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Everything posted by Afternoon Intergalactic
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[P4AU] Yukari Takeba - Combo Thread
Afternoon Intergalactic replied to Coma's topic in Yukari Takeba
Yeah, you are either not doing it fast enough or are holding the B button too long. After you see the 5C connect you should tap 5B for it to come out immediately. -
[P4AU] Yukari Takeba - Gameplay Discussion
Afternoon Intergalactic replied to Coma's topic in Yukari Takeba
@Surf - About blockstrings: I've been doing 5AA>5C>Sweep>214CD>mixup to reset pressure if needed. It takes meter but if you really need the extra mixup it's definitely worth it. Also: I'm personally wary whenever an opponent is content with hanging out fullscreen and blocking arrows all day. You can't really confirm anything from them at that range and the damage is minimal. Usually if they aren't trying to get in they have a trick up their sleeve. I learned that the hard way when a Yukiko got to lvl 6 and started using the new fire bird move, which destroyed basically any zoning tool that I had. @ThaGuy - I feel that Yukari's entire game is capitalizing on stray arrow hits/counter hit arrows. If you watch Tahichi play, he gets a lot of his damage from doing this in neutral, and is able to get better setups after it (putting a 5D on their head after they have been knocked down). -
Lol sorry, I totally read Garus as a name instead of multiple Garu(s), so I got confused.
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Garus = Isis? Because I just had a Junpei bat back my persona and it was confusing to say the least. Matchup is pretty solid for Yukari, as she has the tools to control when she wants to go in and deal some damage or lay back at full screen and wait for him to make a reckless decision. Of course one needs to look out for his way of dealing with projectiles, but it just takes a little more caution than, say, Akihiko. Also, I agree that Stupei Ace Defective needs to be somewhere in this thread.
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[P4AU] Yukari Takeba - Gameplay Discussion
Afternoon Intergalactic replied to Coma's topic in Yukari Takeba
You can do things like sj>5d>iad>A+C(airturn)>5b to try and approach. If they block it you'll land right in their face and do stuff. If you get them to block a 5b at character length you can always do a 5b>5c>2c>j.c blockstring. Also, if you're fullscreen, a 5d will sometimes cover an approach if your opponent is being respectful. -
[P4AU] Yukari Takeba - Combo Thread
Afternoon Intergalactic replied to Coma's topic in Yukari Takeba
Can't you just do 5AAA > 214A > 5C > 5B > 2C > j.C > jc > j.2B > 236C/D~ABCD > air arrow super? I'm 99% sure this works (I've used it), along with the SB arrow super if you need the extra damage. This does over 3k. Also, with midscreen throws 2C seems the best method with a OMC. That's what I've been doing, anyway. -
[P4AU] Yukari Takeba - Gameplay Discussion
Afternoon Intergalactic replied to Coma's topic in Yukari Takeba
Anybody know where I can watch Arc Revo? I want to see tahichi's play, along with the 3 Kumas in Top 8... -
[P4AU] Yukari Takeba - Combo Thread
Afternoon Intergalactic replied to Coma's topic in Yukari Takeba
Thanks for the tips guys, I discovered delaying the 2C in the 5AAA combo and I get the j.C every time now. @Surf: I have exactly the same system regarding the 5AAA 214A 5C link! I get into the rhythm and after I hear the third "Dun" I immediately cancel into the bomb. I also found that buffering the 214 motion makes this easier to hit. Surprisingly, the IAD jB and 5B combos are pretty easy to do if you get the timing down. Like others have said though, it is extremely susceptible to lag.. @Sey: I was practicing on Yu, and then switched to Rise (because why not), and it really messed me up for a time! I thought I was only imagining that the timing was different for her, but I guess I'm not crazy after all. I've found that if I 2C too early (which I can judge visually now because it's happened so many times), I just j.B to detonate the bomb and 236C~whatever for 300 less damage. -
[P4AU] Yukari Takeba - Combo Thread
Afternoon Intergalactic replied to Coma's topic in Yukari Takeba
A lot of cool stuff in this thread. I'll contribute a pretty makeshift, unoptimal throw/corner combo; C+D > 5AAA > 214A/B > 5B > 2C > jc > j.B > *214A/B Explodes* > jc > 236C/D~ABCD, does about 2500. There's a combo in challenge mode which nets you around 2700, but this is a bit easier on muscle memory (most of it is autopilot BnB) Also, I've been having a lot of trouble connecting the j.C after 2C in a lot of her midscreen 5AAA BnBs, anyone have tips? The j.C hitbox is kind of wacky. -
To add to what shoryusatsu said, Marie will be out for purchase in two weeks, and Margaret in three. If you pre-ordered the physical copy, your game should come with a voucher that will unlock Adachi.
