kazukifafner Posted July 29, 2014 Posted July 29, 2014 I'm finding it easy to space with her in the matches I've been playing, but don't know any decent combos off the confirms I'm getting aside from 5A/2A. Anyone got a decent 5C AA combo route, or her stance confirms? The combos you can get from all of those are about the same, since 5C AA/236 series all lead to similar routes. I tend to confirm into (j)214B > 2C > 4C > j2C > jB > jC > 66C > j236AB > j421C (or j236C if I want extra damage). That's midscreen. If I get to the corner, I just sub in those combo routes when I can. Regardless, you can expect ~3k+ easy.
Owner Posted July 29, 2014 Posted July 29, 2014 Some combos I've been practising in training: 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) 5C/2C/4C > 236A > 9jc~D > charged j.2C > DC (hold C) > j.236A > j.236B > j.236A > j.214A+D > 2C > 236A > 236B > 214C This deals almost 4k but is a little harder to execute You can bypass the j.236A > j.236B > j.236A > j.214A+D and just use j.236A > j.214A and lose a little bit of damage 236B (D) > 236B D > 236A > 421C > 214B (D) > 2C > 236A > 236B > 214C This works from max range and looks very stylish. You can make the combo easier by using 236B D > 236A as starter 236B > 214B+D > DB > 236A > 9jc~D > charged j.2C > 4C > 2C > 236A > 236B > 214C Like mentioned earlier in this thread you need to delay the 214B+D so the enemy wallbounces j.236A > j.236B > j.214A/B+D > 2C > 4C > 9jc > j.B > j.2C > j.C > DB > 236A > 236B > 214C Arial confirm. j.214A/B+D can be rather tricky to hit so practise the timing
tataki Posted July 29, 2014 Posted July 29, 2014 Anyone got a decent 5C AA combo route j.B-2C-C 66C 236A 236B 214B 66C teleport or something.
Kapinko Posted July 29, 2014 Posted July 29, 2014 236B (D) > 236B D > 236A > 421C > 214B (D) > 2C > 236A > 236B > 214C This works from max range and looks very stylish. You can make the combo easier by using 236B D > 236A as starter In the notation what is the difference between 236B D and 236 B+D or 236B (D)? I understand the last one is D cancel and the second one is using B+D to get an extra B battou in stance but the 236B D has me confused. Edit : figured our my timing issue with 421C that was embarrassing lol.
nadakaineko Posted July 29, 2014 Posted July 29, 2014 Thanks for the combos, Owner! I was doing a similar mid-screen variant but instead of ending in DC (hold C) > j.236A > j.214A (D) > 2C > 236A > 236B > 214C, I was using DC > j.236A (delay) 6C > j.214B > DC (teleport). I feel yours may be easier to do, since the delay was screwing me up all the time. Question though! Can you slide hold 236A to C and end in 214A instead of 214C for the same knockdown with advantage? I'm hype to try your 236B raw combo too! Need to get those battou converts down!
Owner Posted July 29, 2014 Posted July 29, 2014 In the notation what is the difference between 236B D and 236 B+D or 236B (D)? I understand the last one is D cancel and the second one is using B+D to get an extra B battou in stance but the 236B D has me confused. Edit : figured our my timing issue with 421C that was embarrassing lol. 236B D means you need to cancel the stance that follows after the 236B In short it cancels the stance faster than just doing 236B. 236B (D) means you can cancel it, but it is also possible to do without it. The D cancel on 214A or B is not needed but everyone should decide for themselves whether or not to use the cancels 214B+D is a trick that helps you to use buttons that have already been used up. Sounds complicated, I know, but heres an example: anything into: DC (hold C) > 236A > 236B > 236A > 214B+D Now after 236A > 236B my A and B buttons would have been used up. But with holding C I gain access to a second A special and with pressing 214B+D I can use another B special attack Thanks for the combos, Owner! I was doing a similar mid-screen variant but instead of ending in DC (hold C) > j.236A > j.214A (D) > 2C > 236A > 236B > 214C, I was using DC > j.236A (delay) 6C > j.214B > DC (teleport). I feel yours may be easier to do, since the delay was screwing me up all the time. Question though! Can you slide hold 236A to C and end in 214A instead of 214C for the same knockdown with advantage? I'm hype to try your 236B raw combo too! Need to get those battou converts down! Glad I could help. Of yourse you can use that combo path. Those combos I posted are all damage oriented combos. For oki you can end combos with j.236A > j.236B > j.421C so you will be right next to them With an j.214A/B ender they tech in the air and you can sometimes even cross under your opponent. Since your opponents cannot do anything in the air after they teched you can set up anything Having battou as starter is much more likely than 2A or 2B so getting a combo out of those starters is important
LionHeartx Posted July 30, 2014 Posted July 30, 2014 is stance hold switching the 1st button you use and the 2nd button you use different? I ask because I feel like if I do 236a (hold c) 236a it comes out instantly. but if I do 236a 236b (holdc) 236b it doesnt come out.
Rhiya Posted July 30, 2014 Posted July 30, 2014 The trick is for when you input the first special of your stance -- you "trick" the game into having another button held down than the one associated with the special (e.g., 236B~[A]), allowing you to use stance specials on that button again (so that something like 236B~[A] 236B becomes possible). You can't do it again once you've entered stance. There's a separate trick that allows you to exit stance while performing a special, and that lets you get out extra moves from stance you can't normally, but that's not slide hold.
LionHeartx Posted July 30, 2014 Posted July 30, 2014 Ok so you cant do it twice without existing stance. that makes sense. thanks.
