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Posted

Yuzu's lack of a DP really hurts her in some situations -- it means characters that have strong pressure/mix-up can bully Yuzuriha because her defensive options are limited. It's not to say that you can't learn how to deal with it, but it will be harder and it definitely requires more from the player.

 

Also, re: 66C 236A 214B vs. 66[C] 236A 214A, I forgot to mention I used to have to do 66C 236A 6C 214B and it was really annoying! I've been using the 236A 214A version for awhile now and it's very stable, as long as you cancel into 236A pretty late from 66[C]. Unless someone tells me otherwise, I may just stick with that because of ease of use...

Posted

Random fact of the day: in Vorpal state 2A > 5C usually leads to 1 more damage than 5A > 5C.  This is in combos such as this one:

 

Midscreen:

5A/2A > 5C/2C > 236A > 9jc~D > charged j.2C > DC (hold C) > j.236A > j.214A (D) > 2C > 236A > 236B > 214C

Deals around 3.6k (3.2 without super ender)

After the DC you need to delay the j.236A a little bit so the j.214A does not cross up (when you cross up 2C whiffs most of the time)

 

Posted

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?

4c > 2c > 236b > 236a > 9d > j.2[c] > 66c > j.236a > j.6c > j.214b > 66b > 236b > 236a > 236c > 214cd - 5033 in vorpal (6288 in veil off with IW instead of 214cd)

You can probably do a little more, but I'm not really sure where. 4C seems to be the best combo starter for punishes, with close 236B CH and 5C CH being close seconds.

You can get 5056 damage by starting with 236C, but I'm not really a fan of that.

 

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.

Go for it! I was considering doing something similar, but I'm too lazy to organize my notes (I think I'm at ~1500 lines of notes, lol). I think there are combos on the Mizuumi wiki, but haven't actually looked at them, so I don't know if they're decent or not.

 

Yuzu's lack of a DP really hurts her in some situations -- it means characters that have strong pressure/mix-up can bully Yuzuriha because her defensive options are limited. It's not to say that you can't learn how to deal with it, but it will be harder and it definitely requires more from the player.

 

Also, re: 66C 236A 214B vs. 66[C] 236A 214A, I forgot to mention I used to have to do 66C 236A 6C 214B and it was really annoying! I've been using the 236A 214A version for awhile now and it's very stable, as long as you cancel into 236A pretty late from 66[C]. Unless someone tells me otherwise, I may just stick with that because of ease of use...

I find the Waldstein MU pretty annoying as well. Getting hit once leads to corner pressure for Wald, from which it's a massive guessing game as to how to escape or abare him.

As for 66C > j.236A > j.214X, it's almost always j.214A in that situation. You can also use j.214AD, which is occasionally more stable because you pretty much can never cross up with it. j.214B is used in the extended damage route: 66C > j.236A > j.(6)C > j.214B~D > 66B. I highly suggest people learn the extended damage route, by the way. It's not overly difficult to perform, and you get better damage and corner carry from it.

j.214A is used for 66C > j.236A > j.214A(D) > 2C and 66C > j.236A > j.236B > j.236A > j.214AD > 2C routes.

There are situations where you will have to use j.214B after j.236A, but this should never occur after a j.2[C] hit. It's a height (66C hits a high airborne opponent) or timing (you do j.236A very delayed) dependent thing. This situation doesn't occur that often, and isn't a key point in most combo routes. The only route I can think of where it matters very much is something like a sideswap ...236A~[C] > 421B > 236A > 9D > j.C > 66C... because of how high that 66C catches.

Posted

If you started the punish combo with 4C 236ABA you'd probably get a bit more damage. Also for enders, does 236AB 236C 214CD deal more damage than 236ABA IW?

4C > 236ABA isn't stable for j.2[C], iirc.

And yes, double super enders do more damage at the end of long combos. The minimum damage from double super is around 1.1 or 1.2k, whereas the minimum damage on IW alone is around 1k. Even taking into account the extra slash at the end (which adds around 50-70 damage, I think?), the extra 100-200 damage from the supers is more worthwhile.

