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Everything posted by Setsuna
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Its pretty bad unless you have meter and even then it only allows us to do so 214AB > 214A for a double overhead or OMC from a High to a low to catch the opponent off guard.
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Not really good depending on the match up but in a majority of them the opponent can hit you from the other side of the screen so its not really recommended and doesn't even give you a solid increase. Once you're at green just focus on getting in and hitting your opponent first and then you can build your gauge from there.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Setsuna replied to Hecatom's topic in Under Night In Birth
I was tore between Linne and Yuzuriha but I didn't know how Yuzuriha really played until I saw the SBO footage, I think I may lean more to Yuzuriha as my main. Game still doesn't have a solid release so who knows my mind could change lol -
Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets- Match Summary-
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets- Match Summary-
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. Please refer to Elizabeth Wiki if you would like to know more indepth information such as frame data etc. The Neutral Game- Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets- Match Summary-
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. Tentative Frame Data for Akihiko can be found in this post. Please refer to Akihiko Sanada Wiki if you would like to know more indepth information such as frame data etc. The Neutral Game At Neutral Akihiko can run in and stuff out just about anything Labrys has so you really want him to come to you, zone him out with j.B or max range sweeps. Most Akihikos will try to close that gap and bring you into his comfort zone with 5D/2D/j.D however you can opt to throw out a 5C in response since it'll drag along with you. If you're the one who needs to get in netural jump slowly to him and watch out for his j.C or 2B. Offense Your Offense: For Labrys her offensive options are pretty limited, if you want to play the match up safely you want to end most your combos spaced away from Akihiko instead of setting up for Oki however if you decide to go for Oki be mindful that you'll be in Akihikos space and if you're Oki were to fail you would be in a bad position trying to get out (Its up to you as the player if you want to take that risk). Your best tools during this match up will be max range 5B and 5C, theres almost nothing he can do at max range against them and if he were to get hit you can convert it into damage for yourself. His Offense: Doing into detail on his offense lets first take a look at the startup difference between 5A and 2A between both characters (Akihiko - Labrys): 5A: 5f - 7f 2A: 5f - 7f Though his normals are MUCH faster then ours we do beat him out in range, on your knockdown don't try to challenge him in a poking battle ... he'll win however if you're trying to approach him you can beat his out if properly spaced however also keep in mind that his 5B has Fatal Counter Properties be wary of this whenever he knockdowns you down. Akihikos main tool of entry are his Kill Rush (236A/B) and its many follow ups all of which have they're own properties and uses. Here is a list of his various follow ups: Boomerang Hook (4A/B) Corkscrew (6A/B) Ducking (6C/D) Weaving/Webbing (4C/D) Akikiko can cancel into any of these follow ups also through Ducking (236C/D), Weaving/Webbing (214C/D) and Assault Dive (j.214A/B) allowing him to use the benefits of say Corkscrews range right away by cancelling into it from Ducking instantly being in your face right after, if you're caught whiffing even a simple 5A you'll get hit. After Kill Rush (236A/B) and Auto Combo (keep note that his Auto Combo does 4 hits, two from each side and he'll be on the initial side he started from for the followup) Akihiko's have the following options and we are put into another guessing game like the Kanji match up:Sweep (Low) AoA or 5C (Overhead) Ducking > Throw Charged Boomerang Hook B: Unblockable If he has 25 meter be wary about the SB Version or some of this follow ups as well such as: [*]SB Boomerang Hook: Guard Point [*]SB Ducking > Corkscrew (Dirty Cross up, hard to react to) [*]SB Corkscrew (Crosses up ?) Theres probably more follow ups or situation, if you know anymore please feel free to let me know j.C Akihikos Persona Caeser does a large overhead aerial slash downward, the hitbox on the slash is quite large. Air to Air unless you're close enough to call him out with j.A or use j.B early enough you'll take the hit, on CH grounded Akihiko can actually follow up to 3-4k combo meterless and push you right into the corner in the process. If you're grounded and he throws it out you can block out as he comes