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Everything posted by Pyry Von Quies
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Got a little secret against one of Yosuke's annoying tricks--his EX Dash Spring, or the move which allows him to collide onto you head-on with ridiculous speed. If he activates Sukukaja, Dash Spring becomes even faster. However, you can throw him out of it the moment he reaches you. It takes some practice (and extreme accuracy), but you can legitimately use this against him in competitive play. Yosuke's EX Dash Spring also has a slight start-up, meaning if you time an Agi right you can actually stop his EX Dash Spring before it even happens. Do note that A and B Dash Spring cannot be thrown against, but are susceptible to projectiles and normals, such as 5A. You can also use 6D against Yosuke's EX Dash Spring if you don't want to try for a throw, as it will automatically give you a Fatal Counter. If I'm not mistaken, throwing out a Persona against his regular Dash Spring will just result in him taking away a card from you.
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GGs to everyone I played today. It was quite interesting, to say the least.
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Alright...so it's been like 4 months since I last came here, and I'm back here again because well--I need help in studying this matchup. You see, I fought a Kanji online and no matter how hard I tried, he just kept beating me. Consistently. The worst part is that all of these matches were close. Extremely close. Our very last match resulted in a time-out that he BARELY won. Urgh...in any case, it looks like I need help with this matchup because I feel like I get the gist of his style, but not enough to overcome him. One thing that really bothers me with Kanji is his 2D. It feels very frustrating because no from mid-to full screen, no matter where you are, he can use it to keep you in place, run up to you and then proceed to do that shitty frame trap command throw. If I try to roll the lightning attack, he meets me halfway. If I try to summon my persona to help me out, it's broken. Out of desperation, patience, and wit's end I've done an AoA that successfully connected, but I suspect it was thanks to netplay because there is no way I could ever pull that off offline lol. I DO NOT enjoy fighting Kanji up close--it's just ridiculous. His normals are surprisingly faster than Yukiko's, his grabs are stupid, and I fucking hate his wakeup/reversal supers that basically spell death for you. But what I REALLY hate is the feeling that I get no trade-off for waving off a move or dodging an attack only be bombarded with another one. For instance, when Yukiko uses Dia to stop Kanji's frame trap command throw, it works, but it leaves Yukiko in a bad position because Kanji recovers from his throw a lot faster than Yukiko does from Dia. Not only that, since it a whiffed move on Kanji's part to begin with, Yukiko cannot cancel into a super, so it basically feels like--either deal with Kanji's stupid frame trap shittiness and face that much damage, or Dia and find yourself in another unsafe situation. Another thing I need help on is aerial game. For some reason I find myself always trying to battle Kanji in the air and getting blown up by his easily spotted, but hard to punish (for me) j.5B. I think I always keep trying to go for air throws and that's why I keep fighting him in the air, but as much as I realize it barely works, I continue doing it anyway. I don't know. I feel like this match is no problem, but I foudn myself constantly making small stupid mistakes that really screwed me over in the long run against Kanji and I've had enough. Is there any advice you guys can shed to let me know how to deal with Kanji? I don't want to go through the hell I went through tonight again.
