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Posted

After playing off and on, I realized that I almost never spend my meter.  What are a couple good combos where I can blow it?

 

Well basically any combo that ends in something like: 2C/66B > 236B>236A>236C>214C will usually dish out a lot of damage. Or if you want to be lazy/safe then use infinite worth instead of 236C. Yuzu doesn't gain much from having meter unfortunately. I have found some uses for her exes that are more of a gimmick but here it goes. For 214C it actually has some invul on the start up frames so if the enemy isn't ruthlessly pressuring you it's a decent way to get out of the corner. Be careful as some characters can punish it. As for 236C I find it useful for this reason only: You're in the neutral game and they aren't running into any of your battou slashes so as a trick it can be worth while using 236C. After you use it continue to hold down the C button as this exe still puts you in stance. So on the recovery frames people will often start running at you thinking you're open. At this point you can do 236B and convert for a full combo. If you don't want to use EXES and just want to get rid of the meter then going into veil off is always an option. It will make your combos do more damage and it can get the opponent off of you. But you still need to be careful as it is quite negative and therefore punishable if blocked or used wrongly in the neutral.

 

Now! For my question: In neutral I tend to use 236B a lot as it is a fairly good tool to keep people away and also converts easily. Usually when I get a hit with it I either go into another 236B then 236A~421C~214B etc. or I just omit the additional 236B depending on height. I have seen some people do 236B > 236B > 214B as a convert instead and my question is which one do y'all think is more optimal in terms of damage and drop-ability?

Posted

Yeah, I've been spending my meter on 214C after CS and j236C in neutral.  I need to start throwing them at the end of combos too though, I always sit with 200 meter for no reason.

Posted

Now! For my question: In neutral I tend to use 236B a lot as it is a fairly good tool to keep people away and also converts easily. Usually when I get a hit with it I either go into another 236B then 236A~421C~214B etc. or I just omit the additional 236B depending on height. I have seen some people do 236B > 236B > 214B as a convert instead and my question is which one do y'all think is more optimal in terms of damage and drop-ability?

 

From my test I have:

236B[C] > 214BD > 2C > 4C > j.B > j.2C > j.C > 66C > j.236A > j.236B (3153, 53.11)

236BD > 236A > 421C > 214B > 2C > 4C > j.B > j.2C > j.C > 66C > j.236A > j.236B (3120, 56.29)

*damages for both are non-vorpal

 

I actually haven't been able to get 236BD > 236B[C] >214BD > 2C > 5C/4C > j.B > j.2C > j.C > 66C > j.236A > j.236B to work @_@ .  They always tech before 66C can land for me...

 

-

 

Is there a video that shows off j236A > jC > j214B~D at some point?  It doesn't look hard to do, but I just want confirmation that I'm doing it correctly.  *just waiting for it to be in the combo videos that I haven't fully watched yet OTL .

Posted

After playing off and on, I realized that I almost never spend my meter. What are a couple good combos where I can blow it?

Remember that if you end a combo with 236C and you still have enough untech, you can cancel it into 214B for oki. Obviously spacing dependent, but it's a good thing to remember. In some cases, you can actually do things like ... 236B > 236A > 236C > 214BD > j.214C for really odd looking combos.

Edit: forgot to mention that it's normally best to end strings with 214c for damage and knockdown. Using 236c into 214b is usually not as good, but if the situation allows, can let you get 66c oki, which is nice. There are other situations where 236c is superior, but they tend to not revolve around getting good oki.

Now! For my question: In neutral I tend to use 236B a lot as it is a fairly good tool to keep people away and also converts easily. Usually when I get a hit with it I either go into another 236B then 236A~421C~214B etc. or I just omit the additional 236B depending on height. I have seen some people do 236B > 236B > 214B as a convert instead and my question is which one do y'all think is more optimal in terms of damage and drop-ability?

The 236A > 421C route is arguably more stable (especially useful in netplay) than any of the other routes, but does less damage than the alternative routes.

The highest damage confirm is 236B~D > 236A > (delay) 214B~D > etc, but 236B~D > 236B > (delay) 214BD still does more damage than the 421C route.

I actually haven't been able to get 236BD > 236B[C] >214BD > 2C > 5C/4C > j.B > j.2C > j.C > 66C > j.236A > j.236B to work @_@ . They always tech before 66C can land for me...

While you can combo that string into 66C, you can't do anything afterwards because you've already spent your two wallbounces/groundslams up with the opening two 236B hits.

Is there a video that shows off j236A > jC > j214B~D at some point? It doesn't look hard to do, but I just want confirmation that I'm doing it correctly. *just waiting for it to be in the combo videos that I haven't fully watched yet OTL .

If people want, I (and/or probably other people in this thread) can try to put together a video of combos that tend to be troublesome for newer players, but I think most of the combos are available in video format in the Yuzu tutorial vids? Not really sure, never watched more than the first one, haha.

=========

So I ran into a really strange thing today while playing against our local Carmine player.

I jumped and did an aerial C teleport (j.421C) right as he threw a ground pinwheel. We were maybe half a screen apart and he CS'd his pinwheel immediately. The superflash happened and we could clearly see me in the middle of the fade away animation for teleporting, but when the freeze ended, I teleported backwards and to the floor behind me, instead of down to the floor behind him.

We tried for a bit to replicate it, but couldn't figure out how it happened.

