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grove03

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    leog03
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    Grove03

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  1. grove03

    [P4AU] Yu Narukami Combo Thread

    updated the first post with a few more relevant midscreen/corner 5b/5ccombos, including linking off of 214CD> DP(1)> B-issen> 2b pickup for 75m.
  2. grove03

    [P4AU] Yu Narukami - Gameplay Discussion

    uhh thats cute, but very unlikey. However, some cute/stupid/"why does this exist" type of stuff with D cross slash that does exist is cornered wakeup C/D cross slash mixup! (not really) Some ppl like to roll cross slash on wake up for an easy punish, but if they roll on D CS, it will crossup and fatal them and you have a FC corner starter. even theres a difference in startup frame-wise, its ridiculous to differentiate the two apart.
  3. grove03

    [P4AU] Yu Narukami - Gameplay Discussion

    IIRC, j.C doesnt have that awkward mid-air pause anymore in 2.0, or if it still does, its significantly less, so thats what you're looking at. however j.D doesnt have landing recovery in 2.0, in 1.1 using j.D, there are a few frames of landing recovery doesnt make some strings tight such as for example: Shadow Yu 5AAA meaty j.D> fallin j.B> 5A, the space between j.B and 5A wouldnt be a true blockstring, its quite noticable, similar to hop cancel followups, but some of the hop cancel followups couldve been avoided with zio cancel, but thats not in 2.0 anymore. edit: ok, didnt open the link, maybe its j.D, i could ask him (aguro) and find out. maybe
  4. grove03

    [P4AU] Yu Narukami - Gameplay Discussion

    2.0 shadow yu is different from 1.1, in 2.0 he will be using his new SB zio in combos, which is plus on block and can easily be followed up on hit, as well as his new sb brave and daring, which is a strike now, and also plus and seems easy to followup (idk about followup on hit cause game isnt out) so i dont think its worth the effort to come up with 2.0 shadow combos in 1.1 because if not having access to new sb zio and the 10% damage difference. There are also a few combos in the combo thread that dont use zio cancel. so you can always dig those up. edit: if you want a reference for 2.0 shadow yu, IIRC Hama has picked up Shadow Yu this time around.
  5. grove03

    [P4AU] Yu Narukami - Gameplay Discussion

    i'll keep it short and prob edit later but you're missing alot of points PKgaming -Throw nerf is yes, non-ch and ch throw, we dont get much off -his combo length is somewhat the same, the only proration changes were his starters, he actually got some of his other p2s buffed (jC, jD, 5AAA, maybe more) -5C is not a great starter anymore, but j.D/2D are now the best starters. -you're neglecting the nerf on air zio, ppl cant mindlessly spam it anymore -raging lion FC recov is actually fair and its not his main throw bait, there are other ways. plus a-lion throw bait gets destroyed by fuzzy jump os and dp throw os -his j.2b is still good, it can still hit crossup when crossing up with b-lion feint -his game plan is the same, run stagger pressure, on hit lead to safejump etc, except he doesnt get damage off throw when used to open ppl up. -236ab is ok for a keeping pressure, but sb zio does the same, and its +11/+10? i dont remember atm you'll prob prefer 236ab to close gaps -Im not fond of D-ziodyne as it was a good move to punish certain attacks -can't neglect obvious damage nerf across the board for everyone, but narukami can still do 9.5k off j.D -Auto combo has less proration than in the previous version, but there may be some recovery changes?? frame data didnt list those -Auto combo followed up after AoA-D gives stupid meter, didnt have that before -FC on cross slash will hurt alot of players who just throw it out there, theres a reason why you'll very rarely (if ever) see aguro/shikki throw it out there unless they know it'll hit. I said this before, if you played a safe-ish or low-risk narukami in 1.1, you should be able to handle your own. Damage nerf does hurt, but now you need to optimize your hits and play better neutral. the opponent gets to play a bit more in this version. it is obvious that he's no longer the best. edit: guess it wasnt short, oh well, will still maybe comeback and edit.
  6. grove03

    [P4AU] Yu Narukami Combo Thread

    optimize corner Issen>omb combos instead of following up with 214b, you can do (mash)5d> dash 2b(2hits)>5DD>214B the timing may be a bit weird but i've been getting it consistently now. depending on proration you can continue with 5b j.C j.214a etc or cut it short with 5b 5c 2c 214b with a high proration. using this to followup the 5C>236A>214D> C-CS>A-Issen>OMB punish route that uses 150m and omb will net you 9.5k in the corner, without a burst you can follow up A/B-Issen with omc 5D>dash 2b(2hits)>5b>5dd>214b again proration will determine what you follow it up with.
  7. grove03

