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Posts
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Removing sliding and D stance cancelling really messes with her play-style. She relies on that D-cancel to make things safe and sliding allowed for the use of moves again in stance as well as the D-cancel end move. I'm curious as to what the D button does in stance now, from what I understand you can just use that as a holder for stance. Idk. Her air short slashes(6+any attack) were nerfed too which were really helpful in her neutral. Her confirms will be less rewarding because of the damage nerf. Mix ups will be harder because 214X's recovery got nerfed so I assume it won't be useful for frame traps. Overall she's going to be a lot more work for less reward and her neutral is less powerful. Her neutral was the only thing kinda op about her but her lack of defencive options and the fact that she loses so badly to Merk and Gord kept her balanced. So I mean, if you want to keep playing her that's ok, I would suggest not relying on mix ups or neutral game to utilizes the moves nerfed above, as they will probably not be useful in the next patch. When you're in training mode I would suggest practicing confirms that don't use a single move twice in a stance sequence as I don't know weither or not she'll be able to use multiple moves next patch. Personally, if these changes stay, I'm jumping ship and making the safe bet with Linne. She get no nerfs despite being broken. Oh, and now she can cancel her force function into roll and punish at max range now. Though, if they don't use these nerfs and yuzu remains reletively the same with maybe a nerf or two and maybe a buff, I would definitally keep playing her.
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I agree. Yuzu is really fun as she is. I think I'm just going to make life easier and play Linne. It's a shame, she was my favorite fg character.
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My thoughts exactly. If these changes end up being final, she'll be a completely different character. I always thought she was one of the best designed character in this game. Even if some of her mechanics were accidents, I was hoping they would realize she's fine as she is. But year, these nerfs caught me by surprise. I thought they would buff her if anything. Honestly, all I wanted from an update for her was to be able to destroy projectiles with her 236X move. I think that's one of her biggest issues against characters with fire balls. If she slashes the fireball, she gets hit. It doesn't really make sense when you think about it.
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Oh cool, Location test feedback for the coming update. I wonder how they changed yuzu... Force Function has been given a name - Twin Moon's One-handed Sword-drawing Arts Third Type: Sever (双月一刀流抜刀術参之型: 截, Sougetsu Ittou-ryuu Battou Jutsu San-no-Kata: Setsu ) Force Function is now Air OK Now has 4 stance icons. One for D button as well. -> "D-cancel" (button switching on stance) removed. Slide and D+button stance options seem confirmed removed Overall damage nerfed 4B counter window shortened, followup range shortened, practically no vacuum effect. No good way to use aerial FF Air short slashes suspected to be nerfed Yaei'ichirin (214X) seems to have increased recovery ...but, why? I realize none of this is set in stone, but they seem to have it out for the poor girl. Nothing but nerfs. Like she was a problem before.
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That's not the problem, the first D won't come out fast enough. That's why I mash it to make sure it comes out as fast as possible
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I actually already asked this but I still can't get this to work. 3C>236D~214B>5D I can get the 5D to connect when I just do this by itself but at the end of a combo it only works about half the time. People have told me that you have to do the motions as one and I do that but sometimes it just drops. I've also heard that you have to hold down the 5D but that doesn't make sense as it just doesn't come out if I do that.
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I'm having trouble with this ender of this combo 6B > 2C > 214D~C~214A > 6C > 236[D] > 5DD > 236D~C > 3C > 236D~214B > 5DD > 6DD > 2DD > ender 2 (4770, +36/-0) : 3C > 236D~214B > 5DD > 6DD > 2DD > ender 2 I can't ever seem to get the 5DD to come out fast enough. My friend told me something about holding the 5D after the gravity but when I do that I don't get anything. Help please?
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It's been out in America for a couple weeks. But in Japan, and on the Japanese psn, it's been out for about a yearish. Getting a japanese psn account to download the game is actually pretty easy. But I think I was just sad that my scene has died. I got online for the first time in a while and there was actually a pretty good showing. Long live unib. Anyway, sorry for going so far off topic. On topic. I was wondering what you guys do to open up people who like to camp and block everything. I don't like getting up close with yuzu as her close range normals are kinda bad so I usually stay about a 2C's length away or farther. That said it's hard for me to get hits that way on people that play patently. Any ideas? Also, I saw some guy online do something pretty cool. he basically did 6C in the air into either the 6A or 6B into 236Bxx214B for a full combo. If anyone knows what I'm talking about I'd appreciate some clarity on what exactly the confirm is.
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Man, is anyone else really sad that Unib died out? This was my favorite fighting game and Yuzu is my favorite fighting game character. It's a damn shame this game never got as popular as the other anime fighters despite it being a way better game. Oh well, RIP Unib.
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Only a little. Just so that you're doing jC as you're landing. But the most important part is buffering. As you press jC you should already be tapping 66 for the dash B. It's a fast move but you can't just land and then input the move
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You have to buffer the 66B right before you land from the jC. So you also have to time the jB j2C jC so that the jC is close to the ground
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This some kinda glitch? What's going on here? Edit:Ok So I found out it only works with 6A in the air and none of the other j6x normals. So I figure this has to be some kinda glitch. As far as usefulness goes I would call it a gimmick at best. Leaves you in the air for a long time to get anti-aired. Edit 2: I lied, this is great. I did some testing and found something cool. If you do d.C, chain shift yuzu ends up flying back a safe distance. Which can be interrupted at any point by the j.6A. That does the weird thing where it slings you forward and you can vary the timing on if you want to land to the left or right of the opponent. But that's not the best part. After the j.6A cancel out of stance and throw out any air move. Yuzu goes flying across the screen with that normal. It's crazy.
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Damn, wish i had a quality picture of that Yuzu illustration at :33. That's good bg material