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Posted

If you're mostly netplaying, it's kind of a no-brainer to learn the netplay safe ones.

 

Spend the time you'd spend learning the harder ones learning to pressure, confirm, etc.

 

I know..I just hate not being able to fully optimize my damage.

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Posted

I know..I just hate not being able to fully optimize my damage.

 

I still do 4C or 4C 2C on my VAkiha momiji reps even though 5B xx 2C 4C ( or was it 5B xx 4C 2C?) does more damage.

Combos you don't drop will always do more damage than combos you do drop.

Posted

For this reverse corner combo, I'm having trouble getting the falling jC -> 66b

5A -> 5C (Hold) -> 236A -> 421B -> 236A -> 9jc~D -> jC -> 66B -> (Delay) 236B -> 421A~D -> 66C -> j236A -> j214B -> 66C -> 421C~D

Posted

LK discussed this on stream last night, a little bit

 

if it got saved, you could find it

Posted

So, has anyone made any headway on frame data? I often feel like my moves are slow and unsafe but I want to make sure before jumping to conclusions.

Really hoping we have some soon as well. I want to dive deeper into block strings and stuff, would be great to have.

 

And just to chime in as the others have already said. Her combos aren't what make her difficult. Her options for dealing with pressure, maintaining slides and hit confirms during neutral, and opening opponents up is what makes her tougher to play for sure.

Posted

I've been working with some canned strings to get used to incorporating her stance stuff naturally into her pressure game. I've been working with this so far:

 

2A 5C 2C 4C (Hold C) 236B 421A

 

The 2A 5C is for hit confirming -- if you hit the opponent, you can go right away into 236A 9~D j[C] and go for that combo.

 

If they block the 2A 5C, I do a slight delay and go into 2C, which I can more or less confirm on it's own. Again if blocked, I go into 4C, which encourages the opponent to mash; again, if it hits, go into 236A. If it doesn't hit, you go into the battous - holding C 236B 421A will teleport you slightly backwards and in perfect range for another 236B. If the opponent gets hit by the second 236B, you go right into 236B D 236A 421C combo. You can also go right back in with an assault or 2C right after D canceling the teleport.

 

Does anyone have any other stance incorporation for neutral/strings? I really feel this is the hardest area of improvement for Yuzu.

Posted

Again, I wouldn't even say that her neutral game, pressure, and defensive options make her hard, they just make her effort.

And because I know people here will say "but that's the same thing!". It isn't. Like walking 3 miles: it's not hard, just time consuming and effort. Why walk when you could drive? (picking a less effort character).

 

 

I've been working with some canned strings to get used to incorporating her stance stuff naturally into her pressure game. I've been working with this so far:

 

2A 5C 2C 4C (Hold C) 236B 421A

 

The 2A 5C is for hit confirming -- if you hit the opponent, you can go right away into 236A 9~D j[C] and go for that combo.

 

If they block the 2A 5C, I do a slight delay and go into 2C, which I can more or less confirm on it's own. Again if blocked, I go into 4C, which encourages the opponent to mash; again, if it hits, go into 236A. If it doesn't hit, you go into the battous - holding C 236B 421A will teleport you slightly backwards and in perfect range for another 236B. If the opponent gets hit by the second 236B, you go right into 236B D 236A 421C combo. You can also go right back in with an assault or 2C right after D canceling the teleport.

 

Does anyone have any other stance incorporation for neutral/strings? I really feel this is the hardest area of improvement for Yuzu.

 

I saw something like 236B > 421B > 6C > 214A+D and if 6C hit them, the 214A combos. If not, I think 214A is + on block? Looks like it.

Posted

If you D cancel it, and the last hit gets blocked, 214B should be safe.

 

As for pressure strings, I tend to alternate between stance frametraps and rebeat pressure depending on the opponent.

 

Kinda approach it like a worse version of Eltnum, making sure that my normals all have that slight delay for frametrapping. Rebeat 2A/5A whiff into whatever from there (usually 5C, 2C, 6D, etc.). I'll use frametrap slashes if 236A/B gets blocked (stance A/B/C depending on what I'm holding). You're pressure ends if you do that, but it'll push them away enough that it's hard to punish you for it. D canceling jump and landing with an air normal can reset pressure as well.

 

Beyond that, yeah, teleports help give you a little spacing, though I prefer to know my opponents movement preferences before using it, so that I can teleport the opposite way. Then you can restart stance pressure.

 

The big thing that I want to improve (aside from combo execution consistency), is using stance 22. Could probably open up a lot of punishing opportunities that I wouldn't have had otherwise.

