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Posted

Well I'm not sure what the problem might be. Our the 214b just isn't connecting then you're probably doing out too late. You can do it earlier than you might think. Try to think of it all as one and perform them immediately after the other. Hope that helps a little Bit

 

Edit: Oh, and for some reason I forgot to talk about the rest of the comment.

That string I would say is not net friendly. Dash normals are difficult online in general and it would simple be easier to do something like : Launcher>j.5b>j.5c>j.6c>214b> what have you

 

The thing about 4B is it has a really long start up. I think it's something like 15f. So against characters such a Linne that pressure for days I tend to not use it and bide my time instead. But against characters that leave bigger holes in their block strings I think it's a good tool to use. Even if they block you can simply cancel out of it and get a free tele. Then you wont be in the corner anymore. Which is the worst thing imaginable for yuzu.

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Posted

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?

 

If you aren't holding the in A in the 236A, you will have a harder time doing any 236A > 421C > j.214B combos consistently. You have a pretty long window to do the j.214B in, provided that you do the 421C immediately.

 

Any string can be net friendly if you have the muscle memory for it. If you don't, however, it's best to avoid tight timings.

 

 

@Starrk: We have extensive amounts of frame data available already (see posts #190, #193, and #203) if you're looking for accurate values. 4B can counter things as early as frame 8. The hit on 4B (if you don't counter something) is frame 18.

 

Having said that, it's not a great idea to use 4B in pressure because it only counters things that actually touch Yuzu's coat, and half the moves in the game won't touch it.

Posted

Linne's normals are much faster than that and you won't get a chance to use it unless they were trying to bait you so many point remains. So calm down I don't want to have to go to the trouble of searching through frame data I've already seen just to be exact when I already know what would happen. The only time yuzu would be in trouble in the corner is against characters that can easily deal with our counter anyway. I promise off you tired to pull that crap on Linne, Gordeau, or Carmine you'd be dead lol

Posted

Sorry, I suppose I should have said that it was 'also' a bad idea to use it because it doesn't counter things that don't touch the scarf. I wasn't refuting your point, I just wanted to make it clear that the counter isn't actually insanely slow. It has its purpose, and is a fairly good anti-air tool, but it isn't a reversal.

Posted

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.

 

Thank. Upon reading your advice and tried again, I figure it's because I didn't slide hold the C fast enough that the game still registers as I'm still holding the A before switching to C, hence the slight delay. The execution is even stricter than I thought. 

Posted

but like i said, you can actually bypass this execution problem by starting to hold C before you even try to throw out a 236B or whatever; there are many ways to mask a C button hold into something else when you don't want to be throwing out C normals out for no reason; backdashes, for example

Posted

Hi, so i'm learning yuzu and i was wondering what are some good things for a beginner to start off with?

Also i don't really understand her stance d cancels or how they're suppose to work exactly if someone could explain that too me that would be great 

Posted

Doesn't it also get beat by lows?

 Yes, it loses to all lows. I'm not completely sure on how the game decides what moves 4B can or can't counter. I thought it was based on upper body properties, but I can't prove that. :(

 

There's probably no real reason to think about too much, anyway. If it hits the coat before or on the same frame it hits any other part of Yuzu (and it isn't a low or throw), you can counter it.

Posted

so what exactly does 4b beat? I need to know for science 

 

It's a counter move that catches highs and mids, similar to Hakumens. Except, she needs to actually hit something with cloth for the follow up.

Posted

So I'm not asking for block string stuff, and I wouldn't necessarily call them mixups, but what are you guys doing for teleport stuff/stance mixups? Some of the things I've been doing:

236B (hold C) 421A 236B - Can you do 236B (hold A) 421B 6C 236B+D as a mixup to this string?
421B (hold A) 6C 236B

What are people using for air stance blockstrings? Does this work:

236B (hold A) > 9 > j.6C > j.6B > j.214A+D

Will that lead into a combo? What are people doing from a j.214A starter?

Posted

Depending on the height you hit the opponent at with j.214A/B, you might have to pick up the combo with 2B or 5A, but you can always go into the relaunch loop from those starters, as long as you can reach the opponent before they hit the ground.

