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Posted

Byakuya frame data via @bhd_MAVEN’s twitter:

 

Took a stab at translating the notes:

 

Normals:

5A…7F(-4)


5B…11F(-9)


5C…13F(-8)

2A…7F(-3)


2B…10F(-6)


2C…12F(-12)

2C>5Aスカで-4


2C>2Aスカで-3

3C…14F(-7)

※下段!
 - hits low

タメ 3C…31F(-7) - charge 3c / 3[c]

※中段!- hits mid / overhead

jA…9F


jB…11F


jC…13F


j2C…13F


タメj2C…20F(+4くらい) - charge j.2c / j.2[c], roughly +4


※タメj2Cの計測は頂点あたりから最終段までガードさせながら着地

(Something about the methodology and/or circumstances for the +4.)

FF...29F(-26)

FFタメ...38F(-25)

※FFは中段攻撃 - FF hits mid / overhead

着地あたりでチェインシフト可能 - can CS on hit

投げ...5F - throw

Specials:

どう料理しよう? - 236x

A...13F(-6)

B...13F(-7)

C...暗転後8F(-21) - 8f after flash

微塵切りがいいかな? - 236x > 236x

A...17F(-8)

B...17F(-8)

C...17F(-8)

それとも八つ裂き? - 236x > 236x > 236x

A...10F(-21)

B...10F(-21)

C...10F(-21)

※微塵切り>八つ裂きは非連ガ隙間は1F

- gap between second and third rekkas as blockstring ~1F

この辺に仕掛けておこうかな? - 214x

A...48F

B...50F

C...52F

※ボタンを押してから、設置が最速で当たるまで

- fastest time between set and activation

逃げてもムダさ(移動技) - 214x > x (leap)

この辺>逃げても最速派生...16F

- fastest possible followup, 16F

ほーら捕まえた - 214x > x > x followup

A...10F※上段 - hits high (low blockable)

B...10F※中段、空中通常技に派生可能 - hits mid/overhead

C...11F※上段 - hits high (low blockable)

D...37F※設置された罠の真上に立って判定の出る最速F

- frames are for fastest activation when opponent directly over ground trap

そろそろ食べごろかな?(移動コマ投げ・ガー不) - 623x

A...34F

B...34F

C...暗転後14F※打撃無敵なし・投げ無敵あり

- 14f after superflash, throw invincible, not strike invincible

IW『僕の一部になりなよ』

...8F

※投げ・ガー不・コンボに組み込み可

- throw, unblockable, can be comboed into

IWE『終わらない悪夢』

...15F

Other info:

非連ガチェーン - blockstrings with holes (‘discontinuous block chains’)

2A>2B

5B>2B

5B>2C

2B>2C

5C>2C

『この辺に仕掛けておこうかな?』の罠 - 214x traps

A攻撃では消せない。 - Cannot break traps with A attacks

B以上で消せる。- Can break traps B or higher attacks

※一部キャラで確認 - (confirmed on one character category?)

罠は飛び道具では消せない。- Traps don’t break projectiles.

打撃判定を当てる事で消せる。- (Erasable by strike hitboxes?)

罠は時間で消滅しない。- Traps don’t disappear over time.

消えるまで・消されるまで永続で設置され続ける。- Continues to exist until erased / disappeared.

Posted

Hey alfuh, how exactly are you canceling the 214 web B follow up into J.C for the double overhead? I can't seem to get it to come out in time.

 

edit: nvm figured it out.

Posted

I've been experimenting with some things and am hoping to get a video up on Byak pressure/mixups pretty soon. Hoping to get some ranked play in as well for more Byak footage for newer players.

Improved since last and been working on utilizing more of his tools.

Posted

Someone riddle me this.

If byakuya were to do each of his 214 webs in the same spot, including the jumping ones, in which shape would the combination of webs take?

For added accuracy, one can tk the webs.

Posted

What are some "must know" BnB's I should learn with Byakuya? I'm trying this guy out but I feel way too lost with him.

2A/5A (5B) 2B (5C) 2C 236A 4A~A~B whiffcancel j.A land 2C 236Ax3

 

You can do the second rekka before the web in the corner. Also you can do 236C CS 236Ax3 236C in the corner if you really want the extra damage.

This is pretty much what I've got right now.

Posted

What are some "must know" BnB's I should learn with Byakuya? I'm trying this guy out but I feel way too lost with him.

