Jump to content
Dustloop Forums

Kikuichimonji

Members
  • Posts

    470
  • Joined

  • Last visited

Everything posted by Kikuichimonji

  1. You can do 2 2As on her wakeup, confirm that she did her furious action, and then uppercut on reaction. j.b/j.a has been working for me.
  2. So OMB reverse prorates then right? Does anyone have a number? I'd call this a gimmick (respectfully). I'd rather get my 2k into a knockdown than risk it all on them not blocking an overhead. After raw 214B I think you can do 5b j.c 214B 2B j.c 214B AAA, but this combo isn't possible if you do 2B after the initial 214B; you have to do a j.214A instead. Combo off CH throw midscreen: dash 5B j.b (2 hits) j.bb dj.b (2 hits) j.c j.214A. The trick to making this combo consistent seems to be not only dashing up as far as possible and getting 2 hits from both j.b's, but also delaying your j.bb for an eternity. It does over 3k if you end in Ziodyne. This combo is hard at first but I don't think it's actually inconsistent, you just need to get used to the exact way to do it.
  3. I don't actually TK the j.214AB, I do the jump forwards and immediately do it. You can't just do raw 5C -> j.214AB unless you hit them very high up with the j.c (by doing it early). After 214B you can almost certainly do dash 2B/5B 5C j.214AB 2B j.c 214B 2B j.c 214A AAA. Can't test now. Honestly how the heck do you land a 214B if it's not a counter-hit (and therefore a fatal). But yeah that combo won't gain you meter from the AAA obviously. 5C 214AB only works at the beginning of the combo as well, from my testing you are basically limited to two 214AB's in a non-fatal combo (and you don't want to do them at all in a fatal combo because you can do j.214B). It's not worth doing at the end of a combo anyway, it's to extend combos and avoid j.c. The dustloop wiki has frame data for his 5A, 2A, and AoA. I hear tell that his j.BD is 4 frames.
  4. Very deep j.b, double jump forwards j.a. You really can't combo off it without additional D as far as I know.
  5. If you can do 5C -> TK j.214AB that will do more damage and let you get more loops. 2B is easier and lifts the opponent more, 5B does slightly more damage and can help you set up AAA by putting the opponent lower. If you do 5B, you have to hit them really high. 5B can combo from farther away, sometimes allowing you to continue a combo when you aren't quite to the corner. 2B is more consistent.
  6. I think it's a matter of super inputs being strict with fewer shortcuts, rather than an issue of the buffer window.
  7. I agree the matchup is really dumb because of 5A, but I'm not convinced yet that the matchup is bad (even though I'm losing more than I win). I think it's just extremely polarized, and you need to kill her when you hit her. You should be able to block Mitsuru almost forever unless she does a rising j.b OMC combo. The throw corner combo is a problem but her only real way to set it up is to do the sweep feint or a OMC. Maybe when I play Mitsuru in a month or two I'll think it's bad. Right now I think my biggest problem is my mixups and combos off mixups need to be more spot on, and I need to kill Mitsuru for uppercuts. The biggest thing is to know when you are allowed to press buttons, and when you can't. Also, her midscreen damage seems far worse than in the corner, and she has to work to get you there. Is her 5C unsafe? I got that impression after playing a Mitsuru, I always got a CH 5B on block regardless of the number of hits. I know she can cancel to Droit to mess you up for challenging it.
  8. Fuzzy guard, j.b -> low A, sweep, air dash j.a/j.b, j.b (1 hit) whiff j.bb 2A, j.b j.214A/j.214AB, crossup air dash j.a j.b, non-crossup j.b -> double jump crossup, air dash air turn divekick to feint a crossup, roll through during 5D -> 2A, 214A, 214AB, All-out attack, throw after 5D, etcetera. Yu has high/low mixups that work while the opponent is still in true blockstun from 5D and 5DD, but this prevents you from mixing up with crossups because of auto-block. The combo from these depends on whether you have 5DD left, if so usually you'd just do whatever -> 2B/5B (hit D) j.b dash 2B 5B 2AB 5D again. If you hit with an overhead or a sweep you can do a more juicy combo than a 2A by going into 5B/2B (hit D) 214B into a j.c loop. I personally like ending in j.b dash 5A 5C 5B 2AB because it's easier than dash 2B 5B 2AB and it does similar damage and looks cool. But you could also just do j.b -> 5B -> 2AB if you don't want to deal with dashing. Your question