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Sharkkato103

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Everything posted by Sharkkato103

  1. If I knew what Chipp could do I'd weigh in with my 2 cents on that, but as far as this game goes, compared to the rest of the cast he is far less limited in what he can do. Perhaps more options were just prevalent in GG, but Yosuke is probably the only character in this game with mixup for days I feel. So yeah, if you liked Chipp in GG and liked forcing the opponent to play at your speed (which is most likely much faster than they are comfortable with), then Yosuke would probably suit you.
  2. Sounds like they are pretty similar then. A few differences here and there, but the overall playstyle idea is rooted in the same idea of speed and mixups. I may be biased as well, but I also feel that Yosuke has more swag >.>
  3. Not sure how health was handled in the GG series, but 8300 is still pretty close to bottom (7500 is Liz) when it comes to hp. As for normals, I have noticed that the extended hitboxes on his kunai have not saved me from akihiko's fists when they run into eachother. Either Aki's fists are godlike, or his A moves don't reach quite as far as you would expect.
  4. O.o why would you want such a thing? Book strategy guides are things of the past...
  5. To be completely honest (and don't hate me for this please!) I never played GG. I hear the comparison coming up a lot, and with Yosuke having Chipp's colors as DLC, it wouldn't suprise me if the playstyles were similar. If Chipp was very mixup heavy, then Yosuke's probably an analagous character. I've also heard Chipp could be quite technical, and I think the most technical part of Yosuke is getting down smooth movement and learning how to confirm your random hits. You get some hits that send people either far away from you or in weird directions sometimes, so using your speed to catch them before they hit the ground is imperative if you want to keep stacking on DMG. As far as oki goes, his normal combo ender is his air kunai, which allows them to tech in the air and come down swinging - far from ideal. The three main moves you will be using to get some form of oki are sweep, j.2C and Garudyne. Sweep can be cancelled into 5D, allowing for some sick sandwhich setups with your persona, so if you start a combo with a 2A or you're at a weird range, going into sweep 5D isn't a bad option to try and get good pressure for a more damaging combo in. With j.2C you don't have quite enough time to get out a 5D safely, but you're standing right over their body and are in prime position to mix them up somehow with all your tools. Garudyne is good because you can carry them from almost anywhere on the screen to the corner (if you're even in the corner you can go underneath them and trade places), and start corner pressure. Just make sure to land before they do with your super, otherwise you can be punished even though you hit them and knocked them down (a bit silly, but you get used to it).
  6. Anytime. Any other questions? People have probably noticed by now, but I like answering questions with long winded explinations =P.
  7. IIRC James Xie was working on obtaining system frame data, not so sure about character specific datums.
  8. Startin' with the small questions eh? Yosuke is one of the more difficult characters in this game to play in my opinion. He doesn't get massive damage off any random hit, *coughAigiscough* his pressure is good, but not godlike *coughAkihikocough* his pokes aren't the longest *coughMitsurucough* and his zoning game is situational *coughElizabethcough*. However, the main way you win with Yosuke is simple: confuse the hell out of your opponent. Your oppoent should never know where you are coming from, and what you'll be hitting them with. You can easily be superjumped back in the air and in the next split second be in front of their face hitting them in the toe with 2A. If you're falling right onto an opponent, make them scared by faking your j.2C and then moonsaulting back, landing on the ground to start pressure again. Go into Sukukaja and full screen grab. Train the opponent that your main pressure string is 2A 5AA 2A 5A 5B, and then start putting in Tentarafoos in there. Harass full screen with your godlike persona moves. Run around like a madman. Which brings us to movement. Movement is your biggest strength, so use it. The only time you should be relatively still is while being pressured or doing a combo (and even his combos move him around a fair bit). Make your opponents frustrated. If you're against an Akihiko or Kanji, make them make mistakes getting in by using constant kunai and punishing their slower moves. If you against Naoto or Yukiko, don't even give them room to breathe by using resets and constant pressure. If you're against Mitsuru or Yu, keep hanging out above them baiting out a DP from them and then teleport to the ground with j.2C+D and punish with a fatal 2C. It isn't as easy to kill someone in 2 combos for Yosuke, unlike Chie or Mitsuru or Aigis or Akihiko can, but with patience you can easily whittle them down until the point that they just don't know what to do, and easily finish them off. The name of the game is options, and with so many of them you keep your opponent guessing until they look back at the screen and realize they're dead.
