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Dime_x

Uses for YRC

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This is a thread to chronical all the uses for yrc that can make a character better. The first thing to note is that as it is, YRC is vastly underexplored for such a powerful option. It probably has the chance to change the meta, it really can be that powerful. Having said that, in order to make it powerful... One has to know how to use it and in what situations it can be more powerful in.

Making contact with a character can be said to be the most important thing to do in a fighting game. Once you make contact you can run your mixups and pressure and get damage and set the opponent up for further mixups via knockdown and okizeme.

Knowing this, YRC becomes a VERY useful tool to enable just about every character to do just that.

We all know about fireball xx yrc stuff.

And weve come to know about yrc wiff option selects as well as to just make our pokes more safe in general. Well thats just the tip of the iceberg. YRC is powerful enough to affect just about every aspect of GG. Its up to the player to use YRC how they want and to figure out how their character can best use it... I will just list useful applications of YRC:

1. Increased KD advantage from far knockdowns. (YRC slows the opponents knocked down corpse)

-edit1 the above doesnt work as a YRC if the opponent is still on the ground, but DOES work if they are rising, yet not hittable. Much less powerful and may not have any particularly good uses?

2. YRC screen checker (neutral yrc to see if the opponent is in the air or ground, and go from there)

3. YRC air to air (yrc when you see the opponent air dash backwards/neutral jump/ forward jump and then punish them)

4. Yrc wiff punish (think the opponent might wiff something big? Yrc so you can REALLY SEE the wiff and gain a proper punish on reaction... Also good against sols wiffed dp 50/50, and can make some punishes that would normally be very hard to do such as chipps fullscreen blocked maximum spider against characters with no run, much easier)

5. IAD YRC (when iading into yrc 2 things happen: 1. You retain forward momentum from the dash and immediately start to fall down so this is like a regular jumpin but faster and with more range. 2. You can immediately use FD.

Try out the pattern of super jump, airdash, immediate yrc, jump attack. It acts like a bit of a divekick for leos j.k. Im sure other characters have very similar things.

6. Jump over /under fireballs and airfireballs respectively. Then activate yrc to increase your pressure advantage and maybe even get a punish... Faust doing f.S xx item spam? Yrc his item toss and pressure him while hes slowed so he cant easily outpoke you.

7. Yrc slow down those pesky chipps and millias so you have a chance to catch them on their last jump on the way down, even if they land a half screen away from you.

8. Defense. YRC to see that overhead or slowdown your opponents offense and give you a bigger gap to get out. Jump up while in the corner then yrc and airdash out above their heads while they are slowed down and cant AA you on the other side.

9. make the startup on certain moves safer such as long startup fireballs. (As opposed to making the recovery non existent like current (gunflame yrc, etc)

10. many many

Character specific things.

And we cant forget that the tension use means that there is a tension gain penalty and an amount of damage proration to balance out yrc and meter use in general.

So tl;dr

Lets discuss the always expanding uses of yrc and how they affect the game, what the best uses are/who gets the most out of current yrc (go go gunflame) and more and more ways that we can abuse this unique feature of xrd :)

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RRC

You are right. When i tested it i must have been looking at the waking animation when the opponent is getting up, because that is a YRC, but if they arent yet getting up it is an RRC like you said. Will amend.

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An extremely large amount of character - Leo, Ram, Pot, Sol, Sin, etc. - can use YRC to cancel moves that move them forward to move more quickly. Potemkin's Hammerfall-YRC is probably the best example of this.

 

Every character in the game can YRC their Dust to go for a 50/50 or bait reversals.

 

 

As for Character Specific YRC uses: Leo can use YRC to exit Brynhildr Stance instantly.

Leo can YRC j.D to quickly return to the ground from the air.

Leo can YRC 236HS for some fairly tricky cross-up stuff.

 

Ky can YRC his 236HS and quickly run up and do 236D to get a DC 236HS

Ky might be able to YRC his 214K for some mix-up, haven't tested this yet.

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Zato

Break the Law YRC - allows Zato to remove himself from the field, reposition, and come back up without the usual recovery from extended use, with the added benefit of slowing the opponent down.  Powerful tool for returning to neutral or turning momentum around.

Shadow Gallery YRC - can "teleport" back to the ground from the air.

Invite Hell YRC - the puddles are still left when the drill is canceled during startup (though the drills always seem to dissipate if YRC'd), so you can do anything not airtight into drill YRC 214H Summon, and begin Eddie pressure during the slowdown.

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Well I made a thread already, but anyone with a back dash hop can get a instant over head.just yrc the hop to put them in the air so u can follow up with an attack. Its usally best to try puch or kick with the back dash yrc.With ky use slash.

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