I think the main one is

 

5/2A > 5B > 2C > 5C

j.B > j.A > j.C

2C xx 236A > 4A > X > B > whif j.A/B/C

2B xx 236A > 6A > 6A (xx 236C for damage or 623C for oki)

 

long range confirm

 

(2B) > 2C > 5C xx 214B > X > B > whif j.A/B/C

2C > 5C

j.B > j.A > j.C

2C xx 236A > 6A > 6A (xx 236C for damage or 623C for oki)

 

Assault 

 

6D > 2[C]

5C

j.B > j.A > j.C

2C xx 236A > 4A > X > B > whif j.A/B/C

2B xx 236A > 6A > 6A (xx 236C for damage or 623C for oki)

 

 

Keep in mind I'mma scrub but I think those are the "essentials" you can get away with. Then you can learn stuff like corner carry combo and corner specific combos etc.

Posted

214 a/b/c into 214a/b/c is a legit link if the web capture has not been used yet. Makes some severely prorated combos work. Also extremely far hits from 5c work like this, if the foe is in juggle state. Like 2c 5c 214b land 214c x a etc... Helps confirm certain attacks where are combo won't work. Rekkas work from max range, but you have to use the b version, and it is less versatile than shooting a web.

Also helps with one direction corner carry especially if using 214c as the second web. I've managed to get 3 webs from a good starter and low/moderate proration already applied, and it is very easy so long as the foe is still in the capture state and you can get the web placed on them exactly, which simply comes with experience. 3/4 screen corner carry and not as inconsistent as the web followups can be.

Posted

for Okizeme options, your best bet in the corner is to go for 2C okizemes from what I've gathered, here are some setups I've tested, I'm trying to incorporate all the ways I know so far of dealing with them, so some might not be as efficient as I find them to be

 

-2C>214C and then either poke from a distance while preventing them from jumping out or go for a throw into the web into a combo ! you can also choose to CS the web placement to be safe to anything, or further your advantage and make tick throws more efficient. you can also cacth the opponent sleeping with follow-up overheads to the web, though it is punishable by fast AAs and DPs

-2C>  214A in the corner just put the web on them. this is the classic mixup web : just poke and block if the opponent mashes, or run classic high/low/throw mixups if the opponent blocks. since the opponent wants to escape the pressure from web follow-ups, he'll have to commit to shielding, which you can throw, so it works like a simili assault mixup with an extra layer of safety. don't forget to delay web placement if you want it to work !

-2C > 214A> 623C is a really weird gimmick I found to deal with late techs. if the opponent instant techs, he will just have to either mash out or block both webs, but if he lates tech  and block, he will be caught by the UB before the 214A web can connect. he can of course still mash out with either a really good fast poke, or a reversal of some sort (most of normals are straight out beaten by this though) . if he choses to jump, he will escape the UB, but then will have to block both web in a row, giving you pretty much freedom for anything

-2C> jump back  214B  : another fun gimmick : your aim is to place the web slightly above the opponent's standing hitbox (character specific) : if you do it well, you will remain at a relatively safe distance, but the web  will catch most of the usual standing moves  since they extend the opponent's hurtbox into the web before the active frames begin, giving you a free combo. the opponent can still dash/roll under it but if you have the vorpal, you can just CS and meet them with the attack of your choice. Be wary of the usual broken AAs like  Grim Reaper (most of the usual AA DPs should whiff at that range), that can get you even at that specific distance and you should be fine. This needs further testing but I still think you can get MU specific tactics to punish specific moves.

 

I'm sure there are other possibilities but this is a good starting point I think. To me,  Byakuya is more complex that meets the eye : While he has a bad defense, he has all the offensive tools to make things work, but you'll really need to "trap" the opponent into doing things that allows him to get going. He has limited okizeme strategies but hey if you get the opponent on knockdown blocking something , it's still that !

 

One important thing to remember when placing webs in the corner is that if the opponent is in an invulnerable state while recovering (i.e  first part of neutral tech/air tech), it will clear the web so you have to either try and place a web slightly above/in front of/ behind of their recovery, or time your web placement so that the invincibility ends just as the web is placed !

Posted

I would refrain from commenting about how good or bad you think the character is on week one. Especially on a tech-building and info-gathering thread.

Just some general notes:

Blockstrings into web is interruptable by any attack that reaches far enough. In this game, that means lots of characters have ways to stuff you. If the opponent blocks 2 rekkas into web, they can forward dash out of the corner every time.

If the opponent shields 214X-X-B, it's a free punish for them, as you can not perform any extra air actions on the way down if your B web swing followup is shielded. This pretty much completely invalidates the "double overhead" pressure strategy previous mentioned, all they have to do is hold down shield and you are rooted. A shielded 214X-X-C is punishable. If your 214A-A-A gets shielded, the opponent can't punish you, but he does have frame advantage, so your pressure has effectively ended. Standing and shielding is even safe from empty swing into low/throw GRD break attempts, because the web you planted winds up getting shielded, which counts as a correct shield which means the opponent can instantly swich from blocking high to blocking low or throw tech. The only way to maintain frame advantage from a web swing against a shielding opponent is to 214X-X-D or empty swing, and this relies on the opponent respecting you enough to not press a button until the web you planted goes off.