down landing if you're close enough. In rare cases you can also call him out with 2B but he has to be low enough to the ground and you need to call him out on it ASAP Under Awakening be careful about j.B fishing, if he reacts fast enough he can use a full screen Maziodyne (214214C/D), if it hits you'll be put under Shock and won't be able to move. Defense Your Defense: You have to respect Akihikos space, keep yourself properly distanced from him (remember to air turn back dash to avoid the negative warning and cover more distance). Under pressure if you can attempt to DP, alot of Akihikos autopilot and just mash into their follow ups right away however keep in mind Akihiko can cancel into his DP in the middle of his attacks and counter our DP with his own for a CH punish (so use sparingly against good players if not at all). Look for openings in his strings and Quick Escape through, this is risky since one of his follow ups is a grab as well otherwise wait out the string and punish the ender. Learn to IB his Auto Combo string, its a very easy move to IB, gets free meter from his punches as well as allow you punish his follow up. His Defense: His 2B has 7 frames of startup and has head invul after the 5th frame, this stuffs our j.B fishing clean. His Furious Action, the first hit is air unblockable. Added to this be wary of his Closeout Blow(214A/B) parry special which can be followed up into any of his Kill Rush follow ups. Gimmicks and Resets- Match SummaryYou have to play his match up very patiently, distance yourself and just fish out with j.B and 5C when properly spaced. Under pressure block accordingly and wait for openings, watch out for his meter hard in this match up ... Akihiko with 25 meter is a scary thing.
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. Please refer to Mitsuru Kirijo Wiki if you would like to know more indepth information such as frame data etc. The Neutral Game At neutral you don't have many options without putting yourself in a very unsafe situation, from full screen Mitsuru can use 5D/2D to pull you (this will catch you whiffing j.B or chicken blocking). She can also charge her Coup Droit ([4]6A/B) to close the gap between you two and apply pressure. At neutral you're best tool will be a properly spaced 5C, if you're feeling confident and want to make some gambles IAD j.B is a good way in depending on the range between yourself and Mitsuru. From full screen Tsurugi is good but don't use it too often if youre opponent catches on to it then can react and punish you with 5D. 236A/B is also a good poke in remember that both follow ups are unsafe and can be punished by Mitsuru. Besides this you have to block alot, keep yourself safe but also keep in mind you have to make your way in as well so at some point you're going to have to take some risks. Offense Your Offense: Our offense is VERY LIMITED in this match up, Mitsuru can easily DP out of any of even our smallest gaps in our block strings making things such as our 5A > 5B useless. Our j.B can be stuffed out by Mitsurus 2B, 2D and j.A. We can space her out though with 5C like we do in most matchups but we can't possibly relay on that forever. j.A with proper react can beat out about all of Mitsurus air to airs point blank however is susceptible to CH by any other range. Due to Mitsurus absurd range Ariadne may more than likely be victim to Persona Break(s), in the corner try not to use your persona too close to the corner as Mitsuru can easily DP or poke out to break a primer. Her Offense: A very noticeable move you will see when fighting against Mitsuru is her Coup Droit ([4]6A/B). While both versions of this move is unsafe on block you can opt to punish her with 5A before she can get her own 5A mash out however keep in mind she has the following options after an A Coup Droit: j.C (Beats Throws) 5AAA (Stops chickening blocking or jump out attempts) Getsu-ei (B+D, aka DP) (Beats mashing or our attempts to punish) Throw (Beats Block and Roll, 2f tech window) All Out Attack (Beats Low Mash and Throws / One hit of Guard Point) j.B (This will punish various things such as throw/tech attempt's, whiffed normals/punishes etc) This is something thats too risky to just guess and gamble on, wait to see what your opponent does after a couple Coup Droit attempts and punish them for their habits. One of Mitsurus moves you must absolutely respect under pressure is her 5B into Sweep which can be feinted. Lets review both moves quickly; 5B can avoid low attacks and throw attempts as well as has Fatal Counter properties, she can control which direction she hops (forward or back) depending on the direction she holds while inputting it such as 4/5/6B. She when using it in her pressure strings we can't poke her out of it so theres no point in attempting to risk it ... keep blocking. Next you must worry about her Sweep which is usually followed up after 5B, she can hold