megamonk4
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Everything posted by megamonk4
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First box is talking about Carl's Drive. Nothing new. Second box is his Overdrive. It's still Synchronize Speed. Nothing new here either. Last box is the Exceed Excel attack, which is called (direct translation) "Lamentation of Symphonia". It is activated while in OD mode and pressing all 4 buttons.
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Yeah...I understand that. Lately I have phases to play fighting games and either switch or stop for a few months because lack of local players/competition. I'm just getting back into BB and re-learning Carl. Too much concentration between different character matchups and just getting my character completely down, haha.
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My petpeeve for netplay is when I'm playing against someone and they will change characters like every 2 matches. How are people supposed to learn matchups if you can't get the practice?
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Thank you! This is something I can do until I get a little fancier with execution, haha.
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I'm getting closer to doing it but I'm still off with the timing. Is there another midscreen ub combo followup I can do until I get this down, XD?
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Hey guys, I can't seem to find the timing for me to combo into 623]D[ after 5C from any combo that used 46]D[ 6C directly before. I'm assuming it's a tight link, but for me to get Con Brio to hit after 5C, I have to buffer that move before I even input 5C. If I do it afterwards, the opponent just recovers before it hits. Any tips?
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Ahh, that video makes the match seem more playable. Thank you very much!
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I play too many games where fireball is 236, lol. I fixed my previous post. Yeah I just do regular combos in OD as well. if I have the setup of C-O-D, then I just confirm into 623C, 6D into OD. Early enough to really allow them to figure out that I'm going for a kill combo. That UB follow-up combo on the front page, is it possible to do it in a regular combo? I didn't consider filling in more ada attacks before doing super. after the Lv. 2 6C, I just go into a simple jump combo into 8D into super.
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Haha, I'll try to counter-poke with 5A next time, but bullet using that blockstring is still actually close enough to do 2A herself(I know I said 5A in my earlier post, I meant 2A). Not to mention she also has better buttons in the neutral game. Some of those buttons(especially j.C) is kind of ridiculous.
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You can perform 421D on their oki and do Vivace mixups until the fireball is just about to hit them. Anyone figure out a real filler combo for Overdrive? I'd rather use it for a real comeback/finisher combo to kill someone rather than completing the combo after it's done or just doing the OD super. I figured out a combo at 70%HP that can hit ~5.7k, but it cost 75% heat and your placement has to be C-O-N...
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This isn't a fun matchup for me at all. It may be because I'm still learning the character, but once she's in it's hard to get her off. It's hard to try and punish any of her blockstrinsgs. My friend will 5ABC me to death then followup with another 5A to stuff any counterpokes, once you're commited to sitting defensively in one particular way, they can easily go for a high/low/throw/or barrier crush(rarely happens, but it's still there). I haven't seen too many high level matches regarding the two, but it seems that the Carl player tries to play "aggressive" first before she does it to him.
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I don't understand how to setup the unblockable combos completely... When I try to practice them in training mode, the point where the high/low happens, the combo counter is continuing instead of resetting. If I try to go any slower, at best it prevents the opponent from jumping out, but they're forced to block the low, then the high... Should I be making a filler combo before I do the UB seup to allow the combo counter to reset?
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Hey guys. I'm looking to play some games/get some competition this weekend. PSN name is megamonk4. I live in Mid-West area. Main Yukiko
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I'm still watching the SHLab matches, but I do have some things to say I noticed during your set with the Chie matches. No 3D+B Agi oki?: Your Yukiko pressure is really good, but my heart sank when you let it go for the weaker A Agi oki. The mixup just isn't as strong than just scaring them full screen. making them guess when the pressure will actually stale and bait them into getting hit by your persona(on top of potential push for close range pressure), or when they think it's safe to move or to stand/jump and get hit by Maragi. I saw all that Chie wake up pressure and now it's time for some payback! haha Protecting Persona during blockstrings: You use 5D and 2D during blockstrings to push and setup which is great! But you leave your persona wide open to be hit. I know you protect it after it by running in and doing 5A to catch any limbs trying to reach, but I mean before your persona even has the chance to do it's attack while running towards the opponent. Easily, a character like Yu or Labrys can do 5B and take a swipe at it before it even reaches them if they are looking for the 5D. Similar situations can happen if they read the 2D. Before you commit to 5D/2D, you could protect your persona by throwing a fan(with speed of your choice for more mixups), then push with the persona. But, make sure you have the persona reset back to your position by slightly delaying it after throwing fan. With the fan added into the blockstring, it forces the opponent to respect the mixup and now have to commit to a guess if you can read them correctly. One possible mixup is after the fan toss to throw a C Maragi. It will catch the opponent's attempt to dash through the persona and give you a free combo. The only issue with this is that it doesn't prevent them from jumping over it(or the persona for that matter), so you'll need to be open to what they will do next. Or you can make a bigger read into a fatal counter and drop the fan toss and hit them 5C into maragi combo. This will stop both jumps and dashes. I