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[P4AU] Yosuke Gameplay Discussion

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https://www.youtube.com/watch?v=rIA2-DPXufA&t=25m16s
j.B > fall > 5AA > 5C > 236B > j.214C > j.2C works in
Midscreen. If this combo without the j.B whiffs the j.2C, it makes me think that 5A's hitstun proration got nerfed, almost to 2A's levels.

https://www.youtube.com/watch?v=rIA2-DPXufA&t=25m54s
CH 5C > 236B > j.214C > j.2C > 214214C > 2C > 5AAAAA > j.2C > 236B > j.214C > j.236236D works in Midscreen (there's no delay after the second j.214C)

https://www.youtube.com/watch?v=rIA2-DPXufA&t=27m8s
(airborne opponent) CH j.B > fall > 5AA > jc > j.B > j.AB > djc > j.B > j.AB > j.236C > j.2C works in Midscreen

https://www.youtube.com/watch?v=rIA2-DPXufA&t=33m16s
(ariborne opponent) CH 2B > jc > j.B > j.AB > djc > j.B > j.AB > j.236A~A > j.214B~B > j.236B~B > j.214D > delayed j.2C works in Midscreen

https://www.youtube.com/watch?v=rIA2-DPXufA&t=36m39s
(crouching opponent) CH 2A > 5B (2) > 5C > 236AB > j.236A~A > j.214B~B > j.236B~B > j.214D > delayed j.2C works in Midscreen

https://www.youtube.com/watch?v=rIA2-DPXufA&t=41m21s
https://www.youtube.com/watch?v=rIA2-DPXufA&t=47m46s
2AB > 236B > j.236C > j.2C whiffs on the j.236C in Corner, maybe we must use 236A in Corner now.

https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h2m22s
j.C > 5A > 5B whiffs on the 5A, looks like the j.C needs to be CH.

https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h19m55s
66 5B > 5C > 236B > j.214C > j.2C works in Midscreen, at least they didn't nerf 5B's hitstun proration.

https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h31m57s
66 CH 5AA > 5C > 236B > j.214C > j.2C whiffs on the j.2C, so even in CH we need a crouching opponent : /

https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h38m16s
https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h39m52s
66 CH 5AA > 5B > 236B > j.214C j.2C works in Midscreen; someone please tell me if Minazuki was crouching, otherwise this would mean that we need 5B in that combo or that is now character specific.

https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h43m19s
CH j.C > fall > 5AA > 5C > 2C > 236B > j.214C > j.2C whiffs on the j.2C in Midscreen; I'm starting that 2C should be only included in combos that need SP.

https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h43m33s
CH 2AB > 236B > j.214C > j.2C works in Midscreen

https://www.youtube.com/watch?v=rIA2-DPXufA&t=2h15s
CH j.B > fall > 5AA > 5B > 5C > 236B > j.214C > j.2C whiffs on the j.2C, that confirms that in this combo the 5B must be excluded unles we do 5A > 5B; the same combo shows sometimes before

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https://www.youtube.com/watch?v=kozeH3wf9_c&t=33m35s
CH 5B > 66 5AAA > j.B > j.AB > j.BB > j.236C > j.2C works in Midscreen

https://www.youtube.com/watch?v=kozeH3wf9_c&t=34m56s
air turn > air dash > (airborne opponent)j.B > fall > 5AA > jc > j.B > j.AB >
djc > j.B > j.AB > j.236AB > j.214B~B > j.236D > j.2C > 214214C > 5B(3) > 5C >
jc > j.2B > air dash > j.236D > j.214B~B > j.214214D works near Corner: 3.4K

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He's a speedster/movement character with insanely good rushdown and hard to react/block mixups.

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He's a speedster/movement character with insanely good rushdown and hard to react/block mixups.

 

Don't forget his awesome neutral game, no exactly a zoner, but he has the tools for evey situation.

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is there a Good way to Combo into Garudyne? i like to use it but sometimes i press A too much and i go into Auto Combo where i get punished by the Opponent Can anyone help? and the Auto Combo when you have Sukkukaja Activated when you do 5AA can you do anythign after that?

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For Garudyne soomething I do (for C and D versions) is to press 9 (up-forward, just press and release, not hold) one time every half-second until I do it four times and then I hold 3.

