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PK Gaming

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About PK Gaming

  • Birthday 11/02/1992
  1. Nice, those images are amazing. I'll work on getting those uploaded right away.
  2. Really? The pictures that are up now are my doing, but they're placeholders. If anyone has higher quality screencaps, i'd be happy to upload them.
  3. Alright then, let's get serious. First, we need to address the fact that many of the P4U2 wikis are downright anemic. These are the wikis that are in dire need of attention: -Akihiko: -Chie -Elizabeth -Margaret -Naoto And these are the wikis that could still use some filling out: -Labrys -Rise (mainly the images) Here's the deal; The Dustloop wikis are easily some of the best fighting game related resources on the internet (they're what motivated me to join this site in the first place), but there's been a distinct lack of drive lately. Many of the character wikis are barren, and there are filled out wikis that have vague or inadequate info. This is extremely unfortunate, since the dustloop character wikis are some of the best resources on the internet for newcomers. And there's another problem. There aren't that many (if any) knowledgeable players who are actively working on the wiki entries themselves. I've even seen a people on Twitter decry the wikis for being "inaccurate" which shouldn't be happening, ever. So our problems are 2 fold. We don't have enough people working on the wikis, and we certainly don't have enough knowledgeable players working on them either. This is something that absolutely needs to change. We need more people working on the wikis, and if top players are too busy/disinterested to work on them, then we need wiki writers to cooperate with top players in order get down accurate information. I know i'm not in the position to talk, but I do feel that this conversation is something that is absolutely necessary to have.
  4. Since 5B is -12 on block now, we can assume that it's recovery is 24 now. It's a shame we can't get the recovery values for some of his other moves, like 236AB / 236CD. lol
  5. Mixups: Lows 2A: A fast low that outright forces your opponent to constantly block low. The quickest and safest way to set up a mixup. Sweep: A long ranged low. Slower than 2A, but special cancellable. Use this when Yu is at a reasonable distance away from the opponent. Swift Strike (all versions): Do NOT use this as a mixup tool unless you have meter to cancel it. Highs j.B: A relatively fast high with long active frames. Used after after 214C, throw, or counter hit B+D for a safejumps. j.2B: An even faster high with absurd range. It has less vertical range than j.B however. Raging Lion A: A risky high. The reward for landing this is pretty great, but the risk is just as great, since while it does lead to high damage combos (on counterhit), it also has fairly significant recovery. It becomes safe with meter though. Raging Lion B: A safer high on block, but it requires distance, since Yu will fly over the opponent if used to close to them. Furthermore, he's vulnerable to anti-airs are close ranges. Can set up devastating combos near the corner. Resets pressure if blocked. Raging Lion SB: Yu's strongest grounded overhead. It's relatively quick and can be used after jumping attacks for a deceptively fast overheard. Best of all, it's +1, which gives Yu the advantage even if it's blocked. All Out Attack: Standard risky universal overhead. Try to avoid using this unless you know it will land. Other Ground throw: A FANTASTIC mixup tool. Yu's blockstrings excel at locking opponents down, which makes them vulnerable to throws since they're conditioned to block for long periods of time. Throws lead to incredible damage in the corner, since they can be followed up. Heroic Bravery: Yu's command grab. The significant startup makes it easy for opponents to avoid, but it's got good range, so opponents who are respecting Yu may get hit by it. The SB version has even more range and faster startup. Here are some mixups to get you started. Mixup formula j.B/j.2B/j.A >>> Raging lion (AB) OR 2A j.B/j.2B/j.A >>> j.A (fuzzy) OR j.B Raging Lion (OMC) >>> j.A (fuzzy) OR 2A 2A > 2A >>> Throw OR (continue pressure) Raging Lion B [feint] >>> J.2B OR 2A Raging Lion (OMC) >>> IAD > j.A > j.B > j.214a (triple overhead; if you land a hit you can use B Lightning Flash + OMB) Tips: -Like with blockstrings, avoid being predictable with your mixups -Patience is key. It's better to chip away at their defence than to make risky plays in an attempt to open your opponent up
