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Everything posted by Ryd'
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Tier placement has nothing to do with how aggravating it is to play against some characters. Liz can be really annoying for a few characters and people who either don't like to block or can't react to Thanatos' throw (even more so with potential lag thrown in the mix). Her flaws aren't a problem if the opponent never gets into a position to exploit them, and like most characters, she's brutally effective against people who don't know how to handle her.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Ryd' replied to Chumaralupa's topic in West Coast
No, Ray just isn't classy enough. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Ryd' replied to Chumaralupa's topic in West Coast
PSN info added. Post here or PM me for my cell # to text or something to setup games. Ted, has your number changed in the last...I don't know...2 years? -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Ryd' replied to Chumaralupa's topic in West Coast
Do we have groups regularly playing on PSN? I'm getting tired of bad connections that make me drop any combo capable of doing over 2k damage. -
I'm not sure what you mean about comboing into Maragidyne being weird; it's all a matter of spacing and how much hitstun decay you have in the combo. B Agi will almost never send the opponent directly into the first pillar that spawns from D Maragidyne, so you need to pop the Agi so that the opponent won't have recovered before the flames reach them; the superflash happens to be an ideal point in a basic combo (5AA 5B 5C 2C 236 214214D]B[), though if memory serves, you can actually delay it by a bit after the super flash (but not too much, or they'll hit the ground). Sadly, the Agi doesn't seem to have enough hitstun left at the end of Yukiko's bigger combos, so you can't do this following something like Maragi loops. On the other hand, comboing into D Maragidyne does provide a beautiful unblockable setup while giving you around 2.8~3k damage from the basic combo on a standing opponent, so it seems a fair trade. Comboing into C Maragidyne is generally trickier given the basic nature of the move, but still possible. I know it works off a short string into A Agi, and theoretically (I haven't tried this), should be possible if you do a reversed persona combo that sends the opponent flying next to you with a B Agi (the sort where you'd normally follow up with 5AA; a reversed basic combo into D Maragidyne). That should allow for an unblockable D Maragidyne follow up if you have the meter and wait for their tech. I don't think you'd be able to get anything off an unblockable SB Agi in this situation...
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The follow up will depend on spacing and whether or not it was CH. CH is ideal (obviously); you can go into Maragi (C/D depends on spacing) and combo from there for a decent chunk of damage. I don't think there's anything "easier" if you're trying to pick up off a non-CH 2B.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Ryd' replied to Chumaralupa's topic in West Coast
If you make it so that it'll be held on PS3, or at least mix PS3/360, I will be totally down for this; was probably going to pass on Hazbats because they had it listed as 360-only, and I don't want to be perpetually mooching off someone's stick. Don't care much either way about fee as I'm more about learning matchups and practice than making potential lunch money. Of course, a potential job on the horizon may screw over my ability to make it to these at all, so treat my vote accordingly. -
All out breakfall additions? Follow ups to all-out attacks? If you mean the AOAs, it's a lot easier to mash A+B (or a bind if you use them) instead of just one or the other. Other than that, it's just a matter of getting a feel for when you need to hit C or D. Nothing really special necessary, just practice, practice, practice.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Ryd' replied to Chumaralupa's topic in West Coast
Did not make it, my body decided sleep was more important. -
Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Ryd' replied to Chumaralupa's topic in West Coast
Seems to be very hit or miss, but doing games with Ted wasn't bad. The remnants of the old MB group (all four of us, lol) still meet up pretty regularly; mostly playing P4A and VF lately. -
It depends on your distance to the opponent and how high they are when you catch them with 5C (assuming you want both hits of Maragi to connect to maximize damage output). Generally speaking the closer and/or the higher they are after a 5C, the more likely you'll want to use C Maragi, but that's only up to a certain extent. Too high, and your only realistic choice is to use D Maragi and manually pop it; you lose some damage, but it's better than dropping it. Also, depending on spacing, you may need to delay the Agi pop for a bit after you input 236C. If you manage to catch your opponent low and/or with more spacing between you, you'll want to use D Maragi. This is the most ideal situation for the first rep if you're going for a double Maragi combi, but it's also the most risky since screwing up the timing here means your combo will drop with no chance of saving it since they'll be lower to the ground. You'll usually want to time D Maragi inputs to be in sync with an Agi pop. It's worth noting that being in the corner can change the timing due to automatic Maragi pops when they hit the edge, so it's something you'll want to play around with. Edit: Getting her higher damaging combos down isn't going to get you to the next level as a Yukiko player. Not that higher damage doesn't help, but judging from your posts in other topics, I'd say you would be much better served by learning matchups and how to better control and limit your opponent with Yukiko's options (while important for everyone, these are huge for a character like Yukiko) than you would by focusing on damage output. Yukiko's bigger damage is generally more situational than most characters', and it's not going to help you much if, for example, you can't stop characters like Akihiko, Chie, and Kanji from getting in your face and running you into the ground.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Ryd' replied to Chumaralupa's topic in West Coast
Ray, do it anyway and stream that shit. -
Confirmed. If you time an Agi to hit just before Sakuya impacts, the IK will fail to connect.
