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Everything posted by gli
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Just did some testing. If you activate Fire Break and use Agidyne with it, the fireball blast at the end is unblockable. This is normal. But even during cooldown or you don't activate Fire Break for a subsequent time, the Agidyne fireball is still unblockable. This doesn't work if you use Fire Break and use the unblockable for anything other than Agidyne. In summary: Using Fire Break with Agidyne will keep the unblockable property for the Agidyne fireball for the remainder of the round. This is probably a bug. lv.4 Agidyne fireball does 2380. lv.8, each Agidyne fireball does 3400. Otherwise it's 1700 per shot at lv.0.
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Axis for based Kanji god.
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Alternatives on dealing with Bufudyne is to just dodge it so she cannot OMC it if you block it. Other notes... I've also had success with doing j.4D in the air after teching to discourage her approaches.
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Yukiko Mortal Blow glitch: http://youtu.be/ZXnZ8iSZ9pY
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This match-up is butt. While you have to respect nearly everything Mitsuru has, she has nothing to respect about your game. EDIT: Found out you can AoA against drills. Needs more testing but this seems to be the correct counter. How to deal with her DP! Remember that when she has 50 SP she can super cancel her DP into bufudyne (ice anti-air) upon landing. Only press 2A once and hitconfirm into a punish after baiting her DP. If she super cancels the 2A will recover in time for you to do something else.
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Finally finished all of her challenges. Ended up using the following simplified combo to do #30: (corner) SB Maragi > SB Agi (hold A and B) > release A > Maragi C > 5C > 2C > release B > Maragi C > Agi A > Agidyne C (hold C) > Agidyne D (hold D) [sP:150, fire level 8] Does 10,270 damage (not sure if I connected with the Agi A explosion or not but it gets the job done for the challenge).
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GGs anyone I played today.
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Do not jump if you don't have to. Stay far away and just zone. If he goes for the air leaping grab you can just stay crouching and zone with fans. If you miss it doesn't matter because the leaping grab will not connect on crouching opponents. Once you get him to block fans start throwing out your persona and mount your pressure. The only way he can challenge your zoning from full-screen is with the chair super where he throws a chair at you at a high speed. Otherwise he should challenge with his lightning bolts that paralyze you from full-screen. If you are paralyzed you can still short-hop or dodge. This is a 3-way mix-up since he has a throw which can beat your dodge or the anti-air grab if you choose to short-hop. If you choose to Dia he can use his R-action which beats yours and resets the situation.
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I have been able to do the combo consistently without holding Maragi. SB Agi (hold A and B) > release A > 5C > release B > 236C on the release B > 236C part I usually input 236C~release B. What's important is that you are at the correct height when release the Agi for explosion and that you release it at the latest time. I wait for 5C to fully connect all hits and then release B.
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[P4A] Yukiko PSN/XBL Player Directory (Residents of the Amagi Inn)
gli replied to MikelAL93's topic in Yukiko Amagi
glirandly - PSN glirandly / no XBL, San Antonio, TX -
I'm just sticking to confirmed anti-air or Maragi into loops for damage.
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FKUDelta Akihiko god. I'm only at 505-ish PSR now. Teach me more about that match-up :V
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Combo looks like: 6D Fatal Counter > dash > 5AA > 5C > 5B > TK Agi A (hold A) > Release A > 5AA > 5C > 2C > Agi B With the Agi combos it's important to release the Agi explosions at the latest time possible.
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5C stuffs air and grounded approaches really nicely. Learn when to use this in addition to zoning. You can AA with 5A if you feel like 5C will come out too late.
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Before you IAD you do a manual turn around. Then at the end you turn around again and throw a fan. So input would look like: jump > j.A+C > IAD > j.A+C~1B/2B/3B This allows you to throw the fan low to the ground. You also cover more ground when you use your forward dash as a backdash. Really cool tech. EDIT: From a normal backwards IAD, it's just a height + timing issue. Have to input B as she is falling to get a fan to come out.
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I play a fraud Yukiko, get at me.
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I only use Alice Yukiko and Color#7. Homura is a cute color but it's popular and I'm hipster Yukiko player. GGs to ranked people. I'm getting blown up by Yosuke, Labrys, and Akihiko mostly.
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From what I observed, if the opponent is mostly inside the wings of Konohana Sakuya then you should be safe.
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Really annoying match-up imo. His speed allows him to circumvent a lot of Yukiko's zoning tools. The most success I've had in this match-up involved minimal approach. I chose to stand my ground and let him come to me. Those random cross-up slashes convert into really nice damage for Yosuke. I think it's autocombo into Garudyne? 5C is a really good normal to throw out in neutral.
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This match-up is definitely in Yukiko's favor. Zoning is too strong against Akihiko who doesn't have much threat from full-screen. Only in Awakening do I find myself respecting him from that big of a distance. However, once he gets in he is definitely dangerous. 2A stuffs Kill Rush (I think that's what it's called... 2A can low profile under it). So while you are zoning you can also feel out when your opponent wants to get in with this. Adjust accordingly.
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Well that's the thing, FIL's CMV (a Japanese Yukiko player) had notations for it and it explicitly said 5BB. I'm getting more success by inputting the TK motion right when the first fan hits but before the second fan connects. This is just a pure execution issue and not fan speeds.
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TK SB Agi combos are pretty tricky. Pure execution required. Any tips for this though? My way is to time 5BB after visually seeing 5AA has ended to keep a consistent timing on the TK SB Agi.
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Refer to this thread for Chrono Phantasma information: http://www.dustloop.com/forums/showthread.php?14682-Rachel-Alucard-Chrono-Phantasma-Discussion-Thread
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That is so cool! Very interesting indeed.