bakahyl Posted July 30, 2014 Posted July 30, 2014 I don't think Byakuya is bad, because i feel that he is not as flawed as Akatsuki or Chaos. However, i don't think that he is as strong as some of the upper tier characters such as Merkava or Gordeau
Shadow Ninja 64 Posted July 30, 2014 Posted July 30, 2014 ima be honest the 623x series on a scared and or double webbed opponent is a d*** move and i love it, its a command grab at a certain distance even if the opponent is in block stun. for 623A any level of 123 chains (ex. 5a 5b 5c) will put you at command grab range as will 2 2As. after the command grab its a slight requirement to 66 2C to get back the distance required for the jump cancel bnb (jb ja jc) otherwise it'll whiff. If you hit the command grab portion of the move on them, I noticed that dash 2C 5C XX 214B~B~A, 2B XX Rekkas does more damage at [2350 / 2890] than the jump cancel combo [2242 / 2782]. You can also opt to combo into 623X after for trap setups, which does 2706 damage if you do the first combo into XX 623C, DashC(8 hits) XX 214whatever..
Tomo009 Posted July 30, 2014 Posted July 30, 2014 I'm finding oki setups that aren't avoided by back tech are difficult. So I'm basically opting, instead of the normal setup after 623C to do: raw 214B > X > D This way I can dash forward well before they even tech and perhaps even confuse them with a crossunder through their tech if I guess right. This way they at least have to block ONE of the webs regardless of whether they neutral/back tech. It does mean you don't get the 66C at the end of the combo though. Placing the D net also seems SUPER difficult. EDIT: Hmm been messing around I think 214A > dash past web 623B might be a more consistent setup, but it might limit followups.
Shin Oni Posted July 30, 2014 Posted July 30, 2014 This guy doesn't have an answer to fireballs :/ (well zoning really) He def does good damage and hurts but he doesn't have an answer to fireballs.
psycofang2 Posted July 30, 2014 Posted July 30, 2014 he does kindof just not a constant stream of them like vs vatista. slow ball full screen laser is hard to get by, youll have to inch your way in or 214/j214C>C>A or something to cross the distance.
Tomo009 Posted July 30, 2014 Posted July 30, 2014 So I played some games just before. 214A run 623B run 2A meaty for oki certainly seems to be the go as far as I'm concerned. It was working out really well for me, though you have to do it pretty fast to still get the meaty. I haven't gone in depth with options off of it, but some of the things that worked, were: 2A > delayed throw, conditioning, gets them to respect the setup. 2A > frame trap 2C, blows up mashing out 2A > 2A default low option 2A > 3[C] I'm not so sure, it seems very seeable to me, but it was hitting 2A > assault into overhead / empty jump 2A - this was my end game and once I had my opponent respecting the setup this was my most effective mixup.
Alfuh Posted July 30, 2014 Posted July 30, 2014 So I played some games just before. 214A run 623B run 2A meaty for oki certainly seems to be the go as far as I'm concerned. It was working out really well for me, though you have to do it pretty fast to still get the meaty. I haven't gone in depth with options off of it, but some of the things that worked, were: 2A > delayed throw, conditioning, gets them to respect the setup. 2A > frame trap 2C, blows up mashing out 2A > 2A default low option 2A > 3[C] I'm not so sure, it seems very seeable to me, but it was hitting 2A > assault into overhead / empty jump 2A - this was my end game and once I had my opponent respecting the setup this was my most effective mixup. Byakuya's 2A doesn't hit low. Tested it in training mode. His fastest low-hitting normal is 2B, I believe.
Tomo009 Posted July 30, 2014 Posted July 30, 2014 Byakuya's 2A doesn't hit low. Tested it in training mode. His fastest low-hitting normal is 2B, I believe. Ah, wow that sucks haha. 2A > 2A for anti mash then I guess is what was happening. 2B doesn't even look low and 2A does, that is really odd. I guess I was just making my opponent late mash late a lot because I wasn't using 2B in my mixup... Explains why throw works so much more though, until they are conditioned.
MikuruX Posted July 30, 2014 Posted July 30, 2014 This guy doesn't have an answer to fireballs :/ (well zoning really) He def does good damage and hurts but he doesn't have an answer to fireballs. I find that he has a much easier time getting in on Hilda than Vatista but yeah, he's really got a hard time handling zoning characters.
