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nadakaineko

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Everything posted by nadakaineko

  1. ggs guys! Had a lot of fun!
  2. I've been working with some canned strings to get used to incorporating her stance stuff naturally into her pressure game. I've been working with this so far: 2A 5C 2C 4C (Hold C) 236B 421A The 2A 5C is for hit confirming -- if you hit the opponent, you can go right away into 236A 9~D j[C] and go for that combo. If they block the 2A 5C, I do a slight delay and go into 2C, which I can more or less confirm on it's own. Again if blocked, I go into 4C, which encourages the opponent to mash; again, if it hits, go into 236A. If it doesn't hit, you go into the battous - holding C 236B 421A will teleport you slightly backwards and in perfect range for another 236B. If the opponent gets hit by the second 236B, you go right into 236B D 236A 421C combo. You can also go right back in with an assault or 2C right after D canceling the teleport. Does anyone have any other stance incorporation for neutral/strings? I really feel this is the hardest area of improvement for Yuzu.
  3. That's actually what makes her hard, lol. Her combos aren't bad at all, but opening up people with her can be a bit abstract. Also, I use colour palette #20! It's the best one! And I mean that non-ironically!
  4. It is tough taking all the Ls at this point but I wanna soldier through -- she is a cool character but she is work.
  5. Just confirmed that everything works on Hyde -- not sure what issue you're having -- maybe timing? Also, didn't know 4B had that counter property to it! That's neat since you can use it on jump ins too -- how reliable is it though? I see it as being somewhat high risk ion a jump in since the counter active frames aren't that large. What do you guys think?
  6. You can do 2C > 236A combos on Hyde -- the 236A has to come immediately after 2C, but it's tight, meaning you can't really use raw 2C as a hit confirm for that, but I use 2C 236A~D j.[C] all the time on Hyde. I'll confirm when I get home but it may just be a minor timing issue.
  7. To DaiAndOh's point, yes, the second point mentions correcting an issue with certain throws in the corner, so that's most likely related to this bug.
  8. Nope! There is no cross play between the Vita/PS3 versions, sadly.
  9. I don't think that's really a fair assessment - the developers don't ultimately determine how the game will be played. It's their job to have their vision and make the game, but it's the player base that decides the format of the game really. This is clearly a bug and an oversight by the developer -- if it was just a ToD it wouldn't be so egregious, but it's not. It's up to us as the community to make a policy on this, and at the end of the day it's up to the individual TOs to chose and run it how they feel. I feel there is a stronger stack of evidence to support a ban of this. Just saying "the developers put it in the game" is quite honestly lazy and irresponsible.
  10. Yeah, this is definitely an oversight -- should be banned. It doesn't add anything to the character (again, he was already evaluated as top tier BEFORE the infinite was discovered) and the infinite deals ZERO damage and it's only utility is to run down the timer. There should be a bit of lenience towards determining if a player should be DQ'd if doing this - perhaps allow a player to to the dead body throw 3 times before a DQ would be in order. That determines both intent to perform the glitch and intent to continue. Re: it's in the game so let it rock - there are numerous reasons as to why it most likely wasn't patched out for console: the final build for the game was most likely completed months before the game's commercial release with this oversight in there. It wasn't game breaking, so it was left in (because to modify their final code, FB would have had to pay ASW additional fees to change it before launch) but I'm *positive* it will be addressed in the new loktest version of UNI which is coming out shortly and will make it's way to console soon thereafter.
  11. Thanks for the combos, Owner! I was doing a similar mid-screen variant but instead of ending in DC (hold C) > j.236A > j.214A (D) > 2C > 236A > 236B > 214C, I was using DC > j.236A (delay) 6C > j.214B > DC (teleport). I feel yours may be easier to do, since the delay was screwing me up all the time. Question though! Can you slide hold 236A to C and end in 214A instead of 214C for the same knockdown with advantage? I'm hype to try your 236B raw combo too! Need to get those battou converts down!
  12. That sounds like an easy compromise -- Tigre, how does the above sound to you?
  13. Yeah, I'll further corroborate that - don't get discouraged by losing with Yuzu in the beginning. She's not a beginner character and being able to open people up well with her means you understand and can use all of her tools appropriately. It's gonna suck for awhile and it is frustrating, but once you learn her pressure and really integrate stance into your play, I'm positive you'll see results.
  14. Hey all! Can I nominate Tigre for being an awesome TO? Can I also nominate myself for Tournament placings for AH3? Not sure if you'll accept those, but figured I'd ask! NEC XIV 2nd Place AH3 - http://shoryuken.com/2013/12/08/northeast-championship-nec-14-streaming-live-from-essington-pennsylvania/ http://homingcancel.com/events/nec-xiv-the-moe-(december-6th-7th-and-8th-2013)/msg41381/#msg41381 TFC 2nd Place AH3 - http://homingcancel.com/events/the-fall-classic-sept-14-15-(raliegh-nc)/msg41049/#msg41049 Summer Jam 1st Place AH3 - http://homingcancel.com/events/summer-jam-vii-back-at-the-sheraton-suites-in-philly-817-818/msg40966/#msg40966 No worries if it's a no go, just wanted to put it out there!
  15. I have this for corner throw: 4C 2C 236A 236B 421A D Cancel 66C j.236A j.236B j.214A D Cancel (66C 421C D Cancel) or (66B 41236D)
  16. Yeah, I feel more or less the same way. The command normals that trigger stance aren't that bad though (6A/6B/6C) and they don't seem to be terrible to throw in at around a character length or more away. They also seem to have quite a bit of blockstun, which is nice. I do see them getting some use in strings in match videos, but again, I'm not 100% sure the utility behind them. The one upside is that 6C is a great way since you get to start a stance chain from C and not trigger an EX.
  17. The auto-combo discussion again? Thought we left this far behind us with P4U. Anyway, auto combos are *never* optimal and almost never give a strong reward to the player. At the same time, they don't hurt the game in anyway since people who actually get into the game won't really be using them at all. At the end of the day, it doesn't really matter how much effort a player has to put in to do a combo once they hit you -- the point remains that they hit you and there isn't really a difference between a player mashing A to do an auto combo and a player doing a regular combo. It's the almost the exact same argument as Simple Mode. I'd love to put this to bed forever - no reason to still be having this discussion.
  18. I'm still getting the hang of the character, but going into stance from a string doesn't necessarily seem like a bad thing since stance is pretty strong to be in, but obviously, you don't wanna be right in the opponent's face. You also don't wanna to be using her command normals (notable 4B/4C) in strings as you cannot re-beat them, so it effectively ends your pressure. You can go into battou from them, however, which can sorta be a saving throw for those, but again, it's trying to salvage a bad situation you shouldn't really be in in the first place. That's sorta how I'm feeling about it -- not sure what you guys think. In terms of her combos, I've some of her combos need to have little delays in there. Some combos that rely on 236A~C need to have a slight delay between 236A and pushing C and then you need to go into 214B right away or you won't get the height required to 66C the opponent to end the combo. Sorta quirky, but not too bad once you know about it.
  19. Thanks again to Achtzehn for hosting! Had a great time! Also, Iora, any time should be fine for me. Just lemme know when you decide on the date!
  20. ggs guys! Had a ton of fun! Let's keep improving! Gotta be on the up and up!
  21. Thanks for the BnB outline, Kazuhiro! I'll play around with the CH combo you were having issues with and see if I can't figure it out. Gonna be grinding a lot when I get home today, so I'll letcha know if I find anything!
  22. Seems to be so, but it seems relatively fast.
  23. Iora's sometime in August? Can I come? D:
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