Tari Posted September 1, 2014 Posted September 1, 2014 Could you guys explain what you mean by crossup? The game's crossup protection generally prevents any jumping stuff from actually crossing up the direction an opponent has to block, but does allow for crossing up opponent's inputs. Not sure which type you're talking about. (on my phone, sorry for the choppy writing)
Kaede_99 Posted September 2, 2014 Posted September 2, 2014 whats general idea for throwing out 214X in neutral? only really studied maa-kun's videos through chainshift/youtube. everyone seems to respect it and he makes it look like its fine to use in normal pressure. I'm assume as as long as you D-cancel it's ok. But is this because its ok frame wise or is it because; the threat of her 5A coming after; it is quick enough to beat most options; making people respect the 214X? Asking cause i've gotten mashed through in some instances but that could just be online. would really love some more resources to study yuzu neutral also where are people placing CS use? the standard; CS > Anti air and CS > stop a mixup - fairly standard/universal options but if anyone had anything better would love to hear it - in the back of my mind i also seem to remember seeing: Full combo > ending in: 66B > 236+ABA > CS > 66B > 236+ABA - does this always work or just certain combos/histun circumstances?
BlackYakuzu94 Posted September 2, 2014 Posted September 2, 2014 Could you guys explain what you mean by crossup? The game's crossup protection generally prevents any jumping stuff from actually crossing up the direction an opponent has to block, but does allow for crossing up opponent's inputs. Not sure which type you're talking about. (on my phone, sorry for the choppy writing) Riiight, I should get back to this, but yea the latter; the j.2C hits behind the opponent and you also recover on that side too. whats general idea for throwing out 214X in neutral? only really studied maa-kun's videos through chainshift/youtube. everyone seems to respect it and he makes it look like its fine to use in normal pressure. I'm assume as as long as you D-cancel it's ok. But is this because its ok frame wise or is it because; the threat of her 5A coming after; it is quick enough to beat most options; making people respect the 214X? Asking cause i've gotten mashed through in some instances but that could just be online. would really love some more resources to study yuzu neutral also where are people placing CS use? the standard; CS > Anti air and CS > stop a mixup - fairly standard/universal options but if anyone had anything better would love to hear it - in the back of my mind i also seem to remember seeing: Full combo > ending in: 66B > 236+ABA > CS > 66B > 236+ABA - does this always work or just certain combos/histun circumstances? Well he usually does 214x for oki, and if he does in neutral, he usually follows up with a teleport; I've used the 214x series a few times in neutral while D-canceling and it doesn't seem that safe. It might just be netplay, but yea. As for CS, you can use it to cancel 214x to make it safer I guess.
Tari Posted September 2, 2014 Posted September 2, 2014 Oh, I see. There are definitely some knockdown situations where you can get a sideswap j.2C. Haven't messed with it too much myself, but it's probably pretty good against DP characters. You can also get crossup j.A and crossup j.B, though the latter is significantly less useful. Not sure I'd call it a crossup, but it would be one in, like, any other game. whats general idea for throwing out 214X in neutral? only really studied maa-kun's videos through chainshift/youtube. everyone seems to respect it and he makes it look like its fine to use in normal pressure. I'm assume as as long as you D-cancel it's ok. But is this because its ok frame wise or is it because; the threat of her 5A coming after; it is quick enough to beat most options; making people respect the 214X? Asking cause i've gotten mashed through in some instances but that could just be online. would really love some more resources to study yuzu neutral also where are people placing CS use? the standard; CS > Anti air and CS > stop a mixup - fairly standard/universal options but if anyone had anything better would love to hear it - in the back of my mind i also seem to remember seeing: Full combo > ending in: 66B > 236+ABA > CS > 66B > 236+ABA - does this always work or just certain combos/histun circumstances? As far as 214x being safe or unsafe on block, it depends on which version you use. The aerial version, when performed low enough to the ground, is +3 on block if d-cancelled. The ground version is more like -3 on block if d-cancelled. You can, however, condition opponents to respect you after an unsafe 214x simply by continuing to use stance moves. CS is pretty commonly used for easier anti-air/poking out of pressure, like you said. It also is used to cancel teleport recovery, recover aerial stance options, change available combo routes (generally to regain a jump cancel or allow the use j.2[C]), do high/low mixup from a CS cancelled 214x move on block, and so-on. Iirc, 236ABA > CS > 66B > 236ABA will pretty much always work. The damage you get from this is negligible, however, if it's at the end of a long string. It's probably most useful if you need to extend a combo by a a second or two so your CS can get you meter for some sort of super ender, or if your combo isn't that long and you can get more than 4~5 damage per slash.