Alfuh Posted July 30, 2014 Posted July 30, 2014 Ah, wow that sucks haha. 2A > 2A for anti mash then I guess is what was happening. 2B doesn't even look low and 2A does, that is really odd. I guess I was just making my opponent late mash late a lot because I wasn't using 2B in my mixup... Explains why throw works so much more though, until they are conditioned. I can see why there was confusion. Once I started noticing the dummy blocking my 2A's while standing in training mode i was surprised to find that it didn't hit low as well. I also assumed that 2A was the low with 2B being the "mid" and 3C being the other low. Learning that 2B, 2C and 3C were the only lows has kind of screwed with my empty-jumps.
Tomo009 Posted July 30, 2014 Posted July 30, 2014 I can see why there was confusion. Once I started noticing the dummy blocking my 2A's while standing in training mode i was surprised to find that it didn't hit low as well. I also assumed that 2A was the low with 2B being the "mid" and 3C being the other low. Learning that 2B, 2C and 3C were the only lows has kind of screwed with my empty-jumps. Oh wow, 3C is low? Ok well then the 3[C] thing makes complete sense. I feel stupid for not knowing these things haha. 3C REALLY doesn't look low though... neither does 3[C] look overhead, but having played Melty before I'm used to those charge moves inexplicably becoming overhead. There are some very.... interesting design decisions in this game, though I absolutely love how it plays.
TD Posted July 30, 2014 Posted July 30, 2014 He is supposed to jump right over fireballs and punish them. I'm really surprised he doesn't have a projectile of his own, like web ball or something. Webs really don't help in neutral either with their awkward placements. They don't lose to projectiles I believe. Although they lose to physical attacks, it is rather easy for many to harass him full screen, and it only takes one hit for the webs to go away. The 100 exes super has been beaten which leads me to believe it isn't fully invul or it loses invul shortly after startup. Starting to reconsider his strength as well. He really seems like a rush down character with long normals than any sort of trap character. Usually trap chars have an easier time well... Trapping. His oki can leave some wishes as well. To think nanase has oki you have to block and we don't, in a sense that something will always be in the way of that jump or dp.
Wonder_Chef Posted July 30, 2014 Posted July 30, 2014 Dunno if anyone talked about this already, but it looks like they aren't forced to block a floor web if they land on it, they can just jump and it doesn't hit them. Same if they air tech and land on a floor web. http://youtu.be/A9MFxTZJN44
Wonder_Chef Posted July 30, 2014 Posted July 30, 2014 Starting to reconsider his strength as well. He really seems like a rush down character with long normals than any sort of trap character. Usually trap chars have an easier time well... Trapping. His oki can leave some wishes as well. To think nanase has oki you have to block and we don't, in a sense that something will always be in the way of that jump or dp. I'm starting to think he's actually all about his weird air mobility and using that for pressure. I mean his 214X followups can literally take him through the air across the screen in seconds, and the followups all give combos on hit (plus I think A and C are plus but I could be wrong) I still have no idea what to do when I'm getting zoned by someone that controls the air though.
bakahyl Posted July 30, 2014 Posted July 30, 2014 Well my main problem matchups are Gordeau, Yuzuriha and Merkava due to their more dominant footsie/neutral and their close range is better than Byakuya's as well
Tomo009 Posted July 30, 2014 Posted July 30, 2014 His 236C super definitely isn't full invincible, I was having it stuffed by a Hilda player constantly. I think he plays best at mid range, but I dunno how he stacks up to the top tiers, poorly I would imagine. Though I don't think he is bad, I've had the game for less than a week so I certainly can't make that judgement yet. His oki feels strong though, at least it has been for me. Unless there is something my opponents have figured out to do yet against it.
TD Posted July 30, 2014 Posted July 30, 2014 You have any meter less setups? I usually end combos in the rekkas and the oki from there feels lackluster. It seems like delay 4 a b or c after the first or second rekka is the way to go, but I've probably missed something.
Zouf Posted July 30, 2014 Posted July 30, 2014 http://www.twitch.tv/animeilluminati/b/552588199 1:43:00 Should give some hints on how to play him
Tomo009 Posted July 30, 2014 Posted July 30, 2014 You have any meter less setups? I usually end combos in the rekkas and the oki from there feels lackluster. It seems like delay 4 a b or c after the first or second rekka is the way to go, but I've probably missed something. Nah, we should look for some meterless oki options though. I imagine it will be 2C into something, 623A/B or the like then tech chase. RIght now I'm either finishing off my rekkas and getting no real oki or cancelling off the second rekka like you are but that wasn't working as well, so I started just ending off 2C knockdown against the HIlda I was playing just earlier. I pretty much only use meter on 623C into oki setups, 236C is just to finish people off imo.