B+C is not quite useless as the move looks exactly the same as 214X. People who see the blockstring and think it's a web placement will get beaten by this move if they hit a button, and it is quite a good combo starter if you have vorpal and can cancel it. However, it is interruptable by invincible moves (Hyde 41236C) and some characters can punish it on block (Hyde 236B). Basically you use it not as a traditional overhead, but as a web fakeout against trigger happy opponents, but only when you have vorpal.

I believe his pressure is going to be about frame traps, assaults (6D), tick throws and 3C/3[C]. Frame trap and whiff cancel with 2a, get the opponent to stop mashing. Byakuya has a number of great jump-ins and can mess with the opponent's anti-air shielding by altering his air trajectory with j.2C. It looks like you're going for an empty jump, opponent will try to beat it and get hit. Alternate that with actual empty jumps and the opponent will think twice about shielding against you. If the opponent is not shielding, you have more freedom with assault pressure and web swings.

3C is also a strong tool as the JP player in Zouf's post showed. The move wierds people out, having the same startup animation (minus the charging aspect) for both the low and overhead version. Once they know that 3[C] is an overhead, a common sight is the opponent seeing the move's startup and quickly switching to high block for a split second. If they switch too soon, they get hit by 3C, if they switch too late, they get hit by cancel into 2B. Smart opponents will react to the charging time, rather than the animation itself, and THEN block high, but it's still one more of the many things the opponent has to watch for against Byakuya. If they're waiting for an overhead to come, then you have respect, thus more freedom for hops, blockstrings into web swing, tick throw shenanigans etc. This might all just be player unfamiliarity with the character, but I guess we'll find out how strong this tactic is once people get used to it more...

Spiderman is rad.

Posted

I don't know if it's in the earlier posts somewhere but so far I don't think I saw any combos off of uncharged 3C yet.

You can do the usual side switch path; 3C j.B j.A j.C 2C 236A~4A~B j.A(whiff) 2B Rekka(forgot to note down the damage, around high 2.8k I think)

For corner carry, I found that you can do; 3C 236A~6A~delay(somewhat heavy delay)~4A~A~C 214C~C~A 2C Rekka(2994 damage, I used 2C, pretty sure you can 2B instead for more damage, but I was tired and couldn't get myself to execute it again lol)


A little unsure about whether you have to delay anywhere else, but I was doing this on Gordeau, not sure if smaller hitboxes make this combo invalid.

I just got the game so I'm only beginning to mess around with his combos, no idea about how his neutral is like or how he plays, but he seems really fun. Earlier posts look really helpful though when the time comes to actually play him in a match. From reading earlier posts seems like he does have holes in his gameplan, but I doubt they're as big as Chaos's or Akatsuki's. Gives me the impression that he's somewhat mid tier, then again, it's only late week 1.

 

EDIT: Easier confirms; both can't combo into 623C though

 

Side swap, 3C 5C 214B~X~B 2B 236A~6A~4A~X~A 2B Rekka

 

Corner carry, 3C 5C 214B~X~C 214C~X~A 2B Rekka

Posted

3C is also a strong tool as the JP player in Zouf's post showed. The move wierds people out, having the same startup animation (minus the charging aspect) for both the low and overhead version. Once they know that 3[C] is an overhead, a common sight is the opponent seeing the move's startup and quickly switching to high block for a split second. If they switch too soon, they get hit by 3C, if they switch too late, they get hit by cancel into 2B. Smart opponents will react to the charging time, rather than the animation itself, and THEN block high, but it's still one more of the many things the opponent has to watch for against Byakuya. If they're waiting for an overhead to come, then you have respect, thus more freedom for hops, blockstrings into web swing, tick throw shenanigans etc. This might all just be player unfamiliarity with the character, but I guess we'll find out how strong this tactic is once people get used to it more...

Spiderman is rad.

 

I completely agree with 3C being one of if not the best mixup tools when you have your opponent respecting you during oki or somesuch.

 

The shield info is interesting, wasn't aware of that and sounds kind of scary... 

Will try out B+C at the end of blockstrings more with Vorpal, not completely convinced yet but I guess it isn't really meant to be used much anyway.

Posted

I never noticed how he steals grd off webs...

1 web=.5 block stolen and given to your grd

A basic corner carry combo is 3 webs, sooo 1.5 blocks stolen.

Ground webs are also the same.

623 passthrough doesn't steal grd though (whiffed 623 is like the web jump d followup and steals .5 grd on hit) and you don't get any grd from

a blocked web.

Also, that guy posted one more bit about Byakuya framedata: https://twitter.com/bhd_maven/status/493152566826377218

Posted

I never noticed how he steals grd off webs...