changed my BnB which is usually how I can get this to happen. I now typically do 5AA > 5B > 2C > 5B > 5C > B Agi. Main reason for me changing to this is because of certain characters such as Kanji being able to grab through regular blockstrings between 5C > 2C. Pressure after setting Agi: I didn't see you test your opponent to see if they will commit to moving after laying down Agi. Konohana Sakuya can actually attack again after laying down Agi. It's really lenient after B Agi. A Agi is pretty strict, but is still possible to do. This is just one part of it, but another part is in the corner. You do the basic setup into high/low unblockable and not occasionally force the opponent into a blockstring; guessing when you will actually put them in the situation of the high/low or if you'll even do it at all. At a certain distance you can do an example setup of 5B > 5C > 2C > 1D > (release detonation as it rises) > 66 2A. I say a certain distance, because you can bait some character DPs with the fan hit. Fatal Counter Combos from full screen: If your persona is behind the opponent, then the Fatal Combo is pretty obvious on what to do. What I'm talking about is a potential FC combo to do if your persona happens to land in front of your opponent from 3D. Did you know that if you just super cancel into D Agidyne you can actually run after them while the opponent is falling and do another combo? Try it out! but if you happen to be in awakening, go ahead and do D Maragidyne and do the unblockable setup on them. Changing combo after AA Fan Counter Hit: This is just my personal opinion, so you can choose to change if you want to or not. I know that commiting to the double maragi combo is damaging(with 5C included), but can I suggest dropping it to only a single maragi combo? It also just gives you extra options in general. Unblockable fire setup, casting (EX) Fire Boost between Agi detonations and then finishing the combo. EDIT: It's a matter of preference really, Go for maximum damage like you were aiming for or simplify the combo a little to give better advantage/options in the match. I feel like I had a few more things to say, but I can't remember atm... good games
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I'd like to thank the Yukiko players that made this combo video - http://www.youtube.com/watch?v=qd_VybRxl-U I was thinking lately if there's a way how to make maragi combos if you managed to place your persona on the opposite side of the opponent close up and I now see that it's possible. Here's the combo: 5C FC > 236AB> 2C > 5C > 236C ~]A[~ 2C > 5C > 236C ~]B[~ > 5BB > 236[A/B] (4192/7) The easiest way to set this up is after the oki setup where the persona is already behind the opponent and you push them in with 5/6D. I throw a fan after they get close because 5A is too slow and will cause the persona to reset back in your position. After fan, then I do 5C. there's like a frame gap inbetween the fan and 5C that will punish the opponent for doing anything other than trying to do a command dash or an invincible move. It's a nice mixup to play around with from time to time. There's also a few characters I wouldn't try this against at all, such as Kanji. I know Kanji is obvious in a way, but I say that because he does have a normal(2A) that's fast enough and goes far enough to punish between the frame gap besides his command throws. I'll check for other characters.
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I was playing around with all-out attack combos. Here's one with extreme corner carry: (After All-Out Attack C Launcher) j.B > j.C > j.236A > IAD > j.A > j.C > j.236B [3183/32] It does basically about the same as the rest of her launchers from all out attack.
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Maragi will only connect if it's from a counter hit. so you will need to look for that. Use maragi D when you get a counter hit from mid-range. Maragi C from close range. Anything far range, it's better off to reset the match with your zoning or gain momentum. Usually after the Maragi hits, you can do most of the normal anti-air combos you use. I like to use 5BB > 5C 5BB > JC > j.B > j.C > DJC > j.AA > 236A > 236A/B which nets ~3k, more or less. If you have meter, you can still go for maragi combos.
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I wonder if anyone else has been developing methods to bait a FC hit on the opponent yet. The only things I've thought of so far is the 4/5/6D dash pressure. After the 4/5/6D I dash just around the same range where my persona is located and press 5C into SB Agi if they have a habit to jab or to stop the followup. Or I may do a blockstring like 5AA > 4/5D and switch it up into 5AA > 5C.
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the 5D FC combos were useful. 5C FC combos I think I'll keep doing the same as I usually do, haha.
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I wasn't aware of his leaping grab missing against crouching opponents. I would always try to anti-air it or just dodge passed it; most of the time missing my opportunity to punish it afterwards.
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Just playing around in the lab late at night and was trying to find a way how Yukiko can use multile fire attacks in a BnB combo. Yukiko can actually do TK Agi combos. If you're proficient enough to hit that TK Agi just right to combo after it, then you can use this as a BnB. 5AA > 5B > 2369A > 5AA > 5C > 2C > 236 [A/B] (2054/18), If you choose to allow it to explode it does 2238 with Lv. 0 Fire. It maxes out at 2725 with Lv. 8 Fire. I thought it was worth mentioning, haha.
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This matchup gives me trouble for sure. neutral game feels bad due to his big normals from just using his fold-up chair and persona, whether its mid-range or close up. Our wake up is complete crap up close from his normals again, 50/50 mixup of throw or get hit. He can even troll and flat out beat our DP with his own(our recovery is worse). I'm still trying to figure out how I can keep him out without getting blown up...
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[P4A] Yukiko PSN/XBL Player Directory (Residents of the Amagi Inn)
megamonk4 replied to MikelAL93's topic in Yukiko Amagi
Oops. forgot my location. ohio -
Here's how I do my double maragi combos. 5C and 4/5/6 5D FC I always do: SB Agi > 5C > 236D ]A[ 66 5C > 236C ]B[ 66 5BB > 5C >2C > 236A/B 2C CH I do this: SB Agi > 236D ]A[ 55 5C > 236C ]B[ 66 5BB > 5C > 236A/B All other variations I do this. SB Agi > 236C ]A[ 5C > 236D ]B[ 66 5BB > 236 A/B EDIT: all of these are automatic detonations