A+B to instead use a feint and where she has many options much like her A Coup Droit:Throw (Beats Block and Roll, 2f tech window) 4/5/6B (Beats 2A pokes and Throw Attempts / Remember Fatal Counter Properties) j.B (Instant Overhead / This will punish various things such as throw/tech attempt's, whiffed normals/punishes etc) She can also commit to the sweep and follow up with B Coup Droit however this is very negative on block so you can punish this or jump out back to neutral. Mitsuru players who are anticipating a punish will cancel into DP however if you can bait it out or block it you can punish her on her landing. Mitsurus 5C can fall under the same category with various follow ups, after applying pressure with the about of hits 5C Mitsuru's tend to opt for the following options: [*]Sweep (Feint) [*]Coup Droit [*]2C (Marin Karin) You can catch Mitsuru if she Feints or does 2C however if you try to punish too early you could also get hit with Sweep or Droit. After knockdown Mitsurus will also use Bufula ([2]8C/D) to force you to block and then proceed with his mix up which could be one of her various lows or IOH j.Bs. Keep you're eye out for the SB version that shows up behind you (alot of the time offscreen so you can't see it.) Defense Your Defense: While her offense does sound intimidating keep in mind she has to keep doing something, the only jump cancellable moves she has are 5AAAA and 2B so if you see a 5A incoming if you're reaction is fast enough you can probably catch them with Labrys DP however don't try to throw this out everytime. Alternatively our 2B and Sweep go right under Mitsurus 5A. Don't try to do this often especially against a good player, once they take notice they can react with their own sweep and beat out both our options. Besides this and our 214214C and game mechanics we don't have any reliable defenses, Mitsurus like to abuse the 2f tech window of their grab so try not to roll out alot as the grab will throw us out of our roll ...if a Mitsuru is close enough she can also hit us with 5A. Don't mind your Axe Status and focus on blocking and looking out for her grabs and IOH. Our 2B can be stuffed out easily by her j.B at most ranges so even that option is limited from us. Her Defense: Probably the most hated reversal in the game is Mitsurus Getsu-ei (B+D), CHECK OUT THAT HITBOX. It has invincibility on startup and literally hits all around her. This move can be special cancelled into Bufudyne (236236C/D) upon landing, this move is air unblockable and makes her DP safe on landing. Her 2B and j.A effectively stuffs out our j.B approaches and 2D stuffs out any jump attempts we make in general. Gimmicks and Resets- Match Summary This match up is a very uphill battle for Labrys, the match up is doable but you have to play very patiently, block very efficiently and take the risks to open her up. Don't get too greedy and keep things simple if possible, Mitsuru can ruin our entire momentum in the blink of an eye put us in knockdown and snag 3-4k off whatever punish she made.
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets- Match Summary-
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets- Match Summary-
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets- Match Summary-
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. Please refer to Kanji Tatsumi Wiki if you would like to know more indepth information such as frame data etc. Anything referencing frame data was taken from this image. The Neutral Game At neutral you're going to be basically playing the waiting game between yourself and the opponent, Kanji can greatly outspace you with his 5C and will try to make advances after locking you down with 5D, if 5D were ever to connect and you get paralyzed most Kanjis will run up leaving you with nothing but guesses to get out of this situation while we stay on the otherside trying to catch him with our own 5C into a high/low guessing game but its much riskier for us since Kanji can just roll right through and command grab us if we space it improperly. Offense Your Offense: Our offense is pretty limited, using we can't rely on our trademark j.B in this match up that often since Kanji can not only stuff it out with his R-Action but put himself in a very good position that we don't wanna be stuck in. You want to space him out with 5C (if you're too close he can roll through and command grab you out) and then go for the high low mix ups with 214A and Sweep. Don't become too offensive though, if a Kanji player adapts well enough to your habits they can roll through raw 214A/Sweep just as they do 5C and command grab you instantly. Another spacing tool of ours will be 5B, while this pales in comparison to Kanjis ranged tools if we do ours early enough and at the right range we can stuff him out of whatever he tries to do and convert damage off of it. Finally from full screen we'll have to deal with 5D from Kanji, you can poke in with 236A/B to get a free primer break on his person gauge and a high/low. You can go for the high/low at you're own risk, he can easily R-Action either options and stop us in our tracks, if you can get the primer break leave it at that. Don't get into the habit of throwing this out there, if a smart Kanji player catches on he can jump up and use Bet Ya Can't Take This! (j.214A/B) but once you do get his Persona Broken it will remove his This'll Hurt (214C/D) command grab, R-Action and all of his Persona Normals leaving us with 10 seconds to do damage without too much worries. His Offense: Before we get into his offense lets go ahead and and check out the frames for each version of his command grab This'll Hurt (214C/D) and Burn To A Crisp! (214214C/D): 214C: 6-7f (2434 Damage) 214D: 24-25f (2732 Damage / Invinc Frames) 214CD: 2-3f (3034 Damage / Causes Paralysis) 214214C less than 3f from superflash (4321) Keep in mind that Labrys also has 9500 health, she can lose nearly 1/3 or 1/4 of her health depending on the version of the command grab used or nearly half from his awakened super, this is what makes grappler characters scary is how easy it is for them to shift the momentum of a match with one move. Here are Kanji's most used offensive options to be wary about aside from his command grab: 5C This move has much more range then anything Labrys has and holds Fatal Counter properties, if you get Counter Hit by this prepare to burst or eat 5-6k otherwise (if your opponent can capitalize on the damage), most Kanjis will use 2C directly after to pull you in however if you IB the initial 5C you can punished with 5A if you're quick enough otherwise its not even worth trying ... 2C also has Fatal Counter properties and can lead to about the same amount of damage. Also keep in mind Kanji has frame advantage after 2C and continue with 5AAA > Cruel Attack B/SB (236B or A/B) both of which give him frame advantage. Bet Ya Can't Take This! (j.214A/B) This is Kanjis diving air command grab which will hit all airborne and standing opponents, the only way to avoid this is to be crouching. Needless to say we can easily punish this with 2B if were expecting it but on the off chance we do accidentally jump up Kanji can catch us with his this and follow up with Cruel Attack putting us back in a position we don't want to ever be in. j.B Many Kanjis don't really use j.A coming in so the one to worry about would have to be j.B which has as much range as are own j.B. We can simply 2B if were react in them however we can't assume Kanji will on the off chance he does another move that will be detailed under his defense section. Defense Your Defense: Quite frankly we have no defensive options except to block and guess right. Here are our options: Evasive Action Short Hops > j.A/j.C (especially when in paralysis) Guard Cancel (requires 50 SP) 214214C (requires 50 SP/ Awakened / Can be grabbed out of with 214D or 214214C(?)) Most Kanjis will do 5AAA > Cruel Attack > Optional 5B (-1 on block) and then one of these options: [*]This'll Hurt (214C/D): Catches those who continue to block and attempt Evasive Action [*]Gotcha! (236C/D): Catches Jumps / Chicken Blocking [*]2A: Low / 0 block advanatge but can be special cancelled [*]AoA: Most won't do this but its a possiblity [*]2B: Can cancel into Gotcha! (236C/D) and chained from 2A, catches chicken blockers. [*]5C: Catches short hops [*]5A: Catches short hops as well Assuming your get out safely you can either distance yourself from him and go back into neutral or attempt to punish him if you see him continue to push buttons His Defense: What we lack Kanji exceeds in here are his defensive options against us: R-Action What A Pain! Causes Paralysis if it anytime during its active frames, if we get alittle too happy with our pressure we can throw his out, stop us and paralysis us we have to deal with him up close. j.C Approaching us in the air we tend to expect j.B however Kanji has what could be called an Anti - Anti Air. Kanji will jump back while his Persona tackles in. On counter hit it has Fatal Counter properties and causes crumble, this is probably the move you absolutely don't want to get hit with at all. Be wary about trying to 2B him as it could cost you nearly 5-6k(?). Gotcha! (236C/D) This is Kanjis Anti Air Command grab and catches most obvious jump in approaches (as well as chicken blockers). This can be followed up into Cruel Attack and put us on knockdown and give Kanji the momentum on us. Gimmicks and Resets Not entirely such on what gimmicks he has but thankfully theres a thread dedicated to it for us. Match Summary In the end this match up is really about patience, proper spacing and understanding your opponent. Whomever makes the the right decisions first and gets the opponents head will win, both characters have the means to shift momentum of the match however Kanji does more so.