1 web=.5 block stolen and given to your grd

A basic corner carry combo is 3 webs, sooo 1.5 blocks stolen.

Ground webs are also the same.

623 passthrough doesn't steal grd though (whiffed 623 is like the web jump d followup and steals .5 grd on hit) and you don't get any grd from

a blocked web.

Also, that guy posted one more bit about Byakuya framedata: https://twitter.com/bhd_maven/status/493152566826377218

 

[byakuya Supplement 3]

 

Earlier [he] wrote that traps can’t be erased by projectiles, but it seems there are some exceptions.

 

Example: Vatista

- [6]4a/b don’t erase traps, but [6]4c can

- [4]6a/b/c all don’t erase traps

- [a]//[c]’s explosions can erase traps

Posted

Thank you for the translations!

I didn't notice earlier, but if your opponent erases a web, they lose .5 grd too! You don't gain that grd though.

Posted

yeah my friends hasn't figured out that the webs take their grd yet. It's pretty sick how much webs actually do.

Posted

You can combo off of meaty B+C without chain shifting if you have an oki web planted. B+C will hit, then web will go off and bind them for combo pickup. Really good damage too.

B+C - (web hit) - 2C - 5C - 214B -> A -> A - 2C - 236A -> 4A -> A - 2B - 236A - 6A - 6A           [ 3205 base dmg meterless no oki, or tag on a 236C / 41236D for damage ]
                                                                                                         2C - 236A - 623C              [ 3481 base dmg ending in oki setup ]

B+C also combos straight into 236C, 623C or 41236D without cancels.

B+C is throw invulnerable, and hits Nanase, Chaos, Merkava, Waldstein, Gordeau at point blank range if they're standing. Everyone else, you'll need to take a slight step back or it whiffs. Might be able to bait out throwtechs with this? Whiffs at point blank on all crouchers, so probably not viable.

**** Edit! ****: So you can actually combo off B+C without spending chainshift OR meter. If you're close enough to them, you can scoop them off the ground with a 2a. Works on all standing opponents. Only works on crouching Waldstein, Merkava and Gordeau.
                     
                      B+C - 2A - 5C - 214B -> A -> A - 2C - 236A -> 4A -> A - 2B - 236A - 6A - 6A     [ 2901 base dmg meterless, or tag on a 236C / 41236D for damage ]
                                                                                                              2C - 236A - 623C        [ 3144 base dmg ending in oki setup ]

Posted

Also worth noting that you can chainshift cancel all 214X-X followups on whiff. Particularly useful with 214X-X-D. With D followup, when you hit 214X-X, mash D. You'll place the web and instantly chainshift at soonest possible time. Opponent might not even realise you placed something under them. Can then fall down with j.2[C] to pick them up for combo, or just continue pressure if they blocked. If done midscreen, then after the chainshift, you can then airdash towards them with any normal, or just keep flying away to safety, whatever you think will work.

Could be pretty handy since D followup is the only web swing followup that is advantageous against shield.

Posted

Also worth noting that you can chainshift cancel all 214X-X followups on whiff. Particularly useful with 214X-X-D. With D followup, when you hit 214X-X, mash D. You'll place the web and instantly chainshift at soonest possible time. Opponent might not even realise you placed something under them. Can then fall down with j.2[C] to pick them up for combo, or just continue pressure if they blocked. If done midscreen, then after the chainshift, you can then airdash towards them with any normal, or just keep flying away to safety, whatever you think will work.

Could be pretty handy since D followup is the only web swing followup that is advantageous against shield.

Yeah that's pretty cool, I've seen a player use j.214C-X CS as some form of safe assault too. The distance you cover with j.214C-X CS 6D [j.2C] is ridiculous. Nice find on the B+C combo, no idea you could convert with a 2A.

 

Was messing around in training mode, and wondered if you could tk cancel 214X, and indeed you can. It makes the webs you place way closer to the ground, TK 214C practically is on the ground.

 

There's two ways you can tk cancel it, when you have nothing to buffer you can simply do 2147X, you can't do 2149X(or maybe it's just really really hard) However, if you can jump cancel after a hit(say 2C), you can do 2C>9214C

 

I have not found uses for it yet but I only thought about it when I was about to call it a day. Maybe you guys can find uses for it in combos/oki and such.

2C>9214C makes them webbed really close to the ground(practically as though they've been hit by a ground web)

Posted

Does anyone think any of these set ups could be useful? I have the AI air teching neutral at first and then switch them to air teching backwards. I guess it could be used to condition your opponents to air tech forwards. Maybe it will spark some ideas and you guys can build onto it. You guys think it's practical or not worth giving up on damage and GRD steal?

http://youtu.be/ZFBEsOPomJk

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