Tari Posted September 23, 2014 Posted September 23, 2014 Noticed that the first hit of your blockstring hit him while he was still crossing you up and facing away (or right after). Maybe it depends on that? I'll try that out tomorrow, good catch. I'll be a little surprised if that's the cause, but I've got no other guesses here. :P
Tari Posted September 24, 2014 Posted September 24, 2014 My=key figured out what causes the teleport glitch. It's a bit strange, but here's the run down: - If you 4B 'projectile' moves (ie: Chaos lizard moves, probably every counter-able BC, though I only tested Eltnum [bC] and Gordeau BC, Carmine 236x/214[x]~]x[ and almost every other projectile, etc.), the game locks in on the last known location of the entity you counter - Once you're locked in on that entity, all of your 421x teleports will track to that location, instead of to the opponent's location. - The glitch will not go away unless you actually hit the opponent. Blocking, forcing the opponent to block, dodging, getting hit, etc. will not fix the glitch. Attempting a throw and having it broken will fix the glitch. The glitch doesn't work against Eltnum 236x, nor does it work against Carmine 6B or Hilda 5[C], or any other disjointed normals.
Tigre Posted September 24, 2014 Author Posted September 24, 2014 Tari asked me to update the OP with links to posts concerning frame data, they have been added!
choysauce Posted September 26, 2014 Posted September 26, 2014 My=key figured out what causes the teleport glitch. It's a bit strange, but here's the run down: - If you 4B 'projectile' moves (ie: Chaos lizard moves, probably every counter-able BC, though I only tested Eltnum [bC] and Gordeau BC, Carmine 236x/214[x]~]x[ and almost every other projectile, etc.), the game locks in on the last known location of the entity you counter - Once you're locked in on that entity, all of your 421x teleports will track to that location, instead of to the opponent's location. - The glitch will not go away unless you actually hit the opponent. Blocking, forcing the opponent to block, dodging, getting hit, etc. will not fix the glitch. Attempting a throw and having it broken will fix the glitch. The glitch doesn't work against Eltnum 236x, nor does it work against Carmine 6B or Hilda 5[C], or any other disjointed normals. So does that mean if you use the 421B it will teleport right next to the location where that instance happened? I wonder what happens if you glitch the opponent in the corner, and you do it at the other corner. This glitch seems actually kinda useful, but it can take away the usefulness of 421B punishes. I'd assume you always turn around when you 421B
halfgorilla Posted October 3, 2014 Posted October 3, 2014 Are there any semi-damaging combos that give oki setups that make use of the 6D, j.2C charge mixup (2A or throw or j.2C)? Most of my bnbs end in knockdowns (usually 66C) that don't allow me enough time to get in a 6D without risk of the opponent using a reversal (and in this game reversals lead to serious damage!).
edollarports Posted October 3, 2014 Posted October 3, 2014 66C teleport can't give you a safe jump, I think (maybe corner? but I doubt it). You need to earn that mixup.
halfgorilla Posted October 4, 2014 Posted October 4, 2014 Word. If you can't get a safe jump in then I'm confused why anybody with a reversal would tolerate a jump in like this. What situations do you find yourself using it?
Starrk Posted October 14, 2014 Posted October 14, 2014 What do you guys do for optimal damage off of 5C anti air, and assault 2C?
Tari Posted October 15, 2014 Posted October 15, 2014 Patch is out. Yuzu 4B teleport bug is fixed. Hooray! ==== Assault j.2C generally just goes into the normal bnb path from bad starters. The easy mode combo against most characters (assuming you aren't going to use one of the alternate routes from 4C, 2C, or 236A > 421C) is something like assault j.2C > 5A > 5C > 236A > 9D > j.B > j.C > 66C > j.236A > j.214B > 2C > slashes/ender. Doesn't work on, like, three(?) characters, but it's pretty easy and reliable on everyone else. On those three, you have to either do the delayed j.C route or do an alternate route. 5C anti-air routes are generally one of the following: - Low hit 5C > air loop > etc. - High hit 5C > j.B > j.6C > j.214B > 2B > air loop > etc. - High CH 5C > 5A (whiff) > dash, 66B/5C > 236A > 9D > j.2[C] > etc.
JDE Posted November 6, 2014 Posted November 6, 2014 I'm new here. I was talked into playing Under Night In Birth by some friends here (Nereus, Blader RD, Perfect Combo, & BFK) Nice meeting everyone! I plan on trying her out. Could anyone give me a summary of what type of character that she is?