 

It would be something like this:

 

1 (press 9) . . . 2 (press 9, 1st second ends) . . . 3 (press 9) . . . 4 (press 9, 2nd second ends) . . . 5 (hold 3 inmeditally after 9 in step 4).

 

This way Yosuke falls before the opponent and can't be punished (and stays at a good distance in Midscreen).

 

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Now for Sukukaja combos: Those combo include pressing 5A five times (5AAAAA) then the variations come. My bnb is something like this:

 

5AAAAA > j.236B~B > j.214B~B > j.236D > delayed j.214214D

 

Notes: 1. j.236B is B Moonsault forward then just press B again for B Crescent Slash (this has to be done while he's doing the falling slash of his autocombo, don't let Yosuke touch the ground), j.214B~B is the same but in he other direction.

 

2. After doing j.236D, the delayed j.214214D it's really a j.236236D. Why? Because if you delay it, the system will see that Yosuke changed sides successfully. So you make the j.236236D input because is in the same direction as j.236D but because you know that Yosuke is already looking to the opposite side.

 

3. If Sukukaja end before you can finish the combo, use delayed j.2C to finish the combo (j.2A on both Shos, those guys have a horribly little hurtbox ¬_¬).

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For Garudyne soomething I do (for C and D versions) is to press 9 (up-forward, just press and release, not hold) one time every half-second until I do it four times and then I hold 3.

 

It would be something like this:

 

1 (press 9) . . . 2 (press 9, 1st second ends) . . . 3 (press 9) . . . 4 (press 9, 2nd second ends) . . . 5 (hold 3 inmeditally after 9 in step 4).

 

This way Yosuke falls before the opponent and can't be punished (and stays at a good distance in Midscreen).

 

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Now for Sukukaja combos: Those combo include pressing 5A five times (5AAAAA) then the variations come. My bnb is something like this:

 

5AAAAA > j.236B~B > j.214B~B > j.236D > delayed j.214214D

 

Notes: 1. j.236B is B Moonsault forward then just press B again for B Crescent Slash (this has to be done while he's doing the falling slash of his autocombo, don't let Yosuke touch the ground), j.214B~B is the same but in he other direction.

 

2. After doing j.236D, the delayed j.214214D it's really a j.236236D. Why? Because if you delay it, the system will see that Yosuke changed sides successfully. So you make the j.236236D input because is in the same direction as j.236D but because you know that Yosuke is already looking to the opposite side.

 

3. If Sukukaja end before you can finish the combo, use delayed j.2C to finish the combo (j.2A on both Shos, those guys have a horribly little hurtbox ¬_¬).

Don't forget you can do C Vslash or D Vslash into J2C and go into garudyne from there.  with C garudyne in there, just remain under your opponent, and you will guarantee some safe knockdown.

For Suku, you can also do something like 5AAAAA > J236B~B > J236D > J236B~B > Whoo (214124C/D) if its raw suku 5A.  You can also do, as Heavy metal mixer said, do J2C into Whoo as well from the 5th hit of suku auto combo.

If you have super good proration, managed to get into suku from J2C and have around 25 meter after entering suku, you can also do 236AB > J236B~Bx2 > J236D > J236B~Bx2 > Whoo and that should get you really good damage, unless the combo prorates too hard for you to actually finish it.

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i also have a bad habit of Spamming A on Wake up that im trying to break, should i roll out of the way or just Gaurd?

 

Wha you have to do depends on your situation and opponent, so it's not just what habbits you must have (except DP spamming, DON'T DO IT). The first thing you have to do is to learn to block, it's the most basic and important defensive.

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https://www.youtube.com/watch?v=adZ0aRaa7p8&t=22m25s
236AB on block leaves Yosuke in the same place, Kuma didn't punish it,
maybe safe enough on block for his 2A?

https://www.youtube.com/watch?v=adZ0aRaa7p8&t=26m19s
j.A hits a crouching opponent, maybe it's hitbox nerf wan's too bad after all.

https://www.youtube.com/watch?v=adZ0aRaa7p8&t=43m30s
After 236AB in Corner, j.236B~B baits bursts.

https://www.youtube.com/watch?v=adZ0aRaa7p8&t=52m39s
Kuma's hitbox on 2B doesn't hit crouchers or (the new) j.2D low-profiles.

https://www.youtube.com/watch?v=i-Y5RF7RMNM&t=46m9s
Failed atempt to do go for the 5AAA route, so it confirms than is not that
some players don't know about, there's another reason why they usually don't go
for it.

https://www.youtube.com/watch?v=i-Y5RF7RMNM&t=48m51s
New FC j.2C route, not exactly good but easy to confirm, let's hope it isn't
the only one.

https://www.youtube.com/watch?v=BIeCm6oQ-rU&t=1h51m36s
FC j.2C > 5A whiffed . . . damn, it looks like they nerfed j.2C hitstun.
 