Antaiseito Posted September 3, 2014 Posted September 3, 2014 Question about this: 5C > 236A > 9D > j.C A few pages back and in the tutorial vids i think i've only always seen it as 5C > 236A > 9D > j.2[C] What's the difference? Is it just easier? Had the impression in netplay yesterday that j.C is rather easy to hit, but can't reliably do j.2[C] (yet) Sorry if explained somewhere already.
Tari Posted September 3, 2014 Posted September 3, 2014 j.2[C] is usually the higher damage route for combos. j.2[C] only works when the combo isn't prorated too badly. You can't do j.2[C] off of an assault starter, for example. j.2[C] also spends one of your combo's ground/wall slam options, which makes it somewhat less useful in corner combos and the likes, where wallbounces are staple parts of the combo route.
Kaede_99 Posted September 3, 2014 Posted September 3, 2014 found something strange while labbing. jump canceling off 5C or 4C is natural; goes for all the jump loops combo paths etc. seems off 1 specific combo something is stopping the jump cancel from; 5C and 4C occurring. I honestly can't figure what could be the cause or if its just a bug. 236B (Slide C) > 8 or 9 > j.236B > j.214B+D > 2C > 5C or 4C. Here is seems to just be plain impossible to jump cancel out of either 5C/4C. (even the 2C) - training mode shows the input and i can hit that series in all of her other combo paths. Same combo will however work from: 236B > 236B > 214B+D > 2C > 5C or 4C > etc. - the jump cancel works here
Noko Posted September 3, 2014 Posted September 3, 2014 This game has a 1-jumpcancel-per-combo limit (except when you CS in the middle) and you've used it in the beginning with 236B~9.
Kaede_99 Posted September 3, 2014 Posted September 3, 2014 wow i feel like i should have picked that up with all the lab time i put in. probably just the amount of jump canceling that happens in combos that was the last place/pattern i cross checked; combined with how late it was. now at least i know what to do if i ever accidentally confirm that way. thanks!
SeraOverdose Posted September 4, 2014 Posted September 4, 2014 Hey all I've been lurking for quite some time and decided Its time I start sharing my knowledge and helping out! Couldn't leave everything to Tari and the others (Amazing job btw guys) ^^. A bit about me! I go by SeraOverdose, or Sera for short (I'm sure a lot of you have seen me). I have a 70% win rate with Yuzu top 7 (was 4 q`q) with 1.5mil RIP over 1600 games with her. Now the numbers don't really account for much except experience (where its counts). Id like to share and add a few things if you guys don't mind! I have some videos I will start uploading to my youtube. I'll start with this one. I was looking for a way to combo off of Ex Battou as everyone already knows the traditional ways. Though I found myself hitting with the tip of it more then anything (especially lets say Vatista does a force function or Seth backflip), thus leaving them to get away and me pretty much full screen where I started. So I made this to catch those instances where you pretty much can't do anything else. Its pretty simple I'm sure someone has found the same way, or a similar method. Hope this helps anyone at all! Don't mind the voice or water bottles~ I have a ground version I'll upload soon (not sure if i can edit this post). https://www.youtube.com/watch?v=oysx3TXGco4&list=UUShE-4DhNe8xWycTZ0p4lZA&index=1 Now this like I said is nothing really. Just the range at which the confirm its practical and I've yet to see it so far. It hits at the very tip of EX Battou where Normal Battous won't reach. So this method allows you to continue the combo. I have more coming soon. Also you can do 214C super instead, I just like the look of 236C~
Tari Posted September 4, 2014 Posted September 4, 2014 I like that confirm, haha. Going to have to remember it. Ma-kun does similar confirms from 236c/j236c hits, as well. The grounded one he uses is something like ...236C (3 hits) > 421b > 2b > whatever. You can use 2c, as well, not sure how different the damage or combo route is. We should probably compile an up-to-date combo list at some point, but I'm lazy, and I also don't know what stuff is on the wiki or if there are any updated combo resources available already.
