Weekly Fighting Game Club - currently playing: Sailor Moon Super S

GGS to you too, Yin! :woot:

Seems like Hiei and Bananaman (aka Armored Sensui) are the characters whom I enjoy using the most in Yuyu. Still got more practice to go, though.

When the hell are you guys on?

I wanna play you guys too. T_T

Double post, but shit is important so don’t kill me mods.

More gameplay stuff followed by a write-up.

Dash cross-ups are similar to rolls in CvS2. They are invincible to everything but throws. When someone does it you can mash out a throw and they eat that shit for free.

People who dash cross up with a short jump animation are not vulnerable to throws until they get to end of their animation when they land.

When you air tech, the game sort of…removes block/hit push back for a short period. So if your opponent has you in the corner they can pin you down with jabs very easily. They have to keep jabbing continuously though or block/hit pushback will kick in again and push them out gradually like normal.

Still, this means that in this situation a throw is damn near free. Anyone with a brain will be afraid to not block because if they don’t they will catch an infinite jab combo. So then you can just walk up throw after an air tech. You can also jab lock them into block stun forever but without a timer it’s completely pointless.

So, this combined with the frame trap centric metagame means corners = death.

STAY THE FUCK OUTTA THE CORNER!!!

The game is very rushdown centric, thanks to ridiculous frame traps but a few characters have incredible zoning and keep away that can be stupidly hard to penetrate.

Think ST Akuma or Old Sagat with insanely high priority DP’s that they don’t have to commit to and you’ll have an idea of what some of the characters in Yu Yu final are capable of.

As far as juggles go, you can usually expect to get one hit after you launch someone unless they just flat out expected it and teched immediately, but getting one hit or two is feasible. With multi hit attacks that are very fast it can be extremely difficult to tech out of them. You have to hit forward then back extremely quickly to tech out in those situations.

Well, that’s enough of that. Here’s my write-up.

Majin Yusuke

Pros

  • Has 2 different fireballs which lets him control alot of space.
  • Good frame traps off his jab since it doesn’t push his enemy back far at all
  • His rush combo is fast
  • Has a slide kick
  • Doesn’t burn alot of Ki
  • He is an S class Demon so his stun gauge goes down quickly
  • Some very good normals
  • Has corner infinites and mid screen infinites
  • His throw sets up for the wake-up game

Cons

  • Doesn’t have a great anti-air for jump-ins at every angle.
  • Ground fireball can leave him open at close range

Notable Normals

S.lp and c.lp - His main close range pokes and good combo tools. Essential for setting up his frame traps. Very fast and easy to rapid fire.

S.lk - Just a decent poking tool with some good range and decent speed to go with it.

C.lk - His low poke and one of his other main combo tools. Very little pushback on this so it’s easy to chain alot together for pressure and combos.

S.hk - Good for footsies. Hops forward a bit with a drop kick. Can hop over low normals to kick an opponent. A very good move to throw out during footsies and make an opponent feel pressured.

C.hk - His slide kick. Good for getting in and applying pressure while closing distance. Good priority. Can lead to juggles if the opponent doesn’t tech. Can also slide under projectiles.

J. lk - The main jump in he should be using. Stays out for days and it’s also his main cross-up.

Throw

Yusuke picks his opponent up off the floor and then slams them into the ground while jumping back. He has enough time to dash back up to them for wake-up pressure or he can just do some long range pressure with Rei Gun shots. This throw really allows Yusuke to go whichever way he wants to with his gameplan and make full use of all his options.

Specials

Rei Gun: QCF + P - Majin Yusuke’s main projectile. Not really useful for combos except after a slide kick when your opponent doesn’t tech. It’s main purpose is really just for projectile zoning. This does about 40% to the stun gauge which is quite a bit of stun and doesn’t take much ki from Majin Yusuke at all. Enemies can slide under this though and sweep him under this when they are close so he has to be careful. The LP version does about 20% to the stun gauge, does less damage, but takes less ki and recovers faster. You will usually want to use the lp version over the hp version.

Air Rei Gun: QCU + P - Shoots a fireball at a downward angle a la ST Akuma, but with a twist. Instead of keep his momentum as he shoots the fireball, Yusuke will bounce back after the Reigun is launched and he will land with no recovery. This means that he is very safe, that he can use it alot without worrying too much and that when he lands he can do anything since there is no recovery. This gives him alot of options as far as his zoning goes. When he lands he do a Rei Gun, another Air Reigun or adjust his spacing or w/e. This does a little more damage then the normal Reigun and about 50% to the stun gauge. Because of the motion required to do this move, Majin Yusuke can do it on the ground increasing his options when at neutral.

Explosion: Down (charge) Up + P - Very high priority attack. While the energy covers Yusuke’s body ir will absorb projectiles. Punishable on the ground on hit or on block. A good Anti air at the right spacing/angle. Hits multiple times very very quickly making it extremely difficult to tech. This move does alot of damage and can even take nearly half a life bar after a few hits and the opponent techs out. If the opponent doesn’t tech it can take around 75% of a life bar.

