-
Posts
581 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by kazukifafner
-
lol, thanks. Hopefully we can get some matches in next week. This weekend is gonna be tough, because there's some house renovation being done for most of the day. I might be able to get some time in tomorrow though. I definitely need the practice if I'm gonna get this new tech down pat. Well, to tide you over, here are common routes: NOTE: All delays are very slight. j236A > j214B~D > 2C > 5C > j2C > jB > jC > 66C > j236AB > j214C j236A > j214B~D > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C j236A > j236B > delay j214B+D > 2C > 5C > j2C > jB > jC > 66C > j236AB > j421C j236A > j236B > delay j214B+D > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C The latter two are a little harder to land, but they're easier to confirm once you've got them down. You basically use j236A, see if it hits, then use j236B (it's not a direct cancel from j236A, basically). If you do it right, only the last hit of j214B should hit at midscreen. 236B > 214B~D > 2C > 5C > j2C > jB > jC > 66C > j236AB > j214C 236B > 214B~D > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C 236B > 236B > delay 214B+D > 2C > 5C > j2C > jB > jC > 66C > j236AB > j421C 236B > 236B > delay 214B+D > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C For 236B, you want to get into the habit of slide holding to C. That way, you can use 214B without adjusting your stance (or a second 236B, as is the case with the second one). To get this to connect, you use 236B, wait for the recovery to end, then use 214B. For the latter two, it's the same principle, justwait for the recovery and use 236B again (using 214B+D is the same as the j236A starter). AA 5C > j2C > jB > jC > 66C > j236A > jC > j214B > 66B > 236AB > 214C AA 5C > 214B > 2C > 4C > j2C > jB > jC > 66C > j236AB > j421C As you can tell, the general routes are similar for all of them. Also, the order you use air normals in is pretty flexible. Just use them as you prefer. Similarly, there are a lot of different ways to end after 66B depending on the meter you have. For example, you could do: 66B (slide hold C) > 236ABA > 214C+D 66B (slide hold C) > 236ABA > IW 66B > 236ABC > 214C+D Not sure what you mean by grounded, but ideally, any normal starter will lead into [j2C] routes. Normals > 236(B)A > 9~D > [j2C] > 4C > 2C > 236A > 214B~D > 66C > j236AB > j421C Normals > 236(B)A > 9~D > [j2C] > 66C > j236A > jC > j214B~D > 66B > 236AB > 214C General rule of thumb seems to be that you can do that combo if you use two, maybe three if you include a jump in, normals max before 236A. You can add a 236B before hand if you start it off of one normal, I believe (haven't tested it thoroughly though). Of course, you get a lot more leeway on counter hit. You can almost always go for that combo if you get one, regardless of how you started the combo. If you use more normals or start with an assault j2C, then you have to use an alternate route. I typically use: Normals > 4C > 2C > 236A > 421C > j214B~D > 66C > j236AB > j421C You'll also have to use an alternate route like that if you land your starter to far away for the [j2C] to connect on the way down. Naturally, you can replace j421C in any of these combos with j236C ender instead.
-
Yeah, I was mostly just thinking out loud with regard to mixup applications. Finally started practicing more dynamic teleport use for my neutral. As well as trying to use both stance parry and 4B more effectively. Definitely needs some getting used to, but I can tell my game will level up if I can incorporate it into my current meta.
-
GGs ranked. Didn't do quite as well as I wanted to. Trying to add some new stuff to my arsenal; so naturally, my game was off. Threw off my execution too, if today's matches are to be believed. Saw some success with it though. Hopefully I can incorporate it smoothly in the coming days. It'll really up my level if I can get this stuff down.
