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Everything posted by Guymam
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OMB are also worth it off of any 2C fatal hitconfirm when they don't have a burst. No meter = 6.7K 25 meter = 7.0K (or 6.5K with tentarafoo ender) 50 meter = 7.5K 75 meter = 7.9K 100 meter = 8.1K 150 meter = 9.0K Hard 150 meter = 9.2K
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j.236A~A j.236A~A OMB 236B [236A~A]x2 Kunai Garudyne ezpz
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6-4 Yosuke. It's tricky.
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I'm just going to answer a bunch of questions, and I ain't quoting shit other than this one, because fuck all of you I'mma make Chaz do it. In all honestly, you do just have to know when and how to use a normal. J.C has its advantages, such as a hella active hurtbox, a long counterhit untech time, and it's a pretty good starter. J.B is pretty fast and hits high. It's up to you to learn the difference and the importance of using which normal when. If you use the same normal all the time you're going to get predictable. Ex Moonsault has much less land recovery, can be cancelled out of on whiff in the air (normally if you moonsault and you whiff crescent slash, you can't moonsault again), and it has a bit of projectile invincibility. It also readjusts your falling trajectory, making it useful for baiting certain anti-airs and causing them to whiff and get CH'd. Doing j.2B after a sukukaja moonslash combo gets you away from them if you don't plan on using garudyne, putting you back at neutral which Yosuke is strong at, especially in sukukaja. You can also go for airgrab resets, throw out j.D lower to the ground, or just use it to put distance between you and your opponent. Adjusting your moonslash combos with a j.236B can let you end with j.236C, which has less landing recovery than the D version. It's generally better to hit with j.236C so you can recover and move faster afterwords faster. Doing A tackle is the standard ground combo path outside of a crouching confirm can let you either finish your combo with j.236C, try to moonsault reset, wait and then throw SP kunai to get back and in go for a reset safely, use j.2C or j.2CD to try and catch them off guard, or just straight up and land and then try to pressure again. Mix it up between these options and you become scarier when you hit them, because you're opponent won't really know what it is you want to do to them. Crouching hitconfirms are important. If you don't do them, you're losing out on good damage, which is something this character doesn't normally do. Yes, you should pay attention when you fight, and not hit buttons like a crazy dumbfuck. Might as well play beat-em-ups if you just want to hit the other person without thinking too hard. Basically, if you hit with B tackle, or more likely, SP Tackle when they're higher off the ground, they don't ground bounce and as such don't recover in the air. It's how 2C fatal combos work. And lastly, while SP tackle does indeed have projectile invincibility, using it like a dumb fuck can get you killed, especially in the matchups you'd think would break the matchup in your favor. SP tackle on Naoto can get you killed if she is standing on a trap, and on Yukiko it can get you FC because it's not strike invincible. I guess what I'm saying is use it smartly because it's not a 25 meter get in for damn near free card like most people assume (and use like) it is.
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Bad matchups for Yosuke imfcaio (in my fucking correct and infallible opinion) Titsuru: [6]4 da bess. Moonsault gets DP because the bitch draws a circle with a square hitbox. You have bad health and she does great damage, usually into ice mirror oki. J.A makes moving around, even karafastfalling, a fucking bitch. If you manage to get in, you have faster normals and can keep the pressure going, but getting there can be hard, and if you complete a moonsault or airchain combo without a garudyne ender, you're pretty much back at neutral, which kinda sucks. On the plus side, if you block a dp you get to 2c fatal her and make her stupid fucking face pay, making it a bit scary for them to try to dp too much. THOUGHT SHE MAY BUFULA YOU IF YOU'RE NOT CAREFUL. Or you might be too scared to punish because of it. Bad times. Teddie: Teddie buttons can make Yosuke hella sad, especially if you have to go in on him. If you have the life lead, try playing a keepaway game. 5B has crazy range and I'm pretty sure it's dash cancellable on block. J.A for teddie da bess. Teddie's dp means you can't do any sort of sweep> 5DD oki, because even if you block it, once activated you can't punish him for activating his dp. All in all not a terrible matchup, but it feels like it's sort of in Teddies favor. If he sweeps and you block you can DP the fish and trip his stupid fucking ass. TK Missile is strong though. And stupid. Aigis: J.C makes it really hard to move around, and moonsault can get 2B'd, but you can cancel in j.2C to catch the 2B and get a nice CH confirm. Honestly, your best option in this matchup is to mostly stay on the ground in neutral, especially if she has orgia activated, because j.A and j.C will fuck you up and she moves way too fast, even for you. She also does pretty good damage off of most hits. It's not terrible, but I feel this is slightly in her favor too. At least it's a bit harder than most. Like most characters, she can auto-bait your dp with a crossup to active it, and then make you fucking pay. Also, judging by what Xie was trying to do to me, it seems she can activate then IK your DP. Take that, scumbag Yosuke players. Naoto: Traps make it hard to get in, and then once you do, you're in blockstun from the fucking trap. EX dash doesn't have projectile invincibility after it hits, so if she surrounds herself with traps and you try running in like a dumbfuck, you will give her one of, if not, her best combo starters. If she has 50 meter, you have quite literally killed yourself. TRUST ME, I KNOW. If she has the life lead and plays a keepaway game, you take a bunch of chip damage, and then if she touches you once you lose all that health. Supposedly, your neutral is better, but it seems to me like Naoto's whole gameplan is to not let most characters play their neutral. So if you're allowed to do whatever you want at neutral, then the Naoto sucks. She also autobaits your DP, and with 50 meter she hits you into an SMP loop, which usually means that you have died and are now watching your life flash before your eyes. The only, and I mean only times to burst are 1) To kill her 2) To not be killed Don't try to be cute and OMB some stupid shit you landed for like 400 more damage, or wakeup gold burst or burst some shitty combo she did off of a bad starter. But what do I know. I don't netplay.
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Play with the timing. It works.
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This guy. Giving away all my secrets.
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SHOULDA MADE ME MOD BRO
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You guys doing that FC combo that uses 25 meter but works anywhere on screen and pushes them to the corner for either a full damage ender, a tentarafoo ender, or a meter gain ender? Shit's pretty cash
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Hazama needs: -Relius j.a. Hazama twirls his knife in his fingers midair out in front of him. Same properties as Relius j.a. -Serpent's Puddle. Hazama creates a pool of snakes/venom/fucking shit fuck in front of him. If you roll you get locked down crouching. Hits 3 times, causes poison. -Hotenjin proration doesn't suck dick -Command grab back to its former glory -Chains to not suck dick -3C jump cancellable -j214B is an overhead, causes a small bounce on regular hit, P1 is 100 -fuzzy guard setup that costs no meter -A new super where he steps on your face -this color palette http://i.imgur.com/dG7E3.png -Astral command changed to SOMETHING THAT ISN'T FUCKING PRETZEL. 222D pls. kthx arcsys.
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But you have to OMC it, and any reset you do isn't going to do much. Might as well spend the meter on garudyne. Yosuke base damage on non-CH is pretty shitty. I mean, sure, this can have its uses, but it sounds hella gimmicky, especially consider everyone has an R-Action.
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Having job is suffering