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I-It's what I've been told! D: Like, for instance, people say that Yosuke mirrors are fun as well as Kanji mirrors and Teddie mirrors and Akihiko mirrors...I just know for sure Yukiko mirror sure as hell isn't one of them
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Yu's just an annoying matchup for Yukiko. Anything you can do, he can respond with. As much as I'd hate to admit it, Yukiko HAS to respect Yu from any distance at any time, but enough to the point Yukiko has to bend to his will (yeah haha screw you Yu, I never shipped you with her anyway >:D). Full-screen: Please don't think you're safe from distance, because you aren't. Do not find yourself incessantly throwing out fans and summoning out Personas, because Yu's Swift Strike can just eat right through all of it. What you CAN do is try to force him into blockstun with some fans/Maragis, then 2/3D to keep him in his place for some good mixup/DP baiting. Should he try to Swift Strike, crouch guard and he will have just screwed up. Get that 2A hitconfirm, homie :D. Raging Lion? Dia as he diving towards you to make him feel bad about himself, or simply block it to get a CH combo started. You can also AoA his Raging Lion once her guard point has activated, but you're going to have to time it right. Keep in mind you can also Maragidyne both special attacks, but time them right, because Yu's attacks can still hit you after you activate it. Don't be afraid to throw a fan at his Raging Lion, it's not like he's strong enough to look past it >:D Now, if throws out his fullscreen super Ziodyne, immediately recognize which one it is. If it's D Ziodyne TRY TO AERIAL DASH TO THE OTHER SIDE OF SCREEN AS FAST AS YOU CAN. That move has slow startup and not a very good super to use at fullscreen. If it's C Ziodyne (surge immediately activates), stay right there, because you're gonna want to 6D>2C>5C>236A his ass once he's posing there like a jackass after the super's done. On the other hand, once he's got meter, limit the j.1/2/3B, because once they see you throw that out, they can release C Ziodyne and not only will your fan whiff, you will end up in serious pain. Midscreen: It's lame. His 5B beats ANY attack Yukiko throws out, with the exception of her supers and DP, which are slightly not in reach to do anything to Yu. So pay attention. If he sends out his Persona on you, hurry and swipe his ass with a 5A or something--that move's pretty slow for him to start up. Raging Lion and Swift Strike are quite silly to use at this range, but don't rule it out. Block it or Dia for some fullscreen action. If you find yourself on the receiving end of his pressure, do the VERY best you can to deal with it until he ends it with a risky unsafe move, like his Swift Strike (blocked low), AoA or Raging Lion (both which must be blocked high). It's a bit of a 50/50 game here, but if you stay patient and deny him a chance it'll be very discouraging for Yu players and give you all the more momentum to work with. "Sir I don't know you, get away from me"-range: Just look out for his DP when you're on the offense. Yu players aren't scared to use that move when they have to deal with your dance and even when you counter a DP from them, it forces them into crouching state so you're not going to very much work done, save you can pull off a CH Maragi or untechable throw. If he's in Awakening stay sharp, because at this point Yu can make you whiff attacks as he perform Cross Slash, and unless you're awakened yourself, it can very well end you or come close to it. However, the good thing about Cross Slash is that if sense it coming--say from, stopping your pressure midflow, or running up and fooling them into thinking you're gonna attack--you can just mash any super (not D Maragidyne, sheesh) to counter it. It's scary doing it at first because you think Yukiko's going to get hit, but she won't thanks to invincible start-up frames :D Otherwise, your best bet is to try and get Yu on the defense, watch his meter and DP attempts and punish his mistakes. Since Yu has some nice oki like Chie, once he has momentum going, it's very hard for Yukiko to withstand it, but not impossible. On the other hand, once you understand Yu's fighting style it's very easy to counter and punish him and all his mistakes and even get the momentum going for you. By making good reads, getting in your opponent's head and using tactics like pretending to attack and stopping pressure midflow to get him to throw out a DP or super, you can gain the upper hand, destroy this pleb, and claim your title as the true hero of P4. (okay just kidding. mostly.)
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I'd like to say this match is in Yukiko's favor... Dia is going to be your friend, because it's going to be extremely useful in this match. It beats out all of Teddie items, DP, and supers. I guess you shouldn't be too Dia-happy (and you shouldn't!), but I can't help myself lol. When mid to full screen, one thing you should be fully aware of is Teddie's television summon attack, as it can hit from anywhere and allows him to teleport to you. If you try to jump over it, superjump, as it can work as an anti-air. When close up be careful--he has the faster normals. I don't know if it's just me, but I think Teddie players jump waaaay more frequently than usual when specifically fighting Yukikos. They especially love to do this thing where they superjump to your position, then try to bombard you with j.5A. In such a case, Dia their ass out, use a well placed fan or simply run off/roll off. It's quite a frustrating tactic, but can work to our favor if we're patient and careful enough. Next move they'll go for is 5B--that long range bat move. On counter, it's a bit dangerous for Yukiko, but even it isn't counter hit, it still gives Teddie some room mess you up. You can roll through it if you see it coming, and I'm afraid that's your only choice besides blocking it. Teddie's too far to Maragidyne or even pull off an AoA. If he backs away after a blocked 5B get ready, for he might 5B again to catch you off guard. Perhaps you can back away yourself and do some zoning to piss him off So, ultimately, look out for 5B, j.5A and T.V. summons, respect his normals up close, and zone away as mean to shut him out. Don't be afraid to Dia if his items are giving you a hard time, or if he throws out supers.