-
You input it based on the direction you're facing, so you input it normally after jumping over their head. That being said, I don't think the A version is a crossup though, so I imagine it's more useful for confusing the opponent and making them think you can do more than you actually can. I'd have to test B and C teleports in a match to gauge their effectiveness though. B seems like it might be incredibly tricky for those familiar with the game's crossup system. On a side note, thanks to the new hitbox viewer, I can see why 4C is surprisingly effective in certain situations, lol
-
Little late on this last part, lol vs Seth: A good Seth is hard to come by, but when you do, you just have to watch out for his mixups. They're hard to follow, and really require you to experience them first before you can effectively deal with them. Like Linne, he's fast, so whiffing battou is particularly risky. Poking out of pressure doesn't tend to work either, since he's normally going for a "crossup" or something similar that will mess up your pokes. You want to look for a way to escape instead. Fortunately, once you get down Seth's more typical blockstrings, it'll be much easier to escape pressure than it would be against certain other characters. Whenever possible, use battou to cut his projectiles. The less you have to deal with that nuisance, the better. vs Chaos: Chaos has good frametraps and oki, so don't just push buttons (as a Yuzu player, you really shouldn't be doing that anyway). Ahzi goes down with anything that isn't an A normal, but again, he can blow through your startup with frametraps, so you normally want to try for it when he's in recovery. Against Chaos himself, remember to respect reflect before you get in on him and keep the pressure going. Make sure to keep an eye out for his special hop. It's very punishable if you expect it. Chaos has a good anti-air too, so just make sure your careful and try to do things that keep priority in your favor (such as an early j2C from a jump). Other than that, not a whole lot to worry about, it seems. vs Akatsuki: Watch for reversals, overheads, and be mindful of fireballs. Not much to say about this matchup. Akatsuki has good pressure once he's in, so it can be tough to shake him, and his normals are good for catching opponents who like to jump away and backdash. Aerial stance pressure seems to be a good way to start inching towards him until you can land that first knockdown. vs Nanase: Feels pretty straightforward. Not a lot to do differently that you wouldn't already do against a rushdown character. She has some fast mixup options though, so keep those in mind. Some of it comes from committed oki, however, so a delayed wakeup can give you a free combo/throw. Another important note is that she's one of the few characters that can easily get you with two aerial normals in a row, so don't automatically switch to blocking low after that first air normal. Nanase's high jump can make battou zoning a pain as well, though it's so floaty that you can usually recover and try something else. vs Byakuya: The guy has some long reaching normals, an air normal that shuts down or trades with all of your moves, a deceptive overhead (though fairly telegraphed), and can keep you pinned with traps for killer oki. Definitely a character you don't want to find yourself blocking against in the corner. Fortunately, there's not much he can do outside of mid-range, so feel free to bully him from a distance until he has to find a way in. Thanks to how his trap setting works, it's not unreasonable to look for an anti-air in this matchup either. One word of warning though is to understand the spacing of his leaps. Otherwise, you're gonna be the one eating his attacks as he comes down. If you're in pressure, I find that it's easier to look for a teleport opportunity than trying to poke out. vs Yuzuriha: Uh, I dunno. Watch for teleports and whatever else you would do yourself. It's a mirror match, what do you want from me?
-
GGs to randoms in ranked and the occasional player room, particularly in the room tonight with Demonwindbomb and plainsbain. Steadily improving my neutral and pressure game with Yuzu more and more.
-
In general, I have four different approaches to blockstrings: Use Passing Link (Reverse Beat) to reset my normal pressure/use assault or jump in. This is more for when the opponent respects me enough, because this option lets you go into her 3-way mixup from assault. I tend to find the most success when I vary the order and number of normals I use. Makes it harder for the opponent to know when my blockstring will end, so they're more susceptible to frametraps. Cancel into battou followed by stance normals. Using this one less and less. Mostly do this if they like to fuzzy guard or push buttons for whatever reason. Cancel into battou followed by high jump. Come down with either jC or j2C depending on spacing. Works well for continuing pressure, and if you'd rather get away, you can just jump after the landing and go into stance pressure. jC/j2C puts them in decent enough blockstun that it's a pretty safe options. Otherwise, just go back into normal pressure. Cancel into teleport after whatever. As was mentioned, you can cancel basically anything into teleport. Useful for darting away quickly.
