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Topics - Ufgt

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Yuri Sakazaki / Ufgt's random Yuri knowledge super thread!
« on: December 20, 2011, 05:59:57 PM »
I'm super jealous of all the posts in the other character threads (I'm looking at you, Ralf Jones!). So I am going to create my perpetual thread of random things I find out and see, as well as random musings as to the viability of established things we know. Also, I will try to keep this first post updated with all new data and information so we have a consolidated place for oddball findings. So without further ado:

1) Anytime I press s.B outside of combos, I buffer in dp+D. I do this because a couple of things can happen out of it:

a. it whiffs and nothing happens
b. the opponent blocks it low and demon flip comes out for a cross up dive kick situation
c. the opponent blocks it high and s.A/c.C anti airs you out of the demon flip
d. it hits a standing opponent and you get a cross up dive kick/j.C non cross up situation
e. it hits as anti air and you AC throw them for a hard knockdown
f. it gets blocked and they dp/super/ex super/neomax your face
g. it gets blocked and they CD blowback
h. it gets blocked and they forward GC
i. it gets blocked and they backwards GC
j. it gets blocked and they backdash
k. it gets blocked and they mash c.B

Scenario (f) is obviously the worse, but if you are playing your opponent in tourney for the first time, I think it's worth doing until you get blown up for it. Unless you get REALLY predictable, this doesn’t happen very often. And you can for sure read your opponent based on how much meter he has. (c) is pretty neutral unless they combo you out of s.A (Elizabeth). Although I have been working on an interesting setup if they like to s.A anti air:

If they block a s.B and just throw out normals to stuff your demon flip/small jump/hyper hop, I’ve been trying to take a half step back, and throwing out a s.C with a HD activation buffered into it. If you counter hit a normal, HD triggers and you get a full HD combo. If they press nothing, your s.C will whiff and HD doesn’t trigger. I’m not sure on how viable it is because s.C trades a lot, but that seems to be the worse that can happen. Unless, of course, they KNOW you are going for that setup, and they walk forward and block. Then you waste your HD activation lol.

The rest of the scenarios are all good for you as you can keep the pressure on, except (g), but it’s still a plus for you since they blew a meter. If (i/j/k), that is super free as you can hit them with a dive kick and kill them.

If my opponent starts killing me for putting on demon flip pressure, I change my game up and STOP buffering dp+D from s.B. Various things I go into would include:

i) s.B xx qcf+A/C.
ii) s.B, c.D xx qcf+A/C
iii) s.B, walk forward c.B into whatever
iv) s.B, pause, f+A xx Neomax

This is just a sample of what I do because there are just so many options from a s.B. These aren’t air tight block strings, but I don’t think you want air tight block strings anyways as you want to tempt them into pressing buttons.

I want to give a special shoutout to s.B/c.D xx qcf+BD. This cancel is hilarious. It puts you right next to your opponent for some crazy mixup games, especially if you have fully HD and 3 bars. Once you are in there, the EX fireball holds them in place and you can set up ALL sorts of shenanigans. Here’s a list of the things you can do:

i) dp+B for crossup divekick
ii) c.B for full combo
iii) f+A xx Neomax
iv) hop B for high crossup/non crossup into full combo
v) empty hop for c.B/command throw mixup
vi) s.C into whatever for true blockstring to guard crush

I really like this setup because it is basically a free way to get in and start your offense. Yuri definitely has problems closing the gap at times, so if you are at a loss as to how to approach, get within sweep range and give it a shot.

2) Not a Yuri specific setup, but I think she uses it quite well. Something I have been toying with as well is the empty hop HD activation into hcb+B. I haven’t put it into use yet because I am not 100% comfortable with it, but the basic premise is that once you can keep them grounded and scared to press random buttons from your divekick pressure, you empty jump at them and just before you land, HD activate into 1f hcb+B command throw. This is great for Yuri because you can drive cancel out of the last hit of the throw, giving you an unblockable HD combo setup. Really good for dealing with turtles that are extremely good at blocking your mixups. I don’t know, maybe the better players out there can give this one a try and see how it works out for them.

That’s it for now, I have more ideas brewing but too lazy to type it in one sitting. If you have any stuff you can to add, by all means, post it here or direct me to your post and I will take a look and add it here. Oh yah, one last thing, you can always catch some of my Yuri in action every Wednesday at http://www.twitch.tv/gameoverdamage as a group of us stream casuals from the LAN center to play at. Be sure to check out the archives as well.

Thanks!

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Offline Matchmaking / The Alberta Thread (we play KOFXIII)
« on: November 30, 2011, 07:24:44 PM »
Didn't see one, so I am going to start one.

A group of us recently picked up KOFXIII and we play every Wednesday at OverKlocked (http://www.overklocked.com) in Edmonton. There's about 6 to 8 of us that are pretty into it, so we'd love for more people to come out and make our scene thrive.

If you need more information, just reply here and I will get back to you ASAP.

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