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I know you hear a lot of people saying that mirror matches are very fun to play for most characters, but for Yukiko, it is the complete opposite. You're going to get irritated. You're going to get paranoid. You're going to want to cry. Fans can be a huge factor in the match, for they will fly everywhere in opposing directions. One thing you shouldn't do too much is jb.3B because a simple 5B will beat it no problem and add CH to add insult to injury. If the opposing Yukiko is fan-happy, you're going to have a bit of a problem. One option is to just sit there and block the fans until they get impatient and call out their Persona to attack you [if they use 3D, you can try to roll before Sakuya lands so that you're in midrange, or Dia to break the Persona; for 6D a roll should work or a superjump--just look out for fans though], have some sort of silly fan clash battle and have both of you lose your godforsaken minds, or 236B(~) them as soon as you see an opening in their pressure string...this includes 5B, 5BB, 4/5/6D, and so forth. This may be a good way to shut their offense up and actually respect what you're about to next, or if you detonate it on the spot, force them to tech while you begin your offense. You can also Maragi from far away, as it can sometimes disrupt Yukiko's zoning pressure, and it gives you an advantage on hit or block. Good reads, patience, and nicely placed Agis are the key to winning against yourself, I think. DO NOT try to Maragidyne unless you're doing a combo, because she can Dia through it and you will waste meter. Fire boosts aren't necessary for this match (as she's got moderately low health), but Fire Break is essential. You're going to need it to scare Yukiko into Dia and roll baits so you can punish them. The key to victory in this battle isn't outzoning her, but merely outsmarting her. It's clear both you and the opponent know what Yukiko's moves and playstyles are like, so there's not gonna be much of a competition of "who can do it better?" You need to cleverly place Agis to intimidate Yukiko from attacking afar and bait her Dia and rush in for the strike.
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Been a while since I've touched down here; I apologize for that. *ahem* GGs to all of the following FluxWaveZ, Grant_chi, yes06kin, Rybuster, StandardOil, aya2aya33, NTRbasedgodorz, MikhailLuca, ReaperD-Reborn, Bloo561, BrokenStar96, Eduardo_Hook, Kubel99, and everyone else I forget to mention here D: I hope we play more in the future! :D
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You say that, but I would love to don the title "Unconquerable Snow Black" anytime.
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A really difficult match for me here. I'm sure you may have heard Chie say to Yukiko "I know every trick up your sleeve!" at one interval..and after fighting this chick, I swear Chie isn't lying. She doesn't have to respect you. At ALL. You see, Chie's normals, Persona attacks, hell--EVERYTHING of Chie's is quite faster than Yukiko's, so Yukiko is going to have to make proper reads in order keep on par with Chie. Normally, when I see an opportunity, I always throw out an attack when I can, and I don't really think that's very advised, since Chie can DP you to shame, or even throw out and even faster move resulting in a CH (for example, Chie's j.5A/j.5B beats out Yukiko's j.5A). At the same time though, while it is preferred to think twice about every move you throw out against Chie, you don't want to find yourself ultimately holding back and guarding all of Chie's attacks, because it then becomes that of an awful guessing game and you will hate every second of it. Long ranged attacks are alright for testing the waters, and throwing fans from mid-to full screen wouldn't hurt either...just brace yourself for how exactly Chie will approach you and respond with the proper attack. If she comes in from the air, use a properly placed fan to do the trick--but don't let her double jump trick you. If Chie comes in through a roll or dash, watch out for her DP and try to keep her at bay with 5C or 2C. You can throw Chie while she's rolling, so that shouldn't be too much of a problem. When Chie has meter, you're going to hate life. She now can literally super through any and EVERYTHING you can do--5A, 2B, 5C, Fire Boost--you name it, Chie can beat it with super. Alas, you may find a few Chie players following this tactics; others like to keep theirs for a combo ender or something like that. Just beware of any moves you put out, and if you can, you can even try to bait their super, which you can roll through and punish, or use Yukiko's Agidyne super to punish. Note that with C Agidyne, you will have to activate it as soon as your see the God Hand fist coming for you, because if you do it too early, you'll get hit. Chie's Awakening super is a pain to deal with, because it allows her to 2DD into oki, all the while cornering you. DO NOT DIA *early* through this move, as Chie can punish you for it. Just block it and try to sort out Chie's attacks, or, if you have enough distance, at the very last minutes of Agneyastra you can roll past Chie as she's coming for you and the meteors are flying and only risk being hit by one. If you sense Chie attempting to throw out an attack while you are blocking, you can use Dia's first frames to negate the attack, blow her away and gain some quick health back. You won't have to worry about the meteors; by the time Chie gets up, or rushes you down, they will have disappeared.
