HiguraShiki Report post Posted July 22, 2014 She actually kinda has to go in. She's a mid range pressure based stance character. Not really much of a zoner but you need to space decently enough. Share this post Link to post Share on other sites
Magaki Report post Posted July 22, 2014 She actually kinda has to go in. She's a mid range pressure based stance character. Not really much of a zoner but you need to space decently enough. Depends of the matchups. You want to get in against Merkava, Hilda and Vatista because of their neutral tools. Against the rest of the cast, sticking at mid-long range is a much better idea. Share this post Link to post Share on other sites
kazukifafner Report post Posted July 24, 2014 Guys, I'm in love. Slide holding and D cancelling are lot less strict than I thought they'd be. Share this post Link to post Share on other sites
BlackYakuzu94 Report post Posted July 24, 2014 I want to play this character so bad, it's killing me. Share this post Link to post Share on other sites
Kazuhiro Report post Posted July 24, 2014 So, I finally went into the lab and got some of Broken Ma-kun's basic bnbs down. Off 5A/2A midscreen, you can get close to 3k damage with good a decent oki position at the end which is pretty cool: 5A/2A → 5C/2C → 236A → 9jc~D → IC j.2C → 4C → 2C → 4B → 236A → 214B~D → DC → j.236A~B (2973 dmg) To get the oki position, replace the j.236A~B Battou by j.421A Teleport and you'll be right next to them as they wake up. In the corner, always go for the teleport ender since the j.A Battou ender completely whiffs. Also, from what I've seen from Ma-kun's match videos, his big punish combo is essentially the same. Only difference is that he uses 5C as a starter and adds super at the end... 5C → 5B → 236A → 9jc~D → IC j.2C → 4C → 2C → 4B → 236A → 214B~D → DC → j.236A → Yae Ichirin super (3813 dmg) I'm currently trying to figure out how his counter hit Battou conversions and combos works. I've been trying to do them, but the dummy always techs before I can finish the combo: (CH) 236B (release) → 236A → 421C → j.214B~D → 2C → 5C → j.B-2C-B → 5B → BAB Battou Dummy always techs at the 5B part and I can't get the Battous ender. Don't know what I'm doing wrong, so if someone can try, that'd be cool... Anyway, that's where I'm at with her for now. More lab work today! Share this post Link to post Share on other sites
nadakaineko Report post Posted July 24, 2014 Thanks for the BnB outline, Kazuhiro! I'll play around with the CH combo you were having issues with and see if I can't figure it out. Gonna be grinding a lot when I get home today, so I'll letcha know if I find anything! Share this post Link to post Share on other sites
LionHeartx Report post Posted July 24, 2014 Her combos are mad fun but her neutral is so odd for me lol. She reminds me of a Johnny/Vergil hybrid with her moveset but she doesnt play like either of them. Share this post Link to post Share on other sites
Hagane Report post Posted July 24, 2014 Her bnb average damage is 3k and ~4K with IW/Ex moves? Share this post Link to post Share on other sites
Kazuhiro Report post Posted July 24, 2014 Yeah, she can pretty much get 3k off anything and more if you use resources. I think I figured out the problem with that B Battou starter. The B Yae Ichirin (214B) has to hit only twice in the air and for that to happen, you have to do it right after the C teleport. Also, the 5B at the end of the combo is actually DB (66B), so kinda have to micro dash early and hit B. 236B (release) → 236A → 421C → j.214B~D (2 hits) → 2C → 5C → j.B-j.2C-j.C → 66B → BAB Battou (3072 damage) Oh yeah, and it doesn't need counter hit for it to work. Counter hit just gives you more time to confirm 236B into 236A. Still kinda hard to do for me as I'm still not used in doing BAB Battou in combos and the 66B timing is kind of tight. Share this post Link to post Share on other sites
BlackYakuzu94 Report post Posted July 24, 2014 So she's pretty execution heavy I take it from that. Share this post Link to post Share on other sites
HiguraShiki Report post Posted July 25, 2014 Thanks for the bnb's. I'm a bit confused at the 214B~D, DC, j.236A part tho. What exactly is the DC. Are you supposed to be in the air after 214B or do u jump after hitting the ground? Share this post Link to post Share on other sites
Kazuhiro Report post Posted July 25, 2014 DC = Dash C or 66C (Should have just wrote 66C). Share this post Link to post Share on other sites
HiguraShiki Report post Posted July 25, 2014 DC = Dash C or 66C (Should have just wrote 66C). Ahh that clears things up a lot, TY. Share this post Link to post Share on other sites
kazukifafner Report post Posted July 25, 2014 Really got to get used to the game's meta. It's really making it tough for me to pull out a win, lol Share this post Link to post Share on other sites
MINUS Report post Posted July 25, 2014 Hey I'm trying to get the hang of the D-cancels.. How do you guys know you're doing it right? The tutorials move pretty quick so I cant identify it as easily (as I probably should).. Share this post Link to post Share on other sites
Hagane Report post Posted July 25, 2014 Hey I'm trying to get the hang of the D-cancels.. How do you guys know you're doing it right? The tutorials move pretty quick so I cant identify it as easily (as I probably should).. Go to 1:15 and pause https://www.youtube.com/watch?v=Qwobd73sSuI I just press D when it's hitting in a combo. I don't think theres a timing in this cancel (I always thought that was a tight timing :v) In the french bread tutorial you can see the difference when you D cancel the battou move. It's around 3:10 http://www.youtube.com/watch?v=vbaN0aG_8AQ Share this post Link to post Share on other sites
