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Everything posted by VR-Raiden
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In general you need to keep your blockstrings short. Yu has no normals that are advantage on block, but you can delay significantly between lots of his gatlings. 2B gives you the most options after it's blocked. Cancel to sweep, 5C, jump away/forward, airdash away/forward, 214A, etc. Tick grabs can work from 5A but it is -2 on block so you can get mashed out, but if you cancel to other moves often (such as 5C) it should keep them from mashing out every time. This can be mixed up with 214A or j.2A which avoid throwbreak attempts for a CH. Ending in 5C requires you to jump cancel away or forward, or cancel to specials or 2C since it's extremely negative if not canceled. 5C > 2C is a relatively safe blockstring if you're at a distance and hits them for not blocking after 5C. 2C can be backdash canceled safely if it's blocked, or forward dash canceled but that is punishable on even normal block, so don't do that if they know. Or you can special cancel but none of your options are very safe without meter. Basically, you kinda have to keep the opponent guessing with how you end your strings. If you have meter you can OMC to make riskier options relatively safe (214A, 214C/D, AoA, etc) and use them to continue pressure or mix up. I would recommend looking at Yu's frame data on the wiki so you know how all your moves are on block, if you haven't already. It's really just doing the OMC 214B AS SOON AS POSSIBLE after the 3rd hit of 214D, you can use the ways CupofT mentioned. Personally, I omit the 214B when playing online unless I'm in a REALLY good connection. I get it all the time offline.
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Xie's Laboratory - P4A Gameplay Video Q&A Thread
VR-Raiden replied to Xie's topic in P4:Arena Gameplay
Can anyone explain what's going on here? Yu OMC his B+D during a clash war. http://www.youtube.com/watch?v=wHHwW3D2Wbc&t=2m44s After trying it myself, I can get the OMC and block if I manage to get the following inputs after the clash: B+D > clash > 4A+B+C > A+B+C > A+B+C Any less A+B+C I'm getting counter hit out of my 5C(?). Seems like a glitch that cancels it even though it doesn't connect, but dunno. EDIT: so apparently it's not that I'm doing it 3 times, it's that I'm doing a 5C then canceling it to a OMC immediately somehow. You can do it by just inputting B+D > clash > 4C~A+B+C, or any other normal it seems. -
Yeah since the hitbox is so massive on her DP, it hits you for attempting cross ups. Fuzzy j.A is strong as always, since there's no gap and she's one of the easier characters to do it on. Mix that up with 2A. Or you can just jump in and block if they literally just mashing that DP. If you punish the DP badly enough times it should discourage them from mashing it out every time so you can start going for more tricky/rewarding mix ups. Also be wary of reversal Bufudyne to kill you for attempting any jump in mix ups, jumping straight up can avoid that.
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GGs everyone I played lately, DontExplain, unholyDESOLATE, Smash-Mix, Daisuke_1, Zabimara, iAce-, Verard, NaRD2ndG, etc.
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GGs Silfer21 and Kodim. I'm never doing a dive to end a high air combo in the corner again
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After blocking 5C, jumpback avoids the grab and blocks the 2C, but you can get hit by her air unblockable uppercut move so be careful. Ziodyne counterhits her for canceling to anything, but try not to guess with it cause she can choose to block and punish you. Not if they're spacing it properly and doing it at the right height, but if they do it too low to the ground or close, you can get a free dash 5B.
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You probably mean 2C, which can be backdash cancelled on hit or block by simply inputting a backdash once it connects. Or maybe you saw 5C > jump cancel back airdash.
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As for punishing her DP, I stated earlier you can 5A to hit her recovery for no Bufudyne super cancel, and it recovers fast enough to block/roll/super Bufudyne. However this loses to Myriad Arrows, so if the Mitsuru knows that, you can't get away with it. A better option that covers all possible choices (and potentially gets her to waste meter and give you a deadly punish) is shown here: But I figured I would post these combos too since they seem like strong options for punishing provided you have meter and are in awakening. Getting the CS to cross under is a bit tricky unfortunately. Midscreen: air hit CH 2B > 214D(1) > CS > 2B > 5C > j.B > j.BB > j.B > j.C > j.214A - (4191, +Ziodyne 5102) Yu near corner: air hit CH 2B > 214D(1) > CS > 2B(1) > 5B > j.C > j.214B > 5D - (3373) air hit CH 2B > 214D(1) > CS > 2B > 5B > j.C > j.214B > 2B > j.C > j.214A > 5AAA / CS - (4916 / 5716)
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"Darkstalkers are not dead" The future of this series:
VR-Raiden replied to Firekid2's topic in Vampire Savior
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Works from CH 5A too: air hit CH 5A > 5B/2B > j.A > j.C > j.214B (OMC) > j.214A > 5B/2B > j.C > j.214B > 5D ~2400 People probably already know this, but apparently I've been doing a lame CH throw combo cuz I didn't realize you could delay so much to get close enough for the j.214A. So I fixed it in the wiki. CH C+D > dash 5B > j.B (delay) > j.BB > j.B > j.C > j.214A - (2185, +Ziodyne 3096) and another FC 214B combo: FC 214B > dash 5C > 214A > CS > 2A > 5C (slight delay) > 214A > CS > 2B > 5C > j.B > j.B+D > Ziodyne - (7205)
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This does look pretty useful, will be nice getting damage and oki off hits you normally wouldn't. Gonna try this out. and please post away, it is lol
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I'll be there and bring a P4A/GG set up again.
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Still maybe to both for me...I should be able to make it to the monthly on the 27th though.
