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Everything posted by choysauce
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everytime an elizabeth uses (i think) her 5CC. throw out Dia to beat the roar/command grab mixup and take a card. if you can read when they throw out the persona, roll and get to liz quick and punish, she can't move. Free CH. Dia against zoning. she does outzone you, so you have to rush her down XP liz has a hard time hitting the top quadrant unless she reads your super jump. just toss a fan from up there.
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will 2A go under chie's counter B+D? gotta check this
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i feel like you have to play crazy in this match, and counter hit S.lab in order to break persona cards. i don't think fans should ever be used in this match unless it's a combo, try to throw out agi's when you feel safe. other than that RTSD
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mitsuru's 5A won't hit yukiko crouching? at least not when she does 2A. so if you know that the mitsuru player likes to hit 5A after her A coup. just hit 2A for a punish. calling coups and jumping is pretty important in this match. good fan tosses and B agi's outside of her 5D range is really useful. since she' has to approach the old fashioned way, she has a relatively tough time to get in. don't use 5BB if they're closer than full screen, they'll use j.D and pull you in. hard match nontheless
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i actually feel that this match is in naoto's favor, you can't use the typical 3D Oki setup after a knockdown due to her counter (unless you want to bait that to get in closer) if you get into the air she will outzone you, your fans do nothing against her. you can only hope that you've knocked them down from full screen and use B agi. her rushdown is more powerful due to her crazy powerful combos. so what's the answer? i believe you have to stay mid distance against her. where she is scared to use her gun stance but not in range to poke. at this range you can utilize fans and rush her down or poke with your persona. gotta keep her locked down in the corner and bait her reversals.
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It seems in this matchup it's all about making the right reads against yosuke, since zoning is pretty ineffective against him due to his speed. roll through a kunai toss jump against his rush attack block/roll? and punish his teleport roll dia/air throw/roll against moonsault i can't think of any tools that would help you win the neutral game against him.
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everytime you block a narukami DP, always move to the other side, so you don't get ziodyned. roll his cross slash awakening super and punish it. it is safe on block make sure you do true blockstrings when up close, cuz if they're mashing B+D you'll get DP'd agi's are your friend in this match, wait till they get frustrated and use random slides and sword dives to get in, punish accordingly (jump in attack on slide, 2B on dive) watch out for his meter, he can punish any of your zoning with ziodyne on reaction. bait it and get free meter. always tech when knocked down by a good narukami player, they will always convert the damage. never throw 2 fans or spam j.B's save meter for dead angles block alot look for gaps (patience)
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if you sniff a 2B coming from Aigis, roll it and get a full punish and if she ever puts out her reflector persona, just hit it with a fan, let it come to you and knock out a persona card. this is def a very tough match and you have to be VERY patient. but i think this is one matchup where slow fans (6B>4B) are pretty good. since it'll buy you more time to breathe rather than trying to put aigis in blockstun or risking yourself to the recovery of a 5/6BB also running away during orgia mode is pretty important i have a theory i wanna test the next time i play this match.... thinking maybe her 4/5/6 D series might prove useful against orgia mode approaches.
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lol if they hit you with it then they did the right thing. just gotta catch on to how dumb ppl play and exploit their randomness/tendancies
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the reason why yukiko's matchups feel hard is because you have to be on point with your zoning, and make alot of reads. obv spamming is not the style of zoning yukiko excels in, because a) throwing 2 fans has a ton of recovery b) A and B agi have very specific spacing c) maragi has very slow startup so you need to be able to lock them down with air angled fans since most will want to approach above the 5BB and agi's. one thing i feel that is under utilized is her B agi. if you are in the range that will let you throw it out safely, you can keep your opponent at bay if your release timing is on point. this way you can actually level up your fire in this neutral state, since they are scared to approach. if they get hit or block it you can place another one and frame trap them or make them second guess their approach. if you sense they are gonna try to jump over and fly over it, you can just release it and react to whatever they do (throw out a fan/5C) that's my take on general yukiko play so far. (anti airing is so hard with her @.@)
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this is extremely powerful, you'll see the madness that comes from this glitch. with the system having OMB and also the fact that it does cause a wall bounce in the corner makes it very deadly, especially since one of yukiko's main strengths is to be able to get you into blockstun = free Agidyne UB. unless you can roll/dp through that string? only agidyne? does that mean if you reactivate firebreak the glitch will deactivate?
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wow great find gli! this should prove extremely useful, pretty borderline cheap imo. looks like it's time to find some combos off of the raw agidyne fireball =D. one little thing i've found i guess? if you have your persona out fullscreen and you happen to tag them with 5C > 2C > 236A > C Agidyne[Full]. afaik it will always throw the fireball+opponent towards you.