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets- Match Summary-
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game At long range its pretty much all Yukiko. She will zone and keep you away with her fans, agi/maragi, and Konohana. Getting in on her in most cases is extremely difficult. If your aggressive that is. The first thing that you have to realize in this matchup is that j.B is a liability. Do not use the normal much at all during neutral. The man reason being her 1/2/3B fans. That will CH and she will go into Maragi into 2.7-8k combo for more oki. Now if you DO decide to use j.B. Make sure it extremely low to the ground or your punishing her for a whiff/mistake. Or just opt to use j.A instead (rarely as well). But never approach with j.B, its basically asking for you to be CH and will take chunks out of your life every time. She can even use 5A as an anti air because of its absurd hitbox and that it's 4 frames faster than 1/2/3B. But other than fans, you have to worry about Konohana. But in most cases she will not be called out unless your blocking or on your wakeup game. But if she is called, 5C goes a decent range and 2C clips at your feet for a low if your backing away. 4/5/6D can be used in neutral as well. Its slower and more risky but if they manage to get you blocking, they can link into 5C/2C and start their pressure and slowly move in. Maragi is also something to look out for doing neutral. Traveling across the ground, it would usually opt you to jump over it. But in most cases Yukiko will have pretty much recovered by the time you intake this so shes free to act. Dont fall for the basic Maragi > IAD Throw you if you attempt to jump over it. She can also IAD in and apply j.AAAA pressure as well. Rolling through works, but this comes to be a risk mainly because Yukiko can choose when to have the flame become a pillar. And a CH Maragi hurts. Alot. Also, DO NOT EVER CALL ARIADNE IN NEUTRAL Chain knuckle can be of good use in this matchup. But use it sparingly as both versions are horrible on whiff. B version should clip Yukiko's persona or fan startups if you do it early enough. Granted you more corner carry. SB knuckle isnt really useful, just stick to A or B. Theres not much to say about mid range. Her 5A is slower but it will beat your 5A if you dont space correctly. And if your midrange, odds are 5A wouldnt reach her in the first place. 5B is too slow to really rely on. Also, if shes ever airborne, do not attempt to 2B her. Either j.A her CHing a fan throw or just leave her be. Attempting to anti air her is much much too risky. Regularly getting hit by fans is no problem. But being CH gives them all the time in the world to confirm and in the 1/2/3B > Maragi case, a lot of damage. Close up Yukiko is of course, not much of a threat. Just make sure not to prolong your pressure Offense Offense on Labrys's side will be very very passive. Do not j.B fish at all, like I stated before. Just watch the Yukiko patiently throughout the rounds. Look for the gaps and approach slowly but steady. Using j.A at time to intercept a late anti air attempt or to get her blocking. Dont worry about getting an attack so much as just getting her to block something and pinning her down. Knocking her down and proceeding into Tsurugi or 5C oki is the way to go. Nothing really different has to be done once you have a confirm. Yukiko's life is on the lower side so several good confirms into D super should spell death for her. Yukikos offense will be to of course, keep you out and get knockdowns to initiate setplay for further pressure. Once she has you blocking expect Konohana. Yukiko can either choose to keep you nearby or to send you full screen away after many confirms. Both cases you much expect and respect Agi oki. A Agi simply leave you near her and gives her a chance to pressure. While this of course isnt favorable, it much better than having to deal with B Agi. Which send you full screen and has both the Agi and Konohana's 6D as oki. Konohana can appear or in front of your depending on which D the player uses after B Agi. If she appear in front of you poking her on certain startups (4/5/6D or 1/2/3D) or moving in on some gaps will help (any special cancel). But Yukiko herself can also gatling into her 5B's after her C normals. So she can frametrap and CH you for attempting to bring harm to Konohana. Up backing also isnt wise as Konohana and usually stop most jump attempts with her normals because of jump startup. Yukiko has two forms of unblockables. A high/low and a true unblockable. Her high/low can be avoided very easily if not used on your wakeup. If Yukiko attempts to 1/2/3D during a blockstring and tries to unblock, you can either upback or quick escape before Konohana lands