kazukifafner Posted August 15, 2014 Posted August 15, 2014 In general, I have four different approaches to blockstrings: Use Passing Link (Reverse Beat) to reset my normal pressure/use assault or jump in. This is more for when the opponent respects me enough, because this option lets you go into her 3-way mixup from assault. I tend to find the most success when I vary the order and number of normals I use. Makes it harder for the opponent to know when my blockstring will end, so they're more susceptible to frametraps. Cancel into battou followed by stance normals. Using this one less and less. Mostly do this if they like to fuzzy guard or push buttons for whatever reason. Cancel into battou followed by high jump. Come down with either jC or j2C depending on spacing. Works well for continuing pressure, and if you'd rather get away, you can just jump after the landing and go into stance pressure. jC/j2C puts them in decent enough blockstun that it's a pretty safe options. Otherwise, just go back into normal pressure. Cancel into teleport after whatever. As was mentioned, you can cancel basically anything into teleport. Useful for darting away quickly.
Tari Posted August 15, 2014 Posted August 15, 2014 As a by-product of testing teleports, I've found out that in-stance teleports on the ground go invuln on frame 4, which is actually the frame before any wind effects appear. I'm unsure if this includes throw invuln, though, and don't plan to test it. This would imply that all my numbers for teleport invuln are slow by 1 frame, so I've adjusted the frames accordingly. If anyone happens to know of any supers that are 1+4, or any 'blockstrings' that have exactly 15 frame gaps, please let me know so I can test this more concretely.
Starrk Posted August 15, 2014 Posted August 15, 2014 I also found something interesting while in training. Though it may already be known. After jumping over an enemy air teleport destinations are the same as the side you jumped from, which leads to weird surprise attacks. The funkiest one I think is jump over enemy, A Tele then so on. It's actually quite confusing at first because the enemy sees her facing away from them then suddenly appearing right behind them
Blue Crimson Posted August 15, 2014 Posted August 15, 2014 If you're facing away from the opponent, do you input teleport forward or backwards? I don't have my PS3 right now.
kazukifafner Posted August 15, 2014 Posted August 15, 2014 You input it based on the direction you're facing, so you input it normally after jumping over their head. That being said, I don't think the A version is a crossup though, so I imagine it's more useful for confusing the opponent and making them think you can do more than you actually can. I'd have to test B and C teleports in a match to gauge their effectiveness though. B seems like it might be incredibly tricky for those familiar with the game's crossup system. On a side note, thanks to the new hitbox viewer, I can see why 4C is surprisingly effective in certain situations, lol
Starrk Posted August 15, 2014 Posted August 15, 2014 I don't think I said it was a cross up. I think of it more as a gimmick. So repeated use of this would be a bad idea. Yeah I say how huge the hit box 4b had. It was crazy. It's a shame they didn't have special moves as well. I really wanted to see just how big the hittable part of 236A/B are.
kazukifafner Posted August 16, 2014 Posted August 16, 2014 Yeah, I was mostly just thinking out loud with regard to mixup applications. Finally started practicing more dynamic teleport use for my neutral. As well as trying to use both stance parry and 4B more effectively. Definitely needs some getting used to, but I can tell my game will level up if I can incorporate it into my current meta.
ShinsoBEAM Posted August 16, 2014 Posted August 16, 2014 I need to lab out Yuzu with you tommorow or some other day Kazukifafner I have been messing around with her as my primary sub for a bit in normals and mostly training mode, and your probably the best yuzu I play against with that I get a good connection with.
Crescens Posted August 17, 2014 Posted August 17, 2014 @Tari Do you by chance have a document or can you make a document with all the standard combo routes you take from different starters? mainly looking for combos from j236A starter, 236B starter, 5C AA starter, and any grounded normal starter.
