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Starrk

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Everything posted by Starrk

  1. Does anyone else have trouble with connecting 236C>214C? Sometimes the 214c just doesn't come out
  2. That's a solid idea right there.
  3. Wow, I didn't even know you could do that. I hit the training mode after you said this and tried it but the thing is you can't do much else off of it. Too much hit stun. I got this instead: 4C>2C>5C>j.B>j.2C>j.C>DC>j236AB~214B(1 hit)>2C(hold C)>236BAB(>IW for for 4.6k) She's actually a zoning character. Using stances is the most important part but it makes punishing impatient people really easy. My favorite thing is jumping up doing j.236A(hold A) and as I'm falling they think I'm unsafe so they rush in and I just use j.236B right before I hit the ground for a full combo. Mix ups in this game aren't that big of a thing considering cross ups are almost not a thing. High/low is the only mix up and yeah we don't have that. So instead what we do is frame trap typical block string for me goes: cr.A>cr.B>cr.C>236A(hold a)>pause for just a moment>C~236B~D into full combo. I mean it's not easy and we have to make a lot of reads but that just how this character rolls. Also it's not actually possible to be punished from tech. It leaves you -7 and no one have a move that fast that reaches that far. Just block if you see them tech and definitely don't jump. For example, when Linne tech's my throw I always hold down back because her cr.C, which is the only move that can reach me has, I think 9 or 10 frames of start up. Jumping takes up 3-4 frames or something like that, I can't remember but it's not instant so if you jump and she does cr.C you're donion rings. SO! That aside I'm trying to find out that max damage punish combo that uses all resources. So far I can only get 4.8K spending full bar and in vorpral. I feel like I can do more though. Thoughts?
  4. Well the biggest things you need to know about her is slide switching and d cancelling which are laid out pretty well in this video: https://www.youtube.com/watch?v=Qwobd73sSuI As well as the intermediate level video that this video links to. Watch these videos and then if you still don't understand then I'd be happy to help.
  5. Ah, sorry for reacting. I didn't even know about the counter box only being on the scarf!
  6. Linne's normals are much faster than that and you won't get a chance to use it unless they were trying to bait you so many point remains. So calm down I don't want to have to go to the trouble of searching through frame data I've already seen just to be exact when I already know what would happen. The only time yuzu would be in trouble in the corner is against characters that can easily deal with our counter anyway. I promise off you tired to pull that crap on Linne, Gordeau, or Carmine you'd be dead lol
  7. Well I'm not sure what the problem might be. Our the 214b just isn't connecting then you're probably doing out too late. You can do it earlier than you might think. Try to think of it all as one and perform them immediately after the other. Hope that helps a little Bit Edit: Oh, and for some reason I forgot to talk about the rest of the comment. That string I would say is not net friendly. Dash normals are difficult online in general and it would simple be easier to do something like : Launcher>j.5b>j.5c>j.6c>214b> what have you The thing about 4B is it has a really long start up. I think it's something like 15f. So against characters such a Linne that pressure for days I tend to not use it and bide my time instead. But against characters that leave bigger holes in their block strings I think it's a good tool to use. Even if they block you can simply cancel out of it and get a free tele. Then you wont be in the corner anymore. Which is the worst thing imaginable for yuzu.
  8. Your hands are going to hurt a lot. I don't even see how it's possible honestly. I mean I guess if you hooked up ab and c to the triggers as well. Because you have to be able to hold buttons down while pressing others
  9. Definitely not. I would even say not to play get if you insist on using pad
  10. D pairing refers to doing a stance move + D at the same time. This allows you to exit stance using any move. Here's a step by step with 236B. Enter stance with 236B and hold A, use 236B again. It's now greyed out. At this point out you have below 100 meter use 236C and you'll get a 236B. Now both a and b should be greyed out. Now do 236B+D to exit stance using 236B.
  11. Hey guys I'm sorry for being lazy but is there some kind of document or link to Hyde's optimized combos? I don't really feel like messing around with fancy combos that are hard to do and only end up doing about 2.5k
  12. -Why does this bitch keep going under 6 mid screen in this combo? 2B 2C 5[C] x 421B x 6 x w2A > 22B > 66C x 22B x 66C x 22C Is there any way to fix it? -Also I find the anti air combo to be too inconsistent so is there any easier ones? -One more thing. What are the BnB's off of 2A?
  13. Ok so I don't think that TK 214 A/B is +3 on block. I tested it with Eltnum and her cr.A beats out yuzu's st.A. Also, what are common block strings and pressure string y'all like to use?
  14. I like to do 236A after a block string then hold A wait a moment then do C > 236B. It's the best that I have so far. Stuffs a lot of retaliation
  15. Hold C before you start the first 236B then just chain them
  16. Just try to get people in the 2-3 range connection. Then use lag safe combos. So what does everyone do for block strings?
  17. Anyone found frame data for this character yet?
  18. Her combos are relatively difficult online as the lag really affects her bad.
  19. So, has anyone made any headway on frame data? I often feel like my moves are slow and unsafe but I want to make sure before jumping to conclusions. Also, I feel I should bring up something which has yet to be adressed. That being, best costume. My vote goes to Golden Done, though Shrine Maiden is also pretty good. An honorable mention goes out to Successful Black for the best name of all the costumes.
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