Hey mad props for being further along than the mizuumi wiki (for so long) - and for including what I assume are your personal button holds for stances -
You are a freaking god sent! I just got a fight stick and i'm completely new to using one and I picked up Yuzu. I got through a good chunk of her missions but i'm stuck on the wall teleport ones, i can never get the opponent high enough for dash C to hit or I’m not doing it fast enough. Anyway once i complete her trials im absolutely using this as a good place to start labbing some Yuzu
Thanks king, time for me to lab yuzu again after finish labbing shadow ranger and narmaya. I gotta say I have a thing with quickdraw katana ,tachi or whatever archetype character lol
At 4:28 I tried to practice a variation of that by doing 2c into 5c as the starter and every time I get to the 236a after teleport I can only land j.2c and always whiff j.b in the air. I delay the jump i delay the presses between buttons and i never get it. I had to opt for j.b into 6b air starter so later after the 236 a i could use delayed j.c into the 66c bnb. What could I be doing wrong? How can i land j.2c into j.b so easily? does it have to do with my variation? I haven't tried this version yet but i figured the principle would be the same
Are you doing 4B (parry) 2C 5C into the rest? If so, there might be too much proration by the time you're doing j.2C j.B. If you're talking as a starter, then you might not be delaying the jump cancel off the 236A after the teleport enough. It's a pretty big delay so that you can get the correct height to have j.2C actually connect.
@@ruric5652so what should i do after teleport wait a second to input 236 a then jump d cancel. Or do immediately input 236a after teleport then wait like a second to do the jump cancel? Cause i tried doing 236a then waiting and by the time i want to jump yuzu puts her sword away as I've stopped holding B after 236a lands.
@@MrLegendaryHeroX Don't let go of B until after you've jump cancelled the 236A. after teleport, you should still be holding B. Break the combo up into chunks if you need to to get the rhythm of it. But these are definitely not easy. They take a ton of practice to get consistent with. Good luck!
After 236A, is there a trick for the delay, or do you just have to get a feel for it? The j.C keeps whiffing after the j.B. It’s probably a timing thing but I figured I’d ask (for the side swap combo near the beggining)
For all delay jump cancels you just need to get a feel for it. It's more lenient than you think. The only strict delay jump cancel is from throw starter.
meanwhile non-fight stick player is gasping for air xD by the way, do you got any tips for controller player ? i wanted to pick yuzu cause she looks cool
plenty of people play Yuzu on pad. it's completely doable. This is one layout you can try. Ultimately you need to mess around with different layouts to make Yuzu on pad comfortable though. media.discordapp.net/attachments/206280109102071808/727001648097919086/unknown.png
W just means you'll whiff that button. Like 6[B] 236A 6Cw ~D]B[ means you hit with 6B 236A but then 6C whiffs. Whiffing 6C here makes you recover faster so you can continue the combo.
most do. some are different. any time you see OTG 6B 236A 6Cw in ST it would be 6C 236A 6Cw. The other change is that ST didn't have FF~A. So none of the routes using that work.
[x] means hold the button inside the brackets. ]x[ means release the button inside the brackets. What you're seeing at the end of most combos is 236[B] (this means hold B) then at the end you see ]B[ which means you release B. This is because Yuzu's stance mechanic gives you more damage for holding a button other than D. Most yuzu combo notation doesn't show what buttons are held because many people find their own holds that work for them. I opted to show mine since this is meant to be something an intermediate player can use to improve their overall damage output. They can start by copying my holds and then change the holds to something that fits their style a little better down the road.
@@neku3479 at the end of the combo you did 236A+D. You need to do that so you can use up the D stock for one final slash. That's called D pairing. For combos where you need to release a button without D pairing you just have to press and release D. That's called D cancelling and it's how you tell Yuzu to exit stance faster. It's necessary to do that or some combos don't function. D cancelling happens on D release so you might see something like 236A 9D ]B[. Here you're D cancelling and then releasing B. I only annotate that so you know you don't need to hold it anymore. The D cancel is due to pressing then releasing D.
Yuzu has many combos that don't require delays that don't sacrifice a ton of damage. The combos in this video aren't necessary to play her. They're there if you want better damage and are willing to put in the work to get that damage.
Real late to the Yuzu party but thanks for this, having combo notation is a lifesaver, especially for the negative edging.
Hey mad props for being further along than the mizuumi wiki (for so long) - and for including what I assume are your personal button holds for stances -
You are a freaking god sent! I just got a fight stick and i'm completely new to using one and I picked up Yuzu. I got through a good chunk of her missions but i'm stuck on the wall teleport ones, i can never get the opponent high enough for dash C to hit or I’m not doing it fast enough. Anyway once i complete her trials im absolutely using this as a good place to start labbing some Yuzu
that's why I personally always do j.B j.C on corner routes. it's far more consistent for me and it sets up an easy height to get the 66B .