How do you keep 66C xx 236A > 6C xx 214B from sometimes crossing up?

 

I'm having issues with reacting to the side I'm on.

Delay your j.236A. It's fairly easy to tell whether it will cross up or not based on where the opponent is when you hit with j.236A.

Posted

What do you mean by not stable?  I don't understand.

 

As for 66C 236A 6C 214B, delay 236A and 6C a bit is what I do. That makes it more  consistent, especially against the problem characters like Merkava

Posted

Not stable = prone to dropping in practice, whether that's because of starter differences, juggle height, or any other of a myriad number of things.

Posted

What do you mean by not stable?  I don't understand.

 

As for 66C 236A 6C 214B, delay 236A and 6C a bit is what I do. That makes it more  consistent, especially against the problem characters like Merkava

I meant that the 4C > 236ABA > 9D > j.2[C] part was more difficult to perform because of the delay timing after 4C, but I forgot we were talking about punishes and not random hits, so it actually shouldn't really matter.

In any case, 4C > 236ABA > etc. does 5061 damage in vorpal, so it is more optimal. Is there anything else we can add? :P

If you have 3+ or 6+ grd, it might be worthwhile to do ...66B > 236ABA > CS > 66B > 236ABA > IW as the ender instead. Haven't tested it, though. (edit: tested, does less damage)

Posted

That is not  a bad idea, could someone also edit the OP to have it?

 

 

EDIT: OK, I've added combos from both the beginner and intermediate videos. Anyone want me to add anything else.

Posted

not sure if this has been asked or already placed somewhere, but what can I do off of AA 5C?

AA 5c j.B-2C-C 66C 236A 236B 214B+D 66C 421A/C

That's my combo at least lol. You can also go into 236A>stuff.

Posted

not sure if this has been asked or already placed somewhere, but what can I do off of AA 5C?

 

 

If you get a really high hit on 5C and you confirm into j.B, you can use this route: 5C > j.B > j.6C > j.214B > (land) j.B > j.2C > j.C > 66B > etc.

 

If you get a low anti-air 5C hit, it's best to go straight into the relaunch loop with j.B > j.2C > etc. and then combo into the 66C route.

Posted

Does anyone else have trouble with connecting 236C>214C? Sometimes the 214c just doesn't come out

 

I generally try to push CD as Yuzu starts sheathing her sword. That's the point in time where you can cancel. If you're any earlier or later it won't work.

 

 

 

On an unrelated note, I am still somewhat baffled by Carmine and Waldstein corner pressure.

Posted

I've run into a couple of problems with character specific combos. The ender 66C>j.236A~6C~214B>66B>236AB doesn't seem to work on either Wald or Gordeau the 66B goes under them. Also with Wald the typical bnb 5b>5c>236A>IC j.2C>4C>2C>4B>236A>214B>Any ender. He seems to fall too fast after the 214B. Any suggestions?

Posted

Anybody come up with any blockstrings for this character yet? Preferably ones that get you away from the opponent after they keep blocking low?

Posted

I've run into a couple of problems with character specific combos. The ender 66C>j.236A~6C~214B>66B>236AB doesn't seem to work on either Wald or Gordeau the 66B goes under them. Also with Wald the typical bnb 5b>5c>236A>IC j.2C>4C>2C>4B>236A>214B>Any ender. He seems to fall too fast after the 214B. Any suggestions?

 

The 66C > j.236A > j.6C > j.214B~D > 66B ender path is universal. If it's dropping, it's probably a timing issue. I can record the combo on every character if it'd help as reference, but I'm not sure how to describe it. I usually just delay the j.236A and not the j.6C.

 

Also not sure why Wald is falling too fast for you in the other combo. I don't use it, but it seems to work fine in training mode. Try delaying your 4B, perhaps?

 

 

Anybody come up with any blockstrings for this character yet? Preferably ones that get you away from the opponent after they keep blocking low?

 
You can teleport away at the end of any blockstring if all you want is space, or you can end with 5B > 5A (whiff) or 2B, both of which are +/-0 on block, and then just back away normally or start over.

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