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Everything posted by BatousaiJ
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Don't forget to yell "FOOOOOO~" every time you land the Sukukaja Kunai super. It's absolutely essential to Yosuke play.
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Mucky's mostly right about the 6B thing- it's really not a big deal. Also, 6C starter combo damage looks really nice. What's the properties on 6C btw? JC on block? What normals can you cancel into and etc?
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I disagree with air to air being even, she has better hit box, more active frames and superior combo ability off confirms in the air. If the Aigis player knows how to play neutral properly in the air, it's seems fairly difficult battle to win in the air.
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Played this match up a bit against a solid player and I have some thoughts. Air to air feels like it's in Aigis's favor so it's better to stay grounded in neutral unless she's in Orgia mode than it's probably a good idea to try to avoid engaging her unless you get a clear opportunity to punish. We're have better normals for point blank range so try to stay on her when you get in and if you catch her in Orgia mode and it's about to run out, she'll most likely DP to avoid overheating so her DP ends up being fairly easy to predict as long as you're keeping a close eye on her meter. Aigis has the ability to take nearly any hit confirm into massive damage and has a variety of ranged attacks which make using j.D to approach safely not an option most of the time so don't be so eager to get your Persona broken. Many of her setups are cross-over based so keep those setups in mind and never DP during those cross-over circumstances since they'll have plenty of time to punish you. I've always found this match up a difficult one and it feels about the same as I remember it in P4A thus far.
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The removal of SMP on D and regular variations of moves is actually a pretty big deal and I will go on a limb and say that it will likely open up a whole new batch of combo paths and possibly increase her overall damage output in the long run.
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Well, safe jump means you get to press a button but will bait the DP anyway so not really. Baiting counter based DPs is a different matter since all you have to do is just not press a button as you're coming down or instead opt to press one that has much longer start up frames depending on who we're talking about.
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66~A works fine for continuation if you hit him while they're on the ground. I was mentioning when they're hit while being in the air. Also, I've found using 5AA constantly instead of 5A only to be very good practice most of the time so you can jump cancel and go into all sorts of other things. Previously, I would always go 5A > 5B to make use of the +1 5B for frame traps but now I don't use 5B nearly as much. On a side note, I've noticed that after j.2C combo ender, it they try to jump immediately out of your glide mix-up, they can be thrown immediately. The throw will connect from behind and is pretty quick. If you're talking meaty, 5A/2A will probably be best since you can gatling into basically anything after them. Just get the timing right since the active frames on those moves are lacking compared to something like 5B. I'll probably use glide and air turns as DP baits with some special consideration for DPs that hit both sides(Kanji/Mitsuru etc).
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Man, I haven't posted in the netplay section in a, long , long , loooooooooooooooooooooong time. GGs to everyone I played today. I already noticed some day 1 people with like 400+ matches played already. Nuts. The game is fun though and I hope I'll have more time with it going forward.
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Glide mix up after j.2C ender seems to be a bit iffy, especially in a game where people don't stay on the ground for longer than quarter of a second. Even when I land a glide j.A and they get hit in the air, I'm not seeing a good way to follow up since j.A has very short untechable time. 5AA glide mix up seems to be the best use of it, as long as you space it properly with like 5AA > 2A > 5AA > glide > etc. Also, what are our safe jump options off popular knockdowns?
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Come on guys, lets get back on topic and stick to TSUBAKI GAMEPLAY. I personally think Tsubaki's game is much better than her play. If I had to put it in a scale of marshmallows to peanut butter, I would say it's about chocolate chip waffle ice cream.
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Only one j.D per being in the air. I think that's been that way all the way from CS1 till now, actually.
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j.AB > 66 > j.B is pretty strong if you learn the spacing to make it look really ambiguous but glide mix up is still the best tool Yosuke has in terms of opening people up. At least, that's what it seems like from my very limited experience thus far.
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I noticed the lack of backward hitbox on the j.A along with not being able to follow with 2AB with D for oki options. Luckily, we got new tools to compensate for their loss. On a fun bit of tech note, everyone should already know that you can moonsault in the corner to cross up your opponent but now, we can also mix that up with a same side attack while feinting cross over. j.B > j.236A > A (cross over) j.B > j.236A > j.236C (same side) The V Slash comes out just as it looks like you're about to cross over and it's pretty difficult to react to, especially after you've shown them the cross up. You can use D V Slash which will have the same effect but it just takes too long to come out and is much, much easier to react to so I don't recommend it.
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If you're a pad player myself, you can try using the buttons + method that I use which seems to work fairly well. Bind your keys like this AB CD Then press A+B~C. Using index + middle finger to press A+B and then let your index finger fall down all the way in one swift motion and press the C about the same time as you're pressing the A button with that finger. That's just one part so make sure you get the hang of buffering IAD as well to go along with the glide input. Edit- Alternatively, you can map the R1 button as A+B and then go R1~C real quick if you play with your thumb on the face buttons. This method seems easier and more consistent overall but it's rather annoying because I prefer to have my index and middle finger on the face buttons.
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But what's the notation for gliding, though? (This is helpful, thanks.)
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Oh yes, Lets do that. Also, what was the specific command for glide now?
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This combo. https://www.youtube.com/watch?v=LxrjqD6Sdf0#t=193
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So I was fiddling around with trying the Yosuke combos in the Yosuke/S.Yosuke video we have stickied and my Sukukaja runs out way too early for me to do that whole thing. I'm guessing those combos are no longer doable? Also, what the hell does SB Sukukaja do? The duration is even shorter but takes 25 more meter to perform? What's the benefit here? Note that I'm fiddling with the USA release of the game but I'd imagine it's the same game.
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How could they know exact frames at a loketest? They can only really say that "it seems faster" at best, no? 10 Frame 2B would be 3 faster than what we have now which would be huge, making empty jumps low a real thing for Tsu among other things.
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Depending on the bounce after 5D, couldn't we do 6A for hard knock down?
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If most D moves allow for command grab, couldn't you 214D charge after the command grab safely regardless of spacing in basically every match up leading to minimum two heat gain for all combos unless you expand the heat for damage? That sounds pretty good to me.
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A TK j.214D would probably be harder to react to than 6A if setup properly but j.214x stuff being an overhead in a loketest isn't the first time it's happened and it got changed back to normal before, if memory serves. I can see it being useful for a pretty big damage starter in the corner but as you say, it's risky and involves using a charge so it's not a huge deal. It's a beneficial change though but I somehow don't think it will stick.
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I never expected to get 22(D) unblockable but it's surprising to lose IAD combos off 2CC route. That would decrease her damage considerably and reduce her corner carry to be rather pitiful which would be sad because corner carrying is something Tsu's been good at for awhile now. Loketest though, so I recommend not getting your panties in a bunch but I'm not expecting much either way.
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The above combo works with j.B > j.C for 2863 damage. You can also do Throw > 3C> 236(A) > j.B > j.C > 6B > j.B > j.C > j.D - 2936 / 21 heat I noticed people were not expecting me to got for 720A super when I didn't have level 2 heat so I used that against them and used makeshift unburstable combos to finish out the round. 720A (with level 1 heat) > 720D > OD > 6A > 5C > 3C > 41236C > 236D > 6C > 623C > 623D > 236214C - 5636 You can also RC 720A after the last hit for a standard corner combo with 6C > 2B > 5B > 6B > 623C > etc etc as well if you don't have the extra heat for 720D continuation or no OD for that matter.