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I can save you some trouble and tell you that it won't pick up if you catch them with 5BB when they're too high. In those situations, you want to do 5BB 5C slight delay 5BB 236[A+B] (spacing permitted). You may have to adjust the rest of the combo to properly follow up; either manually detonate Maragi after each Agi pop, or do something like 5C 236C]A[ ]B[ (Maragi hits) 66 5BB 236 ]B[, timing the pops so that they fall into the Maragi wave.
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You need to be faster at inputting SB Agi after 5BB.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Ryd' replied to Chumaralupa's topic in West Coast
Ted, you cannot control an entire horizontal plane, have huge hitboxes on normals that last for days, access to an array of status affects that range from annoying to crippling, big damage, and not expect to have to compensate for that in other areas. Liz is fine. She's not top, but she's not awful by any means. Having a bad matchup or two doesn't make her terrible when you consider the uphill battle that some characters have against her. I'm with Justin in that I don't see any characters being bad or particularly weak in this game; the overall balance in this game is really well done on the whole, with only a few outliers on top that raise an eyebrow, but haven't proven to be completely out of control. -
The one real advantage I see here is that it gives you a Maragi loop on a grounded opponent. Damage is...decent, but given that this is Yukiko we're talking about, I don't think I'd sacrifice a burst for it unless it was going to end a match.
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Maragi into massive pain if it was CH.
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That's the A+B~C (FC) jA jB 236[A+B] ]A[66 j4D]B[ land 5BB 236 ]B[ combo? If so, the tricky part is getting your air dash out as soon as you're able to, and timing the Agi releases. You want to time the j4D and ]B[ so that Konohana Sakuya is a fair bit above your opponent since she falls faster than they will; you don't want them slipping out the top and being able to tech before reaching the bottom, which is the leading cause of failure whenever I try it. It's kind of a pain, and I'm not really sure it's worth the effort and bit of meter since the damage isn't much better than A+B~C (FC) jA jC dj jA jB 236[A]~]A[ 236~]B[, and it's really easy to drop if you're off the slightest bit. On the other hand, it does grant better positioning if you pull it off, since your opponent recovers close to the ground on the other end of the screen instead of high above you. I've seen that combo listed with a double jump instead of the air dash, but I haven't really seen better results with that. Maybe it'll work better for you though; who knows.
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Jump cancel; odd choice from whoever put that in the wiki. Technically not incorrect, but TK or 2369 is more easily understood.
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5AA 5BB 2369[A+B] is just a really tight input; you're probably being too slow. Yukiko doesn't really have high damage with low execution unless it's something silly like Maragidyne x3. Her reliable sources of moderate~high damage will usually come off some form of Maragi combos/loops, which generally start with 2B, 5A, 5C, 5D, and 236C/D with varying anti air and/or CH requirements. These combos have varying timings on inputs and Agi releases depending on spacing and how high you have the opponent floating. They're not the hardest things in the world, but it's really easy to screw them up if you're not careful.
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If they're really close, they can escape this by throwing you or using a reversal (B+D or any super with invincibility); A+C dash works as well. A lot of characters can, and probably will, murder you for trying it. It's a good option if they've committed to something or you know they won't try to bait a reversal or anything, but it's incredibly risky in neutral against opponents who catch on to gimmicks or know to react to super flashes.
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That is basically telling you that you have to input Maragi, release Agi, and then the Maragi will connect. The timing varies depending on the height when you catch them with 5C; depending on the situation, you may need to release Agi at the same time you input Maragi, or even reverse the order. If your timing is off, you may need to manually detonate the Maragi (tap the button again) to try to save the combo. If you space and time things perfectly, there is no need to manually detonate Maragi in combos.
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It's important for oki as well as being able to do noticeable amounts of damage.
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Arizona "Arcsys Release Dates Give Us Erectile Dysfunction", Thread
Ryd' replied to Chumaralupa's topic in West Coast
The only characters I didn't see played were Shadow Labrys, Kanji, and Teddy. Lots of Naoto and Yu. To clarify: Yukiko - me Yu - Tommy, Justin, H-F, maybe one other? Naoto - Ray, Tempered, [person I don't know] Labrys - [person I don't know] Aigis - Ruben Chie - Tempered, Luke? Elizabeth - Brian, Luke? Akihiko - I think I saw 2; not sure who Mitsuru - H-F, maybe one other? Yosuke - [person I don't know] I'll let someone else fill in the gaps.