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Everything posted by Kamano
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That video is absolutely amazing, BatousaiJ. Excellent coverage of a lot of Yosuke's useful tricks and setups, I learned a lot more from it than I expected. One thing that should be pointed out though, is that the setups for unblockable 2Bs only work if the opponent techs the correct way(s), and it's probably good to make note of that in the video. For example on the sweep to dash spring reset, upward tech means you're going to get the timing wrong if you expected a neutral tech, and they'll come down on your head, and teching toward you seems to get them out for free unless you read that specific option, though unless they have the presence to air turn immediately afterward, they won't pose much of a threat to you after that I think. Same sort of thing with the j.D setups. Definitely strong, but also worth noting they can be escaped with good air teching decisions. And in the event you ever happen to do a part 2 or anything, a trick that may be worth noting is that after a moonsault, you can cancel to j.2C, and then cancel that into moonsault again, which allows you to do two moonsaults in the same direction, which is normally not possible. Seems like a great way to mix up a retreat after blocked dash springs or to help getting distance from certain characters, etc. Anyway, like I said, great work on the video, really appreciate it
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Yeah, that's probably more or less that he means, the combo he listed is what I'm currently doing as my main FC combo since I have shit execution, and IADs mid combo is a great way for me to drop a combo completely when I'd only get a couple hundred extra for it. While I'm here, I have a question... Are there any particularly good ways to include an OMB in a FC 2C combo, or perhaps even just out of a regular hitconfirm? I feel like in the Kanji matchup especially, that finding a place to add OMB to squeeze out some more damage would help a lot, especially considering there are generally not very many places to burst in that matchup anyway.
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Man if there's a reliable way to stop the charge stabs and get some damage for doing it, I want to know. 5A is hard enough to deal with at neutral, but ending blockstrings in the charge means she's never leaving that dangerous range in front of you, and afaik all we have to punish it is if you IB and then 5A or 2A her. I feel pretty confident in the matchup if I can actually get a chance to do blockstrings on her so I can do some mixups, but I often never get the chance to even get that close
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Without digging very far back, 6th at Evo this year in Virtua Fighter (128+ entrants to my knowledge) 5th in CEO winterfest UMVC3 in january (~100 entrants) 9th at CEO 2012 in SFxT (yeah SFxT, but whatever it's still a tournament) As far as I know he's never really played any anime fighters before this one. All I'm sayin is, the guy is really solid, just give him some time to learn the game and he'll be a force
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Avery/GentlemanThief, the VF5 Labrys player, is a local to me, and the dude is seriously amazing at pretty much any fighting game he puts any time into. He told me the other day that he picked Labrys to start with in this game because he wanted a character where he had to work a bit for his wins, but sounded like he was salty after the tourney and might be switching to a different character. Watch out for him whenever he shows up to an event
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TNS was hella fun, my only complaint is how packed it was in there til near the very end. I lost a SF4 match in part because someone with a fat ass backpack turned so that their backpack was covering my half of the screen, and then I couldn't block a Vega walldive I couldn't see Persona tourney was great fun, it was cool to get to meet some of you guys for the first time, and I can't believe I made it as far as I did with my fraudulent Yosuke lol I'll see if a few of us Venice/Sarasota guys can start heading up to Tampa for casuals here and there in the future.
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Oh, glad you tested this again, since I was lazy and unscientific and only tested against one character, haha. Good to know!
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The speed and mobility is totally worth it. And when he does get FCs, the damage is actually pretty damn amazing for little/no meter use. The fact that his flavor effect off a throw does a miniscule amount of damage isn't anything to worry about I am curious about the other poison damage effects, but they'd be harder to test I think, and I'm generally not a scientist in fighting games, I just play and on occasion go in training mode (much less often than I should)
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Edit: my stuff in this post is incorrect, see here for correct poison damage testing: http://www.dustloop.com/forums/showthread.php?14917-Yosuke-Throw-poison-damage Summary: poison from throws do 4.8% of the target's hp no matter what, including during awakening. Just did the math/testing on Naoto (8000 hp) Throw does 810, IK does 6806 after letting the poison tick all the way 8000 - 810 - 6806 = 384 poison damage That's pretty pathetic I wonder, does every poison effect in the game only tick for that much, or are they all unique?
