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Everything posted by Zephyrion22
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The issue is that the webs don't hit rightaway, they even actually take a huge amount of time appearing. for the first mixup, the frame trap is between 236A and jA, and even if you summon the web in-between, it only connects after the jA. the real threat here is not the jA frame trap itself but what you can do thanks to the huge advantage given by the web connecting after it For 236A>6A>CS, if you do the CS on the right hits, it's really hard to react to because of the rekka's weird momentum. you can still guard high then low, but the timing i quite strict. It also has the merit of keeping the opponent on his toes as it is a perfect blockstring even on shield. you just give them that much to think about to sneak a throw or another more risky mixup like jA> assault jC
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Here is a basic Chain Shift setup that gets only beaten by reversals. it's a useful variation of what Kurotora did in his matches. stuff>236A>4A>CS>jA For this to work, you need to cancel the first hit of the rekka (anything else can be mashed out) into 4A, and immediately chain shift it into jA. If the overhead is visible in itself, the web still makes this setup largely + on block, even when shielded. If you feel that your opponent is going to respect that, you can still go for a sneaky 2B, or even a throw (the web doesn't connect right away so you can throw before it appears). what's better is that if you do this with a back throw and 4 follow-up, you actually get a full combo in the corner. Only issue is that you really need to be close for this to work, so you should preferably do it while trying to stagger with 5A/2A to avoid being shielded and therefore ending up too far Be careful though the opponent can get out of it with a well-timed reversal, or a shield on the rekka's hit. While the reversal is a reliable option against this (exception being Veil Off, as you'll recover in time to block it, and the opponent will get immediately caught in the appearing web), you should always think of throwing the opponent to make them think twice before shielding (the rekkas are too fast, so you can only shield this on prediction). You can also rely on 236A>6A>CS mixup : if you cancel the second rekka before the last hit, you get a jA but if you cancel the last hit, it becomes a fake-out jA into 2B
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623A has a really situational use as a last resort frame trap/throw tech punish when your out of options and you happen to have CS or 100 EXS on. if you want to reset pressure while getting sure to avoid a potential jump-out , you should consider using 623A every once in a while . you can either Chain shift the first hit for a full combo/pressing your advantage, or use 236C if you don't have Vorpal on. if the opponent jumped, you can also blow your meter/CS to convert it into damage. It also has quite a bit of hitsun so you should be still + if it traded with a light attack. On the con side, you have to make sure you are at almost point blank to CS/super cancel, so you should only do it after decent frame advantage, like j236A/ 5[C] 2A whiff. It's more of a gimmick than anything, but hey, it's stylish, and it's there soo. It's also cool that Hyde has combos from his 623B reversal with CS on, although they are kinda tight and situational !
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Too early to tell if all that stuff is optimized or not, here is a good basis for meterless optimized routes on classic starters. Do note that assault jumping attacks prorate heavily, so A starters route should be the prefered route in most cases Midscreen -5A/2A>2C>5C>214A/B>214C~A~A>2C>(236A>4A~A~A)*2 you can add a dash C after the first 214A/B but it makes the combo incredibly tight for a small damage/meter bonus -2B>2C>5C>214A/B>dash C>214C~A~A>(2C>236A>4A~A~A)*2 -3[C]>214C>dash C>214C~A~A>(2C>236A>4A~A~A)*2 -B+C> Chain Shift>dash B>236A>4B(>dash C)>214C~A~A>(2C>236A>4A~A~A)*2 -j2[C]>5C>214A/B>dash C>214C~A~A>(2C>236A>4A~A~A)*2 -5B anti-air>jB>jC>214A>(dash B>236A>4A~A~A)*3 -623A/B>2C>236A>4A~A~A>2C>236B>6B>6B Side swap -2A/5A>2C>5C>214B~B~B>jA whiff>(2C>236A>4A~A~A)*2 *The route is the same for the other starters, too lazy to copy paste xD Corner -2A/5A>214A>214B~A~A>(2C>236A>4A~A~A)*2 Also works with any other normal starter -3[C] 214C>214C~C~A>(2C>236A>4A~A~A)*2 D oki web routes -2A>5A>2C>TK j.214C~C~D>(2C>236A>4A~A~A)*2 -2B>2C>5C>214A~A~D>(2C>236A>4A~A~A)*2 -3[C]> Chain Shift> j2[C]>5C>214A~A~D>(2C>236A>4A~A~A)*2 Some more specific stuff exists, but it's mostly changing the ender (using supers for damage or Oki) or very situational things (throw into web). Most of Byakuya's combo use the same base as you can probably already tell, so you can work from there !