    [P4AU] Yu Narukami - Gameplay Discussion

    Yosuke is just one of those chars where you're going to have to deal with it. Even in P4U1, Narukami was unable to get sweep 5D on teddie and had to manage, along with safejumping a few of the cast. There's a reason why Yosuke is considered a very strong character in this game. it's not that bad either, think of the risk/reward when he chooses to DP a safejump. If he's correct he deals small damage and you're back in neutral (which is his strong point). If he's wrong, well he can potentially die on that guess since Yosuke doesn't have the health for it. (Also there may be an answer to it?? but i highly doubt it'll work or that it'll be a good use) Also, Thanks SG for answering some questions while I was away.
  8. grove03

    [P4AU] Yu Narukami Combo Thread

    Probably this weekend (maybe sunday?) I'm going to make a sweep through this thread on what you guys posted. Some combos are irrelevant as there are better combos with the same amount of effort put in (if not easier). I appreciate the input, but some of it is already on the first post, with either a combo with more damage or slightly less with minimal execution. Remember guys, it's not all about the combos, if you can't hit them, you won't be able to put them to use.
  9. grove03

    [P4AU] Yu Narukami - Gameplay Discussion

    BREAKING NEWS! So remember how i said Zio Canceling is a shadow narukami thing so that he can continue his combos/blockstring?? Welp, I was wrong, Regular Yu can do it too!!! but to a lesser extent. It makes perfect sense, and it explains how JP managed to combo FC 214AB 5C j.C 5C j.C 5C j.C etc, well, thats because they don't mention ANOTHER annotation yet again! after each j.C, they are inputting j.236D, again! so the combo would be like 5C j.C ZC 5C j.C ZC etc And just like in the shadow form, Regular Yu can use ZC right after j.C to reduce j.C recovery frames, it actually works on block too!! So ya, have a blast with this guys! THANK YOU BASED GOD J.236D!!
  10. grove03

    [P4AU] Yu Narukami - Gameplay Discussion

    Ok i'll try to cover as much as i can about Regular and Shadow versions First off, yes he still technically has corner 5D oki, but because of how the move has way more recovery frames than before, it may not be even worth going for it as most of the cast can punish it. If you still wish to go for it the setup is this: CH DP> 5D Corner: stuff> 2C backdash 5D is still in, but has the same issues stuff> 2C 214B delay 4D , in which you walk back a bit and then 5D I'm still looking into uses for 2D oki and possibly 236[D] oki, but that think shadow yu might benefit more from 236[D], still need to lab stuff anyways with those 2 setups they are only real oki setups if the opponent does not have a fast enough reversal to punish narukami. These circumstances will occur if the opponent naturally has a reversal DP to hit narukami out or metered variations. for ex: attempting 214B 5D setup against another narukami will be punished by either DP or C/CD CS, against chie, she can easily DP it, against kanji he can either Super command grab you out of it or use Chair super to punish you. Theres a lot more but you get the point. unless you know that the opponent is unable to punish you because they require meter to do so, i recommend just going for safejump via jump j.b or 214 feint. so ya, RIP 5D and with the CH DP 5D setup, it has the same issues, except i believe its possible to also roll through the setup. AND of course people can just delay tech 5D, so when given an option to 5D or safejump, you should always go for safejump. however it appears to be an ok tool to use in neutral to make sure the opponent doesnt sleep on you. Some people used to do this in p4u1, which was very ineffective, but with the faster startup time it's an ok option to go to. NEXT TOPIC SHADOW MODE!! So recently people have found out about j.236D during shadow berserk mode, we're going to be calling this new term Zio Cancel (ZC), which basically reduces the recovery of raging lions to 0F!! From now on combo notations that use Zio Cancel as part of the combo should be annotated with ZC as such ex: 214AB ZC 2AB 236C 236CD 214AB ZC 2AB etc is an example. So with Zio cancel this explains a lot of JP shadow narukami combo videos as to how they're able to do the combo so fast. HOWEVER! this is not only used just for combos, you need to be able to utilize ZC as part of your blockstring and enders as well. As you enter Shadow Berserk mode, your goal is to open up the opponent, which can be tough if they opt to mash you with either DP or Roll. but with ZC you can potentially make any hit that they block, go into shadow berserk mode, and go full offense w/o the opponent being able to mash out because Shadow Yu DOES have blockstrings that are unmashable and will take the opponent to guard bonus state, and even then there are some routes that can not be mashed out of. So although it is nice to have a good list of combos to perform while in shadow berserk mode, I feel that this char mostly relies on gimmicks and/or resets. I've already found a good number of resets as Shadow Yu, with which i'll be updating in the combo thread and organizing them via combo routes, reset routes, and oki routes. If you can master ZC and relie on using his full potential in shadow berserk, the opponent will have a hard time blocking your offense. But beware this character is A LOT more work then Regular Yu. He's only scary once he reaches 100m and even then if you can't lockdown your opponent you are going to have a hard time with this char. Going back and forth between the two, It's very noticeable that Regular Yu is the better character with the noticeable damage increase from shadow to regular. This was just a quick run-down on the info as i haven't really updated it in a while, but there's even more things to discuss. Hopefully I can also begin to discuss some tech that you can use to fight certain Match Up's.
  11. grove03