kazukifafner Posted August 17, 2014 Posted August 17, 2014 I need to lab out Yuzu with you tommorow or some other day Kazukifafner I have been messing around with her as my primary sub for a bit in normals and mostly training mode, and your probably the best yuzu I play against with that I get a good connection with. lol, thanks. Hopefully we can get some matches in next week. This weekend is gonna be tough, because there's some house renovation being done for most of the day. I might be able to get some time in tomorrow though. I definitely need the practice if I'm gonna get this new tech down pat. @Tari Do you by chance have a document or can you make a document with all the standard combo routes you take from different starters? mainly looking for combos from j236A starter, 236B starter, 5C AA starter, and any grounded normal starter. Well, to tide you over, here are common routes: NOTE: All delays are very slight. j236A > j214B~D > 2C > 5C > j2C > jB > jC > 66C > j236AB > j214C j236A > j214B~D > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C j236A > j236B > delay j214B+D > 2C > 5C > j2C > jB > jC > 66C > j236AB > j421C j236A > j236B > delay j214B+D > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C The latter two are a little harder to land, but they're easier to confirm once you've got them down. You basically use j236A, see if it hits, then use j236B (it's not a direct cancel from j236A, basically). If you do it right, only the last hit of j214B should hit at midscreen. 236B > 214B~D > 2C > 5C > j2C > jB > jC > 66C > j236AB > j214C 236B > 214B~D > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C 236B > 236B > delay 214B+D > 2C > 5C > j2C > jB > jC > 66C > j236AB > j421C 236B > 236B > delay 214B+D > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C For 236B, you want to get into the habit of slide holding to C. That way, you can use 214B without adjusting your stance (or a second 236B, as is the case with the second one). To get this to connect, you use 236B, wait for the recovery to end, then use 214B. For the latter two, it's the same principle, justwait for the recovery and use 236B again (using 214B+D is the same as the j236A starter). AA 5C > j2C > jB > jC > 66C > j236A > jC > j214B > 66B > 236AB > 214C AA 5C > 214B > 2C > 4C > j2C > jB > jC > 66C > j236AB > j421C As you can tell, the general routes are similar for all of them. Also, the order you use air normals in is pretty flexible. Just use them as you prefer. Similarly, there are a lot of different ways to end after 66B depending on the meter you have. For example, you could do: 66B (slide hold C) > 236ABA > 214C+D 66B (slide hold C) > 236ABA > IW 66B > 236ABC > 214C+D Not sure what you mean by grounded, but ideally, any normal starter will lead into [j2C] routes. Normals > 236(B)A > 9~D > [j2C] > 4C > 2C > 236A > 214B~D > 66C > j236AB > j421C Normals > 236(B)A > 9~D > [j2C] > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C General rule of thumb seems to be that you can do that combo if you use two, maybe three if you include a jump in, normals max before 236A. You can add a 236B before hand if you start it off of one normal, I believe (haven't tested it thoroughly though). Of course, you get a lot more leeway on counter hit. You can almost always go for that combo if you get one, regardless of how you started the combo. If you use more normals or start with an assault j2C, then you have to use an alternate route. I typically use: Normals > 4C > 2C > 236A > 421C > j214B~D > 66C > j236AB > j421C You'll also have to use an alternate route like that if you land your starter to far away for the [j2C] to connect on the way down. Naturally, you can replace j421C in any of these combos with j236C ender instead.
Tari Posted August 17, 2014 Posted August 17, 2014 Kazuki's combos are pretty much the standards.Off of assault starters, if you can confirm the hit, you can use 5A > 5C > 9D > j.C > 66C > etc. and just do the j.2[C] > 66C combo route from there. I would say it's probably my preferred combo route, since it works well from pretty much any starter.If you're too far to confirm a falling j.C hit into anything other than 66B > slashes, you can use either of the following routes:- 66B > 236A > 214B~D > ender (this will cross up, so your ender should take that into account)- 66B > 236A > 421C > j.214B~D > ender (I generally suggest using this one)For anti-air 5C hits, you generally do one of the following:- (high hit) 5C > j.B > j.6C > j.214B~D > (land) > j.B > j.2C > j.C > 66B > etc.- (mid height) 5C > j.B > j.2C > j.C > 66C > j.236A > j.6C > j.214B~D > 66B > etc.- (CH) 5C > 5A (whiff) > 66B > 236B > 236A > 9D j.2[C] > 66C > j.236A > j.6C > j.214B~D > 66B > etc.
Crescens Posted August 17, 2014 Posted August 17, 2014 Kazuki's combos are pretty much the standards. Off of assault starters, if you can confirm the hit, you can use 5A > 5C > 9D > j.C > 66C > etc. and just do the j.2[C] > 66C combo route from there. I would say it's probably my preferred combo route, since it works well from pretty much any starter. Alright I seem to have problems landing the j.C into 66C instead of j.2[C] > 66C which I find easier. Also what do you consider the standard j.2[C] > 66C route? I noticed you mentioned earlier you do a lot of 66C > j.236A > j.6C > j.214B~D > 66C etc. Do you recommend making that the standard route to use? Other than that I have been having problems with the relaunch combo after a j.214B~D where you do 2C > 4C > j.B > j.2C > j.C > 66C . The problem I have is getting the 66C to land consistently any tips for that?