  9. That yosuke used two moonsault > cresent slashes in a row. F-f-f-fraudulent.
  10. Aha, didn't know that. Thank you very much again, and I apologize for pointing fingers when none were needed.
  11. Thanks for that! Although I hate to be the nitpicker as well, it would appear the hit-box links are broken atm.
  12. Just fly to california and come to Gamecenter >;D We have 3 copys!
  13. (Hey Tari, it's Mike "Muscles" Murphy btw (and for those of you who are curious, I didn't give myself that nickname, I swear!)) As far as airdashing after turning around, its IMO one of the best options in the game to get some spacing between you and your opponent (at least for Yosuke). Had the chance to play 1v1 vs. Dacid yesterday for a few hours and incorporating that gave me so much room to run from Akihiko it was insane, just constant zoning even allowed me to take a few games from him. Not many, but a few. The upside to backwards airdash IMO is the fact that it makes you fall in an arc backwards, allowing for jump over airdash backwards fake crossups. I also had some time in training mode and played with Labrys for a bit, and as far as the 5B (lvl2) > Sweep > 236B, which part dropped? I was under the impression that all 5B (lvl2) combos had to be in the corner, but if its the other part (Sweep to 236B) that came out just fine for me. My 2 cents.
  14. Was just a tournament yesterday, noticed both Lab's and S.Lab's j.B was clashing or straight up beating most other air options. I even saw it clash with a Mitsuru's and Yu's 2Bs.
  15. I think I tried to sum up his playstyle a few posts of mine back in this thread, but I'll give you the highlights of what makes Yosuke awesome. 1) Speed: This motha******* is wolverine on crack, you can easily punish wiffs/full screen dps (for awakening) because his dash and airdash capabilities are just that fast. 2) Combos: Brosuke has some of the classiest combos. Check out the video thread for the most recent combo video for him, his pontential may not rival Aki or Aigis off random hits, but the damage is there when you need it, and you'll look classy doing it. 3) Options: I call this options because its not only resets that hes good at. Safe pressure, gimmicks, the works. The fact that you can either jump cancel or special cancel most of his moves means that he can make nearly everything of his much safer (read: safer, not safe). This does rely on your creativity - say you find yourself at the end of your blockstring after 236A, you can go into moonsaults to try and cross up, you can delay your kunai to try and catch them trying to catch you, you can land and attempt a grab, cancel into j.2C, etc. And if you have 25 meter your blockstring becomes perfectly safe. EX kunai or j.2CD are two completely unpunishable options. The only thing slightly lacking is his Oki since his normal combos don't end up leaving the opponent knocked down, but when he does have Oki, its pretty dang scary. 4) Swagger: Seriously? It's Brosuke. Him and Jiraiya look like they popped right out of a Jet Set Radio game and into this game. Using your Swagger you can frustrate opponents, entertain audiences, and generally feel like a badass at all times.
  16. I mean, there are other ways to get around chicken blocking. That and the fact that you can't block for... 8 frames? IRRC right after jumping. But because there are moves that lock the opponent blocking in the air, having a mechanic that gave you a free combo from that would be too strong. Can you imagine Shadow Labrys? Red fire into her 2B all day. I mean heck, even Chie's persona attacks lock people down for a good second or so; more than enough to get in and 2B "air unblockable" them. Just my 2 cents about it.
  17. They have a certain frame window after being in blockstun in the air that normally air unblockable attacks are in fact blockable in order to prevent people getting caught in the air with a multi-hit super (I.E. Naoto Hamaon has multiple hits. If they start chicken blocking it, she could just walk up, 2B and instantly win. Thankfully this mechanic prevents that.)
  18. I really like his throw. I have a feeling that since he has so many options people occasionally forget that he has one, since it may not be his best choice at all times. I have seen some japanese players do any combo into 236A and then instead of j.236C for the air kunai to finish they instead land right back in front of them and throw. The few times I've done this its worked pretty well, except for against people who are R-Action happy. Its a great tool to get out of the corner as well, and it places you out of range of most people, and just barely in the range of your 5C. Also, he can get pretty good damage off of a OMC on his ground throws. (3k without super) j.D is probably one of Yosuke's best tools. If they're on the ground you use it to make sure they don't jump - then you get a free approach either from the air or the ground. If you just hit them with kunai then yes - sending out a D is a nice way to make sure they don't come down with a falling j.B or something. I've only been able to do this a few times (but I'm sure I'll get better with practice), but if you see them jump into your j.D and they guard it, if you're fast enough and on the ground, running up and 2Bing gives you a free air unblockable since the blockstun on his j.D isn't super long, but just long enough to make sure they stay floating.
