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Everything posted by Kikuichimonji
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Does anyone explain the timing to make ID Beta Blade work? I can get it randomly but I don't understand the spacing or timing for the IAD or the beta.
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A simple dj.d works up close. You can land and get 5h at least.
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[P4A] Yu Narukami - Beginner Thread / Q&A
Kikuichimonji replied to Chris Chaos's topic in Yu Narukami
Is there a difference between 5D and 2D, or is it all just trolling? -
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[P4A] Yu Narukami - Beginner Thread / Q&A
Kikuichimonji replied to Chris Chaos's topic in Yu Narukami
The tutorial is talking about air turn, I think it's A+C in the air (same input for roll/hop). You can do really fast air dash crossups by doing instant air turn -> backdash. You can do it so low that you only get 1 hit of j.B. This is most practical after a j.b or after a jump-cancellable normal (on block), which would mean 5A, 2B, or 5C. -
Midscreen if you hit with an anti-air 2B or an AoA or something I think ending with Ziodyne is totally worth it. And if you have full meter in the corner, I don't see the harm in ending with it. I think it's a judgment call. I agree that doing it when it barely puts the opponent into awakening is dumb, and that doing it off a first hit that puts you at <25 meter is bad. Also I managed to do j.214B, ziodyne, OMC, j.214B ziodyne. Something like j.214B, ziodyne, OMC, j.214B Cross slash for the kill is probably worth it. Also I'm gonna mention again that in midscreen AoA combos, putting a j.a right after the double jump increases damage by about 100.
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[P4A] Yu Narukami - Beginner Thread / Q&A
Kikuichimonji replied to Chris Chaos's topic in Yu Narukami
First of all, this combo isn't a good practical combo. You should finish with 214C instead of 214D at least because you can do a running safe jump off 214C. Even better than that would be finishing with something like j.b -> dash 5A/2B 5C 5B 2AB 5D. Even better than that would be something like 2B -> 5B -> 5DD -> 214B -> dash 2AB for better corner carry, better damage (Not sure? It's at least really similar.), and consistency. Like you said, the spacing matters for 5C -> 214D and this game allows delayed cancels so if you cancel it late then it won't combo. Besides that it's just how far you run up before 5A, whether you push them out if you run at them during 5D, and how well you delay j.b. -
Your assessment of the matchup is pretty accurate. No, you're not doing 214C on reaction but the goal is to get her to stop mashing 5A. Seriously unless someone is punishing you for it, just keep doing it. And then do the safe jump afterwards. If they stop mashing (they have to against slide) then you can do stuff like dash 5B. Also like I said before, Mitsuru can't jab out of pressure because her fastest normal is 7 frames. This makes hitting buttons with Yu after 214A on block pretty legit. She can try to throw you, but you can be a total asshole and do 214A -> 214A to counterhit her for the juice. It also makes stuff like 5A dash 5A worth doing, especially if you mix it up with frame traps. You can't 214C her meaty 5A but in any neutral-ish situation it will work. And remember, you don't have to do the slide at any given time. Droit only beats 214C if it's out way earlier, you can just block for a second and see if they do it. And of course they need charge. The biggest thing I would point out is that Yu's offense is really unfair, and Mitsuru's is more annoying. Block high and react low when you're worried about j.b OMC/j.B + Ice shield. Her only lows are 2A and sweep, and 2A prorates terribly. Her throw mixups in the corner are pretty good, but risky. If she tries to mix up 4B and throw you can guess she's gonna 4B and CH her with 5B. Work on the 5D fuzzy guard double jump j.a and all his other mixups. If they're blocking your oki more than 50% of the time, they're either super amazing on defense or you need to incorporate more stuff like rolls, j.b -> j.214A -> 5DD, Air turn air dash, empty jump 2A, low air dash, etcetera.
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Safe on block. Against people without a 6 frame normal (like Mitsuru) you can actually hit buttons after it unless they instant block it, in my experience.
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Are you sliding under her 5A/Droit with 214C? That is HUGE for the respect issue. And she can't just throw out 5B and hope it works, otherwise you can punish her on whiff. She might be able to react to slide and 5B. But once you get her scared of your slide, then your own 5B becomes useful as does 214B and 214A. Seriously this is the biggest single change to the matchup I've incorporated. At any reasonable range the only way she can really punish it on block is 5A which will get her like 1.3k midscreen and no knockdown, and if it hits you get a safe jump. Also if you see her charging B Droit it seems like you can just 214D for free. Don't respect it.
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Have you tried doing Ziodyne at the end of that combo? A similar combo I had (I dropped the 5B and I had a j.c j.214B instead of j.c j.214A), Ziodyne didn't combo from like the second hit to the third.
