stinkymonz
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General disclaimer, like 80% of Yukari's combos (also, pressure. also, everything.) hinge on projectiles so you should understand that projectiles and their parent characters share separate hitstop. That is to say, the general combo timing might be a lot faster than you'd expect because as soon as an arrow makes contact Yukari's able to cancel off it. Other characters with mainly physical moves would be slowed down, so to speak, because hitstop will keep the character in place through every hit of a combo. Keep it in mind if you're having trouble putting together the arrow parts of her combos. Naked notations can be quite uninformative sometimes, so let me give it a shot, make a Thing and break this down as best I can. First the italics indicate changes, that I find, are necessary parts to make it work or to correct some of the vestigial notations from Before We Had The Game as Mr. Mod professed. CH 5C > 2C > j.C > jc > j.2 > dash 5B > IAD > j.B > 5B > IAD > j.B > 5B > 2 > 214A/B > 2B > superjump > j.236D~A/B/C/D j.C > jc > j.2 j.C > j.[2B] is totally possible but I'm afraid I don't have a lot of tips for you other than you have to input it quickly and precisely -- you have to jump cancel off the second hit of j.C, immediately input a downward direction and charge B at once. The trouble mostly lies in j.C since the first hit of j.C is also jump cancellable but does not have the ground bounce or the untech of the second hit. So, if you rush it, oops no ground bounce; if you wait too long, oops too little time to charge j.2B. So my general advice would be to get a really good feeling for that second hit because you're gonna get a lot of mileage from that anyway. j.2 > dash 5B At midscreen, you have to dash 5B immediately as soon as you recover, as far as I can tell.The j.[2B] bounce pushes them a little far. So a non-dash 5B would hit too far and too low for the rest of the combo to continue. Also take care that you aren't holding the 5B at all. The game might still register a slight charge SINCE YOU CAN DO THAT. 5B > IAD j.B stuff Usually the timing for the first 5B iAD is immediate IAD -> late j.B. Then the second 5B iAD is late IAD -> late j.B. You're generally aiming to shoot as you fall from the airdash so they're always a little delayed. The iAD timings are determined by your distance from the opponent and their height from the ground. The logic essentially goes: immediate iAD if far, delayed iAD if close as long as they're high enough. Also, you don't have to do the second iAD rep and simply proceed to the [2B] > bomb part if you find the iAD parts too unwieldy. Only the first iAD is strictly necessary to continue the combo. After that it's pretty smooth sailing, but don't hesitate to ask. Again keep the disclaimer above in mind. You're always timing the next cancel based on when that arrow actually hits. ---- Oh, and I tried tinkering briefly with the 5AAA > 214D combo and I honestly haven't really deciphered it so I can't help you there. But hey, I hope you found that wall helpful.
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Chris Chaos reacted to a post in a topic:
[P4AU] Yukari Takeba - Q & A Thread
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SEMI-INTERESTING TIDBIT: pressing the button again after setting a Magaru (towards the end of Yukari's recovery) actually decelerates the orb and has it stay in place. The window's a little finicky, if you press too early nothing happens and too late and you'll get ~unintended consequences. Like 214D -> 5D too late and you'll just lose the magaru and set 5D. Kind of a weird feature to have but it's cool I guess since you can set the orb and not have to chase it.
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Yeah, it's really for the swag unfortunately. It's not like Yukari has trouble getting meter as it is.
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re: sweep whiff, unfortunately after some testing you need to do the autocombo through the special to get both meter and burst. I was doing ... j.B -> 5B -> sweep -> 5AAA -> bomb -> 5B -> j.B -> dj.236D~X to approximate the [2B] bomb route's damage but that only got the meter boost. To really get the most out of it you have to go for autocombo all the way, sacrificing more damage and getting only the Charm ender to boot. altho seeing it working off crouching A confirms makes it seem like it is indeed a worthwhile route to use.