was vague, so I hope I answered it. Another Fatal Counter combo, this one off 214B midscreen-ish: 214B (CH), dash 5C, 214A, 5A j.C j.214B (get to corner) 2B j.C j.214A AAA. If you don't want to end with AAA and instead are doing a super, you can do dash 5B 5C beforehand. The real point of this combo is to show that you can use 5C 214A to get to the corner. I know it does between 4K and 5K meterless, I don't remember how much exactly. Using 214B as a punish is probably the best thing you can do midscreen to a lot of moves, like say Aigis's uppercut. Rolling through some supers can allow you to punish them harder with 214B. I think emphasizing 5C over j.c in Yu's combos whenever possible is going to yield the most damage because of the significant proration on j.c. Without fatal, you usually have to use TK j.214AB to combo from 5C into a Roaring Lion loop, and the corner carry isn't as much. However, off a raw 5D for example, you get basically the same (more?) damage using two tk j.214AB's as you do when you do the standard 2B j.c 214B 2B j.c 214A Ziodyne. The biggest problem with using the j.214AB is that you won't gain meter during the combo because of the meter restrictions on EX moves. However, it lets you punish super hard off a clean hit whenever you're somewhat near the corner, especially if you end with Cross Slash or Ziodyne for the full 100% meter. Yu seems to be the type of character who can put an opponent from 50% to dead for being dumb and then you never have to deal with Awakening. Does anyone have an optimized combo involving 5D off a 2A for the kill? I can get like 3.1k with a combo into cross slash.
  9. Corner fatal combo starting off CH 2C, tested only on Yu: CH 2C, 214B, immediate 5C, TK j.214B, 2B, 5C, tk j.214B, 2B j.c j.214B, 2B j.c j.214A,214214C - 5.7k damage for 50% bar, almost 5k meterless. You can drop the last loop to end in AAA if you want the meter, but I don't think you can end in Ziodyne after 214A.
  10. I think there might be a max range on forward jump Mitsuru j.B where if you psychic 2B it will work, but if she doesn't hit anything you'll whiff and she can land and 5A you for free. And if you wait for them to get closer to hit 2B I think you'll lose.
  11. Not to be a nay-sayer, but who gets hit by 5D on wakeup?
  12. Yeah I know j.A is really good but I'm talking about at like half screen where she might want to do something dumb like just air dash j.b. You can just guess and do your own j.b while neutral jumping to stop this. If she does a droit or a sweep or whatever it will whiff and you can combo. I think if you can get her to start guessing and just doing j.A on a guess that's good for you because you get a 2B combo. Her other obvious option would be to just 2D you, but she can't whiff that.
  13. 5B j.c j.214B 2B j.c 214A AAA
  14. I think throw -> OMB -> cross slash/ziodyne is going to be a big thing to finish off games because the entire combo is unburstable. For ziodyne you can probably do throw -> OMB -> 214B -> Ziodyne, if they burst they get hit by ziodyne anyway because of invincibility.
  15. Your 2B combo sucks if it's not doing 3k. You can do a j.c loop, or you can go into 2b -> 5C -> tk j.214AB for more damage. Yes, these only work near the corner, but basically half the screen is 'the corner' for Yu. Also, Yu's 2B seems to have better range than Mitsuru's 2B. Mitsuru can challenge it with j.B but she doesn't really get anything off of it without a psychic OMC or a counter-hit. You can do almost 5k with a punish combo without the super to follow it up. Punish her uppercut with 214A -> 5C -> 214D -> OMC -> 214B -> dash 5B -> j.C -> j.214B -> 2B -> j.C -> j.214B. If you want to avoid the potential super cancel, hit her out of the air with CH 2B -> 5C -> tk j.214AB -> 2B -> 5B -> j.c -> j.214B -> 2B -> j.c -> j.214A. Work on your mixups and your damage. You can keep her out of the air with footsie j.b, on counter-hit you can combo with say 5A 5B j.c -> j.214B (into another loop if she's anywhere near the combo). Unlike Mitsuru, Yu has actual mixups. Knock her down with sweep -> 5D, and hit her with the cheapest shit you have. Low air dashes, crossups, fake crossups, high/low guessing games, the fuzzy guard, etcetera. She is down frames after her 5A and Yu's 5B has slightly more range than her 5A. Mitsuru can be absolutely retarded, yes, but just don't challenge her when she has good options. Make her do risky stuff, like sweep/droit your max range 5B and throw out random D to catch your fireballs.