  6. Welcome to the P4AU Yu Narukami pressure/mixup theory thread. In this thread, we'll be going over Yu's options against a blocked opponent, as well mixup choices. Combo threads are quite common, but threads that are strictly dedicated for offense/pressure are practically nonexistent. That's why I decided to make this thread, because while learning how to execute combos is important, learning what to do against a blocking opponent is arguably even more important. Now, let's get started. Blockstring theory 5A: Your basic combo starter that cancels into pretty much anything. Due to the fact that it's Narukami's fastest ground normal, you typically want to start blockstrings with this move. 5AA: It's similar to 5A as a pressure tool. It can extend blockstrings, and it's preferable to 2A if Yu is at a distance. 5AAA: Can be jump cancelled on block, but it pretty much ends your blockstring. You want to avoid using performing this normal on blocks move. 2A: This attack goes hand in hand with 5A. It's typically used after 5A to force people to block low and it extends your blockstrings. 5B: It's relatively fast speed and long reach makes it an excellent pressure option. It can be cancelled into 5C to continue the string or a backdash, for an easy retreat. For this reason, it's one of Yu's most versatile blockstring tools. 2B: Similar to 5B as blockstring tool; it has less range and it can't be backdashed cancelled, but it can catch opponents who try to Jump or air backdash away from your pressure. Going from 2B > 5B gives Yu plenty of distance. 5C: This move has excellent range and it can be canceled into other normals and specials, though Izanagi stays out for quite some time. It's best if you use this move early on in a blockstring. 5C > 5B > 2C is a frame trap. 2C: This move is primarily used after 5C to end blockstrings. The farther away Yu is after using this move, the better as it makes harder to punish it. It can be forward AND backward dash canceled on block. Backward dash cancel is more safe, but the forward dash cancel can be useful against opponents who are constantly blocking. 2C can beat backwards air dodges and rolls. 5D: If Yu is at a suitable distance away from the opponent after using 5C, 5D is a valid followup. It's particularly useful in the corner 2A+B: Yu's sweep. You're pretty much only going want to use this to end your blockstring. It's advantage lies in its good range and the fact that it can be special cancelled. C+D (Throw): Opponents who respect Narukami can be potentially become vulnerable to throws. For example, you can throw an opponent who anticipates 5A > 2A > 5A but throwing after 2A. 5A+B: Your standard All out attack. Using this will immediately end your blockstring and lead into a damaging combo if it hits, or cause you to get punished. Your definition of a high-risk, high-reward blockstring tool. [/table] There are a couple of key things to consider when pressuring an opponent with Narukami: Are you dealing with a mashes buttons or a respectful opponent? What is your distance from your opponent? Do you opt for the safe pressure string, or do you go for the riskier mixup in an attempt to open them up? The most important thing to take away from Yu's gatlings is that nearly all of them can be delayed. For example, performing a 5A > (small delay) 2A > (delay) 2A combo string. This is known as "stagger" pressure and it's used to create frame traps (ie: it looks like your opponent can punish Yu, but they can't). Learning how to do this properly can make your pressure game extremely scary. Examples Basic blockstring: Intermediate blockstring: A more advanced version would be Unlike combos, there's no "formula" for blockstringing; it's more like an art form. You're going to have to be able to perform blockstrings on the fly without giving them much thought (as any significant delay can result in a counterattack) and you have to be able to mix them up. It sounds daunting at first, but it's nothing that can't be ironed out with some practice. Here are some blockstrings to get you started. Some basic blockstrings 5B > 5C > 2C (extremely basic) 5A > 2A > 5A > 2B > 5B > 5C > 2C > 236A > 214B (feint) 5A > 2A > 5A > 5C > 5B > 2C 5A > 5C > 2B > 5B > backdash cancel Things to avoid -Being predictable. Using the same blockstrings will make it easier for your opponent to adapt and prevent you from opening them up. Be sure to constantly switch up it up to throw your opponent off balance. As I mentioned earlier, you can throw opponents who are expecting 5A > 2A > 5A, but opponents who anticipate even that will can get stuffed by 5A > 2A > 5C. Mixing up your blockstrings is the key to succeeding with Narukami. -Using Persona normals when you're close to your opponent. Yu continually pushes himself away from the opponent as he attacks, so it's best to use them when you're at a farther distance. -Try to avoid specials that can't be cancelled.
  7. Standing AAA (Normal Version) Can be canceled into All Out Attack or Sweep Adjusted blowback, easier hit on air hit 3rd hit can be canceled into Skills Decreased startup time of 3rd hit I don't know about you guys, but the changes made to her autocombo are fucking awesome
  8. For the most part, these changes very fair; I can (mostly) deal. The 5B and Raging Lion nerfs definitely sting though.
