Advertisement
Juushichi

vs. Yuzu

Jun 10th, 2019
94
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.61 KB | None | 0 0
  1. 3:12 AM] Trill: from my limited time with tari it's mostly a matter of having the meter or cs to threaten use of 623B
  2. [3:12 AM] Trill: otherwise without it you don't really scare her in the mid range, and you're kind of devolved into just a basic anti yuzu gameplan
  3. [3:13 AM] Trill: she'll wager getting clipped by a hit or two of 623B vs deleting you with full high counter battou conversions any day
  4. [3:13 AM] Trill: only when you can actually convert it (and honestly this gets weird if you're air hitting her, since the 22C timing gets mega fucko) is she going to respect it
  5. [3:14 AM] Trill: imo
  6. [3:14 AM] Trill: i think one of the fundamental mistakes people make in the MU is trying too hard to dashblock into her even if it means getting clipped and dying
  7. [3:14 AM] Trill: her slashes do very low chip
  8. [3:15 AM] Trill: to the point where she could spend all day slashing you
  9. [3:15 AM] Trill: like the entire round and probably not even break through one throws worth of damage
  10. [3:15 AM] Trill: so you should not consider chip as any incentive to act
  11. [3:15 AM] Trill: just playing lame from the start and letting her give you vorpal goes a long way
  12. [3:16 AM] Trill: because you have a long way to go towards the alternative (100%)
  13. [3:16 AM] Trill: it sounds really like "duh" but making absolutely sure you don't get hit, even if it means just turtling
  14. [3:16 AM] Trill: and not even trying to "get in"
  15. [3:17 AM] Trill: goes a long way
  16. [3:17 AM] Aria: turtling is definitely the most frustrating thing you can do to a yuzu player for sure
  17. [3:17 AM] Trill: because once she hits you the MU dynamic completely flips on your head, you probably will lose more HP in corner pressure
  18. [3:17 AM] Trill: and even once you push her off
  19. [3:18 AM] Trill: and she retreats back to neutral after getting pushed out
  20. [3:18 AM] Trill: you're in a really ugly place
  21. [3:18 AM] Trill: because now the onus is on you to change the state of the game, you have to actually walk into the blender
  22. [3:18 AM] Trill: when you watch like, eve vs kure
  23. [3:18 AM] Trill: this is the type of gameplay i see
  24. [3:19 AM] Trill: and the stronger the yuzu you fight i think the more likely this is the natural conclusion you come to
  25. [3:21 AM] J J: ^ trill covered a lot of what i was gonna say, im still exploring this MU with some ppl myself but my general thoughts on it:
  26.  
  27. - play the lame game. get vorpal/hp lead and chill instead of trying to force your way in from fullscreen. hp lead seems mad important in this MU since neither chars really "want" to approach on the others terms
  28. - dancing right outside of ground battou range lets you get an easy whiff punish with 3c if she's being careless
  29. - 623b is strongest when she's at the edge of it and still grounded, since that way it totally restricts her jump option
  30. -look at the time, sounds obvious but going to time is a very realistic possibility in this MU
  31. [3:21 AM] Trill: i would suggest watching the MU but not actually care about who you wathc
  32. [3:22 AM] Trill: just devour any char vs yuzu footage you find
  33. [3:22 AM] Trill: because the way you fundamentally stop battou stuff is often character non-specific
  34. [3:22 AM] Trill: ie eve turtling with mika fullscreen vs yuzu doesnt really matter that hes mika
  35. [3:22 AM] Trill: he could be anyone
  36. [3:25 AM] Trill: I would also try to avoid blocking 214X in particular
  37. [3:25 AM] Trill: as that's how she essentially monkeys in at +3
  38. [3:25 AM] Trill: not dashing into her blindly goes a long way in not putting yourself into range for 214B
  39. [3:25 AM] Trill: this is something small that i see
  40. [3:25 AM] Trill: people who play characters who can do it well
  41. [3:25 AM] Trill: but yuzu often will do jump cancel into falling normals such as jB or jC
  42. [3:25 AM] Trill: and if you actually try to 2C their landing you can often hit them
  43. [3:26 AM] Trill: as its very hard/impossible to jB/jC a crouching sweep
  44. [3:26 AM] Trill: compared to like, a dashing poke or dash up that they're expecting
  45. [3:29 AM] Trill: if you dont casually dash into b saki range, she has to be the one approaching
  46. [3:29 AM] Trill: and if shes approaching she's not slashing
  47. [3:30 AM] Trill: which is semi important, because things like teleports do move her but consume her slashes so to speak
  48. [3:30 AM] Trill: so if she's teleporting around she is essentially limiting what she's allowed to press afterwards
  49. [3:31 AM] Trill: otherwise she's having to physically dash/move into range
  50. [3:31 AM] Trill: and that means she's not yet in stance
  51. [3:31 AM] Trill: and if she's not in stance, her first special that puts her in stance has high startup
  52. [3:31 AM] Trill: so you're allowed to start playing the game vs her at that instant
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement