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Posted

Do you guys have any advice for getting the timing of charged j2C after doing 9jc~D?Sorry if its been asked before.

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Posted

Try fighting Carmine, not much you can do once he gets in except die.

 

Suck it up and use bunker (guard thrust in UNiB?).

 

That kid ain't got nothing on C-Roa from Melty. I had to play H-Moon whenever I played against Tonberry's Roa in IRC because I knew I wasn't getting out without H-Moon bunker lol

 

http://www.youtube.com/watch?v=Xd3L8bTKuxE#t=12m12s

 

(p.s.: fuck c-roa)

Posted

Suck it up and use bunker (guard thrust in UNiB?).

 

That kid ain't got nothing on C-Roa from Melty. I had to play H-Moon whenever I played against Tonberry's Roa in IRC because I knew I wasn't getting out without H-Moon bunker lol

 

http://www.youtube.com/watch?v=Xd3L8bTKuxE#t=12m12s

 

(p.s.: fuck c-roa)

 

c-roa was fun. I don't mind blocking forever, MB taught me to do that. What I mind in this game with Yuzu is the mixups that Merk, Gord etc.... have AS WELL as their oppressive normals and crazy pressure. If it was all just lows like C-Roa, I wouldn't care at all. :v

Posted

>C-Roa

>All lows

 

Are we talking about the same character?

 

Fuck, are we talking about the same game?

 

All he has to do is reset into airdash mixup once he has you scared, and it's really easy to make people scared with C-Roa.

Posted

Suck it up and use bunker (guard thrust in UNiB?).

That kid ain't got nothing on C-Roa from Melty. I had to play H-Moon whenever I played against Tonberry's Roa in IRC because I knew I wasn't getting out without H-Moon bunker lol

http://www.youtube.com/watch?v=Xd3L8bTKuxE#t=12m12s

(p.s.: fuck c-roa)

You mean the guard cancel?

Sent from my iPhone using Tapatalk

Posted

You mean the guard cancel?

Sent from my iPhone using Tapatalk

 

Whatever 214D is

Posted

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. 

 

 

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

 

Actually, I have found a decent way to map buttons so you have access to everything :

 

X -> A

square -> B

triangle -> D

circle -> A+D

R1 -> C

 

this way, you have access to all button combinations necessary for all her tricks without having to hold two opposed face buttons at the same time. It's a bit awkward at first, but like anything, it just needs some getting used to. The hardest thing to do is her B+D stance enders and this is absolutely possible to do without fail every time.

Posted

Yeah, you just have to wait a short bit. It's weird at first, but you'll get the hang of it.

 

If it helps, you can try pressing another button during the wait to help time it (since nothing will come out during that time), or else something similar.

Posted

so what's the best combo to do after an assault j.2c? coz unless it's CH the charged j.2c route doesn't work..

Also how's sliding inputs working for you guys online? coz I keep getting stuff like 236C instead of 236B~C all the time and it's bugging the hell outta me.

seems 41236D is her only invincible move which sucks but whatever. Do any of you know the properties of 4B? like is it invincible? does it counter lows? can it counter EXS moves?


she's super fun but I have no objective so far, her pressure/frametraps feel lacking so I'm just throwing stuff onto the screen and hoping I get a hit ~__~

Posted

I'm going into the lab now to find hit confirms off random hits. I'll post my results in this post as I come up with them. Keep an eye out for updates.

Note: Any combo ending in 66B > stuff can probably be ended in 66C instead for better oki.

 

Midscreen:

6C > 236B D > 236A > 421C > j.214B D > 2C > 4C > j.B > j.2C > j.C > 66B > 236B > 236A > 214C

j.236A (Hold A or C) > j.236B > delay j.214B+D > 2C > 4C > j.B > j.2C > j.C > 66B > 236B > 236A > 214C

Assault j.2C (non-CH) > 5A > 5C > 4C > 2C > 236A > 421C > j.214B D > 66C > j.236A > 214C (if going for damage)

4B(not activated) > 236A > 9 D > j.2[C] > 4C > 2C > 236A> 214B D > 66B > 236B > 236A > 214C

4B(activated) > 2C > 4C > j.B > j.2C > j.C > 66B > 236A > 214B D > 66B > 236B > 236A > 214C

236B > 421C > j.236A > j.214A+D > 5C > j.B > j.2C > j.C > 66B > 236B > 236A > 214C

j.2[C] > j.A |> 5A > 5C > 236A > 9 D > j.2[C] > 4C > 2C > 236A > 214B D > 66C > j.236A > 214C

 

Anyone have any good j.214A oki hit confirms? The best I have right now is:

j.421B > j.214A D > 2C > 4C > j.B > 2C > j.C > 66C > j.421B oki

Posted

I can't get to much work with her 4B, it's like doing it on reaction and can't be instantly used like a parry or you'll get counter.

 

Training mode it to get the timing. Just set the dummy to Hyde and record him shooting fireballs, or something, then play it back and attempt to counter them.

Posted

Training mode it to get the timing. Just set the dummy to Hyde and record him shooting fireballs, or something, then play it back and attempt to counter them.

fireball isn't really a problem with hyde. I initially did with Carmine and others. It's with other moves in general.

Posted

I've found out that all of my confirms that I've been trying to do whiff on Hyde. I can't do assault j.2C > 5A > 5C consistently on him in the corner or midscreen; the 5A whiffs all the time.

236B > 236A combo whiffs on Hyde. Need to do 236B D > 236B D > 236A > 421C > delay 214B to combo him. Also can't do 2C > 236A combos. I'll have to start confirming into 4C.

Posted

You can do 2C > 236A combos on Hyde -- the 236A has to come immediately after 2C, but it's tight, meaning you can't really use raw 2C as a hit confirm for that, but I use 2C 236A~D j.[C] all the time on Hyde. I'll confirm when I get home but it may just be a minor timing issue.

Posted

fireball isn't really a problem with hyde. I initially did with Carmine and others. It's with other moves in general.

 

It's still the same principle. Record Vatista jumping in with j.C, someone's ground poke, etc., and figure out the timing.

Posted

Just confirmed that everything works on Hyde -- not sure what issue you're having -- maybe timing?

 

Also, didn't know 4B had that counter property to it! That's neat since you can use it on jump ins too -- how reliable is it though? I see it as being somewhat high risk ion a jump in since the counter active frames aren't that large. What do you guys think?

Posted

It's high risk, but high reward.

Consider it a fairly hard read, and use it as such.

Posted

So apparently, stance jumping uses up your Jump cancel options; I used it, and I couldn't cancel off of 5C into J.B.

 

 

EDIT: Also, can anyone explain to me why the j.214B after 236A>421C? I delay it for a bit, and the dummy still techs 50% of the time, I'm trying to make it consistent.

Posted

I'm reaching that point where I'm asking why I should use this character. I don't think I've ever hit such a roadblock with a character in my lifetime that it's gone from being anger inducing to just hilarious.

Seriously, why would anyone use this character?

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