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BatousaiJ

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Everything posted by BatousaiJ

  1. I feel the same way Toan, it feels like filtering for rooms target the dumbest things like "rounds" and not obvious things like "space available" and "minimum speed". You play Labrys right? I haven't fought a good one of those yet, we should playyyy~
  2. GGs to fiend and everyone else I played today. Got a lot of fatal combo practice in actual matches today which is always nice.
  3. Anyone having trouble getting people to join their rooms when they have "Good Connections" filter on? You need 3-4 bars to enter that room right? Too bad I can't just make it 2+ instead since the game has pretty good netcode.
  4. Very interesting to see what other people are doing on pad to play the game. I'm doing this- A = Square B = Triangle C = X D = O OMC = L2 Throw = L1 I use burst by pressing the square and L1 at the same time. I don't use the R1/R2 because I use my index and middle finger on the face buttons so they're not in the position to hit those buttons. I'm just starting to get used to air turning by pressing square and X at the same time but it's still a bit of a hassle to do with quick characters like Yosuke.
  5. Good idea. I plan to put a lot of funny stuff in there like a bunch of crap you can do with wonky hitboxes and Yosuke's FA.
  6. 236AB is indeed invincible to projectiles and goes full screen. On CH, it'll launch them off just like 236B does normally and you can continue for crescent hits. j.236CD is amazing for reset scenarios due to j.236CD > j.D tech trap that will let you land before your opponent and get a meaty unblockable 2B on them. 236CD doesn't have any invulnerability as far as I can see but it's basically full screen unblockable if they're on the ground. j.2CD isn't something I've been able to fit into my playstyle too much but I feel like it has potential for mind games. j.236AB is as simple as it seems from what I can tell but yet another tool in Yosuke's huge arsenal to trick people up. Yosuke is just a tools monster with all sorts of ways of tricking up your opponent. The main problem is being able to control him accurately at his full speed which I doubt many people can do. I'm making it an active point to really add some interesting pressure tools including ambiguous crossovers and free pressure covered by persona support. I have plans for a small video showcasing his mixup/tools option but that's only if I get enough material so we'll see.
  7. Connecting 236B is highly distance oriented in midscreen so I generally go with close range 5A > 5C > 2C > 236B > etc etc unless I know for sure I'm too far to land the 236B anyway and have to use 236A. At that point, I'd rather go for a hard knock down with 2AB to set up for next pressure but that's just me.
  8. That gliding j.A and feint is quite awesome, I'd love to work it into my game but I'm not sure if I'll be able to. Watching high level Yosuke play is almost too quick for my eyes, it's crazy~
  9. 2B is really quite amazing, add to the fact that there's no barrier guarding in this game to block air unblockable moves and you can see how you can abuse this move to catch people air teching as they land.
  10. Is there a good video that shows this thing in action and shows the benefit of it? I screwed around with it and doing this consistently on pad is going to be... challenging to say the least.
  11. Apparently, he reads this thread but doesn't like to reply here and instead likes to send me long essays through PSN about how cheap I am and what not. It'd be funny if it wasn't so pathetic. What the hell, I'll laugh anyway. Ahhahahahahahahahahaha~
  12. Yosuke for now. I haven't tried many other characters to know if I'll main him but for now, he's a boat load of fun. We should play sometime.
  13. The saddest thing is, I'm not even half decent at this game yet(day 3 netplay now) with shitty pressure, neutral and dropping combos everywhere like a scrub so if people are getting salty already, they're really gonna have a bad time when I actually get above average at this game.
  14. Ah, first rage mail for P4A. Feels good man, shoutouts to rampage chuck again for being really scrubby and salty even having playing more than double amount of games than me.
  15. GGs to my buddy trying to learn the game and rampage chuck who is just as fun to troll in BB as in this game. Dat grab super mash is so silly and it's never been easier than ever. Shoutouts to SKD for dodging me, stay freeeeee scrubbbbbb~ Day 2 complete!
  16. Late night lazy casuals, who wants some free wins?!
  17. GGs to Tsuki, Ayashi, Raiza and everyone else I played today. First time playing against a number of different characters- very valuable match up experience. Fun stuff~
  18. Hey I suck too. We should play.
  19. I was playing against a grab happy Kanji today and it seems Yosuke's FA works against command grabs as well as normals/specials. I'm not sure what else it works on but it seems to have some very good application all around. Also, continuing the point about the 5DD continuation, you can also cancel into 236C/D after 5DD or 5C > 2C and given 236C/D are unblockable on the ground, it's quite a nice little trick to get people to jump more which you can exploit to your benefit.
  20. GGs to Sadistic and all the randoms I played today. The netcode is surprisingly good and even wc to ec was fairly playable although I had to dumb down some of the more complex combos to make it more consistent. I got some matches against a noob destroyer kanji(lots of throws) and got some valuable match up exp as well. I'll have to play against some good people to really improve quickly but all in all a fun day 1.
  21. Finally done with story mode. Time to take my Day 1 character on netplay. Anyone EC with a mic want to teach me the game some while playing some casuals?
  22. It's practical as long as you pick your spots and don't make it obvious when you use it. Another great tool to get in on zoner types is his 236AB which I believe has projectile invulnerability and goes full screen very quickly. Obviously it costs 25 meter to use but it's very much worth the meter use in those match up where getting in is quite difficult.
  23. I forgot this thread existed. Anyway some questions- I've noticed some combos off of the FA with 2A continuation. I haven't been able to make that work, is it a specific scenario thing or is it really tight of a timing?
  24. Following up on my own inquiry, I've noticed that if you actually delay the j.2C after 236B hit, the 2A continuation is much easier to land. As for the oki question, I suppose that makes sense. What do you guys like to do after 236D ender and they're teching in the air? Just meet them in the air with j.a/j.b?
  25. If that's the case, it's gonna be a real pain to get it consistently on netplay at least. Also, have you guys worked around some good oki options and approach strategies? 5DD > 5C > 2C stuff is pretty good for oki as long as you're in there too to keep them locked down for awhile. It's no Yu 5D but you can do some interesting things off of that, plus if the 5DD whiffs, you can continue 5C > 2C for a pincer attack. Oddly enough, overall my biggest problem with Yosuke isn't his low HP but the fact that most of his combo paths end up in scenarios where you more or less lose pressure opportunity after combo and have to start the neutral game all over again. Is this something you just have to deal with playing as him or am I missing some obvious combination of good damage + advantage at the end combos?
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