ShinsoBEAM Posted August 17, 2014 Posted August 17, 2014 So I don't see this in tutorials or the wiki and I'm sure you guys already know this but for some reason you can change what button you are holding down after the second move in your string. As long as you make your second move in a string special~D, that is the same strength as the button you held down so okay. 6B > 236B+D~[A] > B > 236B+D works, 4 uses of the same button woah. However this trick only seems to work at neutral. If you start from like any move it doens't work. One of my main real uses of it is when I got fo 6C~ > 236B+D~[C] then go from there on block or hit. Also on Fun oddities you can whiff cancel your 236X series with throw if your last hit before starting specials was a 5A/2A which seems to be a faster recovery. Even if you do things like 5A > 421A > 236B> A+D it will work. You will of course lose some GRD. Is there another super weird exception trick I'm missing because I have no idea why these things even work?
Tari Posted August 17, 2014 Posted August 17, 2014 Alright I seem to have problems landing the j.C into 66C instead of j.2[C] > 66C which I find easier. Also what do you consider the standard j.2[C] > 66C route? I noticed you mentioned earlier you do a lot of 66C > j.236A > j.6C > j.214B~D > 66C etc. Do you recommend making that the standard route to use? Other than that I have been having problems with the relaunch combo after a j.214B~D where you do 2C > 4C > j.B > j.2C > j.C > 66C . The problem I have is getting the 66C to land consistently any tips for that? j.2[C] into 66C is always going to be easier than j.C into 66C. The latter requires a late enough hit from j.C and an immediate cancel into 66C, whereas the former lets you take your time after you ground the opponent. I like using j.236A > j.6C > etc. because it's high damage and has a good amount of carry distance, but you can't always use that route. It's sometimes necessary or more reliable to use j.236A > j.214AD > 2C or j.236A > j.214B~D > 2C. If you had a good starter (pretty much anything that's not 5A/2A), then you can also use j.236ABA > j.214AD > 2C for slightly more damage when using the j.214AD path. The triple slash combo route has the highest damage out of all the routes when you don't end in double super (double super enders do more damage if you use the j.6C route) and when you don't want to end in super + IW, as the IW will generally whiff. If you just want to spend 200 meter at the end of your combo, using this triple slash route or the j.6C route will deal about the same damage. Without vorpal, the j.6C route does 1 or 2 extra damage if you end in double super when compared to using the triple slash route and ending in IW. Remember you can't use the triple slash route without a good starter, though. As far as making j.C > 66C work, I suggest just trying to catch the opponent lower in your air string, so you have more untech time when you land. You can combo 66C quite high in the air, but it's way harder, and it might not work depending on your combo's proration. When doing the relaunch combo, you can delay the j.B by a decent amount to keep the opponent lower, or just use 2C > 5C, which doesn't launch as much. Pretty much every hit in the relaunch combo can be delayed by a small amount. On the note of relaunch combos, when you have space, using j.2C first does a small amount more damage than using j.B first, but it's hardly important. So I don't see this in tutorials or the wiki and I'm sure you guys already know this but for some reason you can change what button you are holding down after the second move in your string. As long as you make your second move in a string special~D, that is the same strength as the button you held down so okay. 6B > 236B+D~[A] > B > 236B+D works, 4 uses of the same button woah. However this trick only seems to work at neutral. If you start from like any move it doens't work. One of my main real uses of it is when I got fo 6C~ > 236B+D~[C] then go from there on block or hit. Also on Fun oddities you can whiff cancel your 236X series with throw if your last hit before starting specials was a 5A/2A which seems to be a faster recovery. Even if you do things like 5A > 421A > 236B> A+D it will work. You will of course lose some GRD. Is there another super weird exception trick I'm missing because I have no idea why these things even work? Yeah, there are quite a few weird exceptions to Yuzu's stances. The one you mentioned first was brought up in this thread some time ago, and no one had a good explanation for it. It would be much more useful if it could be used from a cancel, but alas, it's a neutral exception only. The cancel you get is also a d-paired cancel, so it's slower than a normal one. Still good to know about, though. Tenkai and I were having fun making combos formed around trying to use all her stance exceptions in the same combo:https://www.youtube.com/watch?v=urG3gT5RPSshttps://www.youtube.com/watch?v=V7ESf4ybKNMhttps://www.youtube.com/watch?v=1VfM-TSLjsw And a teleport video:https://www.youtube.com/watch?v=n6YoQ0E3BBE Didn't know about the throw whiff, though, that seems interesting, looking into frames on it. =========edit: The throw tech is pretty great. I give up on theory crafting this stuff, it just seems like stance specials can carry over some cancel routes from whatever comes before them. You can do weird things like 5A > 236B~[C] > 236A > 421B > Throw. Frames: (point blank) 2A > 214A~D: -8 (point blank) 2A > 214A > Throw Whiff: -15 2A > 236A~D: -7 2A > 236A > Throw Whiff: +3 <-- theoretically useful
Essay Posted August 17, 2014 Posted August 17, 2014 There was a fun video floating around in the first week or two after release that showed that every character's 5A can avoid the auto-combo route and repeatedly jump-install cancel into itself on block via holding 7/8/9. Of course, the content creator wrote off the tech as impractical, as, on hit, you would just get 5A jc. j.A, which meant nothing for most of the cast. For Yuzu, however, it doesn't seem completely worthless to me. 5A 9jc. j.A-j.2C-j.B/C* combos against every character standing, except for Byakuya, Akatsuki, Linne and Vatista, and, on block, becomes 5A-5A-2C.... It still works in block-strings started with a close 2A/5B/2B too, allowing for longer low blockstrings like 2B-5A-5A-2C(-2A wiff/6C/etc...), or the the even-on-block 2A-5A-5A-2C-2B. Unless the opponent is caught by the first move crouching (the main risk, though not as bad if they're cornered), the confirms are pretty straight-forward, just as long as you realize whether or not you already used your combo's jump-cancel. Also, if push-blocked wrong so that a 5A wiffs, I believe they're giving Yuzu an advantageous rebeat. Anyone else been using this? * Use j.B for its cross-up hit-box when started from point-blank midscreen to prevent drop, at the sacrifice of a little damage. EDIT: Turns out it works on Vatista after all. :D
Rhiya Posted August 17, 2014 Posted August 17, 2014 https://www.youtube.com/watch?v=5jnqeeVcJLE This the vid?