  9. -Included P4U2 2.0 frame data http://pastebin.com/zzU5HG7X Taken from Xie's translation Narukami Standing A (Both Forms) Reduced attack active frames Standing AAA (Shadow) Can be canceled into sweep Standing B Increased recovery time Standing C Worsened frame difference on block Crouching C On air hit, floats lower Crouching D Time until persona disappears is now shorter Jumping 2B Can now be inputted via diagonal inputs Reduced lower area hitbox size Jumping C No longer floats on ground counter hit Jumping D Time until disappears is now shorter Removed landing recovery If Persona is in front, will perform the attack from that position All Out Attack Reduced recovery time Ground Throw Lowered float height on hit, can no longer be combo from Air Throw Reduced untechable time B Heroic Bravery Made the earlier animation frames easier to differentiate. No change to performance SB Heroic Bravery Changed attack properties, is now a strike attack Zio (All Versions) All air versions are now counter hit state All air versions cannot land before attack startup is finished C Zio Increased projectile speed Increased time gap before Narukami can move again D Zio Changed attack properties, is now a projectile that flies faster than C version Made the Persona appear closer by SB Zio Changed attack properties, is now a large projectile that move slowly Raging Lion (All Versions) Ground versions are now all Fatal Recovery state B Raging Lion Reduced recovery time Reduced untechable time Increased landing recovery when the button is held down Decreased movement speed when the button is held down Swift Strike (All Verisons) Increased attack hitbox size of interior and upper area Removed Fatal Recovery state from D and SB versions Decreased untechable time for B+D follow up to SB version Lightning Flash (All Versions) Removed Fatal Recovery state Charging attack portion for the A and B versions now causes stagger on hit Charging attack portion for the A and B versions can now be One More Canceled D Ziodyne Decreased startup time for the ground version, increased startup time for the air version Reduced recovery time Decreased untechable time Persona will turn to attack opponents from its current location SB Ziodyne Decreased startup time Decreased recovery time for the ground version Cross Slash (All Versions) Added Fatal Recovery state Increased startup time Myriad Truths Changed to projectile attribute Certain Persona Attacks Persona is now invincible when appearing until active frames (Standing C, Crouching C, Jumping C, all versions of Zio) [collapse]CONFIRMED CHANGES: - SP Heroic Bravery is now a strike move - D Ziodyne has faster start-up and a greatly reduced recovery - Zio's performance has been changed. D-version is a fast projectile and the old D is now the SB version JAPANESE TWITTER POSTS (warning, google translate engrish interpretation) -Not lead J2B from the sky throw. Correction lightly. Knock back increase? The decrease in 1600dm from 1800dm. (J2B no longer combos from air throw. Damage lowered from 1800 to 1600) -Wall bound Delete the throw. sc possible. Cass hit at the end throw sc Shiden. The increase in 1400dm from 1100dm. (Ground throw no longer wallbounces. Can be super cancelled now with Lightning Flash. Damage increased to 1400 from 1100.) -Ziodyne: the first stage 4 adding 10> the first stage 6 adding 5 (???) -From Raijin dance performance minimum guaranteed 3240 to 2860 (Thunder God Dance minimum damage lowered to 2860 from 3240) -SB Zio, it is allowed to guard + 11F be (SB Zio is 11+ on block) -I was relieved to to always be able to combo of the street because 5A start has not changed adding it to be 5AAAJC appropriate B Lion 〆 without any problems but became worse (I think 5AAA > J.C > B lion is still in tact) -I was there attention because 5A start is the same as the 2A starting (Xie: Says they "are the same starter" now. Probably relates to proration?) -Is insanely strong D Jioda (D Zio or Ziodyne is very strong?) -Air C · D Geo delicately rigid. Jump under B-turning decision weakening it (it is not hit and not attract) (???) -I'm shadow Bancho ... C cross 2559 D cross 3164 SB cross is slower than before occurred, with a C cross of electric shock I do not need SB cross ... (C cross slash and D cross slash do less damage. SB cross slash has less damage) -Low altitude SB Lion is pick up as usual at 2A (2A pickup after SB Lion) -Bancho is unchanged range of J2B. Now do with this most happy change,J2B comes out even 3 even 1 (J2B unchanged. J1B and J3B should be possible?) -Though due to and correction, immediately passive possible after combo 〆B lion (5AA5B5C> C Sekka> 5A5C2C> B Lion stiff substantial increase of Al-air C Gio clearly landing stiffness after · B Lion feint to be passive, and stagnation in the air and, landing stiffness is not, misplaced anger SB cross does not lead (Corner combo bnb was nerfed?) You can find the loketest changes HERE [/collapse] edited by grove03
  10. Does that mean that Yosuke lost -5A > 5AA > 5AAA > 6C > j2C?
  11. The calm before the storm Whatever nerfs they've got planned for this character will be nuts Bracing myself for the worst
  12. It's somewhat outdated, but many of the strategies discussed in the P4A Mitsuru vs Yu thread should still apply in P4AU I'd be down for joining as well
  13. Holy shit, this combo is amazing
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