for the overhead. In some cases quick escape recovery will be CH by Yukiko's 2A anyways, so use it rarely. As Tari said in an earlier post, upbacking and blocking Konohana still isnt favorable, but its much better than eating the unblock. On certain wakeups the high/low can be avoided with DP if the Yukiko didnt time it well enough. But with Meter they can OMC the A Agi (236A > OMC > 2D~Release A > 2A > 5A jump cancel) and go into a much tighter string that can bait DP very easily. Gear super is usually the answer for the unblockable setup attempts on wakeup Fire break unblock are much harder to deal with. And Labrys is pretty helpless against them unless shes in awakening to do Gear Super or delaying the tech to throw the players timing off. But thats about the extent of what she can do about it. Most of the other things (like her awakening super) have already been mentioned in earlier posts so I'll leave it at that. Defense Not much to say on defense with Labrys. Her DP works a bit better on Yukiko since she cant counter DP you and her jump cancel on block normals are pretty limited. But she can bait in out by doing things like j.C on your wakeup in the corner and DP should whiff completely. Other then that Gear super is effective for gaps or on wakeup as well. DP isnt as useless int he matchup but dont go relying on it. Yukiko's Dia is iffy. Its not very good either. If you space well you can 5A jump cancel and block the Dia since it will absorbe the 5A, but since your not touching Yukiko you will not be affected. Since shes airborne during the active frames you can go into 5AA combos or 2B. 5B can work midscreen with meter to SB Wince dash or in the corner meterless. Her DP also "dispels" tsurugi since its a projectile. So be careful on certain setups. Braking Konohana to hurt her defense helps alot, but dont make it your priority. If she has about 2 card left or 1, try to go for the break. But do not revolve it around your gameplan. If she is personaless expect a counter assault if your pressure her. Bait with 5A, 2B, or 5AA and punish. Yukiko can also IB 5AA and 2A any followup for a CH free. So dont get greedy. Gimmicks and Resets- Match SummaryThe name of the game is..... well the waiting game. Labrys has to wait for an opening or a mistake from Yukiko. If she manages to get in the match can end very very fast. Yukiko on the other hand can keep Labrys out for the entire match if she wants to and whittle your health down to zero with her various oki setups and effective setplay. Look out for fans and make your way to her. Keep calm and collected and you'll be just fine. The matchup is just very...... annoying. Not much else.
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. Please refer to Yosuke Hanamura Wiki if you would like to know more indepth information such as frame data etc. The Neutral Game At neutral it would be best to just zone him his approaches with neutral j.B, this will stuff out just about any of his attempts to get in so long as you block accordingly. Once you stuff him out once you'll have life lead and he'll have to force his way in at some point so long as you block accordingly. Offense Your Offense: Due to Yosukes abnormal speed we can't throw out full screen Tsurugis or attempt 5C to catch him in a mix up. Yosuke can easily catch us on the recovery of just about all of our grounded attacks. Once you catch him while j.B finishing you can follow up with a simple that ends in 214A/Sweep knockdown and go for your Oki setups. Once he has escaped your grasp just go back to neutral and wait for him to come to you (assuming you got the life lead). His Offense: Yosukes main tools of entry are as follow: 5A 2A (Low) j.B(Overhead) Because of Yosukes light mobility he can easily dash right in and poke these out in the blink of an eye and poke his way in and against Labrys normals you're focused to block. Watch out for 5C on block as he can be canceled into 2C which holds Fatal Counter properties (watch out about trying to roll out of 5C as well). 5D/j.D (this will be used alot) launches his person towards you and can be punished for a break in his persona gauge just be wary of Yosuke in the back who can punish you on the recovery of even your quickest normal. His j.C is safe on block however is not an overhead so don't worry about holding down back. Yosukes Sweep can be special canceled into his Dash Spring (236A/B) or his AoA, if he goes for the AoA punish him hard for it. Dash Spring is very unsafe unless he cancels it into one of this aerial specials, Flying Kunai (j.236C/D or j.214C/D) is his safest option and basically puts us back at neutral, hes unsafe while landing but its highly unlikely Labrys can make it across in time. Moonsault (j.236A/B or j.214A/B) seems