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After checking, yup this is completely true, just forget most of what I've said about my other post about okizeme xD A few things to note though : -Those setups works from a corner throw (without the follow-up) but don't work from a 2C as it was said -People who know how to punish web placement, and do so after 2C oki, can get tricked by late chain shifting the web placement. this is relatively expensive for what you get from it, and should be kept for specific occasions. If you somewhat manage to get some respect, you can also early chain shift and try various gimmicks. It can work if you use those sparingly. -The webs don't hit on the first frames during which the opponent comes into contact with it. This why you can just hold [8] for all eternity against ground webs : the catch part will only happen if they stay on the ground during a certain amount of frames. That is also why 214A>623C UB gimmick is possible : if you set a web on the opponent's recovery and perform 623C as soon as their feet touch the ground, the 623C will hit BEFORE the 214A web, resulting in an unblockable hit -The best okizeme options Byakuya have are obviously the 623C ender ones in any BnB combos, as they allow you to place webs that successfully punish anything the opponent can do, while remaining relatively safe. You can also use them to set effective throw setups, or space while the opponent is trapped between webs (this is the best option against mashers, as Byakuya's far reaching pokes can beat anything on reaction, except a few moves, such as Merkava's 236C). Do note that due to how the webs works, you can be thrown before the webs becomes active : even if you tech and regain frame advantage, all the webs will automatically be cleared of the screen, so you should be careful and use different setups to keep them guessing
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Question was mostly answered, just don't forget his dash B, this move is really slept upon : It is fast, travels a good amount of distance, is safe, or positive on block by itself when you hit with the late frames of it, special and Chain shift cancellable for safety if used up close. It has its flaws but the merit of forcing most of the other characters to jump to deal with it. Then you can just use empty dash brake to psych them up into jumping at the wrong time, leaving you time for approaching/setting webs/using j2[C] Oh and it is even a good way to deal with aerial approach, since the low profile allows him to cross-under some air approaches : most of Byakuya's AAs in the corner whiff, and shielding always holds the risk of getting GRD break. So it's an option to consider : even if you do get punished for using dash B , Congrats, you've just gotten out of the corner. Even if you did it late, chances are you'll make a mistimed aerial approach whiff and get a free hit (rarely happens but still you never know so be ready to confirm into side-switch BnB) Web swing is still a valid approach, but you'll need to put on some serious work to know when to use them and which version to use for max efficiency. For example TK C web follow-up makes him fall a lot faster than other webs, allowing you to gain some ground relatively safely while putting a web on the screen. On the other hand, ground C web have a nearly fullscreen dash follow-up that is extremely risky, but can score a good counter hit against a mistimed projectile. Most of the time you'll use web swings in response to something the other player did, or likes to do since it's damn punishable when used on an idle opponent
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if you mean his 623x series (the web teleport), they are unblockable if you are at a certain distance from him. It won't hit you if you're too far or already blocking something, or in the air. In that case, Byakuya just leaves a web on the ground that is actually blockable. your best bet is to mash out of it or jump, since anything but the C version takes a huge amount of time winding, and you can easily react to it, except in very specific setups
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So I messed with the TK web combos, and I found an alternative route to Kurotora's corner combo involving a D web follow-up in the corner. It does less damage than the one he shown, but it works even on 5A/2A starters 2A>2B>2C>TK j214C~C~D>(2C>236A>4A~A~A)*2 2459 dmg 51.74 EXS and 3.5 GRD building so yeah, you should only save this route for A starters and do the 5B/2B>5C>214A~A~D when you open with said moves .