Posted

Yeah, pretty much any time you can catch them before they hit the ground, you're going to go into your standard juggle route. Otherwise, just be ready for their tech and go into mixup.

 

As for stance pressure, I don't use a whole lot of mixup type things. Mostly just go for frametraps and force them to respect it. I mean, if I do, I just go for a quick teleport wherever I'm at and throw out a move. Using A teleport works to keep them guessing, but it's about as risky as doing anything else in stance.

 

Also, on a more general note about mixups, sometimes I'll CS before the last hit of 214C in the corner to make the next mixup really ambiguous (since they'll air tech, and it's easy to time the assault with their landing). Granted, they could tech forward to get out of it, but they usually aren't expecting it and don't think that far ahead. Not something to do all the time, but a fun little reset gimmick.

Posted

I've been watching our scene play and discuss this game for the last few weeks, and out of curiosity I have to ask; how does this character win?

She doesn't appear to have any mix up, and the range in her neutral game seems to be pretty heavily mitigated by an opponent's ability to just down back shield and get tons of grd. Throws seem relatively fast, but the fact that you get punished if your throw attemp is teched seems even more problematic.

Can someone enlighten me?

Posted

What's the most practical combo off 4C starter?  I just do like 4C -> 2C -> 236ABA -> 9jc~D -> IC etc

Wow, I didn't even know you could do that. I hit the training mode after you said this and tried it but the thing is you can't do much else off of it. Too much hit stun. I got this instead:

4C>2C>5C>j.B>j.2C>j.C>DC>j236AB~214B(1 hit)>2C(hold C)>236BAB(>IW for for 4.6k)

 

I've been watching our scene play and discuss this game for the last few weeks, and out of curiosity I have to ask; how does this character win?

She doesn't appear to have any mix up, and the range in her neutral game seems to be pretty heavily mitigated by an opponent's ability to just down back shield and get tons of grd. Throws seem relatively fast, but the fact that you get punished if your throw attemp is teched seems even more problematic.

Can someone enlighten me?

She's actually a zoning character. Using stances is the most important part but it makes punishing impatient people really easy. My favorite thing is jumping up doing j.236A(hold A) and as I'm falling they think I'm unsafe so they rush in and I just use j.236B right before I hit the ground for a full combo. Mix ups in this game aren't that big of a thing considering cross ups are almost not a thing. High/low is the only mix up and yeah we don't have that. So instead what we do is frame trap typical block string for me goes: cr.A>cr.B>cr.C>236A(hold a)>pause for just a moment>C~236B~D into full combo.

 

I mean it's not easy and we have to make a lot of reads but that just how this character rolls.

Also it's not actually possible to be punished from tech. It leaves you -7 and no one have a move that fast that reaches that far. Just block if you see them tech and definitely don't jump. For example, when Linne tech's my throw I always hold down back because her cr.C, which is the only move that can reach me has, I think 9 or 10 frames of start up. Jumping takes up 3-4 frames or something like that, I can't remember but it's not instant so if you jump and she does cr.C you're donion rings.

 

 

SO! That aside I'm trying to find out that max damage punish combo that uses all resources. So far I can only get 4.8K spending full bar and in vorpral. I feel like I can do more though. Thoughts?

Posted

Hmm, I think I'm going to put all of the combos I've written down in a Google Document so people don't have to scour the thread finding them lol.

Posted

Can someone give me tips on the xx>66C>236A>214B>2C route? Sometimes I get it, most times I don't. It's really inconsistent. I usually fall on the opposite side of the opponent and they aren't far enough/too high up to connect 2C. is there something I'm doing wrong? Missing a move? Too close when I start/too far??

Posted

I feel like you need to delay the 214B heavily to get it to work consistently -- that's how I always got it, but now I use 66[C] 236A 214A 2C instead. Is there any benefit to using the 214B route?

Posted

In my opinion, this character wins by converting random hits from anywhere on the screen into consistent damage.  I also think that it's good to know that Yuzuriha doesn't have any terrible matchups, it's always manageable, but her win condition definitely lies in neutral.

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