LitchiFayeBling Posted July 30, 2014 Posted July 30, 2014 one of his biggest problems is a lack of reversal. you're gonna have to veil off to get ppl off you. his hardest matchup is vatista. once she gets you to block jC, a ball, or an explosion, you kind of have to wait forever just to get to play again. and your ways out are the incredibly inefficient guard cancel, shield which is a risk, and veil off, which is not a bad option but since it is your only option it is kind of meh. vs the other characters there is less lock down to deal with and you can work off of the strength of his 2b. can't really use his air shenanigans vs grim reaper, and i dunno what to do vs merkava's flight, but that's about it.
zerosoulreaver Posted July 30, 2014 Posted July 30, 2014 I think Spiderboi is a fun character but man he has some holes in his gameplay that are quite concerning. I was watching Brett stream yesterday and he was able to mash out 5C and 5A with Seth against the blockstring. You can also divine thrust right through it. I also feel like he can be pretty good at mid range but the issue comes in when it comes to playing the chase or neutral game(fishing for hits). He doesn't seem to have many good options against zoners or good/safe characters like Orie. He has web at a range but that's kind of it, the point is he absolutely has to get close enough to do decent damage. As said above, no reversals really blows and he has no real useful overhead because B+C is terrible. At the end of the day I think Byakuya is an all in style trap character. Yeah he can run away but he can't do anything substantial from that range except try to go for mostly unsafe and situational options from his web jump.
xtanukix Posted July 31, 2014 Posted July 31, 2014 I wish his animations were so much larger than what hit boxes seem to be. J.B especially it's
Tomo009 Posted July 31, 2014 Posted July 31, 2014 I wish his animations were so much larger than what hit boxes seem to be. J.B especially it's I think that is this game in general, especially with moves that look to hit behind. Even though there aren't crossups they still gave the moves smaller hitboxes than it looks like they should have behind them.
Alfuh Posted July 31, 2014 Posted July 31, 2014 Not as good as the guy listed in the stream above, but if any byak users need some footage of someone winning with Byak, then I ran through alot of matches in this lobby at about 5:12:25. I have roughly a 74% win-rate in ranked and decided to have a go at a stream lobby.http://www.twitch.tv/thebrett/b/553010217 - Blockstring into 236B-214C-canceled into jump is a surprisingly effective form of applying pressure with Byak (be aware that the first web placement post-reka can be beaten by some chars DPs depending on spacing) After the web forces them to block, you get free pressure in the form of a double overhead that surprises most people (See 5:17:55) - Even if the second overhead is blocked, you are left at major frame advantage and can continue pressure in any way you see fit. (Double overhead-land-quick overhead...Double overhead-grab...fake the double overhead into a low, etc.) When something is blocked in most cases you can just continue the string until one of them hits. - Once the opponent is conditioned to respect the overhead blockstring, you can fake going into the first overhead of the blockstring by going into a quick low that catches them walking backwards (As seen soon after 5:31:38) As Byak you have amazing air mobility once you master the usage of webs canceled into jump. Grounded C version of web canceled into jump travels you nearly full screen into overhead pressure. - Jumping C version of web places a web at good enough ground spacing to keep most opponents from wanting to move forward, if not hit them outright. If the web connects you can cancel into the jump and follow up into an easy combo. Make your air mobility a threat. - Air 214C (Heavy web) canceled into jumping D travels nearly full screen and can catch most opponents off-guard (See 5:55:53.) If the web connects, land into an easy combo. If the web is blocked, you can continue for free pressure (See 5:30:13). - Instead of placing the aerial ground web, fake it into an overhead for either a combo or pressure (See 5:50:44.) With the usage of your aerial web mobility canceled into B (downward strike) you have constant access to an overhead at every point on the map. If used properly, it can be positioned to evade Gourds scythe and punish with a C attack coming down. On top of that, most opponents only expect one aerial move, the second heavy aerial on the way coming down (especially after an attack that looks as commiting as B web-cancel attack) will catch most opponents off guard. - With the constant threat of your air mobility and constant access to quick full-screen overheads combined with very annoying webplacement, you can most times condition an opponent into being overly defensive, which leaves you room to go for a tricky run-grab or even run-slide into combo (5:21:00) The feint of being overly defensive by placing a solid wall of webs along with the fear of Byak flying in with overheads after webs causes the opponent to eat a grab.
zerosoulreaver Posted July 31, 2014 Posted July 31, 2014 Well, he will def be the character to look at in the coming weeks to see if he's any good. Right now I feel he gets away with murder online because most people have no clue how to fight him. If you are against people who don't respect webs or destroy them and know what he's doing then it kinda blows. I just feel he is extremely limited and every Byak has the same gameplay. I don't think he's bad, he just doesn't have enough defensive or neutral tools for most situations. He basicly has a terrible neutral game that is really unsafe. Anyway, I hope I am completely wrong and he turns out good.
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