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Doobylover

[P4U2] Yukiko vs. Minazuki

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Welcome to the thread! Feel free to ask questions or offer you insight into the match...any help is greatly appreciated. Good luck, Yuki players!

 

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No room for second guessing in this matchup! Yukiko against Minazuki is now! Can our Yuki-chan outsmart Minazuki's tactics, or will she be outplayed by him at the end of the day? Talk about this matchup and find out!

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What do we even do about this matchup?  I think I've won against all of one Minazuki player thus far.  No good way to AA his teleports which are just a big "FU" to zoning in the first place, his range screws with us, and his pressure seems relatively safe.  Is this a situation where we have to RTSD?

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Also looking for any ideas at all to get any kind of edge.  I'm a low-level Yukiko, and it just feels like all my buttons just lose combat, and i have no real options.  Nowhere is safe.  Help :((((

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vs. screenwrap teleport: counter with airthrow

 

vs. Minazuki pressure:

Guard low. Fuzzy jump his options (AoA, jump-cancel normals, throw).

vs. AoA you can also throw him on reaction. If you fuzzy jump you will guard it jumping instead.

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MU is impossible to win on the ground when you're in his 5A range . As  Gliran said, you want to fuzzy jump most of his stuff (teleports, AoAs tick throws...), Still manageable, but a really crappy MU for Yuki.

 

Neutral

- Here, most our zoning tools get crushed by the teleports, especially Maragi, which is FC recovery, and will kill you if you use it just like that. The least risky things you can do is throw air fans and use D attacks (they can recover fast enough to avoid being crushed by fullscreen super or teleports if you aren't too predictable with it),  but that doesn't hold that much reward either. So you'll have to play Yukiko completely differently. Your game here is to play pseudo rushdown and move around as much as you can to capitalize on whiff punishes. Run forward in 5A range > Instant air backdash >6B does a good job at this. You can also use high jump> (4/5/6B) > 4/5/6D to keep some control on stage placement

-Offense

Minazuki has a lot of counter options against Yukiko, so you don't want to be too bold with your offense. His Awakening  counter move can catch Ds and you'll get caught in the UB resulting from it. He can also score insane damage from his other awakening super, but it's short ranged, first hit being air unblockable just means you can't jump on him recklessly. Here you'll just have to read the flow and see how the other player uses his reversal options and react accordingly. Try to finish your combos by Agi oki as much as possible to have this little extra layer of safety, and keep the pressure going

-Defense

-Minazuki has a lot of pressure resets, and you'll have to see what is escapable and what isn't.. 214AB at the end of his rekkas act as a safe-jump, is overhead, and his highly + on block, so you don't want to mash or DP  during his rekkas. You'll just have to call out jump cancels and command grabs, as those are his only ways to open you up (214AB doesn't count, because you have two rekkas to get up, and even then, the 214AB itself is not that fast). Be very careful with Yukiko's DP, as its poor range will get you in trouble more often than not

 

That's the gist of the matchup : Just be patient. Try to get agi oki from any stray hit that may occur.,  be patient and cautious when you're pressing, and be aware of the holes in your pressure, and get ready to block a lot, because you will have to.

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Some thoughts about teleports: countering them with airthrow seems rather hard and risky, you need to be VERY precise with timing. DP works fine, but its not that usefull with no dmg and fullscreen is not safe vs Minazuki. So you might try to counter TPs with 5a, it actually outranges his attack, autocorrects to proper side with right timing (and timing itself is not that hard, much like see teleport->press 5a, just get this sorted out in training mode) and leads to fatal combo that would want them reconsider spamming teleports all day.

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Some other things about teleports :

- all of the movements options are actually really good on TPs (that's the reason why any decent Minazuki who knows the weaknesses of this move will use it really sparingly on neutral and only to call out zoning attempts). running forward and backdashing might help you get out of range, or at worst, prevent him from getting any kind of follow-up from it.

- Best option if you're not sure you can time your 5A is just to high jump 7 : it will automatically block both versions, and negate the frame advantage since Minazuki is forced to land from the TP, while we recover our air actions mid-way (It's even better if you can IB it) : you can potentially punish with a jA and at worst get some pressure going against him which is a blessing in itself. Jumping too late and getting caught in the startup frames of your jump (during which you cannot block) will only grant him a knockdown, instead of a full ground combo.

-That 5A punish is really good, as you can get SB agi combos on it and get some serious damage going for 25 meter. Definitely something you should work on !

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