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That tk B fireball.. lol. Thanks for the combos guys, whenever I get these resources I'll definitely be trying these for hype damage.
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I was looking for a veil-off punish combo with optimal conditions (so probably 200 meter and vorpal) for when an opponent tries to wakeup EX DP and whiffs completely (seems to happen more often than one would think). The combo you suggested seems solid, but I feel that squeezing in the IW for more damage in Veil Off is possible (maybe at the expense of the second super?)
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Anybody know a good veil off punish combo? I've found myself in a lot of situations where I bait an EX DP... lol.
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Waldstein Infinite Discussion (Tournament Legality)
Afternoon Intergalactic replied to Tigre's topic in Under Night In Birth
I don't know about your scene, but if the wald player at mine did this during a match to anyone, the reaction would not be a positive one. Seriously. Just imagine sitting next to a guy mashing 6C for 60 seconds and you'll start to see what I mean. -
Waldstein Infinite Discussion (Tournament Legality)
Afternoon Intergalactic replied to Tigre's topic in Under Night In Birth
In the interest of not turning people off of this game, I would vote to ban the infinite. If the wald player shows intent of trying to win by timescam, he should lose the round. I wouldn't want to limit the wald in terms of what combos he can/can't do when playing regularly, but it should be fairly obvious if he goes for the loop after said combo. -
Akatsuki has some options, as mentioned before, but Nanase's B fireball is still an awesome tool against him if you're smart about it. You can react to his jumps/reflectors on approach if you're careful. Speaking of Matchups, B fireball is also really good against Orie, as it keeps in check her "Divine Thrust" game (don't know if that's really the name of the move). I went several hours with one a few nights ago, and although he was more solid in neutral/fundamentals, the fireball really limited her options. Also, @Dragoomba, thanks for showing me how a real Nanase is played! I learned a lot from our mirrors and your advice, and hope I can use it to grow further as a player!
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I've also come to omit 3C B+C stuff as well, if only to save GRD for use during corner pressure. It doesn't really add much in terms of damage anyway, and if you're doing a 236A/B>6C combo you should still have a jump cancel for oki.
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There's a video floating around somewhere that shows a properly spaced 214A is plus on block.
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having execution problems. character suggestions?
Afternoon Intergalactic replied to HKSpadez's topic in Under Night In Birth
I don't play Hyde, but from what I've seen you have to actually delay the 66C a bit so that they are at the right altitude. -
having execution problems. character suggestions?
Afternoon Intergalactic replied to HKSpadez's topic in Under Night In Birth
If learning the basics is what you're after, you can't go wrong with Hyde. Basic sword shoto with good sword normals and starting combos. Seth is pretty technical and probably not the character you want to play if you're looking for a low execution barrier. -
[UNIEL] Under Night In-Birth Q&A Thread
Afternoon Intergalactic replied to Tigre's topic in Under Night In Birth
Yes, it costs GRD to to use her float. I tend to use the float to continue pressure after a blockstring (you can cancel normals into it) but rarely do I use it for the extra damage. -
All of these are pretty good options, and are most useful when your opponent overly respects your pressure. However, I've found that a lot of the B+C cancels into more pressure can be escaped easily through mashing DP (I play against Linne a lot, so this is pretty frustrating). At that point, unless I have CS I generally go for a frametrap (2B 2C 2A whiff) or B+C back and j.236B. Question: has anyone got a solid BnB after an assault? I've just been doing *assault* j.B 2A 2B 2C 5C jB jC j2C 2C 214A, but I feel I could do a bit more. Also, what about an easy air-to-air confirm? Again, I've been doing a simple j.BB j.2C, but it's pretty situational whether I can follow up, do additional things. Any tips?
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[UNIEL] Under Night In-Birth Q&A Thread
Afternoon Intergalactic replied to Tigre's topic in Under Night In Birth
There are some characters who can" jump cancel" more than once. Nanase is able to use her force function to do a pseudo jump cancel after she has already used the first one. I'm not sure if Gordeau is one of those characters, though. -
[UNIEL] Under Night In-Birth Q&A Thread
Afternoon Intergalactic replied to Tigre's topic in Under Night In Birth
We are both on wired connection. -
[UNIEL] Under Night In-Birth Q&A Thread
Afternoon Intergalactic replied to Tigre's topic in Under Night In Birth
Hello everyone, from my brief experience with netplay (around 50 matches), I've noticed that a considerable amount of them have some pretty terrible lag. Most of the time it's playable, but for higher execution characters it can be a real pain if it lags and drops your input midcombo. I initially chalked it up to bad connection (due to distance, etc.) and thought nothing of it, but I recently played some online matches with a friend who lives less than a mile from me, and we were still getting some pretty bad lag even though he was a four bar. Anyone else experience this? And if so, what is the best way to deal with this problem?