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White Rob

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Everything posted by White Rob

  1. Marie's Challenges are pretty easy to do as well (+ No Shadow Challenges), as long as you know how to max out your AOA Blowback so it Fatal Counters in No. 24.
  2. Boss Ken's Awakening Super becomes Air Unblockable (and does a grip of damage).
  3. Make sure to delay the first 5B press after connecting 5C too. You want the opponent to be as high in the air as possible when the second hit of 5BB connects. This combo is stricter timing than her usual B&B combos. I can confirm it works on Yu no problem.
  4. Optimal damage corner throw combo (50 SP): C+D > 5C > 5BB > 2A+B > 236+B > 66 j.B > j.2B > j.C (whiff) > 5AAAA > 236236+C~A (4390 dmg out of Sunny/4640 dmg in Sunny) Midscreen throw combo (100 SP): C+D (2 hits?) > OMC > 5C > 5BB > 2A+B > 66 j.B > j.2B > j.C (whiff) > 5AAAA > 236236+C~A (3590 dmg out of Sunny/3840 dmg in Sunny)
  5. You need to delay the hits prior (both 2B > 5B and 5B > B) so the opponent is higher in the air (more travel time between the second 5BB hit and spike into the ground). That's why most of the mid-air 5BB parts in her combos are preceded by a 2B or 5C (to knock the opponent higher into the air). This combo is actually pretty easy once you understand the theory behind how it works.
  6. wiredgod, that Teddie in your most recent post is Perfect Mad. Naoto is Waka.
  7. Fun fact: Yosuke's moonsault flip (236A in the air) has invulnerability to her DP... o_O
  8. Updated the initial post with a video. Hopefully, this provides some guidance for anyone who's having trouble with it.
  9. Here's a bit more info on the glide that I forgot to include in the initial post (have more time to sit here and think about it now). First thing to understand is that j.2B can be performed by pressing 1B or 3B as well. For the sake of gliding, you will want to do j.3B (closer to 6 directional input). Now the jump timing is almost irrelevant. What is most important is the kara-cancel from j.3B to A+C. It needs to be very quick. You shouldn't even see the animation for the j.3B; you should be side switching at that point with A+C. It almost feels like you are pressing B+A+C at the same time, but the B press is just a microsecond earlier. Also, you don't even have to go neutral with the joystick or buttons when doing the A+C portion, so after j.3B you can continue to hold the 3 and B input, and the glide will still come out. The glide can be performed at any point in the air dash too, so don't get hung up on landing it at the earliest point in the air dash. Since Yosuke's air dash is quite long, you get plenty of time to buffer in the kara. In fact, varying up the time when you perform the glide will affect your trajectory and leads to those ambiguous cross-ups I mentioned before. (DISCLAIMER: All of this info is assuming you are on 1P side facing right) >_<
  10. There is a technique which greatly increases Yosuke's already impressive air mobility, which is called "gliding" by the Japanese. Basically, it involves doing an air dash, cancelling the air dash into his jumping 2B, and then kara-cancelling into the side swap (A+C). The input for an iAD glide looks like this: 966, 2B~A+C What happens is Yosuke will maintain the initial movement speed of his air dash and will dive down much quicker than he normally would from an air dash. An iAD glide at the lowest possible jump height will actually come out so quickly that Yosuke can't even follow up with a jumping A (the normal follow-up to a glide since it hits on both sides of Yosuke). Most of the time, it is actually more practical to do a delayed jump or super jump before gliding, as you will have a bit more time to input the appropriate follow-up. He can also air block once the 2B~A+C part has finished, greatly reducing his vulnerability while air dashing. Mastering gliding will greatly increase your options as a Yosuke player, and I highly suggest anyone looking to pick up the character should take the time to learn this tech. It is ridiculous how quickly Yosuke can be on the other side of the stage by using this, and he still has access to all of his other air options afterwards, so there are tons of ambiguous cross-ups and other shenanigans that become available to you. If anyone has questions about gliding, or wants guidance on how to perform it consistently, feel to free to ask and I will extrapolate. EDIT: Here's a video link showing footage of how your fingers should move when gliding: http://www.youtube.com/watch?v=j0KjX22Z_pY&feature=youtu.be
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