Posted

Yuzu online play is really frustrating

One missed stance cancel in neutral and you are fucked

 

Stance 22 and 4B counter seem to be good tools in neutral if you can predict an attack

 

Opening up the opponent is kinda hard. The only thing I know of is 6D > charged j.2C (whiff) > grab

 

Combos are not my problem anymore with her but getting a hitconfirm is my biggest issue now. Kinda feels like Tsubaki, except with less tools and slower normals (outside of 5A)

Posted

214B seems neutral on block -- I'll test out 214A.

 

I tested them with old jump method and it seems that 214B is around -2, while 214A is around -5?

 

Edit: Also, 236B xx 423A/B seems to leave you at -7/-8 which is not bad at all to be honest.

Posted

Posting as an image because tables are doing weird things.

nHlvCmb.png

 

Edit: Updated to reflect game registering a hit 1F before the damage is shown

Posted

F6EoXbB.png

 

I can't really test 421C since it puts you in the air but it's probably the same as A and B version.

 

Edit: Updated to reflect game registering a hit 1F before the damage is shown

Posted

So to help me with her conversion problem, I made a list of what I thought were her most reliable combo openers, and from there, tried to get at least one combo off each for each position (midscreen, corner, cornered) and damage type (standard, vorpal, ch, vorpal+ch). So far, I only have the starters and combos for midscreen, but can i ask if you guys can help me optimize them?

Combo Starters

Midscreen

[]5A
[]4B
[](AA)5C
[]6C
[]Assault J.2C
[]236B
[]J.236A
[]J.236B
[]TH
 
Combos and Damage
{} = switched sides from where the combo started
Midscreen (NON-VORPAL) 
 
[]5A>5C>236A>9jc>D>J.2C>2C>236A>421C>{214B~D}>66C>J.236AB | J.236ABC (2851|3328)
 
[]4B>236BA>214A+D>{5B>jc>J.5B>J.2C>J.5C>66C>J.236AB | J.236ABC} (3064|3541)
 
[]Counter4B>2C>236A>9jc>D>J.2C>2C>236A>421C>{214B~D}>66C>J.236AB | J.236ABC (2945|3422)
 
[](AA)5C>214B>{5B>jc>J.5B>J.2C>J.5C>66C>J.236AB | J.236ABC} (2480|2957)
 
[]6C>236AB>214B+D>{5B>jc>J.5B>J.2C>J.5C>66C>J.236AB|J.236ABC|236AB>214C>41236D} (3031|3508|
 
[]AJ.2C>5B>5C>2C>236A>421C>{214B~D}>66C>J.236AB|J.236ABC|J.236AB>421C>41236D(2386|2863|3409)
 
[]236B>236A>214B+D>{5B>jc>J.5B>J.2C>J.5C>66C>J.236AB|J.236ABC}(3287|3764)
 
[]J.236A>J.214B>{5B>jc>J.5B>J.2C>J.5C>66C>J.236AB|J.236ABC}(3056|3530)
 
[]J.236B>421C>236A>214B+D>{5B>jc>J.5B>J.2C>J.5C>66C>J.236AB|J.236ABC}(3131|3608)
 
[]J.236B>421C>236A>214A+D>5B>jc>J.5B>J.2C>J.5C>66B>236AB|236ABC(3131|3608)
 
[]TH> (I got nothing that good off throw, help)
 
Also, another thing. What do you guys think about the use of her Force Function (B+C) for oki? Would setups be worth it or not? I could only get average damage off of it.
Posted

So this character... I like the post above me a lot, you get so many different confirms with this character.

 

What do all of you do for longer confirms? 5A 5C xx 236A doesn't always seem feasible to me, what if you get 5A 5B 5C or even 2A 2A 5B 5C or something like that? What is your go to combo for bad confirms?

 

EDIT: Also having one executional problem with her combos in general, which is getting 66C at the end of pretty much all her combos. I don't struggle with much until that point.

Posted

Don't use her force function. It's just not good. It's too slow, doesn't get good damage, and leaves you crazy open. Also, you can get more damage by replacing the 5B after 214B~D with 2C > 4C.

 

For longer confirms, you'll want to go into something like Confirm > 4C/2C > 236A > 421C > 214B~D > 66C > j236AB > j236C/j421C. That's the kind of combo you'll need to do after 6D.j2C or throw. So, for example:

 

6D.j2C > 5A > 5C > 4C > 2C > 236A > 421C > 214B~D > 66C > j236AB > j236C/j421C

 

Also, the 66C following air normals is a bit tricky. You have to slightly delay your first air normal and then let the rest of it rip to get the most consistent results.

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