BlackYakuzu94 Posted November 9, 2014 Posted November 9, 2014 I'm new here. I was talked into playing Under Night In Birth by some friends here (Nereus, Blader RD, Perfect Combo, & BFK) Nice meeting everyone! I plan on trying her out. Could anyone give me a summary of what type of character that she is? Sorry it took so long for a reply. Yuzuriha is a hybrid of a stance, spacing, and zoning character. Her specials leave her in stance after using one of her specials and can be followed up with any other stance move. You have a stance move for each attack button(A,B,C) And while you hold one of these buttons down, you are locked out from using that button and can only use the other once. You can press the D button to cancel your stance back to neutral state. If you want a more comprehensive guide, check out this write up I made a few months back. It has her basic tricks and tools that are kind of essential to playing her properly, as well as a few combos listed: https://docs.google.com/document/d/1Kce_msIGnnwr5Z9kCIfaMBjgDMF3vrrPi2mxndNfHNc/edit?usp=sharing She may seem daunting at first, and to be blunt, she has a very high skill cap so I wouldn't really recommend her for beginners.
ReynTime180 Posted November 13, 2014 Posted November 13, 2014 Has anyone figured out the counter frames on yuzus 4B yet?
Vlad7779311 Posted November 18, 2014 Posted November 18, 2014 Are there any European Yuzu players? Preferably living in the Baltics/Scandinavia/Western part of Russia? I only know one Swedish player named Thamson, but he's not on PSN very often.
NonoV2 Posted November 29, 2014 Posted November 29, 2014 I have a question if somebody knows. Should I whiff cancel 2C with 2A or 5A during pressure? I can't say which one recovers faster.
Starrk Posted November 29, 2014 Posted November 29, 2014 I have a question if somebody knows. Should I whiff cancel 2C with 2A or 5A during pressure? I can't say which one recovers faster. 5A it's faster
Hagane Posted November 29, 2014 Posted November 29, 2014 I have a question if somebody knows. Should I whiff cancel 2C with 2A or 5A during pressure? I can't say which one recovers faster. Check this post by Tari too: http://www.dustloop.com/forums/index.php?/topic/8882-uniel-yuzuriha/page-7#entry830871
NonoV2 Posted November 29, 2014 Posted November 29, 2014 Check this post by Tari too: http://www.dustloop.com/forums/index.php?/topic/8882-uniel-yuzuriha/page-7#entry830871 I didn't knew that was there, thanks. It should be put into the OP.
Hagane Posted November 30, 2014 Posted November 30, 2014 It's in the first post with 3 links for frame data. Tari requested it also haha but yeah frame data is all over the place in the characters forums
Tari Posted December 9, 2014 Posted December 9, 2014 I have a question if somebody knows. Should I whiff cancel 2C with 2A or 5A during pressure? I can't say which one recovers faster. Late response, but for what it's worth, sometimes it's still better to whiff cancel with 2A, even if you haven't used either 5A or 2A in your blockstring yet. It's generally less obvious than 5A after 2C (since you don't stand up), so opponents have to be ready and waiting for it to do anything (and it's still pretty hard to react). It's also harder for opponents to differentiate between 2C > 2A (whiff) and 2C > 2B (block), the latter of which is +/-0 anyway.
BlackYakuzu94 Posted December 11, 2014 Posted December 11, 2014 I'm surprised to find combo videos, but here they are. First by Annerose++ And bonus Some delicious OS's here.
Starrk Posted December 11, 2014 Posted December 11, 2014 Damn, wish i had a quality picture of that Yuzu illustration at :33. That's good bg material
IndigoNovember Posted December 11, 2014 Posted December 11, 2014 Damn, wish i had a quality picture of that Yuzu illustration at :33. That's good bg material http://www.pixiv.net/member_illust.php?mode=medium&illust_id=47455349 You might need an account to view.
BlackYakuzu94 Posted December 11, 2014 Posted December 11, 2014 Thaaank you ~ Sent from my iPhone using Tapatalk
Starrk Posted December 11, 2014 Posted December 11, 2014 http://www.pixiv.net/member_illust.php?mode=medium&illust_id=47455349 You might need an account to view. Love ya bae.
NonoV2 Posted December 14, 2014 Posted December 14, 2014 Late response, but for what it's worth, sometimes it's still better to whiff cancel with 2A, even if you haven't used either 5A or 2A in your blockstring yet. It's generally less obvious than 5A after 2C (since you don't stand up), so opponents have to be ready and waiting for it to do anything (and it's still pretty hard to react). It's also harder for opponents to differentiate between 2C > 2A (whiff) and 2C > 2B (block), the latter of which is +/-0 anyway. I see. So mixup using both for confusing opponents into thinking your blockstring is different. That's really cool thanks Tari.
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