if you'd done a D-paired input). - Because of how fast teleport startup is while you're in stance, it's actually viable to teleport on superflash against people who try to super punish you for whiffing a slash (or having a slash blocked). It obviously depends on the startup of the super or how fast the opponent reacts, but when you can't dodge or block a super, it's worth trying to teleport.
Ingage Posted August 9, 2014 Posted August 9, 2014 Got a good number of her technical combo downs and conversions in many situations down, but I guess the real difficulty in learning Yuzu is her neutral. I played her last night at "The Arena" here on Long Island and had extreme trouble not getting mauled. Also I have trouble at that distance right outside her 5C range but too close where going into a stance or jumping back is a good way to get killed. Kept seem'n to either get caught retreating or smacked in the face before getting close enough to use a 5B/A or assaulting. But I enjoy her much more then Linne or Merkava much more rewarding, but my mind might explode in fury before I figure a way to deal with pressure better. I do have a question tho. My goto AA combo started with 5C > 214B but this didn't connect as much as I would have liked in an actual match. Anyone have suggestions?
Tari Posted August 9, 2014 Posted August 9, 2014 Anti-air: 5c j.b j.6c j.214b land, relaunch air loop, slashes, ender. (on my phone, sorry)
Ingage Posted August 9, 2014 Posted August 9, 2014 Anti-air: 5c j.b j.6c j.214b land, relaunch air loop, slashes, ender. (on my phone, sorry) Anti-air: 5c j.b j.6c j.214b~d 5b j.b j.2c j.c 66c ~ stuff would work? Thanks in advance (don't wanna spam :P )
Tari Posted August 9, 2014 Posted August 9, 2014 I don't think you can do much more after 66c if you use that combo ender, but it should work up to there. You can also use 2b to relaunch or omit the relaunch normal and just jump immediately to j.b. (this is most stable for very high j.214b hits).
ReynTime180 Posted August 9, 2014 Posted August 9, 2014 So when you guys say D-Pairing stance moves, do you press both buttons at the same time? or can you press D slightly after? Oh, and how can you get 4 stance moves in one stance? I've seen videos showcasing it, but havnt figured out how to do it.
Starrk Posted August 9, 2014 Posted August 9, 2014 D pairing refers to doing a stance move + D at the same time. This allows you to exit stance using any move. Here's a step by step with 236B. Enter stance with 236B and hold A, use 236B again. It's now greyed out. At this point out you have below 100 meter use 236C and you'll get a 236B. Now both a and b should be greyed out. Now do 236B+D to exit stance using 236B.
Starrk Posted August 9, 2014 Posted August 9, 2014 Definitely not. I would even say not to play get if you insist on using pad
Starrk Posted August 9, 2014 Posted August 9, 2014 Your hands are going to hurt a lot. I don't even see how it's possible honestly. I mean I guess if you hooked up ab and c to the triggers as well. Because you have to be able to hold buttons down while pressing others
Sashi Posted August 9, 2014 Posted August 9, 2014 There's like two pad Yuzus in Toronto and they both do combos fine.
Tari Posted August 9, 2014 Posted August 9, 2014 Pad Yuzu, to my understanding, just requires some ingenious binding of buttons, or a claw grip. I'd say it's easier on stick, but players who are used to pad can definitely work around it.
DSveno Posted August 9, 2014 Posted August 9, 2014 Mind if I ask, I've been having trouble identify the 236ABA part of this combo 10. 4B(1) 236BA 9jc IC DC j.236A (delay) j.214A~D DB 236ABA 214C+D Is it 236A (slide hold C)-236B-236A or 236A (slide hold C) BA? I can't make out from the vid what's happening at this part, and when I tried both method there is this weird slight delay at the last A which really frustrating since I have no idea what's the problem. Yuzuriha is the hardest character I've ever used in fighting game. A lot of her trick that's need to master made me want to yank my hair out. Man, when I first seeing her, I didn't even think there are so much hidden execution behind each of her combo like this.
Rhannmah Posted August 9, 2014 Posted August 9, 2014 Mind if I ask, I've been having trouble identify the 236ABA part of this combo It's 236A 236B 236A in very rapid succession, but you have to slide hold C so that the first 236A doesn't disable the A stance button. The easiest way to do this is to use a C normal to to cancel into 236a. That way, you don't actually have to slide hold. So what I do for combos is, for example: 2B -> 2[C] (hold for the whole duration of the stance moves) -> 236A 236B 236A -> jump cancel and release C -> j.C -> j.6C -> 214B -> whatever you feel like for oki -or- 2[C] (hold again) -> 236B 236A 236B 236A+D for max damage You can use this hold C trick at neutral too; you can spend the entire round holding C, at any point when you do a move that enters stance, you will automatically be holding the C button instead of the button you used for the stance move. Pad Yuzu, to my understanding, just requires some ingenious binding of buttons, or a claw grip. I'd say it's easier on stick, but players who are used to pad can definitely work around it. Actually, I have found a decent way to map buttons so you have access to everything : X -> A square -> B triangle -> D circle -> A+D R1 -> C this way, you have access to all button combinations necessary for all her tricks without having to hold two opposed face buttons at the same time. It's a bit awkward at first, but like anything, it just needs some getting used to. The hardest thing to do is her B+D stance enders and this is absolutely possible to do without fail every time. I do everything with my thumb on the face buttons and my index for the R1 trigger
RebelzPlague Posted August 9, 2014 Posted August 9, 2014 Wow yuzu is not pad friendly at all Hear, hear. All the stuff I have in theory takes me a while in execution, and I feel wouldn't be as bad on stick. Too bad I'll never learn stick.
Vlad7779311 Posted August 10, 2014 Posted August 10, 2014 How are people dealing with the "236A>421C>214B" string? I've been trying to grind this in Training Mode and now my left forearm has been feeling very tense. Lately, my execution has been going down the drain. Sometimes I can do that string on my own, but I find it more difficult doing it after something like "236B~D>236B~D". I'm not sure if I am rushing too fast to catch the opponent before he can do the air tech. Sometimes I wonder if I should take a small break from Yuzu and learn someone else like Gordeau or Eltnum. Also, is this string net-friendly? Launcher>j.5B>j.2C>j.5C>DB I live in Estonia and I get 4-bar connections with Finnish players, but I haven't tried playing with PSN buddies from countries like UK or Western part of Russia (Moscow) yet. I don't know if this has been asked yet, but is it a good idea to reversal with 4B when being pressured in the corner?
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