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https://www.youtube.com/watch?v=jE6dHJzDamE&t=13m45s
66 CH 5AAA > j.B > j.AB > djc > j.B > j.236C > j.2C works in Midscreen

https://www.youtube.com/watch?v=jE6dHJzDamE&t=13m56s
CH 2A > 5AAA > j.B > j.AB > djc > j.B > j.236C > j.2C > 236236D works in
Midscreen

https://www.youtube.com/watch?v=jE6dHJzDamE&t=14m52s
66 5AAA > j.B > j.AB > djc > j.B > j.236C > j.2C works ni Midscreen (maybe this
new route always needs CH or dash momentum on the 5AAA to be possible).

https://www.youtube.com/watch?v=jE6dHJzDamE&t=15m5s
66 5AA > 5B > 5C > 2C > 2AB > 236B > j.214C > j.2C works in Corner. Now we'll
always need to include the 2AB in the corner to get the knockdown (and it
leaves the opponent in the corner :D) unless we spend 25SP.
 

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https://www.youtube.com/watch?v=G7CQwB_ocMM&t=21m16s
[AA] FC 2B > delayed 2C > jc > j.B > j.AB > j.236A~A > j.214B~B > j.236B~B > j.214D > delayed j.2C; 2A > 2B > 2C > jc > j.B > j236C > j.2C works for Minazuki in Midscreen, so maybe it works on everyone.

https://www.youtube.com/watch?v=G7CQwB_ocMM&t=26m11s
(crouching opponent) CH 2AA > 5B > 5C > 236B > j.214C > j.2C works in Midscreen

https://www.youtube.com/watch?v=G7CQwB_ocMM&t=1h36m51s
66 2A > 5B (3) > 5C > 236B > delayed j.214C > j.2C works in midscreen, maybe because the delayed j.214C. Now I want to know if it works without the dash momentum and with other starters.

https://www.youtube.com/watch?v=G7CQwB_ocMM&t=1h38m50s
(Sukukaja) CH 5AAA > j.236B~B > j.214B~B > j.236B~B works in Midscreen, but I don't if there's a way to follow up that combo to finish it.

https://www.youtube.com/watch?v=G7CQwB_ocMM&t=1h38m58s
CH 5C > 236C it's a combo

https://www.youtube.com/watch?v=G7CQwB_ocMM&t=1h51m23s
5A > 2AA > 5B (3) > 2AB > j.214C > j.2C works in Midscreen, almost the same damage as the 5AAA > j.236C > j.2C route.
 

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And it looks like j.236/214D

can't be followed with j.2C if Yosuke is in the Corner.

 

 

Might have been the delay. Sometimes when you're in the corner, you have to super delay j2C more than normal.

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Might have been the delay. Sometimes when you're in the corner, you have to super delay j2C more than normal.

 

Making impossible a lot of FC combos in the corner, I know, but just look at that guy, I don't think execution is a problem for him.

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Kunai's ground recovery looks so quick now, I thought they may have only taken off like 1 frame, but I guess not.

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Mokke noted Yosuke's frame data changes and I translated them;

 

http://i.imgur.com/lryt1gv.png

 

What about throw startup? And j.A already has 7 frames of startup, so they only changed the hitbox.

 

Now what I see is that Yosuke got faster in general. I see that j.236AB is not used in the corner because of the three Crescent Slahes would leave Yosuke in the corner, but there's no reason for not using it in Midscreen.

 

About 5B . . . well, now it's confirmed, ASW wants to make our 5B pure garbage.

 

Something I see that works in 1.1 and that I need to see if works in 2.0 is: 5AA > 236B > j.214C > j.2C. Notice that it only works with 5AA and 2B, not with 5B before 236B.

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