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(08/03/14) UNIEL EU Netplay Tournament @ 10AM EST
Zephyrion22 replied to MastaToken's topic in UNI Online Play
I'm in PSN : Zepyhrion22 Sorry for signing in so late, is it still possible for me to join ? -
for Okizeme options, your best bet in the corner is to go for 2C okizemes from what I've gathered, here are some setups I've tested, I'm trying to incorporate all the ways I know so far of dealing with them, so some might not be as efficient as I find them to be -2C>214C and then either poke from a distance while preventing them from jumping out or go for a throw into the web into a combo ! you can also choose to CS the web placement to be safe to anything, or further your advantage and make tick throws more efficient. you can also cacth the opponent sleeping with follow-up overheads to the web, though it is punishable by fast AAs and DPs -2C> 214A in the corner just put the web on them. this is the classic mixup web : just poke and block if the opponent mashes, or run classic high/low/throw mixups if the opponent blocks. since the opponent wants to escape the pressure from web follow-ups, he'll have to commit to shielding, which you can throw, so it works like a simili assault mixup with an extra layer of safety. don't forget to delay web placement if you want it to work ! -2C > 214A> 623C is a really weird gimmick I found to deal with late techs. if the opponent instant techs, he will just have to either mash out or block both webs, but if he lates tech and block, he will be caught by the UB before the 214A web can connect. he can of course still mash out with either a really good fast poke, or a reversal of some sort (most of normals are straight out beaten by this though) . if he choses to jump, he will escape the UB, but then will have to block both web in a row, giving you pretty much freedom for anything -2C> jump back 214B : another fun gimmick : your aim is to place the web slightly above the opponent's standing hitbox (character specific) : if you do it well, you will remain at a relatively safe distance, but the web will catch most of the usual standing moves since they extend the opponent's hurtbox into the web before the active frames begin, giving you a free combo. the opponent can still dash/roll under it but if you have the vorpal, you can just CS and meet them with the attack of your choice. Be wary of the usual broken AAs like Grim Reaper (most of the usual AA DPs should whiff at that range), that can get you even at that specific distance and you should be fine. This needs further testing but I still think you can get MU specific tactics to punish specific moves. I'm sure there are other possibilities but this is a good starting point I think. To me, Byakuya is more complex that meets the eye : While he has a bad defense, he has all the offensive tools to make things work, but you'll really need to "trap" the opponent into doing things that allows him to get going. He has limited okizeme strategies but hey if you get the opponent on knockdown blocking something , it's still that ! One important thing to remember when placing webs in the corner is that if the opponent is in an invulnerable state while recovering (i.e first part of neutral tech/air tech), it will clear the web so you have to either try and place a web slightly above/in front of/ behind of their recovery, or time your web placement so that the invincibility ends just as the web is placed !
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Just wishful thinking and speculation but if we draw a parallel with the char added in BBCP (4 new characters in arcade + 3 console exclusive characters), we might get another character ! let's just cross fingers and hope it's not Robo-Yu xD !
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[P4AU] Rise Kujikawa Gameplay Discussion
Zephyrion22 replied to RurouniLoneWolf's topic in Rise Kujikawa
jA is Rise spinning her microphone. it is a multi-hit normal, very similar to Relius' jA in BB EDIT scratch that, it's actually her jB, her jA is just her leaning her microphone upwards . It looks very similar to the middle of the animation of the twirl, except for the position of her legs, but it's a single hit move ! -
it's something like 3 or 4 seconds, and yes, you get nastier options from SB Agi, since combos using it have you hold the B fireball long enough to be a a double detonation
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As I am both a Yukiko and Liz player, I mostly agree to what was said above, Yukiko doesn't have such a hard time against Liz once you know the tricks, some reminders though Liz's persona pressure is actually completely reactable if you look at Liz, and not the persona, once you get used to it, she won't get anything out if you're not in the corner,crippled by fear/paralysis. If you are midscreen and look at her properly you can react to everything with instant air backdash j6B to take out persona cards (if you're midscreen and doing it well it will beat everything, except a A Bufu after a deep 5C). -After a blocked 2C, except if the Liz like to OMC pressure,5A>jump cancel> stuff, 5A>6D, or 5A> D or EX maragi (236/236CD) will come in handy, just to prevent