SeraOverdose Posted September 4, 2014 Posted September 4, 2014 Hahaha thats funny! I actually did this before even knowing Ma-Kun ever did! Makes me feel like im on the right path ^^ So like Tari said this is the Ground version. https://www.youtube.com/watch?v=fWvhUWkxIkM&index=2&list=UUShE-4DhNe8xWycTZ0p4lZA I first show how 236B won't work at max range. Then I do the version that Confirms. Be sure to Hit D after you do 214A it makes it much easier. Another one my style is all about optimization. So I love confirms that allow me to take use of even getting barely a hit! Now there are no right or wrong way to Yuzu's combos. It's why I love her she has so many different enders, and routes. So you are allowed to be creative, so the word is Optimized. Getting the most bang for your buck! https://www.youtube.com/watch?v=gRe1DpPEu7k&list=UUShE-4DhNe8xWycTZ0p4lZA&index=1 This works at the very tip of 2C where 66C nor J2[C] will reach. This is just the ender I chose you can go for 66B after the 1st Yae Ichirin. Also if you are a bittt closer, you can get 3 Battou on a counter hit its even easier to confirm. 2C ABA then go into it! Hope this helps ^^
Kensou Posted September 5, 2014 Posted September 5, 2014 Don't normally post here these days but...why not. Some stuff I put together. Use it as you see fit. Enjoy.https://www.youtube.com/watch?v=3QweEJnqY64
Tari Posted September 5, 2014 Posted September 5, 2014 I was messing with tk j.214A/B oki against DPs, and was surprised to find out that you can actually just stuff Gordeau's EX Grim Reaper with it, if you space it correctly. It actually beats pretty much anything if spaced correctly, but obviously doesn't have much benefit against late tech or back tech. Similarly, tk j.6A/B/C on oki is useful for beating DPs, if spaced correctly, because the range of Yuzu's short slashes is good enough to keep her out of range of pretty much every non-EX reversal.
BlackYakuzu94 Posted September 5, 2014 Posted September 5, 2014 I tried to just use the ground version for oki, how do the two differentiate?
Noko Posted September 5, 2014 Posted September 5, 2014 Air version is safe/+on block if spaced properly.
ChaseRLewis Posted September 6, 2014 Posted September 6, 2014 Been labbing her a bit only legit mixup situation I've seemed to find is a full jump 2C getting blocked. You can late cancel into j.A for an overhead or land for a 5A/Throw. Honestly, given how early you can do the jump in. You can actually do the j.2C on the way up if you just want to get in and they are forced to crouch block it but it will beat counter low mashing but then use the j.A as an overhead or hell even do j.C if you do it on the way up. They can fuzzy but still not a terrible option for setting up a throw mixup and catching people unaware. Also when you do the j. 2C a lot of non-DP anti-airs don't work and given the speed really the only way to dp is to do the old buffer just in case trick, but that opens them up to rebeat strings and redash throw mixups. Nothing gdlk but it is helping me out.
ShinsoBEAM Posted September 6, 2014 Posted September 6, 2014 If they think you are going to j.2C they will not dragon they will just shield>punish. You can make them scared to do that with j.2[C] whiff.
ChaseRLewis Posted September 6, 2014 Posted September 6, 2014 Well you can do the j.2C low enough you are still safe and still get the mixup but then yeah you could be anti-aired much more easily and if you get barriered your going to be on the defensive unless you do it even lower then that and don't go for the mixup option. Also it beats low barrier if you do it at the peak of your jump if they barrier after your whiff cancel expecting a cr. C. Yeah, but shielding in itself is baitable with throws and if you do a low to the ground j.2C but you are safe. Just a mixup option and if they are shielding you as you mentioned that sets up grab attempts which are awesome. Also if they do a barrier in time to leave the ground to punish the instant j.2C their barrier tends to run out before you land. Something I've been working in and it has been getting me some mileage if you actually keep it fresh. Generally in the corner after ending with 5B w5A so I'm +/-0 I either do 1. step back cr. C 2. nj. C catches jumps and people often try to move in on it and it will catch them trying to poke me when I land. 3. instant j.2C to get the pressure back in while beating mashing. 4. j.2C double overhead option 5. j.2[C] throw option 6. redash throw. 7. 7 j.236A Personally I think if someone is purple barriering in a situation where someone is with dash throw distance and they are guessing its a good thing for yuzu.
