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JuiceboxAbel

Yatagarasu v4.3 Notes: Jyuzumaru

Jul 21st, 2014
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  1. Jyuzumaru
  2. -----------------
  3. Frame Data
  4.  
  5. stLP +
  6. crLP +
  7. stLK 0
  8. crLK +
  9. close HP -
  10. stHP -
  11. crHP 0
  12. stHK -
  13. crHK -
  14. sweep (df+HK) -
  15. LP>LP 0
  16. LK>LK -
  17.  
  18. Command Normals
  19.  
  20. - LP > LP (both LPs are cancellable, can also link a cr.HP afterward)
  21. - LK > LK (launches, can combo supers afterward)
  22.  
  23. Special Moves
  24.  
  25. qcf+P
  26. - standard 3-stage "rekka" (you can do 3 qcf+P motions in succession)
  27. - EX version can be done up to 5 times
  28. - all versions of every rekka are - on block
  29.  
  30. dp+P
  31. - HP version launches, does 2x damage of LP version
  32. - hold down HP for a fake
  33. - all versions super-cancellable
  34. - EX version has super armor and throw invincibility
  35. - all 3 versions - on block
  36.  
  37. dp+K
  38. - HK does slightly more damage
  39. - LK version has throw invincibility
  40. - HK/EX versions have full invincibility
  41.  
  42. qcb+P
  43. - animation looks exactly like dp+P
  44. - 5 followups:
  45. - LP = same as dp+LP
  46. - HP = same as dp+HP, but half the damage
  47. - LK = low shin kick has its own followup (qcf+P, must be timed well), - on block
  48. - HK = full screen jumping kick
  49. - no input = nothing (fake)
  50. - EX version has super armor and throw invincibility and grants additional properties to followups:
  51. - LP/HP = extra damage, both launch
  52. - LK = extra damage. additional hit-advantage, can link st.LP afterwards, + on block
  53. - HK = extra damage and hits
  54.  
  55. qcf, qcf+K (super1)
  56. - can be used after air resets
  57. - has full invincibility
  58. - can go through projectiles
  59.  
  60. qcb, qcb+K (super2)
  61. - can be used after air resets
  62. - has full invincibility
  63. -------------------------------
  64. universal guard break at max range
  65. - super1
  66. - qcf+HP (x3)
  67. - EX qcf+P (x5)
  68.  
  69. combos
  70.  
  71. LP > LP xx qcf+HP (x3)
  72. LP > LP, cr.HP xx qcf+HP (x3)
  73.  
  74. cr.LK, cr.LK xx EX qcf+P (x5)
  75. close HP xx dp+LP xx super2
  76. close HP xx qcb+HP -> HP, dp+HK
  77. EX qcb+P -> LK, st.LP xx EX qcf+P (x5)
  78. LP > LP xx EX dp+P, dp+LP, st.HK, super2 (can be parried), super1
  79.  
  80.  
  81. UOH, LP > LP xx qcf+HP (x3)
  82. UOH, super1
  83. (These UOH combos always work on crouching opponents, but only work on standing opponents with correct spacing)
  84.  
  85. BL counter combo
  86. (launch: st.HP/st.HK/j.HP)
  87. - dp+HP
  88. - (corner: dp+LP)
  89. - super2
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