    [P4AU] Yu Narukami Combo Thread

    Shadow Yu is going to have a bunch of combos since it's pretty much free-style, so i'll try my best for finding optimal routes/starters/confirms. Also, from now on for shadow narukami notations, if the combo utilizes the j.236D zio cancel in the combo, please begin to use the annotation ZC, alot easier to type out for all and to read as well. I'll update the explanation of ZC in the gameplay thread under shadow yu's own section.
  12. grove03

    [P4AU] Yu Narukami - Gameplay Discussion

    Thanks for the upload! i don't think its common knowledge yet, but this is vital for higher level play. you NEED to be able to execute it consistently in order to be effective with Shadow Narukami. Also i posted the link in the first comment in the vid thread, too.
  13. grove03

    [P4AU] Yu Narukami Combo Thread

    updated, added in cornered 5C omb 150% and omb 50% punish combos, cornered combos starting with FC 5AAA combos, included safejumps, and optimized a few combos. Next on the agenda are the following: going to continue adding in combos with specific resources as well as position and multiple starters with and without awakening add in corner maxe damage that leads into oki utilizing more safejumps, 5D, 2D, and 236[D], add in combos utilizing 2A+C (hop cancel combos) lab up FC combos with non-FC moves (similar to FC 5AAA, nice find btw) look into guard cancel omb setups include burst safe setups and combos dig through optimal shadow rampage combos so ya i hope to get this done by next week maybe? not sure cause school is starting up again so if you guys wanna help out feel free to post your findings
  14. grove03

    [P4AU] Yu Narukami Combo Thread

    you might be able to do more damage if you end with air ziodyne, but seeing as how you can easily get punished off a highly prorated combo that ends in air ziodyne its a good combo but little tough to execute, i'm assuming this is off CH 5C and 5D(1)? if so, then theres another combo that doesnt require you to time 5D nor tk 214a while getting 1 point of damage higher lol with the B issen ender, so if you're comfortable going for that combo, then go for it. but here's an easier, slightly harder to drop 5C 235A 214D OMB 214B 5B 5C IAD j.A j.C j.214A 5A 5C 2C 214B DP(1) 236236B, non-CH: 6,226, CH: 6316 note: non-CH is easier to drop 5A 5C 2C portion as either 5A may hit too high, resulting in izanagi to 2C the opponent behind you or whiff, or 5A may whiff as you try to hit the opponent at a low height to avoid any problems with 2C. edit: apparently you could do B-issen ender in your combo to get more damage. good stuff.
  15. grove03

    [P4AU] Yu Narukami Combo Thread

    ok if its midscreen, i cant connect 2b(1) 5c 214AB series, unless you need to microdash EACH 2b(1), but if i get to the corner, and CS so that they get the corner, you only get about 8.4k for the first one and 8.9k with the 2nd combo if you use the same combo, however, if i land omb C CS to cross up, and using the same loop and finishing with 5C 2C 214b DP CS gets 9.4k, but it requires you to be close enough to the corner, but not reach the corner so that CS can cross up and getting cross up cross slash to connect consistently is kinda tough . theres other combos using the same resources that does 200 less along with lower execution.
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