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Naru (Narukami) vs. \Shadow/ (Mitsuru) Naru (Narukami) vs. non (Teddie)
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j.b as a safe jump works well. I know it's actually a real safe jump after 214C if you run jump j.b, even midscreen, I'm not sure about 214D.
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I called it the wrong name, eh. I thought that the only P2 in this game (and Blazblue) was supposed to be starting proration and SMP. You said P2 is different than SMP? How so? I know in GG forced proration is different because it's always applied, is that the distinction you're making?
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Oh, did I mention that 214C/214D beats droit if both come out at the same time? Rising j.b, as in do it and hope it works. If I see it, usually it's too late to do anything but block or maybe uppercut. You can beat j.a with 2B for sure, I said you can't beat her air to air with Yu j.b because her j.a is broke. Might be able to j.c. And yeah 5A and 5AAA are jump cancellable on hit, but not on block.
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Single Move Proration, aka P2. When you repeat a move in a combo it scales the combo. Starting proration, aka P1, is how a move affects a combo when it starts a combo. For example, crouching A/2A has high P1 but normal P2, meaning as long as you don't START the combo with it, you can do a big combo.
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Do you mean "is it a good combo starter?" If so, then no. It is slow and unsafe. It can be useful if you use it in a really hyper-specific way or use it to abuse the armor. If you get the fatal counterhit by getting all 15 hits of the mashing, you can connect j.b> j.bb> double jump j.b>j.c>j.214B>Ziodyne. You cannot chain from j.bb > j.C. Just drop the last j.bb and go directly to j.C. You shouldn't be doing that combo anyway off 214B, you should be doing 214B -> 2B -> j.c -> j.214B -> 2B -> j.c -> j.214A.
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Teddie has no punishable recovery on whiff on his uppercut. Even if you make his furious action whiff by rolling and try to punish him after her reappears with Ziodyne, he can still block Ziodyne. You can try to meaty 214B on whiff but he can just uppercut you there. You can do another dashing 5D but he can uppercut that one too. Unless someone has a way to bait this, please tell me. There's literally no way I've found to take advantage of him doing the uppercut. If you can't do sweep -> 5D I think the best way to go is just ending combos with j.214C so you can threaten the falling j.b
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Corner AoA>D>2B>5B>5C>j.214B>2B>j.c>j.214B>Ziodyne Does 3858 I think? You have to jump kinda high for the first j.214B. You can end with AAA or cross slash.
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Stuff like 2B jump j.2A can be a good frame trap. His divekick is definitely useful if you can land that counterhit. 3 hit 5D -> 214B is a true blockstring but that's not the best use of 214B. Honestly I think the best way to use it is for greedy "get back in there" blockstrings or "forget footsies, I hope they don't 2B me." You need to use this move sometimes, if you do stuff like 214C instead occasionally you can start getting away with stuff that feels really greedy, like 2B IAD crossup j.b. You can use j.2A in throw baits because throws are in counter-hit state after whiff, and a crouching throw gives you a throw.
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http://www.youtube.com/watch?v=uiogty1ys7w&feature=channel&list=UL Kazunoko (Narukami) VS Shuuto (Mitsuru)
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I think I posted that 214B was slightly down on block. This is wrong, the move is slightly plus. That makes it actually good.
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[P4A] Yu Narukami - Beginner Thread / Q&A
Kikuichimonji replied to Chris Chaos's topic in Yu Narukami
You can jump over their head and do a divekick to stay on the same side. You can low air dash instead of j.b to catch people blocking low. You can do j.b (2 hits) -> j.214B/A/AB for another overhead hit. You can do the fuzzy guard on everyone but Teddie, Shadow Labrys, and Labrys. You can run forwards more and turn around to end up on the other side of them with the initial j.b. You can do j.b (1 hit) whiff j.bb -> 2a to catch people blocking the second hit of j.b. If they block your initial j.b, you can jump cancel 2B to do another mixup. -
[P4A] Yu Narukami - Beginner Thread / Q&A
Kikuichimonji replied to Chris Chaos's topic in Yu Narukami
Read the combo more closely, there are only 2 j.c's in the combo. Two of the j.214B's are combo'd from standing C, so essentially a tiger knee j.214B although I don't do the motion as a tiger knee. -
[P4A] Yu Narukami - Beginner Thread / Q&A
Kikuichimonji replied to Chris Chaos's topic in Yu Narukami
2C > 214B > 5C > j.214B > 2B > 5C > j.214B > 2B > j.c > j.214B > 2B > j.c > j.214A > Cross Slash does 5.7k and builds about 34 SP. To finish with AAA you need to drop the last loop. I think you can get 5.5k or something like that by dropping the last loop and ending in an air combo into ziodyne, Ziodyne actually doesn't combo all of its hits into themselves at the end of the original combo.