to catch alot of players off guard because he can go into Crescent Slash (A/B during Moonsault) or Mirage Slash (j.2C) (Yosukes 50/50 high/low). If you see him go into Moonsault you can punish him with an air throw or a j.C > 214x otherwise be prepared to block accordingly. If he does go for Mirage Slash instead of Crescent Slash remember its a low and is very punishable on block. Yosuke has a command grab Tentarafoo(236C/D) which does inflict Confusion on you, if you can see it coming all you have to do is jump away or roll and if you get hit however remember that your controls will be reversed. Yosuke has two SP Skills; Garudyne (236236C/D air OK) is his regular one Yosuke will spin around with his persona in a large tornado towards you, the only concern you may have with this has the chance it crosses you up however it'll be painfully obvious when it does so block accordingly and punish afterwards, some players may use it as a reversal to catch you pushing buttons alot of players tend not to but the possibility is there. The next one is his Awakened SP Skill Sukukaja (214214C/D) which gives him a massive speed increase and allows him to special cancel out of moves that were previously unsafe (such as Mirage Slash), his pokes will be much deadlier so just play the neutral j.B zoning game and it should give him more than enough trouble to get in while you wait out the time on the install. Defense Your Defense: In this match up our limited defensive options are pretty useless, unless your opponent is an idiot there is probably no way our R-Action will work in any situation (there shouldn't be a need to use it anyway). Be wary about using Guard Cancels, Yosuke and see it, block it and have time to punish you on the recovery of it (?). 214214C/D our Reversal Super can easily be jumped over and with Yosukes mobility thats not something we really want to risk unless hes right in your face pushing buttons (most Yosukes won't though). We can however zone Yosuke out a bit with j.D, Yosuke can do nothing in-response to the gears unless he has meter for an SB Dash Spring. His Defense: Watch out for Yosukes R-Action as it can counter ANYTHING and then put you in knockdown for Yosuke to follow up with pressure. Also keep in mind the hitbox on 2B when trying to make approaches in the air. Gimmicks and Resets- Match Summary Overall the game will be pretty lame on Labrys side, zone him out and wait to stuff him with j.B. The player loses life lead will have to find someway in which isn't easy for either side.
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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets- Match Summary-
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I could have swore Kurushii said that option was an unlockable, I'm just going off what I read.
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Ill see you all at Tampa Never Sleeps as well, hopefully I can level up enough between Tuesday and then ~
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I'll be streammonsterin' since I'm on the other side of the US I don't think competitive players will really care if they're on or not, if given the choice I think most could prefer them off but its also hard to really enforce them in large scale events since you have to beat Arcade Mode first to be able to turn them off first (most consoles don't even have anything besides whatever the base disc gives us upon playing it for the first time).
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Jacksonville was no where near active with Blazblue lol but it seems everyone in the area is interested in Persona 4 Arena, I have to not look fraudulent without my drive button Orlando is looking to have a solid scene for P4U as well.
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Just don't play 3 characters like you did in BB :x
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7・29 GF12 セガ難波アビオン P4UF AC×3 Bブロ vs Yu vs Elizabeth vs Naoto :ballKA: vs Kanji vs Chie 7・29 GF12 セガ難波アビオン P4UF AC×3 Aブロ②+B決 vs Mitsuru vs Aigis :ballKA: vs Kanji 7・29 GF12 セガ難波アビオン P4UF AC×3 Fブロ vs Aigis vs Yu vs Akihiko vs Akihiko 7・29 GF12 セガ難波アビオン P4UF AC×3 決ブロA1回戦 vs Chie 120722 a-cho P4U 闘劇2012関西壮行会2on2大会終了後 野試合 :ballKA: vs Kanji :ballKA: vs Kanji
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Im assuming i'm not one of those, you always hated Noel
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Guardian's not happy unless we act like training mode dummies, he doesn't believe in other players fighting back
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It causes hard knockdown and can be special cancelled (which the normal one can't) so you can cancel into any Tsurugi and then pick it up with like 5A/2A/2B into stuff.