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choysauce

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Everything posted by choysauce

  1. for the air turn backdash trick, if you are high up in the air or want to do an extended attack before having to land for 5C, you can use j.236A and it will keep the extended persona position also full screen short hop j.6B... gdlk
  2. another thing i just remembered them doing was -knockdown after high hit stun decay if you want a knockdown and you know if a 236A will allow the opponent to tech in the air (which greatly decreases advantage in the pressure game) do the 3rd hit of the auto combo AAA, this will bound them to the ground, you can then cancel into 236C for meaty maragi pressure this may or may not work depending on your combo because there is a significant gap between the 2nd and 3rd A just putting this here as something to highlight for creative use
  3. i find that using C maragi is the best since it's slower and easy to make them land on it to get both hits
  4. saw some sick tricks to note from the 4v4 yukiko vs akihiko concept matches videos please help me elaborate or theorize on how to optimize these things. -meaty j4B (fan) after sweep (2AB) this is pretty gimmicky imo, since the fan coming out is obvious, but since you are in the air, a good player will naturally hold back to block jump ins -air turn back dash j.C the japanese use this liberally for good reason, 1. lets you back that ass up to create space fast, 2. the j.C autocorrects and has extended range due to it starting from yukiko's backside (this is mainly used so the enemy can't chase you with their own airdash) 3. you can extend the pressure/frametrap if they are close enough to the j.C with an longer reaching 5C, since the placement of the persona is remembered for a bit -fans in between 5C > 2C blockstring i'm guessing there's a tiny gap for these strings (frame traps) and makes it much harder to IB, you can also change up the fan speed/timings to mess up their IB timing or catch them hitting buttons/escaping -rushdown blockstring if you do a blockstring and can get them to block a 4D, you can run up and hit 5AA as a frame trap. you may lose a card, but trading cards for damage is totally worth it if you can afford to lose one -easy AoA unblockable setup in corner AoA > D > 2C > 2B > 5C > 5BB > 236AB > ]A[ > 214D > ]B[ > 2AB > 236[A] sets an unblockable agi on their wakeup, you can combine this tactic with gli's safejump agi setup and see what kind of combo you can get off of that if you are scared of their reversal this setup does less damage overall (pre and post unblockable) than the one posted on the front page that was created by Mykey, but much easier to execute -ensuring 3D gets behind opponents saw that the japanese players, namely stunedge, would dash up a tiny bit after the 236B knockdown > 3D to make sure the persona got behind anyone that wasn't cornered will look through the vids again to xcopy some more japanese tech
  5. one quick tip to utilize after a combo'd 236, the typical pressure string is to use 3D. many times people like to roll this to escape (this would work if you don't use fans after the 3D) so for those who like to roll use 2D and fatal them for it. run up and use gli's 2D FC combo
  6. This goes for any auto correcting C attack. Works super well when doing run under 5c. Since the persona comes from behind yukiko it essentially increases the range. Great for a surprise attack Sent from my R800x using Tapatalk 2
  7. i feel like i've mentioned this before in a different thread (combo thread), but if he does his flying squirrel grab. go for a 2D fatal combo (like the one that gli created)
  8. does anyone have any theories of the usefulness of EX maragi? the only thing i can think of is creating a whole bunch of stuff everywhere quick. since the recovery is better than D maragi at least. you can throw it out, toss a fan upward and buffer the C pillar input any thoughts?
  9. not sure if this is known, but you can low profile naoto's counter with 2A unless i'm mistaken. i've done 2A's in her face when the counter retaliates and i wasn't hit. so i think it's low profile, unless there's a minimum distance for any of her counters? also question. how does her IK work??? no clue what to do against it *edit* i didn't know naoto had 2 different followups to her counter. so people have just been auto piloting the incorrect one on me
  10. mykey gave me some really good advice about what to keep in mind when developing your patterns of attack. know when your recovery is very well, and make reads while u are pressuring them. so by knowing the recoveries of your moves, you can make tighter frame traps to make your opponent impatient. and know when to readjust yourself when you've exhausted a pressure string. all the while you must think, what do they want to do? do they want to a)take a persona card b) evade/roll to get to me c) keep blocking etc. with that you must decide how tight you need to keep your strings and when to let them hang themselves and respond accordingly.
  11. you can jump after the 2nd B HITS so you have to be a bit patient and anticipate when that fan will hit. then u hit 9 > 6 for the IAD. it is a bit tricky, i know i miss it sometimes. but if the 5BB makes it kinda hard to time, u should consider doing just a single fan and making the combo easier for yourself. sometimes i'll take less damage to do a combo i find easier to do. try a bunch of things out.