SeraOverdose Posted September 7, 2014 Posted September 7, 2014 https://www.youtube.com/watch?v=y8UMhvhbYAQ&list=UUShE-4DhNe8xWycTZ0p4lZA That reminded me what Chase and Shinso were talking about. This OS that I use. Basically her J9.2C whiffs on a plethora of the cast in the corner when they are crouching unless you neutral jump I found which of course makes it harder to confirm. So the first two are showing the OS which you can't see but if they were to stand block you get 2C and J.5A right after which makes it safe on the way down (Which you do J2C, J.5A right after). If they stop high blocking before getting hit by the J.5A you get a full combo. Though unless they stand block they don't even know the J.5A is even there. Now the last one is showing one way to confirm it J.2[C] then 5A. I like using this alot more then assault 2C in the corner because it gives me a lot more pressure options! I'm sure a lot of you know may know this but why not post a video ^^! Btw whiffing J2C like that isn't the safest so if you know they may try to block your J2[C] mix it up with a normal J2C into J.5A for the OS then confirm! :D Also If you guys would like to see, Ill start uploading my replays! It will give you guys a sense at how to play Yuzu at somewhat of a higher level ^^
BlackYakuzu94 Posted September 8, 2014 Posted September 8, 2014 That'd be nice Sent from my iPhone using Tapatalk
SeraOverdose Posted September 10, 2014 Posted September 10, 2014 Here is the first upload of my replays got more coming later. Sorry for the crappy phone quality, will be getting streaming equipment soon. I will also upload my losses only when they are good matches. Also the matches I do upload were against people that have given me trouble and or beaten me as I hardly lose now adays unless I blatantly kill myself haha! As I feel you can learn from losing, though a lot of the times I lose when I'm dropping things, or can't really play how I want due to netplay which makes for a boring match. Hope you guys enjoy! Also if you want be sure to subscribe, that way you'll catch when I upload them without me having to spam this forum often haha! http://youtu.be/eOjjDXTYz3g
SeraOverdose Posted September 11, 2014 Posted September 11, 2014 Sorry for the double post! But wanted to put these up with a whole new explanation. I'm not sure if these have been found but iv'e yet to see this many variations or anyone really do this so here I made up a couple of them. Say you have your opponent in a blockstring and you're keeping the pressure up and not really expecting to get a hit. This is a way to combo if 2C just so happens to land and you go for the 5A anyhow! I introduce the RBC or (Reverse Beat Continuation) lol! Hope these are useful to anyone ^^. Midscreen- http://youtu.be/BLgBhgZ0MKM http://youtu.be/JH9h1RAFOnY Corner- http://youtu.be/_GArEI5yGmo http://youtu.be/J-b6TI_e5G8
Tari Posted September 12, 2014 Posted September 12, 2014 Another weird thing about Yuzu's stance: If you do something like 236B > 6A~[C] > 214 (all as cancels, of course), the game lets you consume the C button to perform the 214B, while keeping the B button marked as held down. This doesn't work with the A button (so 6C~[A] > 214 doesn't work). This, of course, works with 236B > 236A~[C] > 214 and whatnot as well. It's generally not very useful, but I guess if you have 100+ meter and you get an unexpected hit after spending the B button... and for some reason that hit requires a fastest possible immediate 214B cancel... then maybe it's useful? Since it's so specific, I'm going to say it's pretty much just a useless bit of arbitrary info. I'm assuming the game lets you do this because meterless C stance moves are just the B stance moves, but it's weird that you can do it in such a roundabout manner if you have too much meter. === On a more useful note, since I don't think we actually stated this anywhere, players can hold all 3 buttons down after performing a stance move that enters stance (ie: 236[A]~[bC]) and then decide afterwards which button they actually want to hold down. Just release the buttons you want to use.
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