  19. As far as Oki goes, I'd agree that he is no Chie or Akihiko, but he makes up for that in tricks. I can't tell you how many times after I've finished a normal combo (ending with j.236C kunai) that I've caught people who air teched backwards with a superjump throw, or ran under them to cross them up before they reach the ground if they tech forwards. I'm still working on neutral techers, so thats a work in progress. You also forgot that he has airgrab, which they can't tech until they hit the ground, j2C/D, and moonsault > cresent slash (if you get a random hit with it). As for when I do get oki, his options are actually pretty good. No lockdown with persona like Chie has, but since his D has a delay on it, you can summon it and then run in tandem with it, forcing them to wake up blocking. I've gotten plenty of people with D and then run up and all-out or just grab. As for Tentarafoo, I'm pretty sure I've got the advantage in that situation. Granted at this point I usually run up and just go straight into 2C for massive dmg since people aren't used to the confuse mechanic yet. Once people get better I'll probably delve into better options for that. As far as Garudyne goes I've been noticing that if you stay level with them for the entire duration of the super, you will either land at the same time, in which case you'll be neutral, or even sometimes be negative so that they can go into their pressure. I'm pretty sure what the Japanese players do is start moving down before the super is fully over at the cost of maybe 2-3 hits in order to get to the ground first, since its based on that, rather than time. As for the comment about EX Kunai, I would say thats probably my favorite EX skill at the moment. When your blockstring runs its course, or you've tried to cross up with moonsault-cresent slash, or find yourself in any situation where you're at a 60 degree angle above them, EX Kunai gives them enough blockstun to airdash back in and reset the situation. I've shamelessly stolen Nise Pachi's tactic of blockstring > EX Kunai > airdash > grab to start falling, and then AC > B for some sick Carl like approaches.
  20. Mixup options: Lows: 2a, Sweep, j.C/D. Highs: All-Out, j.A/B, and moonsault. j.C and j.C are NOT overheads. Grab, and 236C/D unblockable. Given all these options, he is a BEAST at mixup. Not only does he have great high-low, but he has amazing left right mixup too. Especially when you throw in the fact that he has a move that hits low that starts in the air, if people aren't constantly paying attention they're pretty much boned. A normal blockstring could look something like this: Run up, 2A a few times, 5A 5B. Now they're probably crouch blocking at this point since you ran in with a low. 5B gives you plenty of frames to work with, so now you can choose what to do next. You can go right back into 2A mash, (meltyblooooood) hoping they're trying to push buttons, but you can get beat by hop, command dash, etc. You can go into a persona blockstring to hide your next move (my second favorite thing to do) such as 5C 2C 5D, and since 5D has a bit of a start up, as long as their afraid of your pressure, run back in there and use your all-out attack to hit at the same time as Jiraiya. Alternatively, you can keep the blockstring going into either 2B (jump cancellable) or 236A/B, which puts you in the air. at this point you can simply empty jump and go into a low or j.2C/D for another air low option, hoping they've stood up to block you since you're now in the air, or grab. Alternative you can attack from the air, ending pressure with 236C+D, your ex kunai, allowing you to airdash back in while they are still in blockstun. If you really have them scared of you, then just throw out your 236C/D tentarafoo for an unblockable. This is just the tip of the iceberg if you don't have meter. WITH meter you have amazing rapid options, and can hit confirm/make moves safe by super-cancelling into Sukukaja. I also can't tell you how many games I fraudulently won by doing Garudyne, manuvering myself over them (they can keep blocking the original direction) and then one-more cancelling into a high/low mixup for the winning combo when they were getting ready to punish my super. I would say he has way better mixup options than Valk ever had, even without a command grab (the unblockable more than makes up for that, plus the fact that it makes them confused, which makes it even easier to land your next combo. Its amazing how trained people are to hold away from you at all times during a blockstring.)