her from throwing 5Cs like candy. -If you see the throw coming I also highly recommend IAD jA (People tend to forget that yukiko's air forward dash is one of the best if used properly because of its travel distance). If done well you will get either a punish and force Liz to block (Liz's 2B head invulnerability shouldn't have kicked in yet) -In the corner, if you're not paralyzed patience is the key. you can high forward jump> 4D/5D /airdash> airturn>4B against her 5D. even if eat something or are forced to block on landing, you're out of there so it's a good thing. if you're awakened, I would also recommend using 214214C every once in a while. It will trade most of the time but if you caught Liz doing something, she will be at least forced to block until she is back at fullscreen distance jB and 5B are really overrated in this matchup. while they see some good uses they both have their flaws you need to exploit : -5B has a very poor vertical reach and terrible recovery : If a Liz throws it out without care you can just get your jC counter > jC OMB combos for some nasty damage. -jB is a lot more annoying but remember that it has a dead angle under Liz, so if you run up 5A at the right moment, you should get a 5A air counter into the confirm of your choice. if you don't think you have time to do so, just back off and stay out of range Liz's IK is a huge scam. People tend to thing it's the most awful thing against Yukiko because of her multi-hitting attacks but it's not. First of all this IK is completely blockable. if you throw a xD or jxD attack, you will recover in time to block it. you even have the time to throw a fan and then block (only one though 5BB or any other zoning attacks will get owned). The other primary weakness of this IK is that it activates really slowly. Once you're used to it you can pretty much OMC >block any 5C/2C/Agidyne/Maragidyne that was caught in it on reaction. Just don't forget to keep your 50 meter cushion at all times. The best part is that, should the IK miss, Liz is stuck for an insane amount of time. Do yourself a favor and learn 6D Fatal counter routes and she should die for every attempt at this and stop using it altogether. if you don't feel gutsy enough or don't have the resources for fancy punishes, just Dia through it as it was mentioned above : you won't get anything big out of it, except for some health, but you won't get killed. Many people mistakes Liz fullscreen for zoning, but I would call it counter zoning. Maragidyne is reactable, escapable and punishable, A maziodyne has terrible recovery that lets you run up to her, and B Maziodyne is slow as hell. Not to mention that all of these option only cover the ground (Liz can air maziodyne, but you will never see it except if you spend your time leaping like a frog).But it doesn't matter since all of those eat attempts at establishing more agressive zoning, like Yukiko does. If you can't or just don't want to run up to her, just play this little game with her. Don't throw anything that will get you punished. high jumps fans and D persona attacks are your friends. You can combine them in many ways and adds air dashes. If you do it well, she should have a really hard time punishing you, and get hit more times than you get hit. And one single hit is/ all you need to close the distance/ set your zoning game. On the ground. you can throw fireboosts and EX maragi safely. the first one will get an incentive for Liz to try and approach you, which you can stuff because of her poor mobility. As for EX Maragi, its insane startup and recovery will just force her to move : If she blocks, just run behind the C Maragi has she is trapped in the D maragi blockstun. if she jumps, use the maragi manual detonation combined with fans and jD to get her on the ground and start your pressure.I recommend using this one after a blocked Ziodyne, whatever the version is. Once you master it you should get a free approach on pretty much anything she could attempt For Magarudyne, just block it or run away. It is scary because of the 8k combos it leads to but it is slow and has poor range anyway. It's also - on block, especially if you IB it, so if the Liz doesn't OMC it, enjoy your free punish This MU is definitely in Yukiko's favor, even if it's not a big advantage. As Yukiko, you just need to avoid getting reckless in this MU, as pressing buttons aimlessly will get you killed 100% of the time. It's one of this MUs in which you can't really show your dance at all times, so just sit back and let Liz dance for you , as you have all the tools to make her trip.
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I noticed that too, and not only in these videos but others as well ! It seems that the counter has a specific hitbox that must touch the opponent's hurtbox (similarly to Hakumen in Blazblue). It means that the catch part of the counter will just fail against some moves.
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It was I, Dio (or rather me not able to edit correctly and re-read carefully before posting) It was early in loketest notes, so I'm not sure if this still holds true, but the air-turn j.D trick disappeared, but to make up for that, they did improve jD's range by a bit !