kazukifafner Report post Posted July 25, 2014 Yeah, you basically just press it before it ends/whenever you need to. Watch what she does when she uses one of those moves. At the end of it, you'll see a small circle appear around her. If you pressed D at an acceptable time, that ring will come out when you pressed it (or at least before it would have otherwise). Her stance stuff really isn't super technical. Most everything is pretty forgiving in terms of timing (though there is a rhythm to it). You just have to get the feel for it. Share this post Link to post Share on other sites
Kazuhiro Report post Posted July 25, 2014 Noted some more practical midscreen combos and figured I'd post them here. Again, most of them were taken from some of Ma-kun's matches. MIDSCREEN COMBOS (Normal | Vorpal) 5A/2A → 5C/2C → 236A → 9jc~D → Charge j.2C → 4C → 2C → 4B → 236A → 214B~D → 66C → j.236AB (2973 | 3311) Note: Using 5A and 5C gives you the most damage 2C → 236BA → 9jc~D → Charge j.2C → 4C → 2C → 4B → 236A → 214B~D → 66C → j.236AB (3246 | 3560) 4B (COUNTER) → 66B → 236BA → 9jc~D → Charge j.2C → 4C → 2C → 4B → 236A → 214B~D → 66C → j.236AB (3043| 3342) 4B (MISSED) → 236BA → 9jc~D → Charge j.2C → 4C → 2C → 4B → 236A → 214B~D → 66C → j.236AB (3408 | 3762) 4C → 2C → 236A → 8jc~D → Charge j.2C → 4C → 2C → 4B → 236A → 214B → 66C → j.236AB [3298 | 3621] 236B (release) → 236A → 421C → j.214B~D (2 hits) → 2C → 5C → j.B-j.2C-j.C → 66C → j.236A → j.214B~D (3098 |3402) Note: More damage and easier than 66B > BAB Battou ender (3072). For a little less damage (3068), you can get the mid screen positioning if ending with j.AB Battou instead of Yae Ichirin. Throw → 4C → 2C → 4B → 236A → 214B~D → 66C → j.236AB (1647 | 1806) [Assault] j.2C 5A 5C 236A 9jc~D j.C 66B 236A 421C j.214B~D 66C j.236AB (2456 | 2695) Note: If you get [Assault] j.2C on counter hit, you can go for the regular bnb with Charge j.2C. j.236BA (hold C) → j.214B~D → ?? (still need to find something) All the j.236AB enders can be replaced j.214 for better positioning or j.236A → j.214B for bigger damage but weird positioning. Share this post Link to post Share on other sites
kazukifafner Report post Posted July 26, 2014 Finally started to feel a little comfortable in this game. I can actually get confirms off of stance slashes now. Haven't worked corner combos into it yet. Just practicing the bare bones routes for now. Share this post Link to post Share on other sites
DonkeyKnifer Report post Posted July 26, 2014 http://youtu.be/MOr8dIx7ksI?t=18m29s After she does the combo linked here she does j.214A as oki. Isn't that supposed to be unsafe or at least minus? I see similar use of j.214A/B very often, even in neutral sometimes and JP players always respect. Is it because of the possible stance mixups to stop mash or why do they always respect j.214A/B? It's minus afaik Share this post Link to post Share on other sites
kazukifafner Report post Posted July 26, 2014 Might depend on the spacing as well, but I believe D cancelling it makes it safe. Share this post Link to post Share on other sites
streak Report post Posted July 26, 2014 Noted some more practical midscreen combos and figured I'd post them here. Again, most of them were taken from some of Ma-kun's matches. [...] All the j.236AB enders can be replaced j.214 for better positioning or j.236A → j.214B for bigger damage but weird positioning. Just to be sure, with j.236AB you actually mean j.236A > j.236B right? Also for the enders, isn't it possible to just go j.236AB > 421C for positioning? For combos that don't require holding C at least. Didn't expect to be playing yuzu but having so much fun now haha but the execution might be beyond me :x Share this post Link to post Share on other sites
Kazuhiro Report post Posted July 26, 2014 Just to be sure, with j.236AB you actually mean j.236A > j.236B right? Also for the enders, isn't it possible to just go j.236AB > 421C for positioning? For combos that don't require holding C at least. Didn't expect to be playing yuzu but having so much fun now haha but the execution might be beyond me :x Yeah, that's what I meant. Also, as far as I know, Dash C uses your C inputs so doing j.236AB > 421C doesn't work if you already did 66C before the air Battous. Share this post Link to post Share on other sites
streak Report post Posted July 26, 2014 Yeah, that's what I meant. Also, as far as I know, Dash C uses your C inputs so doing j.236AB > 421C doesn't work if you already did 66C before the air Battous. Okie just tested this. Dash C doesn't take up stance C input, also can't hold C after 66C ends to enter stance. So it's possible to go j.236AB > 421C. Tested 66C > j.236AB > 421C on standing opponent. Probably just not a good idea though, since if it ends near a corner they will wall bounce and you end up teleporting into the corner. Not sure if the same thing happens if the opponent is in the air. But probably best to just do j.214 A or B as you listed, since they should work in all situations and put you right beside the opponent Share this post Link to post Share on other sites
kazukifafner Report post Posted July 26, 2014 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). Share this post Link to post Share on other sites