Pyro_The_Kidd Posted July 30, 2014 Posted July 30, 2014 any pad players out there who can give me advice on how to use yuzuriha? for example do you map the shoulder buttons to make combos easier, cuz from the looks of it yuzu doesnt really seem pad friendly.
LionHeartx Posted July 30, 2014 Posted July 30, 2014 I'm actually gonna learn stick tomorrow so I can play her lol. Buying one tomorrow. I dont think you can get 100% out of her with a pad honestly. Unless you find some weird way to set up your buttons so you can button slide and D cancel
Blue Crimson Posted July 30, 2014 Posted July 30, 2014 For this corner combo, I can't seem to get the 4C after the falling jC. 6D j2C -> 5A -> 5C -> 236A -> 8jc~D -> jC -> 4C -> 2C -> 236B -> 214A~D -> 66C -> j236A -> jC(stance) -> j214B~D -> 66C -> 421C~D
BlackYakuzu94 Posted July 30, 2014 Posted July 30, 2014 Uh...what corner combo? Sent from my iPhone using Tapatalk EDIT: Also, a serious question, 236ABA is that 236A and then 6B and 6A or is it 236A>236B>236A?
Loli Bacon Posted July 30, 2014 Posted July 30, 2014 For this corner combo, I can't seem to get the 4C after the falling jC. 6D j2C -> 5A -> 5C -> 236A -> 8jc~D -> jC -> 4C -> 2C -> 236B -> 214A~D -> 66C -> j236A -> jC(stance) -> j214B~D -> 66C -> 421C~D I can't test this right now but does this do more damage than this combo: 6D j.2C > 5A > 5C > 236A > 9jc D > j.C > 66B > 236B > 421A D > 66C> j.236A > j.6C > j.214B (D) > 66C > 421C (D) And for midscreen, I was doing this: 236B D > 236B D > 236A > 421C > j.214B D > 5C > j.B > j.2C > j.C > 66B > 236B > 236A > 214C
kazukifafner Posted July 30, 2014 Posted July 30, 2014 For this corner combo, I can't seem to get the 4C after the falling jC. 6D j2C -> 5A -> 5C -> 236A -> 8jc~D -> jC -> 4C -> 2C -> 236B -> 214A~D -> 66C -> j236A -> jC(stance) -> j214B~D -> 66C -> 421C~D The jC > 4C part is one of the toughest things to combo with for Yuzu. You have to land jC as low as possible in order for it to connect. On a side note, I'm gonna have to work out new corner combos for Chaos. Apparently, 2C always whiffs with my standard corner routes.
Blue Crimson Posted July 30, 2014 Posted July 30, 2014 The jC > 4C part is one of the toughest things to combo with for Yuzu. You have to land jC as low as possible in order for it to connect. On a side note, I'm gonna have to work out new corner combos for Chaos. Apparently, 2C always whiffs with my standard corner routes. Yeah, I figured it out after like 2 hours posting (and then knocked out), thanks though. The falling jC is definitely the hardest part. Apparently, the 2C in this doesn't work against Linne either. Also, Loli Bacon. The combo you listed does 2635 (2891 vorpal) , the one I listed does 2740 (3007).
Loli Bacon Posted July 31, 2014 Posted July 31, 2014 (CH) 236B (release) → 236A → 421C → j.214B~D → 2C → 5C → j.B-2C-B → 5B → BAB Battou Dummy always techs at the 5B part and I can't get the Battous ender. Don't know what I'm doing wrong, so if someone can try, that'd be cool... Anyway, that's where I'm at with her for now. More lab work today! I don't know if this has been answered yet, but instead of 5B you do 66B. Yeah, I figured it out after like 2 hours posting (and then knocked out), thanks though. The falling jC is definitely the hardest part. Apparently, the 2C in this doesn't work against Linne either. Also, Loli Bacon. The combo you listed does 2635 (2891 vorpal) , the one I listed does 2740 (3007). Thanks for checking for me!
BlackYakuzu94 Posted July 31, 2014 Posted July 31, 2014 The struggle with this character is definitely a long one.
JettyLovefield Posted July 31, 2014 Posted July 31, 2014 The struggle with this character is definitely a long one. Indeed, had a salty night with Yuzu after plenty of chokes. Anyone have advice fighting against Nanase? Yeah, please. Nanase is a pain to deal
Loli Bacon Posted July 31, 2014 Posted July 31, 2014 For Nanase, if you can get Vorpal and C Kocchi CS, you can punish her j.236B on reaction with a combo of your choice if she's near full screen away or midscreen. At full screen, you'll teleport into the fireball.
Sadeyo Posted July 31, 2014 Posted July 31, 2014 My poor excuse of Yuzuriha can be found in this video. It's already obvious that I haven't invested much time into her but I plan to do so after I'm comfortable with Eltnum. Enjoy the video or critique at your own leisure. http://www.youtube.com/watch?v=xJ6z1C8zVQY&feature=youtu.be
Owner Posted July 31, 2014 Posted July 31, 2014 Maximum Damage Combo: (Veil Off) 4C/5C > 236A > 9jc~D > charged j.2C > 66[C] > 236A > 236B > 236A > 214A+D > 2C > 236A > 236B > 236C > 41236D Deals around 5.6k, 236C into 41236D is rather hard to do, do the input after the last hit of 236C And you need enough Veil Off (about 175% Meter) Very rare chance of landing this in an actual match but it's nice for a comeback
Hagane Posted July 31, 2014 Posted July 31, 2014 The struggle with this character is definitely a long one. after playing the merkava/gordeau matchup you feel thats too real lol
BlackYakuzu94 Posted July 31, 2014 Posted July 31, 2014 after playing the merkava/gordeau matchup you feel thats too real lol Try fighting Carmine, not much you can do once he gets in except die.
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