Posted

What's generally the recommended combo route to go into when you're opponent is in the corner? Like if I get a throw or a 5A in the corner what should I be doing?

Posted

Throw > 4C > 2[C]* > 236A > 236B > 421A~D > 66C > j.236[A] > j.6C > j.214B > 66C > oki

*against Chaos, omit the 2[C] and hold the C in 4C instead.

 

The A is held in j.236[A] in case you want to do the super route, which is this: ... > 66C > j.236[A] > j.236C > (delay) j.214B > 66C > oki

 

 

 

5A > 5C > 236A > 9D > j.C > 66B > 236B > 421A~D > 66C > j.236[A] > j.6C > j.214B > 66C > oki

 

This path can be used from pretty much any starter, as long as you don't do too many moves before the 236A. You can actually optimize this route a bit between j.C and 236B, but it's harder and significantly less reliable in netplay, as well as impossible to actually use from bad starters (2A > 5C, for example, won't work). The optimized route is this: ... > 236A > 8D > j.C > 4C > 2C > 236B > 421A~D > etc.

 

 

 

These are the standard corner combo routes. There are alternative routes that give you different types of oki and positioning, but generally do less damage.

 

There is one important alternative route in the corner, which is this one:

 

... > 236A > 9D > j.C > 66B~[C]* > 236BAB > 214BD > 66B/C > ender

 

*you can alternatively hold the C in j.C if you don't want to input the hold during 66B.

 

 

This route is important if you've used up too many wall or ground bounces in your combo and can't go into the 421A~D > 66C route anymore.

Posted

It's an alternative way of getting aerial stance oki. The inputs are 66B > 236B > 7/8 > 44 > oki. He just holds the A button from the previous stance sequence (j.236[A] > j.236C > delay j.214B~D). You can also slide from 236B to held A if you want to do it that way.

 

The moves he uses after the opponent recovers are j.C > j.214B, as you thought.

 

 

It's arguably better than the normal 66C aerial stance oki, because it lets you space yourself against forward air techs more immediately than the 66C path does (since 66C forces you to cancel into stance teleports, and this route starts in stance and uses stance dashes). It also allows you to use j.6C as a meaty instead of j.214B, which gives you more options and lets you dodge DPs while you're still airborne more realistically.

 

The oki you get is pretty similar to tk j.6C oki, but better.

Posted

awesome. thanks!

Will have to look at practicing that as an option.

His pressure looks so insane for a character that apparently has average pressure.

Posted

Does Yuzu have some good Teleport mixups that can be learned in Training Mode? I think I might have seen LK do some teleports to bait a Gordeau player into whiffing his DP.

Posted

How much blocking does this character usually do? I feel like I spend 99% of my MUs blocking and looking for a way out.

Posted

Does Yuzu have some good Teleport mixups that can be learned in Training Mode? I think I might have seen LK do some teleports to bait a Gordeau player into whiffing his DP.

 

It's not exactly 'mixup', but she can bait opponents into pushing buttons with her teleports. There isn't really a set path of teleports that players use, feel free to try things out.

 

I suppose one of the trickier options is the jump or assault over the opponent, then using the A teleport to side-swap back to in front of them, but that's about the closest thing to mixup you'll get from teleports.

 

 

If you ever find yourself facing the wrong way after a teleport (or think you'll end up facing the wrong way), remember that stance dodge and stance dash can fix your facing.

 

How much blocking does this character usually do? I feel like I spend 99% of my MUs blocking and looking for a way out.

 

She blocks a lot if people get to her. Think of her as a zoning character.

Posted

It trades often, but I rarely see it lose cleanly to a meaty elbow without the trade. If you do elbow right after assault, it completely beats Merkava's wakeup reversal?

Posted

Well, from the video you showed the only way to hit clean without trade is to hit him very high in the air with it and at that point you can't combo anyway. So in my eyes that's the same as trading.

They both achieve the same goal in my opinion which is to stop that stupid super from getting a free 3-4k for no reason or risk. But to answer your question no it only trades. I made that comment assuming all you wanted was to stop the super. I guess if you don't assault and simply time it well you could follow up with a j.C or something from a high jump. But off of assault it's a guaranteed trade.

Posted

Well, from the video you showed the only way to hit clean without trade is to hit him very high in the air with it and at that point you can't combo anyway. So in my eyes that's the same as trading.

They both achieve the same goal in my opinion which is to stop that stupid super from getting a free 3-4k for no reason or risk. But to answer your question no it only trades. I made that comment assuming all you wanted was to stop the super. I guess if you don't assault and simply time it well you could follow up with a j.C or something from a high jump. But off of assault it's a guaranteed trade.

 

You can combo from it really easily. I just wasn't expecting to win, so I didn't cancel the j.A into anything. Was hoping someone had a good idea as to how to make that consistent, since I couldn't get it to work reliably. It's probably not worth trying to do over something like 4B or trading, since it's unreliable. :(

 

Thanks for the feedback, though. Elbow is the best meaty, haha.

Posted

So I dunno if we went over this in the topic, and I'm too lazy to check all 12 pages of it, but I heard and later saw that J.2C has some crossup potential; except it only works midscreen and seemingly only if you end with 2C prior to the crossup so you're  close enough.

 

Has anyone been trying this?

Posted

yes it does: and you actually make it cross up from j.B j.2C j.C land move a little bit back.. j.2C

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