-
Yeah, pretty much any time you can catch them before they hit the ground, you're going to go into your standard juggle route. Otherwise, just be ready for their tech and go into mixup. As for stance pressure, I don't use a whole lot of mixup type things. Mostly just go for frametraps and force them to respect it. I mean, if I do, I just go for a quick teleport wherever I'm at and throw out a move. Using A teleport works to keep them guessing, but it's about as risky as doing anything else in stance. Also, on a more general note about mixups, sometimes I'll CS before the last hit of 214C in the corner to make the next mixup really ambiguous (since they'll air tech, and it's easy to time the assault with their landing). Granted, they could tech forward to get out of it, but they usually aren't expecting it and don't think that far ahead. Not something to do all the time, but a fun little reset gimmick.
-
GGs everyone. Need to up my game. Learning a couple other characters should probably help.
-
Versus Chaos, yeah. 4C never connects into 2C in the corner against Chaos. For the rest of the characters though, it's been pretty consistent for me.
-
Interesting. If the 4C connects, the second hit of 2C should as well. I guess you have to try to hit jC a little lower.
-
vs Hyde: I personally find Hyde's pressure more daunting to deal with than the rest of the cast, if only because his assault mixup comes out very fast and can be particularly difficult to block in even a little lag. Complicating matters is his light zoning game. It may not be super good in the grand scheme of things, but it's enough to force you into a certain rhythm with your battou game. And that's never a good thing. In this matchup especially, blending different types of approaches and zoning plans is crucial to success, since he has enough to throw you off either game if you stick to one. If you do get into pressure, you want to look for his specials when he doesn't have meter, as those are going to be your best bet to poke out or escape. Also, watch out for his DP. vs Linne: Worst part about this girl is she's fast. One whiffed battou can get you hurt more quickly than against pretty much anyone else. In fact, I'd say it's better to threaten Linne with 5C and 2C once you get into assault range. She closes distance fast, so a preemptive normal can catch them up. Be careful when trying to assault her back. She has a DP, after all. When you're in pressure, it's back to the long-winded blocking game that we're so familiar. Similar to Hyde, specials are a good time to look for an escape. Fortunately, certain blockstring enders (like 6CCC) make it easy to know when you can get away. One thing to watch out for is her low C normals. They're deceptively long, and will net them good damage if they confirm it. vs Carmine: Anyone who's fought a decent Carmine knows how frustrating it is. The guy's pressure, even when shielded, makes it difficult to know exactly when you can move. One solid read will put you right back into his blockstrings. 6B is fast, and coupled with some dissolves and 236 series, getting your battou game in can be downright impossible. 421B/C actually works pretty well here, since it's not uncommon to see them commit to their screen filling antics when they've got distance. The plus side is that once you do score a knockdown, it's easy to get your own pressure going. The guy doesn't have much to do on wakeup accept for 214C (I think that's the one where he jumps up and throws four bloodstreams down). vs Orie: She's surprisingly good at keeping you pinned, especially in the corner. I know that it doesn't seem too dangerous, but shield is definitely your friend here. Outside of that, it's a pretty straightforward matchup. Although, you don't really want to tease the outer limits of battou's range. One of your barely whiffed 236Bs will get blown up by one of her charged 236Bs. Pressuring Orie is pretty easy too, because her DP doesn't have invulnerability at the beginning. But, yeah, pretty honest matchup. Not too many tricks with her; you just need to out play them. vs Vatista: I hear a lot of people complaining about Vatista; and I don't know about other characters, but she's not too bad to deal with using Yuzu. If anything, it's just a patience game. The biggest hurdle to overcome is understanding how Vatista works. Getting comfortable with her specials (when and how she can use them) is the most important thing when fighting her. The second most important thing is using that to your advantage. Vatista commits to any special she does, so if you vary your approaches, you can capitalize on all the whiffs she makes. Also, its should go without saying, but you have to be really particular when using battou. All she really has to do is block, and your only real chance to hit her from a distance is during her [6]4 series. Not impossible, but risky and requires a lot of anticipation. I've had more success by slowly closing the distance and waiting for them to make a mistake in response. vs Hilda: Stay outside of normal range and hunt for battou openings, being mindful of her sword beam. Once she's used to you doing that, surprise her by getting in and laying on the pressure. Hilda has about as easy a time dealing with pressure as you do, so take advantage of that. If you're in her range, watch for mixups. The trick is to watch Hilda and not her swords. She always starts her animation before the actual move comes out (even if just barely in some cases). Learn the animations for her overheads, and block low for everything else. The hardest part is scoring that first knockdown. Once you do, the match is completely in your control. Again, more later.
