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Messages - Zeromurasame

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31
Clark Still / Re: Things that beat B SAB
« on: March 19, 2012, 10:25:57 PM »
I usually just hop or backdash. That fucking grab eats through too many things for me to risk.

32
Yuri Sakazaki / Re: Re: Yuri Sakazaki (Console)
« on: March 16, 2012, 09:09:13 PM »
I'm having trouble gaining an advantage during the neutral game with yuri. What do you guys do to get things started with her? The only thing I can think of would be to use dive kicks to bait an anti air.

Her ground game seems a bit lacking. unless there is something I'm missing. I tend to use st.D and cr.B usually. Occasionally st.C because it feels really active.

Sent from my R800x using Tapatalk
From a neutral game I usually just poke with either St.C,St.B or her fireball. In all honesty I think Yuri's dive kick is really overrated. It's good, don't get me wrong. But she can still get anti aired out of it easily. I usually dive kick on my opponent when they've been trained to block. But Yuri has a decent arsenal of pokes and you can work your neutral game around that. Plus C fireball moves you forward.

33
Yuri Sakazaki / Re: Yuri matchups
« on: March 16, 2012, 01:19:53 PM »

Don't do fireballs if he has meter
Don't do fireballs if he is charging his qcf.C
Don't do fireballs if he his close enough to jump on you
Don't do fireballs.


         I don't know if I necessarily agree with this. Yuri's fireball is kind of an important tool. I say it's more of don't get predictable with how you use them. Sure Shen's punch super is invincible but it's also hilariously unsafe on block. I feel that Yuri's HCB B command throw is really powerful for this matchup, seeing as how Shen's only safe block string is Cl.C-F.B-QCF.C/cancel. Everything else is a free command grab punish for Yuri. Actually all of Shen's specials can be punished by Yuri pretty easily do to said command grab being instant. Now that I think about it I think Yuri vs Shen is in Yuri's favor.

        I do agree on blocking high. Shen doesn't get a lot off of lows unless he has and HD bar. So empty hop low really isn't threatening. Fighting Shen really depends on how much meter he has and how the Shen player actually uses it. Generally you can be very liberal on oki if Shen has no meter. If he has one bar try your hardest to strafe outside of his command grab range, because EX command grab is 1f if I recall, and poke him.

        Yuri actually has a safe jump setup if you super jump right after landing her command grab. It can be done anywhere on screen and the only answer Shen has on his wakeup is EX command grab, which he can't get anything productive off of without spending another meter.

        In regards to air to air situations try going for an air throw when Yuri and Shen are in close proximity to each other. Not super close but approximately the space you start each round off with. When you and your opponent are about 3-4 character lengths away from each other. I've been testing this against Shen's supposedly godlike J.CD and anywhere in that space, if they're on the same trajectory, the air throw wins every time. In any other angle in the air the J.C will come out and that usually beats Shen's J.CD. The only thing I've seen that even remotely works out in Shen's favor in that situation is a trade. But that's spacing dependent. If you try this from farther away Shen's J.CD will most likely win because it has had time to actually come out.

           In other air to air situations try going for Yuri's J.CD as it comes out faster than Shen's. But one thing to note is that the actual hitbox on the J.CD is her butt and below. If your opponent hits you any higher than that they'll win. For example Yuri does a hyper hop J.CD while Shen does a super J.CD. Shen's will win just because of the angle and what not. If you're close to the corner and land a clean J.CD with Yuri you can opt to to the D demon flip into her airthrow for the anywhere juggle. Anywhere else on the screen you can spend a meter for the EX demon flip airthrow. If you land a counter hit depending on where you are you can probably land another J.CD and follow up with the Demon flip into airthrow.

           At the end of the day, be mindful of Shen's meter, try to bait some reversals and see where it goes from there. When I fight against Shen players my goal at the start is simply to punish mistakes. If they play less aggressively after that I proceed to get in and get my momentum going. If they don't learn I'll simple sit back and keep poking and punishing. The match up really is in Yuri's favor.

34
Mai Shiranui / Re: Mai Shiranui (Console)
« on: March 11, 2012, 12:54:50 PM »
From what I've seen it's mainly utilized for an HD hit confirm.