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Results and stream archives! http://www.dustloop.com/forums/showthread.php?15154-Oct-6-2012-River-City-Runbacks-2-The-Runbackening-(Richmond-VA)-P4A-Results&p=1401605#post1401605
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1. Coma (Aigis) 2. Psyken (Mitsuru) 3. DJHoushen (Yukiko) 4. VR Raiden (Yu) 5. Enigma (Aigis) , Vivaldi (Chie) 7. Gary, Tiamat 9. Zenrot, Leo, GhibliCat, MFD 13. Henry, East, Rujellis, Nyte 17. Otaku, GoukenKid, Colin, Angelo, Swater Dan, Byrne Stream archives: Grand Finals: Coma (Aigis) vs Psyken (Mitsuru) http://www.twitch.tv/rvafighters/b/334680375?t=76m50s Losers Finals: DJ Huoshen (Yukiko) vs Psyken (Mitsuru) http://www.twitch.tv/rvafighters/b/334680375?t=59m18s Psyken (Mitsuru) vs VR-Raiden (Yu) http://www.twitch.tv/rvafighters/b/334680375?t=49m8s Psyken (Mitsuru) vs Enigma (Aigis) http://www.twitch.tv/rvafighters/b/334680375?t=41m10s DJ Huoshen (Yukiko) vs Coma (Aigis) http://www.twitch.tv/rvafighters/b/334680375?t=30m5s DJ Huoshen (Yukiko) vs Psyken (Mitsuru) http://www.twitch.tv/rvafighters/b/334680375?t=18m0s VR-Raiden (Yu) vs Vivaldi (Chie) http://www.twitch.tv/rvafighters/b/334680375?t=10m39s Uncle Leo (Kanji) vs Vivaldi (Chie) http://www.twitch.tv/rvafighters/b/334670774?t=125m34s Vivaldi (Chie) vs Psyken (Mitsuru) http://www.twitch.tv/rvafighters/b/334670774?t=118m11s
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PSN Ranbats #1 - October 13, 2012 (COMPLETED)
VR-Raiden replied to MikelAL93's topic in P4A Online Play
I guess put me down as a backup Dustloop username: VR-Raiden PSN ID: VR-Raiden Character: Yu Location/Timezone:VA (EST) -
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Oh maybe you did, cool I'll try that, thanks.
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Apparently, this combo is character specific. 5A+B~FC D > 5B > 5C airdash/delay j.B > j.BB > j.214A > 5B > 2C (BDC) > 2A+B > 236C > 214124C - (4425) Yukiko, Naoto, Chie, Teddie, Akihiko tech before the 236C hits. And here's some nifty FC 214B combos. Midscreen-to-corner: FC 214B > dash 5B > j.C > j.214B > 2B > 5C > airdash/delay j.B > j.BB > j.214A > 5B > 2C (BDC) > 2A+B > 236C > 214214C - (5334) (works on same characters as AoA combo) Midscreen: FC 214B > dash 5C > 214A > 214214C > 2B > 5C > j.B > j.BB > j.B > j.C > j.214B > j.236236C - (6930, 4979 without Ziodyne)
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Don't fall for 5A > throw or 5A > 214A/j.2A throwbait games. You can CH 5A him out of either if you do it in anticipation. Otherwise don't guess throw breaks, CH 214A/j.2A isn't something you want to get hit by. Unless they're resetting 5D oki into sweep every time, don't tech after sweep if you don't want to deal with the oki. Remember you have guard cancel too if you're in a pinch. If they DO reset the oki, you might as well wait until they have to use j.2A for a knockdown to tech, since that oki is much weaker than sweep. Don't be afraid to reversal B+D if they do sweep > 5D > jump in oki every time, the first hit is air unblockable so he has to bait it by dodging. To bait/punish anti-air 2B's, sometimes j.2A will work if you're angled right and at the right height since it comes out so slow, it will CH him if he whiffs a 2B. Or you can j.C to stop yourself from descending, but it's hard to get something guaranteed after that. Strong DP punish, do 5C as he's falling so that the top of 5C hitbox hits him. If he cancels to laser that high up, it will whiff. You can also choose to run under before doing the air hit 5C. air hit CH 5C > 214B > dash 5B > j.C > j.214B > 2B > j.C > j.214B > 2B > j.C > j.214A > CS - 5581 dmg
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Some things I've noticed. I've had 2B trade with his j.A more times than flat out beat it, so I like anti-airing it with B+D. A common(?) tech trap with Circus Bear is doing it after you get hit with the missile super and ground tech far away. To dodge this you can simply wait to see him do Circus bear, then ground tech through it. If he comes the other way, B+D or roll right before it reaches you. After getting B+D countered, you can 214C under if they try to hit you with the 5B bat immediately, just be ready to switch directions. His 5A is 7 frames, so don't be afraid to push lots of 5A in his face in pressure, or after 214A on block.
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Here's a funny combo: CH j.B+D(2) (hits very high and close) > dash 5A > j.C > j.214B > 2B > j.C > j.214A > CS - 3165 dmg
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http://www.youtube.com/watch?v=LZaeO0MzWQs&t=11m22s http://www.youtube.com/watch?v=pc2TTRSU0ts&t=13m25s http://www.youtube.com/watch?v=JOGWMUlHLZI&t=0m7s
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GGs recently to... SuzukaJanJan, Smash-Mix, USAdikov, DJ_Blactricity, xntricat, Wachaki, SituationalIrony, Japots, Dollarstored, BanditShadow, Vess_Index, Embryoko, gigaitachi, kazukifafner lol he definitely made me rage at some points btw sry people who freeze up in my rooms recently, happened more than a couple times now, not sure why.