-
Yuzu has a ton of frametraps. You can slightly delay your cancels and turn virtually all normals into frametraps (with the added bonus of making them easier to confirm). Pretty much any normal into battou is a frame trap as well. And if they block the first battou and you still want to pressure, delaying stance normals works for frametraps as well. Zoning battous aren't technically speaking frametraps, but sometimes they might as well be.
-
vs Gordeau: The start of the match is the most dangerous, because you are in range of all his major headaches. You want to find a way to get out just out of range and force him to come to you. Your zoning beats his at max range; and if you aren't confident you can confirm from a long range battou, feel free to play it safe. Laming it out as long as you can will only help increase your chances. Once you score a knockdown and reasonable positioning, check his meter. If he has less than 100 EXS, go into whatever mixup you want. If he has 100 EXS or more, then you need to respect EX Grim Reaper. The main thing you want to avoid in this matchup his him landing a knockdown. Once he does, then you're head first into his mind games until you guess right (or wrong). vs Waldenstein: Seems somewhat more manageable than Gordeau, but just barely. His assault is good, and Wald's love to use it, so throw out a 5C every now and then at midscreen. His raw 6D is hard to react to, so you just have to anticipate. Otherwise, it's a similar strategy to Gordeau, but when you have a knockdown, it's a little easier to keep pressure going. It probably goes without saying, but always be prepared to tech throws. If there's one thing about him that's more intimidating than Gordeau, it's that it requires more anticipation when using battou. His approaches will wreck you if you aren't careful. vs Merkava: Just remember to respect his hit grab, and it just becomes a reading match. His pressure is better than yours, though still very manageable. The slipperiness of his backdash makes touching him occasionally annoying as well. If he gets full height flight going, you won't be able to hit him until he comes down, so be cautious. Best chance to escape pressure seems to be to look for his relatively slow overheads and AA him with 5C. Otherwise, just play an honest battou game while watching out for the hit grab. When you go in for pressure after knockdown, meaty whenever possible. His 2A and 5B are surprisingly capable of stuffing oki mixups. vs. Eltnum: If she gets you in pressure, be careful and use shield, you might be blocking a while. Don't try poking out too much unless they are getting closer, because her whip will eat your pokes alive. The scariest part about her is how solid she is. Her DP makes you respect her on oki, and her frametraps are a nightmare. You have to strike a balance between respect and disrespect more than the big three. Battou game with an occasional approach while she tries to sneak her way in seems to work best. A successful approach during the battou neutral game can really rattle your opponent, making it easier for you to keep them back. More later.
