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Everything posted by kazukifafner
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Cancel into it like any other stance move, but you have to press B and D at the same time to get the move to come out.
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ggs to Sanger_Zonvolt and his room. Kept dropping my 66C link during battou confirm combos though. Not too happy about that -_-
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[UNIEL] Under Night In-Birth Q&A Thread
kazukifafner replied to Tigre's topic in Under Night In Birth
Reduces blockstun, makes it much easier to punish attacks from assault, pushes them away, and builds GRD fast. Costs meter if you use it while you're already blocking though. -
Been messing around with Merkava a little in training mode. Really surprised how much fun I'm having with him. Gonna have to learn him for real.
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The jC > 4C part is one of the toughest things to combo with for Yuzu. You have to land jC as low as possible in order for it to connect. On a side note, I'm gonna have to work out new corner combos for Chaos. Apparently, 2C always whiffs with my standard corner routes.
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That's cuz you use Linne. I either try to hit you right away or back up and try to keep you off me, lol Or sometimes I 421C now, Idk. Success varies `3`
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GGs. Had to take a break after getting frustrated in the middle of the day. Cooled my head and did a lot better tonight. GGs especially to Vree and Ctrlalt.
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The combos you can get from all of those are about the same, since 5C AA/236 series all lead to similar routes. I tend to confirm into (j)214B > 2C > 4C > j2C > jB > jC > 66C > j236AB > j421C (or j236C if I want extra damage). That's midscreen. If I get to the corner, I just sub in those combo routes when I can. Regardless, you can expect ~3k+ easy.
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Well, you're going to go back and forth between types of pressure regardless. Yuzu is all about making your opponent feel comfortable with what you're doing, then whipping out something completely different. You can't only stay back and slash away (well, unless you have solid life advantage, I suppose, lol). Her pressure becomes more effective when your opponent realizes that you could potentially be doing something else that's just as worrying. For example, I've kept people back with slashes: Backing off then using battou, moving forward a little and using battou, etc.; and then literally dashed all the way up to them and threw them. Now, I'm not saying you'll always be able to do super obvious things like that (especially the higher level you get), but that's the type of thing you'll be doing to open opponents up. As strong and important as her zoning game is, a solid up-close pressure game is invaluable to a Yuzuriha player, as it just makes your zoning game all the more frightening (and vice versa). EDIT: And yeah, it's matchup dependent too. Player dependent as well. If the guy you're fighting keeps getting caught in your battou game; then by all means, keep plugging away at him. If they're good at handling long distance zoning, but fall apart whenever you try to rush them down, then focus on that.
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Don't worry about losing with Yuzu at first. It's going to happen. Especially since this is a new game in general. Battou only beats Grim Reaper if you out space it.
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Don't worry, I was joking. I have no doubt people are just trying to mash out for no good reason, lol
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But if not then, when will we mash? Not all of us have reversals we can mash you know. When you feel the need, you just got hit buttons. ggs everyone. Got a little impatient towards the end of my session, so I kept getting hit out of my counter attempts. Gonna have to cool down and go at it again tomorrow.
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The corner throw combo I typically used is: A+D > 4C > 2C > 236B > 214A(D) > 66C > j236A > jC > j214B(D) > 66C > j421C(D) Still figuring out better versions of that combo in training mode, but I'm not comfortable enough to use them online yet.
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My only real point about Yuzuriha's pressure is exactly what you said: It's nothing to write home about (hell, I even mentioned passing link). That's why I don't think it's a good idea to use it constantly over her other tools. But yeah, frametraps are totally a thing that you can do. So is assault. I just think going in for pressure with her is much more effective when you make sure your opponent is worried about everything else you can do as well.
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I'm just saying that she doesn't have the godlike pressure that some of the other characters have, so you shouldn't treat her like she does. Yes, she has pressure. I never said she doesn't have pressure (and I certainly never said "godawful"). You just aren't gonna be playing the game like you're Gordeau or Carmine.
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The Yuzu struggle continues. GGs people. BGs Gordeau. I dislike you.
