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Everything posted by Fluck
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On regular hit simply go into 5C 2C 236A 236C or such. If you get a CH you can do dash 5A 5C 2C 236B into moonsault enders. Btw Garudyne's prorate is pretty good: 236236C (CH) OMB 2C 236B 236A~A 236B~B 236C 236236C does 6490 damage! In corner adding 5C after 2C yields 6703, and the combo is easier too. Even a simple CH Garudyne OMC into 5B 2C 2B air combo does about 5.1k. You can also do stuff like cross-under during Garudyne to put them back into the corner for the easy 2C 5C 236B combo part. Time to mash supers :V
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http://www.dustloop.com/forums/showthread.php?14489-Yu-Narukami-Combo-Thread&p=1380183&viewfull=1#post1380183
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It's a cancel (special cancel to be specific I think) so just cancel sweep into 5D immediately. Confirm that they're blocking first so that you don't run in and eat a DP and then you're good.
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It's impossible to mash out of Yu's oki. If he does DP it'll whiff and then you nail him for 3000, more in the corner.
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There are a number of different situations and approaches, but I'll just cover the more common ones. It helps to have knowledge of what each character can do, but you also need to understand the general principle. Firstly, you have to understand that the opponent usually can't mix you up and continue pressuring you at the same time if you successfully block their mixup in this game. By this, I mean moves like throws and All-Out Attacks that allow them to get past your block. If they do those, and you tech the throw or block the AoA, you're free. You can usually throw a 5B or such with Liz if you tech a throw, and if you block an AoA, you are not only free from their pressure but you can also punish them with a full combo. So one way of escaping pressure is to simply block until you successfully block the opponent's mix-up. Of course, some moves are exceptions, like Labrys' Guillotine Axe which is plus on block (meaning she recovers before you and you'll get hit if you try to hit her back), but those moves have their own weaknesses which differs according to the move. However, sometimes your opponents won't do that. They'll keep re-applying pressure and wait for you to get impatient. Usually you won't want to block forever, so you'll need to watch out for how they keep renewing this pressure and break it depending on what method they're using. One of the more common ways to reset pressure is to jump at you after their string ends and use an air normal. Using your 2B anti-air will allow you to prevent that from happening. If you just block the air normal, he'll get to do another blockstring. Some times they'll run in after certain moves. Beating this depends on what move they used before running in, and if the moves are plus or minus on block. If the move is plus on block, you usually can beat the move by interrupting it during startup, because those moves are usually designed to have a long startup. For example, beginner Yus like to use 5D in the middle of their blockstring. If you block this, his pressure is reset and you'll have to block another string of attacks. To beat this, all you need to do is run up and hit them in the face during the move's startup. Some moves like Chie's 5A and Yosuke's 5B are plus on block and have very little startup, but they have a weakness too: they're easy to Instant Block, and Instant Blocking will reduce these moves' frame advantage to negative. If they running after doing moves that are minus, then they're counting on you being so focused on blocking that you don't challenge them. All you have to do is hit them out of their next move if they do that, since you're at an advantage. Of course, like Tong said you can also just use R-Action/Furious Action and it'll work as long as they tried to attack you.
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Akihiko. Mitsuru and Labrys aren't all that handicapped either.
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5B vacuum into corner crossup
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Myriad Truths is fully invincible, you can Myriad Truths Ziodyne and the lightning beam will just pass through Yu until the other Yu dies.
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5C and 2C have repeat prorate in install.
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Moonsault -> j.2C -> OMB -> 2C -> 236B -> Moonsault + Kunai ender does 4095. Super ender does 4932. You can replace OMB -> 2C with Sukukaja -> 5C for similar damage.
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That's what I'm trying to say. If your opponent is smart, you should almost never be doing backwards moonsault into kunai.
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Yes, it's to do with her hurtbox; it's concentrated on her upper body. Just add more delay to the moonsault for her. You need to delay 5C more too so that she falls more for the same reason.
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Not if they roll on reaction.
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Btw, backwards Moonsault into kunai (or kunai in general) is not safe if the opponent rolls.
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You need to delay the second Moonsault alot to land Mirage Slash.
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Jump and air throw.
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He won't land it. He basically can't use 5B as a neutral poke if you use 2A like this. It's not about your reward and about sealing one of his most important options. Yuus will usually try to contest Chie players air-to-air because of this, as they have an absolute spacing advantage in the air rather than on the ground.
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Yes, it's definitely reactable.
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You can OMC Air Throw into 2C 236B etc.
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Narukami's corner combos usually don't end in oki and they do about 2200-2500. When I say oki, I mean that he doesn't even get knockdown. Chie can put up those numbers while getting knockdown. He only gets knockdown from specific starters like 5B. Chie corner combos, 50% meter 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4000) 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (50%@5095) Narukami corner combos starting from 2A/5B and ending in Ziodyne do around 1k less damage and Ziodyne gives no knockdown, unlike God Hand
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You need to be point-blank and dashing 5A to make it easier.
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Actually this holds true even with wallbounces because wallbounces force you to crossunder them in the corner. For example, Ragna can link 6B after 623D 236C 236C wall bounce if he's only close to the corner, whereas in the corner he's forced to do dash under 5C or such.
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Sweep is a good option to use if she is getting liberal with pokes, as it low profiles it quite easily.
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Btw Chie can pose Yuu a tons of problems by using 2A because it beats all of his pokes, including the almighty 5B, except sweep and 2B and they both have big flaws as pokes, sweep is not safe on block and Yuu doesn't have a safe special cancel, while 2B is heavily punishable on whiff. It's a good way to make Yuu change up his neutral game and makes it much easier for you to get in. Even if you're at max range, if you counter hit 5B with 2A and can't do a combo, you have enough frame advantage to run in and start your mixup.
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It's definitely possible to tech throws on reaction, but you need to have decent eyes to see the throw startup. That's all.