  21. In my opinion its actually closer to GG than BB ever was. If GG is a race car, BB is a old stickshift van - sticky and clunky. P4U is entering the realm of the luxury sedans - nice and smooth, but fast enough to still get to respectable speeds.
  22. Well, you have my thoughts on the BB comparisons, but as for the others. Street Fighters: I am of the opinion its near impossible to compare a SF style game to an "anime" fighter. Footsies are completely different due to airdashes and air blocking, combo potential, instant kills, bursts, and so much more just makes them two completely different things. Like, BB and P4U are both cakes, but different flavors. SF is a steak. Ignore the terrible metaphor, but my point is that if you want cake, go for cake, and if you want steak, get a steak. Try and compare the two and you're mostly stuck with the point that "they just taste different." Never played Skullgirls. UMvC3 I can do though. The first thing that came to mind was to compare Yosuke's Install to Wolverine's Bezerker Charge in X-factor. I feel that Yosuke is faster, yet more controllable than Wolvie ever was or could be. A full screen teleport dash in .4 seconds (which you can block at any time if they try and punish with a super. People thought it was a command teleport like Dante or Wesker or Dorm. Lol.) and yet I never felt that I didn't know where I would end up. 4 more of his moves become jump cancellable (on hit or block), making for the safest pressure in the world, and some moves gain different properties (his 2C for instance knocks them HELLA far on fatal counter instead of crumpling.) The few combos I started to make work makes me believe that his damage potential in Sukukaja rivals the "top" teir characters. You may have to work a bit harder at that point, but you'll have plenty of chances to get combos going. Additionally, another reason Wolvie is an apt comparison is that the areas Yosuke wants to be on the screen is very similar to where Wolvie wants to be. Full screen waiting to punish something stupid with your speed, at a 60 degree angle above them to hit with divekick (Wolvie) or Kunai, j.C or airdash AC j.B to cross up (options for Yosuke), or right in their face as they are waking up into your mixup. His aerial ranged game doesn't really have a good counterpart in MvC. Closest would be Trish? But even then thats a terrible comparison. I guess in the most vaugest of senses it could be compared to Ibuki from SSFIV, but again, cakes and steak. I hope this was helpful. I know there are some parts I didn't quite explain too well, but thats because I can't really think of anything that is analogous to the way he operates overall. Props to the makers of the game for taking his design and turning it into something unique. If you have any other specific questions don't hesitate to ask me and I'll do what I can to answer.
  23. Starting with the BlazBlue comparisons, I would say he feels NOTHING like Hazama. In my opinion, nothing in BB really compares with his feel. Sure he has the two knives akin to Hazama, but the major difference is that Yosuke flows, while Hazama is like a teenager learning to drive stick - start, stop, lurch, etc. No flow at all. If I had to give a major comparison, I'd say he more feels like wolf form Valk from BB. his speed and similar combo structure (get them airborne, moonsault loop/konig wolf loop) reminds me of that. However, at the same time his range and air mobility game feels like what Bang's would be if Bang had infinite nails. Combine all this with Tao's speed and you have something that might come close to approximating what he felt like to play. If you say which games you have played we could probably give a better comparison. I'd sum up his style with a few key words though: speed, flow, options, and safety.
  24. I just got a chance to try my hand at the game yesterday, and I found myself having an easy time against an Aigis player (who had tried it out before at EVO), and having an incredibly hard time with Yukiko. Now keep in mind this was the first time I had played the game, but I started browsing around some videos afterwards and saw that other Youskes were having difficulty getting in against the constant barrage of fan and flame. Did anyone else notice this? On the subject of better matchups, Liz, Labrys and Naoto were basically free wins all night. Liz's "range" game is mostly horizontal, so I pestered her with kunai until she had to come in on me, and I just reacted for punishes. Labrys' recovery on whiffs is large enough that I could dash from half screen (Full with Sukukaja) and punish anything. Naoto was simple to deal with for the fact that if she set up traps, a D would clear both ground and air traps, and if she tried to use her gun game instead, a j.2D would counterhit and dodge all bullets, getting me in. My 2 cents, but again, this is just my first take after touching the game for the first time and playing about 15 matches total, so take it all with a grain of salt.
  25. Xboxlive: Zyine. I main Bang and secondary is Tager. Manly ftw!
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