-
[UNIEL] Under Night In-Birth Q&A Thread
kazukifafner replied to Tigre's topic in Under Night In Birth
Oh, yeah, I think you're right. I was in training mode and it was about 12 frames before the animation started changing from low to high, but it probably doesn't actually change until the animation is done. -
[UNIEL] Under Night In-Birth Q&A Thread
kazukifafner replied to Tigre's topic in Under Night In Birth
Yeah, guard shield is activated when you're in blockstun. Otherwise, it's normal shield. Regardless, using shield commits you to blocking a certain way for a set amount of time (I forget how long, but I think it takes around 12 or so frames to actually switch your guard from high to low while shielding), so you can easily get GRD broken by abusing it. -
GGs lovelies. Finally breached 1 million RIP with Yuzu in ranked. Random meaningless goal achieved :D
-
Don't use her force function. It's just not good. It's too slow, doesn't get good damage, and leaves you crazy open. Also, you can get more damage by replacing the 5B after 214B~D with 2C > 4C. For longer confirms, you'll want to go into something like Confirm > 4C/2C > 236A > 421C > 214B~D > 66C > j236AB > j236C/j421C. That's the kind of combo you'll need to do after 6D.j2C or throw. So, for example: 6D.j2C > 5A > 5C > 4C > 2C > 236A > 421C > 214B~D > 66C > j236AB > j236C/j421C Also, the 66C following air normals is a bit tricky. You have to slightly delay your first air normal and then let the rest of it rip to get the most consistent results.
-
GGs ranked and random news. Didn't handle pressure too well this session. Gonna have to recollect myself.
-
So that's why trying to time a throw on wakeup kept seeing me punished for it -_-
-
Finally, some frame data. So many minuses
-
UNIEL Netplay Tournament (August 3, 2014 @ 3PM EST)
kazukifafner replied to MastaToken's topic in UNI Online Play
Idk if you got my message on twitch, but just take me out of this tournament. Not getting any responses and I'm not really in a good match playing mood regardless, so I think I'll just sit out this time. -
If you D cancel it, and the last hit gets blocked, 214B should be safe. As for pressure strings, I tend to alternate between stance frametraps and rebeat pressure depending on the opponent. Kinda approach it like a worse version of Eltnum, making sure that my normals all have that slight delay for frametrapping. Rebeat 2A/5A whiff into whatever from there (usually 5C, 2C, 6D, etc.). I'll use frametrap slashes if 236A/B gets blocked (stance A/B/C depending on what I'm holding). You're pressure ends if you do that, but it'll push them away enough that it's hard to punish you for it. D canceling jump and landing with an air normal can reset pressure as well. Beyond that, yeah, teleports help give you a little spacing, though I prefer to know my opponents movement preferences before using it, so that I can teleport the opposite way. Then you can restart stance pressure. The big thing that I want to improve (aside from combo execution consistency), is using stance 22. Could probably open up a lot of punishing opportunities that I wouldn't have had otherwise.
-
GGs over the past couple days. Got a new TV, so I had to mess around with the setting a bit to get rid of some really bad input delay. Those first few matches were a nightmare, lol Also, I live in Toledo; so yeah, just all kinds of fun around here right now.
-
Waldstein Infinite Discussion (Tournament Legality)
kazukifafner replied to Tigre's topic in Under Night In Birth
Personally, I think it's reasonable to factor in the strengths of the characters involved, so I don't see this and Naoto's situation being a double standard. I don't even think they were guaranteed kill combos either. Regardless, it's hard to justify banning it. I mean, a soft-ban, sure, but strictly banning it seems like a stretch. I rarely see Wald's in Japan use it, and even those that do typically can't even continue it through to the end of the match unless it's already almost over. Right now, it really just seems like an extra tool that Wald has, even if it results from a glitch. Doesn't even seem like it's all that good of a tool unless you're just that confident you can do it for the duration of the match. I don't see it affecting the meta either. Not even a little, since it's essentially just a combo "ender" (though it isn't supposed to end, lol). Annoying? Boring? Going to get patched out eventually? Sure, but that doesn't mean you need to punish people for using it with a ban. It still exists within the current state of the game. Unless it so detrimentally damages the game's balance to make Wald significantly more viable than he already is, it doesn't seem like it needs to be dealt with. That being said, banning it for the sake of making sure matches keep the regular pace intended through the game's mechanics is a pretty valid argument.