  12. the main thing to watch out for are well spaced 5B's and tv's imo. dont panic when he's throwing out j.A's cuz you can't beat them his only overhead is AoA so if you see it, react with a roll so you don't deal with th e mixup (the AoA can cross up if he's close enough to you) whenever teddie summons an item his persona is on the floor, throw out a 6B or a 236B if you know the spacing to take a card. if cornered and he spaces you out at 5B range, IB a bat and then try to escape don't get close to him because his normals (5A) shit on yours
  13. this 2D FC combo will be super useful against flying squirrels (yukiko vs. kanji 8-2)
  14. this is a frame trap i've been mixing it up with after a 236B knockdown 236 > 5D > ]B[ > 2C > 5C > 236[A] the frametrap is when you release the B, because some people might want to 5A/2A the persona to take a card. punish their greed with a B release in their face. they could probably just DP the initial 5D, but they will eat a B release. so it's a decent trade off for them to take a card. so in this case, you MIGHT be able to run up and 5C or maybe even FC 4/5D again lol. (gotta test this last bit) also this is mykey's unblockable reset in the corner after AoA > D AoA > D > 2C > 2B > 5C > 5B > SB Agi > ]A[ > Firebreak > ]B[ > AoA > C Maragi the combo i go for after is as follows Pillar > 5C > 5BB > 5C > 5BB > TK A Agi > ]A[ > 5AAAA delay the last A so that the A Agi from the autocombo will have them get knocked to the ground, if done early they will tech in the air this combo might fail at the 3rd A for the autocombo for an easier one just omit the first 5C not sure which is safer C or D Maragi but this setup gives you a meaty fire pillar in the corner. the height and timing for which you have to hit the Final AoA is very strict. it feels like the B release has to be done around where yukiko's face is.
  15. Thanks kro! i didn't know you could cancel her 5C into anything, that should prove super useful! when do you guys ever (or do you ever) use her charged B moves? i can see 2B charge being somewhat useful for mistiming an anti air, or maybe even baiting a double jump bait (yomi layer 10). is there a string (pushes you far enough) or situation anyone uses to charge up the 5B to get them scared to just mash dp or escape?
  16. If i'm not mistaken you can avoid the DP if you cross up after it activates right? i think i've done cross up j.B and avoided wake up DP's from yosuke.
  17. what do you feel are the best uses for her persona normals (5C, 2C, 5D etc.) i really want to find a place for these and see what they would be best used for. i find myself playing games where i've never touched D, and only used j.C or 2C for combos from what i can tell, 5C doesn't seem that great, is it + on block or comboable on CH? one thing i can see it being useful for is if you OMC it and you get a big mixup opportunity. 5D seems really gimmicky. the follow up is great for mixups. but getting it out seems really risky due to it's range and bad startup. i can see it being kinda useful in the corner at max range, where the opponent might be waiting for you to do something, then doing the follow up for a mixup. when else would someone use this? j.D just seems like strictly space control for people with big air to air normals or people who like to dash in. also good for it's air momentum stoppage. since doing airdash j.B will get you thrown or counter hit out of in an air to air situation, i guess this is for baiting that and making them run into it. any combos that can be done off this? (sorry i'm at work, can't test atm) j.C combos only as far as i can tell. same with 2C, although i can see this work as a pre-emptive anti air, since the hitbox is so big. this is if you don't want to time and react with a 2B let me know what you guys think of her normals.
  18. This is a combo i've been working on for punishing from far away. most of the time when i get a 5C FC it's not super up close. but i'm sure this can be optimized. far 5C FC > SB Agi > ]A[ > 236D > 66 5C > ]B[ > 66 5C > 5BB > 5C > 5BB > 236B it's pretty much the universal combo but omitting the very first 5C after the SB Agi and going off of doing 5D/5C FC combos with the persona to the opponent's back, i think most of the same ones work if you reverse the A and B releases, since when you do SB Agi from the other side, the corresponding flames are reversed in positioning this should theoretically work but i have a question. what are some good 5C FC combos in the corner? the maragi stuff seems to be tougher to land due to the auto pillar activation in the corner
  19. I'm having trouble connecting the super after j.214 moves is there some sort of trick/character specific thing that causes this to miss? i've lost so many rounds because this super keeps missing.
  20. One unblockable setup I go for is in the corner I do 236a knock down > meaty 4B > 2D > release a > 2a I'm gonna check if I can make it a chain os. If on block then 2d comes out. If they dp I block. Might not work due to fan recovery. Gonna play with it Sent from my R800x using Tapatalk 2
  21. i would say start it and lets start posting them in there
  22. I think j.C is a good move to utilize in this match. low commitment and big hitbox (theory fightering here)
  23. this is a trick that gli talked about in the skype chat. safe jump setup against DP's (doesn't work on Teddie/bufudyne) basically u get a knockdown with A Agi, jump and create a meaty agi, block while falling, if they don't DP then mix them up. the meaty agi keeps them from rolling and forces them to commit to blocking or doing a reversal. extremely useful to keep pressure on DP happy characters. thanks gli!
  24. i feel like with the nature of yukiko, we need to have a thread for blockstrings/frame traps is anyone down to make a thread like this?
  25. This is a tip that I didn't come up with. but by Alvin Lo there seems to be a way to shorten the window which you cannot do an attack during an air backdash. the way it seems to work is if you press a button during the start/middle of the air backdash and press another button, the attack will come out. the main use for this would be an air back dash j.B. so you can just hit 44 > j.B > j.B u gotta delay the inputs a little bit I don't know if this is an actual glitch or just a timing thing. but it works way better than if you try to time it after the air backdash recovery is over
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