35
Yuri Sakazaki / Re: Yuri Sakazaki (Console)
« on: March 10, 2012, 12:33:52 PM »
Some interesting tech that I learned today from a friend

If you do the typical string of yuri which involves the use of d.b and s.b, you can do some interesting things with ex raioken

If you do one d.b then s.b and then ex raioken, you will land at the other side of the opponent (if he blocks)

If you do 2 d.b and then the rest of the string, it seems like yuri will land at the other side of your opponent, but some weird thing happens and she lands at the same side

If you do 3 d.b, and then the rest of the string, you will land at the other side

I don't know if this was known or not, but this could be a little surprise for the opponent who doesnt know this, so maybe risking a little with could lead to open a combo, at least the use of 2 d.b is weird since yuri LOOKS like she landed at the other side from a brief frame
I love the potential of this set up. The EX Raiou Ken has a decent amount of plus frames on block so it functions as an excellent frame-trap/guard break set-up.

36
Training Room / Re: Gameplay video critiques
« on: February 15, 2012, 02:19:39 AM »
Don't know if we're still doing this or not but here is a first to three set between a friend on mine and myself.


I'm playing my standard team of Terry, King, and Yuri. He plays Kyo, Mai, and Athena.

Feel free to pick it apart.

37
Yuri Sakazaki / Re: Yuri Sakazaki (Console)
« on: February 07, 2012, 11:04:33 PM »
So I do the A DP and then hold D followed by C? Does this work from her C DP as well?

38
Yuri Sakazaki / Re: Yuri Sakazaki (Console)
« on: February 07, 2012, 10:10:25 AM »
I don't know if this is the right place to ask this. But does anyone have any tips on how to cancel DP's into DP's? I'm trying to learn Yuri's HD corner carry and the Shoryu into Demon flip is a nightmare for me.

39
Yuri Sakazaki / Re: Yuri Sakazaki (Console)
« on: January 30, 2012, 04:34:37 AM »
Yuri can pretty much be played on any spot of the team. Having her on point would make her an excellent battery on top of her myriad of mixups and whatnot, she can gain meter at a fast rate. However I think that Mai would be as a better buffer. She doesn't really need meter to do work and even with meter her reversal options aren't that great. But I digress Yuri is pretty much effective on any spot of the team and is a great point character.

40
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 26, 2012, 08:59:53 AM »
I wouldn't use J.A in air to air situations. But in pressure strings J.A-QCF BD really catches a lot of people off guard combined with her D demon flip she sets up for some incredibly nasty situations. Also is it just me or do Yuri's air normals aside from her dive kick, air throw and J.CD seems prone to trading a lot? Usually in my air to air battles if I'm not using the aforementioned normals I either trade or get stuffed entirely. I would like to think I'm spacing this wrong. I can't believe you can link a command grab after c.B. Mind=blown. Also I'm tinkering around with UFGT's setup and I was wondering do normals have longer periods of blockstun in HD mode? Because when I to the c.B into the HCB D normally my opponent will get grabbed. But if I do it the same way and at the same speed in HD mode the grab will whiff unless I delay it.

41
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 25, 2012, 04:18:20 AM »
To combo off of the S.B you need to kinda be at point blank range. Also regarding the J.A I said it was quick, not instant.

42
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 23, 2012, 01:15:08 PM »
I don't know if this is the appropriate thread to post this in. But I'm really starting to find solace in the fact that her J.A is cancelable. I basically took the S.C-QCF BD cancel and frankensteined it into the J.A QCF BD set up. I find that this could be incredibly great for lock down pressure. If the opponent blocks it you can just run another mix up easily due to the QCF BD being plus on block. BUT this setup also legitimately combos, so now Yuri also has the threat of a quick over head into a full combo of her choosing. This can work any where on the screen and I think the insane amount of options you get off of it totally justifies spending the meter for it. Also for those that mastered the butt loop this is a sure fire way to guarantee a kill.

43
Ex Kyo / Re: EX Kyo (NESTS) Combo Thread
« on: January 21, 2012, 03:05:05 PM »
A good corner BnB that I find useful for him is Close C, F.B, QCF AC, QCF A, HCB A A(DC) QCF D D QCF A, QCF A, HCB A A. I don't know the damage off of the top of my head, but it does around 400. It's one meter, half of the drive bar, and a hard knockdown although I don't think you'll have many oki options if you opt for the punch OTG.

44
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 18, 2012, 02:20:25 PM »
Great read. Definitely learned a lot from this. I'll post more of my findings assuming this is open for discussion.

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