Ruric I meant 66C after the 236b into the light teleport.
Can't wait for you to drop some yuzu fire when next undernight will drop
Thanks king, time for me to lab yuzu again after finish labbing shadow ranger and narmaya. I gotta say I have a thing with quickdraw katana ,tachi or whatever archetype character lol
Same here, but god do I wish yuzu was as easy as narmaya
nice combos how you teleport with the charge move
ah got it
At 4:28 I tried to practice a variation of that by doing 2c into 5c as the starter and every time I get to the 236a after teleport I can only land j.2c and always whiff j.b in the air. I delay the jump i delay the presses between buttons and i never get it. I had to opt for j.b into 6b air starter so later after the 236 a i could use delayed j.c into the 66c bnb. What could I be doing wrong? How can i land j.2c into j.b so easily? does it have to do with my variation? I haven't tried this version yet but i figured the principle would be the same
Are you doing 4B (parry) 2C 5C into the rest? If so, there might be too much proration by the time you're doing j.2C j.B. If you're talking as a starter, then you might not be delaying the jump cancel off the 236A after the teleport enough. It's a pretty big delay so that you can get the correct height to have j.2C actually connect.
@@ruric5652so what should i do after teleport wait a second to input 236 a then jump d cancel. Or do immediately input 236a after teleport then wait like a second to do the jump cancel? Cause i tried doing 236a then waiting and by the time i want to jump yuzu puts her sword away as I've stopped holding B after 236a lands.
@@MrLegendaryHeroX Don't let go of B until after you've jump cancelled the 236A. after teleport, you should still be holding B. Break the combo up into chunks if you need to to get the rhythm of it. But these are definitely not easy. They take a ton of practice to get consistent with. Good luck!
Dammm good shit
Thanks alot for this
After 236A, is there a trick for the delay, or do you just have to get a feel for it? The j.C keeps whiffing after the j.B. It’s probably a timing thing but I figured I’d ask (for the side swap combo near the beggining)
For all delay jump cancels you just need to get a feel for it. It's more lenient than you think. The only strict delay jump cancel is from throw starter.
Ruric ah ok, I’ll keep that in mind. Feels weird coming back to Uni after practically a year of playing dragon ball lmao
meanwhile non-fight stick player is gasping for air xD
by the way, do you got any tips for controller player ? i wanted to pick yuzu cause she looks cool
plenty of people play Yuzu on pad. it's completely doable. This is one layout you can try. Ultimately you need to mess around with different layouts to make Yuzu on pad comfortable though. media.discordapp.net/attachments/206280109102071808/727001648097919086/unknown.png
i like to use the shoulder buttons for her normals.
Its easy to use yuzu on controller, muscle memory
just asking what is the Xw~D]A[ I just don't understand the w part.
W just means you'll whiff that button.
Like 6[B] 236A 6Cw ~D]B[ means you hit with 6B 236A but then 6C whiffs.
Whiffing 6C here makes you recover faster so you can continue the combo.
@@ruric5652 ahh that helps alot, I'm learning her as my main :D (new player)
Those combos work in unist ?
most do. some are different. any time you see OTG 6B 236A 6Cw in ST it would be 6C 236A 6Cw. The other change is that ST didn't have FF~A. So none of the routes using that work.
@@ruric5652 alright thanks
4:57
What does this mean? D]B[
[x] means hold the button inside the brackets. ]x[ means release the button inside the brackets. What you're seeing at the end of most combos is 236[B] (this means hold B) then at the end you see ]B[ which means you release B. This is because Yuzu's stance mechanic gives you more damage for holding a button other than D. Most yuzu combo notation doesn't show what buttons are held because many people find their own holds that work for them. I opted to show mine since this is meant to be something an intermediate player can use to improve their overall damage output. They can start by copying my holds and then change the holds to something that fits their style a little better down the road.
@@ruric5652 Thanks man
@@ruric5652 So i have one more question, do i need to press D too? Or just release B
@@neku3479 at the end of the combo you did 236A+D. You need to do that so you can use up the D stock for one final slash. That's called D pairing. For combos where you need to release a button without D pairing you just have to press and release D. That's called D cancelling and it's how you tell Yuzu to exit stance faster. It's necessary to do that or some combos don't function. D cancelling happens on D release so you might see something like 236A 9D ]B[. Here you're D cancelling and then releasing B. I only annotate that so you know you don't need to hold it anymore. The D cancel is due to pressing then releasing D.
@@ruric5652 Sorry for asking too many questions.
I HATE dl... I CANT PLAY COMBOS..
Yuzu has many combos that don't require delays that don't sacrifice a ton of damage. The combos in this video aren't necessary to play her. They're there if you want better damage and are willing to put in the work to get that damage.