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Alright, so dealing with Shadow Labrys... A lot of people say this is Yukiko's worst MU, but personally, I disagree. I have a much harder time with Chie, Labrys and Liz, but that's just me. In any case... When dealing with Asterius, Agis and Maragis are definitely a way to go; use a super to get rid of him if you have to--without him, it'll be more easier to deal with S.Lab. If you have a hard time breaking him, just watch him very carefully, and if he disappears from the screen, DO NOT BLOCK (blocking the move, 8C, will leave you in enough blockstun to let S.Lab come along and introduce her pressure), but simply towards S.Lab and either show S.Lab some dance moves, or prepare for the worst. Your best bet is to not get hit by Asterius and dodge whatever he throws at you so that you can focus solely on S.Lab, whom he can't do anything for as long as you're on the offensive. Dealing with S.Lab herself is pretty annoying, although I enjoy fighting this version of Labrys rather than the original one. Your biggest issue with S.Lab will probably be her j.5B, as its hitbox is very wide, very stupid, and is extremely hard to punish should it whiff. What I do is simply roll past it, watch for the first few frames and Dia so that she's on the other side of the screen, or, tricky enough, throw out a well placed fan for a nice CH combo starter. The fan option is hard though, since S.Lab's hitbox is big. I personally hate S.Lab's DP, as its mighty fast on startup, but once you anticipate it coming, you can use Dia's first frames to negate the attack (just be careful, because S.Lab can cancel this move into a super), roll past it to make it completely whiff and get a nice CH combo started, or use supers (I highly recommend D Agidyne and C Maragidyne). Even Yukiko's IK will work against S.Lab's DP! Also, if you happen to have found yourself knocking S.Lab at fullscreen, don't panic. As long as Asterius isn't around, you still have the advantage. Follow up with 3D and...if she blocks it, air dash towards her for a nice little j.5A/2A guessing game (watch out for her DP!). Otherwise, if she tries to roll through it, meet her in the middle and make her regret that decision. Because Yukiko is very proficient at zoning, this makes her matchup with S.Lab very notorious and unforgiving because S.Lab has the power to trap Yukiko in numerous setups and have her way with her in all sorts of ways, but don't forget that Yukiko can fight it off and show S.Lab who she's messing with. Next time you fight S.Lab, be bold; go in swinging and stay on the offensive and see how they respond. Don't back away and completely rely on zoning to help you out, because this is where the match could be decided...
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Could seriously use some help on this MU. I'm sure it doesn't seem that hard, but for some reason I'm very bad when dealing with Rachel and her wind. I have difficulty blocking her high/low mixups, find it incredibly difficult to escape from the corner with her frog in place and it just feels like no matter what I try to do or position myself from her, it always seems like I'm setting myself up to fail. Is there any advice I can use when fighting Rachel?
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ggs to everyone today. apparently there isn't many Yukikos in SoCal and that greatly disturbs me so I want to take all of the elite Yukis and bring them to SoCal and show our stuff. Also GGs speakeasy I always love fighting fellow Yukikos and your Yuki is pretty legit
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Haha, oh please...I don't know about a hundred matches but I'm definitely willing to play about as long as we can go in order for you to learn some things against Yukiko. I'm not even gonna lie, if more people had some Yukiko experience I'd be in some deep unmentionables, because I often get away with a lot of stuff I have no business doing.
