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Starrk

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Everything posted by Starrk

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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.
  7. 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?
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. 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.
  13. Love ya bae.
  14. Damn, wish i had a quality picture of that Yuzu illustration at :33. That's good bg material
  15. 5A it's faster
  16. What do you guys do for optimal damage off of 5C anti air, and assault 2C?
  17. For the first thing it's really just a timing thing that you need to practice to get consistent. I just treat the 236a and 9+d as one motion. Since 9 is on the way up from 236 and as soon as I get to 9 I press d and immediately start charging j2c
  18. I have trouble leaving stance with 236B+D. I always seem to get IW. Anyone have a solution for that?
  19. Well, from the video you showed the only way to hit clean without trade is to hit him very high in the air with it and at that point you can't combo anyway. So in my eyes that's the same as trading. They both achieve the same goal in my opinion which is to stop that stupid super from getting a free 3-4k for no reason or risk. But to answer your question no it only trades. I made that comment assuming all you wanted was to stop the super. I guess if you don't assault and simply time it well you could follow up with a j.C or something from a high jump. But off of assault it's a guaranteed trade.
  20. I do it all the time. That super actually trades often. I find it's pretty consistent if you do elbow right after assault
  21. Is your problem that you keep going under them?
  22. Well basically any combo that ends in something like: 2C/66B > 236B>236A>236C>214C will usually dish out a lot of damage. Or if you want to be lazy/safe then use infinite worth instead of 236C. Yuzu doesn't gain much from having meter unfortunately. I have found some uses for her exes that are more of a gimmick but here it goes. For 214C it actually has some invul on the start up frames so if the enemy isn't ruthlessly pressuring you it's a decent way to get out of the corner. Be careful as some characters can punish it. As for 236C I find it useful for this reason only: You're in the neutral game and they aren't running into any of your battou slashes so as a trick it can be worth while using 236C. After you use it continue to hold down the C button as this exe still puts you in stance. So on the recovery frames people will often start running at you thinking you're open. At this point you can do 236B and convert for a full combo. If you don't want to use EXES and just want to get rid of the meter then going into veil off is always an option. It will make your combos do more damage and it can get the opponent off of you. But you still need to be careful as it is quite negative and therefore punishable if blocked or used wrongly in the neutral. Now! For my question: In neutral I tend to use 236B a lot as it is a fairly good tool to keep people away and also converts easily. Usually when I get a hit with it I either go into another 236B then 236A~421C~214B etc. or I just omit the additional 236B depending on height. I have seen some people do 236B > 236B > 214B as a convert instead and my question is which one do y'all think is more optimal in terms of damage and drop-ability?
  23. I don't think I said it was a cross up. I think of it more as a gimmick. So repeated use of this would be a bad idea. Yeah I say how huge the hit box 4b had. It was crazy. It's a shame they didn't have special moves as well. I really wanted to see just how big the hittable part of 236A/B are.
  24. I also found something interesting while in training. Though it may already be known. After jumping over an enemy air teleport destinations are the same as the side you jumped from, which leads to weird surprise attacks. The funkiest one I think is jump over enemy, A Tele then so on. It's actually quite confusing at first because the enemy sees her facing away from them then suddenly appearing right behind them
  25. I've run into a couple of problems with character specific combos. The ender 66C>j.236A~6C~214B>66B>236AB doesn't seem to work on either Wald or Gordeau the 66B goes under them. Also with Wald the typical bnb 5b>5c>236A>IC j.2C>4C>2C>4B>236A>214B>Any ender. He seems to fall too fast after the 214B. Any suggestions?
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