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Is there a practical way to combo into tentafaroo midscreen though? I don't know any ways to combo into it except the challenge mode one off the corner wallbounce FC
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This thing This right here, is basically perfect imo. Works as a regular 2C FC combo til after the j.2C, which is the perfect place to activate sukukaja if you don't already have it on, and then finish the combo. Using this for my main FC combo now. Thanks so much
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Any chance of getting some of those translated? I can hardly make out what their combo notation is aside from a few things.
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Oh yeah duh, I can't believe I forgot to mention the corner. Personally I'm not a fan of different combos based on hitting a standing/crouching opponent, but to each his own, and it doesn't hurt to know that it can make a difference and where. I just never remember to look for that to change my combo, so I just go with what works on standing all the time :x
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236A is used in standard ground combos that start with some sort of A button hitconfirm. For example 2A > 5B > 5C > 2C > 236A > j.236C. 236B won't combo here. 236B is for combos starting with counterhits or fatal counter 2C, sukukaja combos, or for punishes, again just starting off 2C or raw 236B.
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Yeah, it's certainly not the worst thing in the world or anything, and I'm sorry if I made it sound that way. I just feel like it's a relatively unfavorable position to be putting yourself in after landing a hit, compared to finishing with kunai and then having what I feel is a pretty stacked advantage against anyone who techs in the air afterward.
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So, shorthops, anyone found any interesting uses for them? I think they're definitely a worthwhile addition to Yosuke's arsenal, in at least a couple specific cases. First one is that dashing before a shorthop gives it a very KOF style feel. It's certainly possible to combo out of a shorthop j.B with a 5A afterward... it's tight, but it's more than doable. In Sukukaja, Yosuke's shorthop out of a dash goes damn near halfscreen. The dash's disappearing quality in Sukukaja gives opponent's a distinct visual to look for to know you're coming at them, and to either block or dp or what have you. But being able to reappear and come in swinging high here seems like a strong ability to have. The second and I think far more useful one is using the shorthop while at fullscreen to quickly and easily fire off a j.D very close to the ground. It's like a 5D that actually goes completely fullscreen, and is significantly harder to punish since Jiraiya travels through the opponent after connecting instead of just stopping. I think this sets up a very solid approach dashing in behind Jiraiya, and is a much more consistent and quick way to do this sort of setup than an IAD j.D or just neutral jumping and hitting it on the way down. If this is already a commonly used thing, I apologize, I haven't watched all that many match videos at this point to see if this sort of thing gets used.
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I think you're overcomplicating the idea here. On hit you want to be doing damage and setting up a good situation afterward, and with that many As at the beginning of your combo, at any range father than chestbumping your opponent, your combo isn't going to fully connect. In fact I can't even get your combo to work against a standing Yu at all unless I dash into the combo. With your combo, I get 14 meter gain, and 1585 damage (you're not letting 5B hit all 3 times, that's why you're getting 1545) My bnb off a jab right now is 2A > 5B > 5C > 2C > 236A > j.236C, which gets me 15 meter and 1593 damage The difference in meter and damage is small, but that's not the main point. Like I said, your combo only really works in a specific circumstance (dashing in at an opponent and getting all the way in), which isn't very likely to happen cleanly in a game. Second, you want to land those C kunais at the end of the combo, because it gives you a chance to apply safer pressure and more mixups, rather than putting yourself in a risky spot by ending with dash spring then trying to mix up with moonsaults and transform rippers and so on. Basically, I look at the 'air oki' you gain after a combo ending in C kunai as a much safer and stronger opportunity, rather than doing an unsafe combo ender and hoping for the best on a mixup. You shouldn't be needing to open them up again that way after you land a clean hit, that's the kind of thing you do when they're blocking your pressure. And even if you decide it's not safe to pressure them after landing a C kunai, that's fine, because now you're back to the neutral game, and safe.