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Pressuring Tips: Don't go in for up-close pressure all the time. Her normal set just isn't good for constant pressure like others in the cast. 2C and 6C are the only lows you have that aren't ridiculously short range, and you don't have an overhead to speak of. You can set up frametraps with passing link like a lot of the cast can, and you can do gimmicky assault j2C stuff, but it's nothing impressive and really just takes advantage of the same game mechanics that every character already has. The idea is that you only rush in after conditioning them with stance slashes. If you get them so busy focusing on your mid-range game, then you can head in to catch them off-guard. Beyond that, most of your pressuring opportunities will follow after a previous combo ender. Normally, you go for some quick pressure setups and then zoom out of there (421 series or 214 series usually do the trick, sometimes even as simple as moving/jumping backwards) if they aren't getting caught. Getting-Out-of-Pressure Tips: You have no reversal options unique to your character. The only thing you've got, as mentioned, are the tools the system provides to everyone. 214D is fine if you need it, but try to avoid it if possible, obviously. Still, most of what you'll be doing is blocking, shielding, and looking for/trying to create an opening. Teleporting out can work if you've got down their patterns. Otherwise, it's really risky. Of course, getting their pressure patterns down is essential to actually escaping pressure in the first place. Sometimes you can poke out. Sometimes you can teleport. Sometimes you can throw. Sometimes you can 6D. Sometimes you can IW(EXS). And sometimes you just have to play patient and keep holding back. There aren't a lot of tricks to escaping pressure with Yuzu. You just have to play it cool and bide your time, using the mechanics to help create a gap for you to weave through. Neutral/Zoning Tips: At least for neutral, get into the habit of only leaving stance by pressing D (as opposed to letting go of the button). Doing that will make your stance actions much more deliberate, which you'll need. Sometimes, you will make a mistake and wish you were still in stance, that's why you only leave it when you press D (in neutral, do whatever you want in a combo, lol). For example, here's a situation that's happened to me a lot: You jump up for j236A. They move underneath you and the attack whiffs. If you let go of A, then you'll fall to the ground and get punished, because you can't use another stance move in the air after you've let go of the button. However, if you kept the button held, you can go into 421 or 214 series to escape the punish. Now, there is a slight delay before you can use another stance move on whiff, but as long as you are holding down the button, you can input another one well before you hit the bottom. Use slide holding. Having an extra 236A or 236B is the difference between keeping them honest and getting blown up. Sure, you probably won't be able to follow up after the third input, but that one hit will give your opponent more to worry about, giving you more control over neutral. Now, having said that, it's also important to think ahead. If you want to used 421C to escape/mixup after zoning slashes, then you obviously can't slide hold into C. You always need to be aware of what your plan is every time you enter stance mode. Really, it's all about keeping the most important options available for the given situation/plan of attack. Get comfortable with her rhythm. This is especially true of her teleports. Essentially, the teleport animation has to be completely finished before you can input another stance move, even if you're holding a button down. Once you get used to the slight delay there, you'll find it a lot easier to trip up your opponents, or at least give them something to think about. She reminds me a lot of Akihiko from P4U in this regard. Yuzu's stance and Aki's special cancelling both have an awkward timing that you just have to get used to in order to be effective. But once you do, it's like breathing. As much as you can, confirm off of your stance slashes. With the exception of max range, you can always follow them up with a combo. 236A, 236B, j236A, j236B can all be confirmed into ~3k damage. Not only that, but they lead into situations where you can do some of her gimmicky pressure. If you want to see your win rate go up, learn how to confirm them. EDIT: Oh, and 5C is a great anti-air that you can also confirm into good damage. 5C > 214B works no matter where you hit the opponent for the most part.
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UNIEL Netplay Tournament (August 3, 2014 @ 3PM EST)
kazukifafner replied to MastaToken's topic in UNI Online Play
PSN: kazukifafner Location: Ohio Hopefully, I'll do better in this tournament, lol -
[UNIEL] Under Night In-Birth Q&A Thread
kazukifafner replied to Tigre's topic in Under Night In Birth
Gordeau and Akatsuki are probably the most accessible characters. Waldenstein too, I should think. -
Yeah, slide holding into C will let you do 236BA > 214B every time, so no need to do the D trick. Also, the difference between those two is that ending with A causes them to tech above you, whereas ending with B causes them to wallbounce and tech away from you. Neither one of them are super good for positioning though. That's why j236AB > 421C(D) is more common. Or j236AB > j214A(D), depending on where you are.
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Slide holding is absolutely essential to using her neutral and some of her combos. There's not much to inputting it. Basically, you hit the move and the button you want to switch it to at almost the same time. So, say you wanted to slide hold to C from 236B. You'd press 236B+C, delaying the C ever so slightly. The best way to describe it is like plinking in SF or other fighting games (though the purpose is different, obviously). Only real issue I've had is that sometimes I'll get EX when canceling into a slide hold from a normal. Seems like the window for timing that is a little stricter, otherwise it just registers the EX regardless. Another thing you'll want to learn eventually is her cancel bonus (that's what I call it, idk what people really call it). Basically, even if the icon is grayed out, you can still use that button one more time by inputting the command and D at the same time. There's a slight delay on this one, and I'm not sure exactly how/why it works in terms of the game's system yet, but it's necessary to perform some alternate combos and give yourself even more options. An easy combo to practice both of them is: 236B (C Slide) > 236B > 214B+D Granted, you can do more with that combo after that, but that part is a simple way to get the feel for those two quirks.
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ggs to the multiple ranked and player matches. Wanted to stay longer, but I had to get off and take a break. I should probably spend more time in the lab anyway.
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Okay, so, Gordeau can really just go die in a ditch for all I care, honestly. Multiple mixup options make for a sad Yuzu Also, I've had more success with 5C AA > 214B > Shenanigans. Don't have to worry about the spacing of the AA that way.
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66C only leads to C being the held stance icon if you actually hold the C at the end. So, like, if you wanted to do something like 66C > j236BAB, you'd have to hold C. Otherwise, the "held" button will just be whatever your first move is (probably A most of the time).
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Might depend on the spacing as well, but I believe D cancelling it makes it safe.