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aim for their shins, and a green ! should pop up, indicating that it is in fact a low hit
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got a few tidbits from playing this match the other night. don't use your persona until you've gained the advantage. if you just throw it out, it will get broken by fans since yukiko's persona moves are very slow. mixup your oki options and don't be too aggressive. it's worth losing a persona card when you can bait a dia with 2D pressure and waiting to counter hit them on recovery. it feels like you should rush down in this match lol. such a weird mirror match, looks like two wimpy dudes flailing their arms at each other.
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Yes they can hit low. Sent from my R800x using Tapatalk 2
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everyone is gonna learn how to deal with that setup in the neutral game, won't last long as a tactic, but i just realized something. you can rushdown with unblockables! lolllll. airdash 4/5/6B and then mash j.A theoretically if you can aim the fan at their shins and then reach them and hit overhead with j.A you got yourself a pretty fast unblockable. (that's if you can hit them meaty with the fan or if they just decide to sit there.) *edit* hmmmm i wonder if you could short hop and throw a fan and j.A
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i think fireboost is best used when you're in a position where your neutral game is a bit stale. or when your full screen pressure strings are pretty much done. ala 5C > 2C > 236[A]. at this point i would fireboost if they didn't have an answer to punish me for it. or say you tag them with a fan fullscreen and they're at super jump height, what can u really capitalize off of? it seems to me that people think to keep up pressure is to keep throwing out fans or your persona and hope to lock them down. a good player will break your persona unless you're more methodical about it. so i think in those situations fireboost is there to give pressure to the opponent to come at you and then you can set up the wall again and there are some sick firebreak setups out there, just gotta practice them. putting that feeling of helplessness into your opponent using firebreak is way worth it's long cool down
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(FC)5C > 236 [A+B] > 5C > 236D ~]A[ > 6D ~]B[ > 6BB > 5C > 2C > 236 ~]B[ > 66 2B > 5C > 5BB > 2B > 236A > 236236[D] (FC)4D/5D/6D > 66 3B > 5C > 5BB > 236[A+B] > 2C > 236C ~]A[ > 66 2C > 5C ~]B[ > 236D > 66 2B > 5C > 5BB > 236A > 236236[D] these are the transcripts i did for the 1st combo and the last combo. for the first one listed, the toughest part is the 5C right after the SB Agi. it needs to be as early as possible, so i hit it twice just to make sure it comes out. i also hit the 6D twice to make sure kono sakuya comes out. and then the B release needs to be pretty late so they don't pop out at the end. for the 2nd one i listed, the A Release into C maragi is probably the toughest part. i found hitting the 2C while they're pretty high up, plus releasing A as late as possible is what will do the trick.
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i've been trying to find a way to level up fire within a combo, and i think the key is using SB maragi. but the recovery from regular fireboost is super bad. so i think you'd have to use SB fireboost along with it. is there any way to combo into SB maragi without SB agi? i feel like this could be worth the meter since she doesn't seem to need too much meter in the neutral game. and just using it on super enders or saving it for double maragidyne traps doesn't seem efficient. just wanted to throw that out also i'm surprised more 5D or 5C FC combos aren't listed yet. these are ones i saw in that one grainy JP combo video on YT unless these were mentioned already =X (FC)5C > 236[A+B] > 5C > ]B[ > 236D > 66 5C > 2C > 3B > TK 236[A] ~]A[ > 5AAA > 236 (FC)5D > 66 5A > 5C > 5BB > 236[A+B] ~]A[ > 236D > 5C > ]B[ > 236D > 5C > 5BB > 236 *edit* nvm i think the ones listed on the front are more efficient dmg wise
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That's pretty smart, I'll definitely add that to my game. Thanks! Sent from my R800x using Tapatalk 2
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I'm having trouble anti airing with yukiko. Her 5a and 5c are good, but So slow. I know i'm supposed to use the proper angled fan to aa, but it seems so risky if the opponent decides to delay their movement. Do you guys think agi might be decent as an aa? I figure it seems to come out fairly quick, has a big hit box, and has options against delayed approaches. My theory is if they jump midscreen you throw out A agi. They airdash and get hit, if they wait you have agi stored in front of you. Any arguments on this? Sent from my R800x using Tapatalk 2
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Is there an animation that yukiko goes into when she releases her fireballs (236+A/C hold)? or does it release freely while she's moving around? if there is, can her fireball fail to release?
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how do you guys usually time/cue your lvl3 j.2c's for your corner combos after BBL? the only way i can see to do it is hit 2C right when the lightning goes away
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
choysauce replied to Lord Knight's topic in Archive
gdlk -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
choysauce replied to Lord Knight's topic in Archive
Hey LK, I noticed your response on top player mentality and having a strategy for a character you are fighting. i've talked to combofiend as well and he had a similar response saying that he has his own custom flowchart for his matchups. can you give an example of what your strategy looks like? (if u can, could u give me a strat as if you were rachel vs. jin) should it be comprehensive or more simple to account for your opponent's playstyle?