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Yeah that is true. One of the actually legitimate uses yosuke has for his autocombo I think is if you get an antiair 5a, just keep hitting A to take advantage of the big chunk of free meter and burst recovery. Bit of damage loss compared to doing a real combo, but the unique meter gain and burst gain effects sound good enough to me to make use of every once in a while, at least on paper.
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Something fairly important that I just found out, is that Yosuke's A and B moonsaults ARE in fact different. I checked the DL wiki on day 1 and it makes note there that they are the same, and at a glance that early on with the game, it seemed to be the case. Just now though, in messing with some things, I noticed that they're not at all the same. A version travels farther horizontally, B version goes much much farther upward. You can see the difference quite easily by just jumping, then mashing A moonsault back and forth 3 times in a row, then doing the same with the B version. This is a pretty basic fact that really should be updated both on the wiki and in the Data thread here. Now I'm not entirely sure how much additional utility there is to be gotten out of the B version over the A, but the fact that there is a difference is important to know. Now it makes me wonder if there is a difference between crescent slash followups depending on button or which moonsault you use too...
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I'm curious to see this, but your link is broken
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Not sure if this has any real application or not, but I just noticed that if you are close enough to your opponent in the air, you can throw kunais backwards, and some of them will still connect. For reference I found this while practicing CH j.2C > 5B > 2C > j.BB > j.2B > dj.BB > j.2B > j.236D If anyone can figure out or knows a practical use for this, I'd like to hear it, otherwise I guess it's just combo swag status
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Posting in here for the first time in a long while. Never really got the hang of BB, something about it just didn't click with me, and the lack of nearby players to learn it with didn't help. Now it seems like the majority of my close local guys (~5 of us total lol) are finally all playing the same game with P4A out. Mostly just throwing a post out there in case there are any new Venice/Sarasota/North Port area guys here thanks to P4A. If there are, say hi and PM me here or something so I get a visible alert
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There are 2 things I know of offhand that make C kunai (probably) worth the little bit of lost damage: 1, you can confirm with 2a, 5b into your 5c, 2c, dash spring, C kunai. Ending with D kunai here doesn't combo and 2, and I think the more important one to his overall gameplay, is the position you're left in afterward. After landing the combo, ending with C kunai, if they tech away or neutral in the air, you get what I've seen someone around here call kind of like 'air oki'. You can dash up and 2b them as they are coming down, since when you dash over there, they should be at a little above head height. Alternatively there's the FA option if they come down swinging. And then on top of those, you can actually have just enough time to run under them after ending with C kunai. D kunai puts you too far away and has too much recovery to make use of any of these options as far as I can tell. Last example is them air teching toward you, if they do that, then you simply get a good deal more time to re-adjust what you're doing as they come down. With D kunai in this situation, I feel like if you start dashing across the stage expecting back/neutral/up/no air tech, and they decide to do a forward tech, you can't get back in time to do anything about it, again giving up the options I mentioned. It's nothing incredible by any means, but it's something, and I think well worth the small potential loss in damage. Edit: I just looked and it was Chaz who called it 'air oki' in another topic, haha. Edit2: Added disclaimer; obviously these examples are assuming the opponent doesn't use any air mobility options (doublejump, airdash) after air teching, but the point remains that you have a lot more time to chase them down and continue pressure or deal with what they're doing by ending with C kunai. And also this only really applies to grounded combo enders without meter; you'll want or need to use D kunai to even have them connect in some (most?) air combos, and D kunai have their own uses outside of combos.
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That is really really cool, definitely adding that to my bag of tricks And something I noticed in playing around with mirage slash in training just now, is that if you have an opponent all the way against the corner, if you moonsault into the corner, then mirage slash, yosuke will shoot out away from the corner, but without making contact with the opponent. If you jump, superjump, or airdash into the corner and then mirage slash, he still attacks toward the corner. Definitely a bit of an oddity, but something worth noting I guess. Only possible use I can think of off the top of my head is maaaaaaybe trying to bait an uppercut or something.