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For the air-turn, you just press A+C in the air, you will see your character turning in the air.After this, if you do an air forward dash, it will turn into a backdash going towards the opponent, and if you do an air backdash, you will do an air forward dash away from the opponent. Your attacks are also reversed (you obviously hit towards the direction you're facing) BUT jA can hit on both sides of Chie, so you can use it even when air-turned to do an overhead. Most of the times, when you go for 5DD oki, you can simply wait for the opponent to block the first hit of 5DD before beginning your mixup. Say you knockdown your opponent with a sweep and attempt 5DD then jump and attempt to do a mixup : you perform 5DD, wait a bit and jump. Your opponent should be blocking the first hit of 5DD at the apex of your jump. - If the opponent chose to use a reversal move and not block, you just hold 4 after jumping and you should end up guarding most of the reversal moves. Then you just have to punish him with the combo of your choice. -If the opponent chose to block, then he can't use a reversal anymore, since you can't use them while being in blockstun. That means you can go for the mixup of your choice without having to pay attention to what he does. Truth is,it's actually a little more complex than that, but this is a good starting point to understand how 5DD okizeme works
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Without Persona, Yukiko is really limited, but you can still do some stuff : - If you've got the right spacing, you can go for 5A>5AA>5BB>3B>5BB>IAD>jA*3>5A>5AA>Sweep. you get more damage, some corner carry, and some time to get your persona back - If your opponent is good at chasing your backdashes and super jumps, you can just sit and throw fans to slow him down. At certain heights, xB air counter hits gives you a auto-combo follow-up if you don't have your persona. You can also try and slip airthrows here and there if the opponent is airdashing recklessly - Jumping after a sweep makes a safe jump if the opponent choses to instant tech, so you can surprise him by playing a mini-vortex game (not for too long though) revolving about jA safe jump, empty jump 2A/throw or jump airdash near the ground jA*3 or jA*2 j4B (the j4B should hit low if you do it correctly) or reposition yourself using airdash> airturn jB or jump >air turn > airdash jA (should hit overhead cross-up) As you've said, be unpredictable and try to adapt quickly to what your opponent does : You'll mostly try to run away to gain some time, but the options I have mentioned are still valid ones to add some variance to your game What Mikhail said, plus, when in awakening, combo>236B>214214D> run forward>Fire Break> SB agi UB : this one is a little tricky but with the right confirms and MU knowledge, it is a deadly one
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From the few matches I've seen, yes, you can't DP or do anything if you've blocked the first explosion (it probably is also air tight on IB, but this will need testing/footage). It's pretty much like detonating the A and then the B of SB agi really fast !
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Think it's called this way because he rises his leg, before swinging, like a flamingo ! anyway great characters always come with silly move names, so that automatically makes Junpei dah man !
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Nope, similarly to Rage, the status ailment will just go through its set duration regardless of what the opponent does.
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Didn't look too deep into it, but she probably is, she enters awakening after having lost 5000-5500 HP (should watch all the matches to see if there is one in which she just touches the awakening threshold.So, that would give her a total of 8000-8500HP.
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True enough, but if Terumi gets to make you eat this combo , it means that you probably derped up at some times, which happens anyway. But still, it's not something inherent to this MU, as a lot of character can take out Carl with 2 combos when having the resources. Not to mention that he gets his huge damage output from specific starters and resets that you should always be wary of (22C reset and fatal CH 6B comes to mind). Terumi doesn't have an exceptional damage output from his overhead options (which aren't that great anyway), except if he uses OD, which means, sacrificing a possible escape option if you sandwich him later. Carl on the other hand, can get an easy 4-5k from pretty much any starter that isn't a 5A/2A. I didn't mean that the MU is free, just that if you look at the bigger picture, Carl definitely has an edge over Terumi in my opinion
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Awesome Liz combos by Damosu, be sure to check the randomizer confirms ! http://www.nicovideo.jp/watch/sm23760214
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Not exactly free, but still really good for Carl. Terumi's only ranged attack is 5D, which is a projectile, and doesn't hinder Nirvana from doing her stuff. The only way for Terumi to approach Carl is to play really agressive since he can't even chip out Nirvana without getting hit or jump on you properly because of the poor vertical hitboxes of his jumping attacks. Carl has a lot of options to approach, because of Terumi's 6A dead angles and his inability to deal with cross-ups and ranged Nirvana attacks, such as Tenerezza or Fuoco. Terumi's offense is more than manageable if you commit to blocking and teching throws (shouldn't be too much of a problem as you have to do that in many MUs) and jumping at the right time (one of Terumi's flaws is his lack of reward in any air-to-air situations, so use this to your advantage). Terumi doesn't have any response to your offense except for his 623B super, which is not a great reversal since it costs meter and doesn't give him any okizeme if it doesn't counter. this MU is really only "land a hit and go to town", Terumi has to take bets to approach Carl, so just make him regret taking those bets with all your arsenal. just be wary of Terumi's run speed as he can quicky bypass Nirvana if you aren't too focused on stopping him.