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Hellooooo~ I'd like to take the time to say GGs to many of people I've fought on PSN. I'm seeing some names I know I've previously fought online: Kubell99, darking_2009, Flux, KyokugenFightooo, guambomboy, the scariest one I can remember because we originally played on 360 first (Zeal), and many others. Also hello to fellow 360 warriors who made the crossover to PS3, I've seen a few of you. I'll prolly be addicted to P4U all month until BBCP NA version comes out, but until then, let's keep it up people! :D
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GGs people Tonight was just rough, and I'm not talking the many losses I had tonight. So many delay inputs, bad lag spikes and poor judgment tonight, I don't know even where to begin. I'll just have to keep trying though, but for tonight, it's time to cool down. Sorry Yukiko
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This match is fun because I like to Instant Kill through a lot of Kanji's moves and win the match. Scummy? I know. But I just loooove Yukiko's IK in many ways, it's so good lol You see, Yukiko's IK can go through and beat out a lot of Kanji's moves, since he has a lot of poor recovery on most of them. With precise timing and good reads, Yukiko's Instant Kill can beat Kanji's supers (both normal and Awakening), DP, 2A+B, j.236A & j.236B, 214D, 5C, 2C, and j.5C iirc As for the actual fight itself, Kanji can be really scary at times because in a way he's a like Yukiko in a sense he's Persona dependent and has some clever zoning tools that allow him to get close to you. Try to watch your position (stay in mid range is my best bet, in that regard you're out of his shock range), fans galore to keep him checked, and use extreme caution when fighting closeup.
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I think the secret to fighting to Yosuke (as funny as it sounds) is to simply to lead him on. When he's close to you, you may not realize it, but you actually have more an advantage than you do far away. You see, at close range you if you sense Yosuke going for the offensive just stay patient and keep blocking and Dia when you see an opening in his attack string. If he goes for a 236C (his confusion attack), simply roll through it and get your CH into a free combo. If he tries the run up into cross slash, Dia will shut him out--just be careful of his teleportation attack that hit through your Dia. The only issue you might have with him up close is airgame. Yosuke has more faster and effective anti-airs, so be extra careful of your position when attempting to fight him in midair and air dash towards him for offensive pressure. At further range it's a bit of an issue, because you may find some Yosuke oddly enough playing keepaway until they find a way to dodge Yukiko's zoning attacks, see an opening and strike. Don't be discouraged by his speed from far away. What I usually like to do is to keep Yosuke in one place since he's prone to jumping around and running around a lot. This means I use a lot of 5D (NOT 6D, I almost never use it unless I know it's going to hit). Throw a fan if you need to discourage him from jumping so much in the air, and try to flush him out by repeatedly throwing your Persona out there in front of him. Do not worry if he steals a card from you. As long as he standing there, you can continue to use more pressure to keep him stagnant or, my favorite strategy of the fight... After you find yourself close to him, this is your shining moment. Because of Yosuke's DP and its properties most Yosuke players throw it out when under pressure or anticipating an attack coming, but once you learn the timing of Yosuke's DP and his weakspot, this match is all yours. Ways to bait Yosuke's DP are when rushing him down, when in the corner (especially after a knockdown), and the best one, IMMEDIATELY stopping your attack string. Most Yosukes usually fall for it every time, mashing DP in the hopes that you will mess up your combo and leave an opening. But you can get a good hitconfirm in, begin any combo and then just STOP in the middle of it (ex. from a 2A hit, do 5A>5AA>5B--STOP), the Yosuke will 9 times out of 10 throw out a DP in order to knock you down and stop your flow. Read it, and the moment Yosuke frowns LOSE YOUR SHIT on him. Once you can get a Yosuke to start second guessing what to do next, that's when you know you've already won half the battle. Alas, this is only my perceptions and advice when fighting Yosuke so if you have a problem with anything I have said, I more than understand. But I do hope this helps you out as a Yukiko player against Yosukes out there ^_^
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ggs to everyone tonight it just shows me i have a looooong way to go with Yukiko...fighting Radoric's Chie, Drummer's Yu (and Teddie at times), i need to improve my defense and knowledge against these characters :/