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Yeah from what I can tell the route is subject to the weird character-specific-ness of corner EX spear. I thought it might have to do with the move hitting 16 times on some chars and 17 times on others -- that one hit difference determining the combo into 2C but Narukami is hit 16 times but can still be 2C-ed. I guess it's a hitbox thing? a specific hit in the move determines the height and not all hitboxes get it? anyway, if it works it looks like you get j.C 2A 5C 5B 236C+D 2C 2D 236D 5C 214214A+B (for 5.3k and 100%) or j.C 5A 2A 5C 5B 236C+D 2C 2D 236D 214214A (for 5.1k and 75%) IIRC, the corner standing 214B Hassou Tobi route for 75% maxes out at 4.8k. So character-specificness and harder execution (236D needs to land on a standing opponent) buys you 300 damage. Adding another 25% on top of that buys you another 200 for a total of 500 extra damage. Shrug, I personally wouldn't try it in a real match anytime soon. off 2A the damage into Hassou Tobi through autocombo 236D, through 214B or through 236C+D are similar enough that it'd be a matter of preference or meter (or character). 2A 5C 5B 5AAAAA 236D 214A 214214A (3.9k, 50%) 2A 5C 5B 214B 2B j.C j.2C j.C j.2C j.214A+B 214214A (4.17k, 75%) 2A 5C 5B 236C+D 2C 2D 2C 214214A (4.26k, 75%)
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oh shit 2C combos from corner SB spear?!? welp, back to the lab.
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idk I'm finding sweep to be the general solution to rolls, definitely. not sure yet if you get any automatic punishes but off your main normals like 5B and 5C you recover before they do on rolls so it's the right direction at least, to supplant your 5C 236Ds or 5B God Hands with sweep in between.
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anyone tried finding any Shadow Yukari tech? a) the max damage tornado -> double arrow super ender could lead straight into an SB tornado unblockable reset as they land. The damage put together rivals the Shadow Chie/Mitsuru damage bursts but unfortunately it seems it is highly inconsistent and difficult to compensate for every tech direction to create a true unblockable blockstring b) otherwise, she seems to favour going extra ham on the tornados. she gets a pretty tight tornado off any flip ender by omb-ing the flip -> land tornado. the special rampage cancel rules mean she can special/super cancel AoA on block and has some tighter cancels off 5C. so it's (theoretically) likely that she can keep the opponent blocking SB tornado after SB tornado. only problem is blue chip damage in rampage is A LOT smaller than normal for some reason.
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I think it's quite useful since sweep whiff goes into autocombo, letting you build a bit of extra meter/burst and it hardly sacrifices any damage. I haven't personally had the awareness to actually use it though since the optimal height/spacing for the route is a little bit more stringent than the default iAD j.B -> 5B -> [2B] -> bomb route I think. Edit: I take it back, sweep whiff is mad hype AS IF HER COMBOS WEREN'T ALREADY REALLY IMPRESSIVE. I'd ideally default to sweep whiff for the midscreen CH confirms as soon as you burst. All your low confirms are auto-combo too -- having like > 60% of your confirms build burst sounds like a great gameplan to me.
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Guilty Gear FAQ Thread - Ask your questions here!
stinkymonz replied to Kairi's topic in Guilty Gear General
So some characters like Jam, Dizzy and Axl visually always get knocked face-down but the wiki lists a face-up wakeup time for them. On (what should be) face-up knockdowns do they wake up with the time listed on the wiki, just that the sprite is always face-down or do they really always default to face-down wakeup in terms of frames? -
Really want to go to this, since Montreal looks intriguing and I might just spend like a week there. Tentatively, I'm looking for people to split like an airbnb listing with me or something? PM me.
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welp, 5th place again. GGs all around. Do you/others still host casuals on weekends? I want to try and make more of an effort to go to those, I never get enough games in at TSB.
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Sweep 5D gives her a quick wakeup DP tag and one shot at mixup. Corner SB arrow also gives her a quick airdash mixup off spin state. Off throws a running j.D also seems to give her an airdash mixup. She's speedy enough that she can do the AoA/bomb toss 5A mixup occasionally even without Mahagarula support. She also has a iAD j.B RC crossup mixup which might always be a crossup-recrossup ie not a real mixup as long as you react to the iAD. She looks like she has potential for tech traps as well, with the unblockable air bomb and all the arrows capable of redirection.
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WELL in the stream archives Kurushii just posted, Sorashido demonstrated that the CV-impractical 214A RC iAD j.A fuzzy is actually now practical! In the corner: iAD j.A j.2B land 5B 2B aircombo stuff WORKS PERFECTLY WELL also lol the bull absorbs half the hits of Yukari's mahagarula lolol Slabs cheesy Awakening super > Yukari's cheesy Awakening super