Essay Posted August 18, 2014 Posted August 18, 2014 https://www.youtube.com/watch?v=5jnqeeVcJLE This the vid? Yup, that's the one. Thanks for tracking it back down.
Tari Posted August 18, 2014 Posted August 18, 2014 I have no way of confirming if these numbers are true in UNIEL or not, but this is from the UNIB mook (asked someone else to help me read it). I assume that these startup and total numbers don't include the superflash frame, as well, but it could have just been different in UNIB:236C Startup: 13F Active: 5F Total: 38F j.236C Startup: 18F Active: 5F Landing Recovery: 11F 214C Startup: 14F 1st Hit Active: 3F Landing Recovery: 33F j.214C Startup: 12F 1st Hit Active: 3F Landing Recovery: 33F Infinite Worth (41236D) Startup: 12F 1st Hit Active: 3F Total: 147F 5A Startup: 5F Total: 18F Static Diff: -2F 2A Startup: 6F Total: 20F Static Diff: -3F Since I'm not sure if these are relevant numbers in this game, I'm going to leave them separate from the rest of the frame data.
Blackout2021 Posted August 18, 2014 Posted August 18, 2014 I'm having some trouble with this combo right now. 236B > 236B > delay 214B+D > 2C > 5C > j2C > jB > jC > 66C > j236AB > j421C The j236AB keep whiffing after they're grounded from the 66C. I feel like my problem is that I'm not doing the 2C fast enough and its using up my OTG without me knowing but I'm not really sure. Also on a side note can anybody shed some light on her j214 series. I keep seeing Yuzus in videos use it and looks seemingly safe if not down right plus because they continue pressure after it. Whenever I use it I just get punished.
IndigoNovember Posted August 18, 2014 Posted August 18, 2014 Pretty cool that the official character guide video from French Bread covers Slide Holding and D Cancels. Also on a side note can anybody shed some light on her j214 series. I keep seeing Yuzus in videos use it and looks seemingly safe if not down right plus because they continue pressure after it. Whenever I use it I just get punished. Are you using D cancels (pressing D during j214 to cancel the recovery)?
Kirah Posted August 18, 2014 Posted August 18, 2014 Just a quick question can anyone accurately explain how Yuzu is rapidly teleporting in this video, I was going to lab it up tonight I just wanted to ask to see if I get my answer sooner. https://www.youtube.com/watch?v=n6YoQ0E3BBE
Tari Posted August 18, 2014 Posted August 18, 2014 No blockstun? The original mook is pretty barebones, honestly. It only gives us the data I listed up above. Just a quick question can anyone accurately explain how Yuzu is rapidly teleporting in this video, I was going to lab it up tonight I just wanted to ask to see if I get my answer sooner. https://www.youtube.com/watch?v=n6YoQ0E3BBE Seeing as how that video is from one of us, we can definitely explain it, haha. You can always cancel teleport recovery into another stance move, including another teleport. This means that you can exit stance with a d-cancelled teleport, but continue teleporting around as long as you input the next teleport during the previous teleport's recovery frames. The teleports you get from that point on are all slow teleports, though.
KrsJin Posted August 20, 2014 Posted August 20, 2014 What's your go-to punish if you block a Veil Off? It's something like -13 after a blocked VO right? I haven't been able to test, wondering if 4C could reach in time. Thanks.
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