  16. All of Yu's 2 hit normals still have counter-hit properties even if they hit twice. It works if it hits twice, but the opponent has to be at a specific height or higher. For punishing uppercuts that 236D is too slow to punish, I really like 214A (CH) 5C 5B 2AB. It's a clean 2.1?k into a sweep knockdown. With meter you can do 214A (CH) 5C 214D OMC 214B 5B j.C j.214B 2B j.214A for 4k. I'm not sure if you can get AAA, I don't think the last A combos at that point.
  17. Is the frame advantage on droit spacing specific? If I IB non-EX Droit, is 5A free?
  18. You have to hit it very deep, you have to double jump as fast as possible after the 2 hits and immediately hit j.a.
  19. Are you just landing after the additional D or are you doing anything in the air? I didn't get a crossup when I did it the way I mentioned either, the j.b hit in the front.
  20. Yeah unless they know how to do Orgia hoverdash j.c, which destroys your 2B unless you are like literally just throwing it out there preemptively and seeing if she'll run into it. Aigis is really dumb. Her hit-confirm is a very fast high-low-high-low-high-low string, she can do very fast crossups with Orgia dash, she can safe jump your uppercut, and she gets over 4k every time she hits you in Orgia mode. She can do two lows in a row with 2A sweep and two highs by just doing low Orgia dash j.b twice. If they are autopiloting the timing you can actually fuzzy against the j.B's because they're slightly slower than the sweep. Don't challenge low j.c unless you're uppercutting, 2B won't cut it if the angle is really low. She can bait this by air dash backwards in Orgia, but she needs to respect it at least. If she is running low on Orgia gauge, Aigis will probably consider uppercut because her uppercut switches her out of Orgia mode. She doesn't want to run out and then have to recharge the whole grey bar. Don't jump near Aigis, she'll just 2b and cancel into Orgia to get you to block into a mixup. When she runs out of Orgia gauge, you need to kill her. She's awful without it. Like Eddie without flight mode and instead of drill she only has 2B. Rolling through 2B nets you a full combo. If she is activating Orgia mode and just dashing at you, rolling is a good way to reset spacing and waste her bar. I need to reiterate: do not play footsies with this character while in Orgia. You will get hit by j.c, you will feel dumb, and you will get hit into a big combo into another mixup. When you are low on life, don't throw fireballs. She can do her EX machine gun on reaction and use all her bullets to do a solid 1k to you. If she does the rocket launcher move, you can do Ziodyne on reaction. You really can't get over it, even super jump air dash 214B gets hit. You might be able to 214CD it on reaction.
  21. After 5D oki you can set up a low air dash mixup on either side of the opponent. You can whiff a j.b to get to a good low height to do it. I recommend doing j.a j.b to combo off it, you also get good mixup options with that string. You can also be a total asshole and cancel the j.b into j.214A and combo off of it with Additional D if you sandwich the opponent. Yu seems to destroy people who fuzzy block.
  22. Comboing off the fuzzy guard with additional D: 2AB, 5D, (oki) run jump j.B, (2 hits) dj.A+D (hit at same time), falling j.B, dash 5A 5C 5B 2AB. Simple little combo into sweep, the important part is that you just hit A and D at the same time to combo off the fuzzy guard. Reliable combo into cross slash crossup off 214B is immediate 214D (1 hit), immediately cancel into cross slash. I got 5A j.c 214A cross slash off of it, I don't know if it's worth it. You can get the crossup cross slash off something like 5B 5C 214D OMC 214B 214D cross slash, but you're pretty scaled at that point and honestly I don't know how to make it worth it without a raw 214B.
  23. Yes. As a general rule, both in Guilty Gear and Persona, the universal overhead option is unsafe. There are exceptions (Chipp is +1 on block on his Dust, Kanji is apparently only -5). With Yu I can get 5B 5C 214D OMB 214B dash 2B j.c 214B 2B j.c 214A AAA on most blocked AOAs.
  24. I've heard through the rumor mill that frame data for jabs has been collected somewhere but I can't find it. Anyone have it? Edit: It's on the dustloop wiki.
  25. I'm starting to feel like 214A is most useful as a movement check rather than an actual mixup tool when Izanagi isn't out. In order to get away with occasional stuff like 5b 5c 5d, or dashing grab, etcetera.
×
×
  • Create New...