Rush Combo: QCB + hp - Demon Yusuke’s BnB combo tool. Very fast and must be blocked low. Very safe and one of the best rush combos in the game. It launches an opponent in the air after the last hit and you can juggle from there, but it’s techable.

Desperation

Yusuke powers up and dashes forward. When he meets his opponent he will unleash a barrage of punches, pick them up then throw them down and shoot a super powered air reigun at them. After it’s over you can combo directly into another Air Reigun. This is a 100% stun combo. Yusuke is invincible during the power up. He can be hit out of the dash and if the opponent’s stun gauge is reset during the punch barrage they will fly beyond his punches and be spared the full force of the attack. As far as desperation’s go, his is pretty good. Not amazing, but certainly above average. The punches do give him some frame advantage when blocked so he can dash back or keep pressuring after it’s over.

Combos

J. hp, s. hk, Rush Combo

j. hp, c.lk, c.lk, c.hk, Rei Gun - Rei Gun is not guaranteed

Any standing or crouching light attack cancelled into Rush Combo.

C.lp walk up, c.lp walk up x N. Repeat until stun gauge is about 50% full then link into a s. hp or s.hk depending on distance and then cancel into Rush Combo. This should dizzy the opponent. There are many variations of this infinite and different variations work better on different characters. This is a corner infinite, but the infinite also works at mid screen vs some characters. Yusuke must start the combo right next to his opponent, however the timing is tight. You can’t just mash punch.

Gameplay

Long Range

To sum it up nicely… REI GUN!!! REI GUN!!! REI GUN!!! REI GUN!!! REI GUN!!! REI GUN!!! You get the idea. You are going to be spending alot of time shooting projectile as Majin Yusuke. At full screen he is at an enormous advantage. He has two projectiles that he can control the field with. His opponent has to play his game. If his opponent tries to engage him in a fb war then he can just take to the air and shoot Air Rei Guns. This lets him pressure his opponent while staying safe. Not to say he can’t get hit every once in awhile but with intelligent dodging, the chances of getting hit by a stray fireball are very low. Rei Guns take very little ki so meter management isn’t an issue and if you get low on ki then you can lay down some projectiles for cover and then charge up to regain meter. Majin Yusuke is at a huge advantage at long range.

Mid Range

Yusuke is still very strong here. You can use an Air Rei Gun to create space between you and your opponent while safely retreating. You can use a normal Rei Gun to limit your opponents ground options. Yusuke is somewhat weak vs jump ins so be careful. If someone jumps at you, you are better off doing a back dash or dashing forward. Anything to throw off their timing and spacing. If they misjudge the distance on their jump and they look like they will land on top of you, then bust out with Explosion. It will do really good damage since it’s hard to tech and it will beat out pretty much anything they try. Yusuke can jump in himself with j. lk and then start his close range pressure with jabs and tick throws. If you get your opponent in a frame trap, then they have cause to be afraid. If they eat a jab they could eat an infinite or a long combo at the least. So knowing this they will most likely keep blocking which makes tick throws damn near free damage. Yusuke has another option after a jump in attack. He could cancel into an Air Rei Gun which keeps the pressure on and keeps his opponent guessing whenever he jumps in. Another simple mid range option is dash in and grab. This keeps your opponent on their toes.

Close Range

Yusuke’s normals shine at this range. Now you won’t see much use out of the ground Rei Gun. Yusuke can be swept when he uses it and his opponent will avoid the shot completely. Air Rei Gun is still good for retreating though. Yusuke’s jabs will see good use as well as his slide kick. This allows him to get in with a high priority move that can potentially lead to another hit because it launches the opponent. Yusuke still has his frame traps off of blocked jabs as well as his good throw game. Yusuke’s s.hk will see use here as well. Being able to hop over low pokes while still hitting the opponent is extremely useful and it can also hop over Raizen’s firestomp. Even at close range Demon Yusuke is still very strong.

Overview

As a character he is pretty stupid. In some ways he is ST Akuma on steroids. Good pokes, good throw game, has infinites, great fireball zoning, and good combos. His only legit weakness is that jump ins are viable against him, but they must be spaced correctly or his opponent may eat an Explosion and he can still dash back/forward or jump back if someone jumps at him. So it’s not like he doesn’t have answers. IMO he is potentially the best character in the game, with Yakamo being the only one that could challenge him for the title. But even then he would be second best at worst. Demon Yusuke is easily a God Tier character. He easily demolishes most of the cast with little effort.

Ranma has the exact opposite problem: so many normals are unsafe on block (and in some cases even HIT!!!) ;(

I’ve been a bit unavailable these last days… Sorry :rofl:

I’ll see if I can get some games with someone tomorrow in yuyu.

And let’s try to decide the next game as soon as possible, so it’s ready at monday!

I’d really like to try out Sailor Moon (SNES).

Yeah, I could go for Sailor Moon… It was my first anime :rock:

But Asura Buster was talked about too, let’s see what the others say.

The wheel of poverty is turning! WHAT’S IT GONNA BE GUYS

Asura Blade or Buster, let’s goooo~

Man, Kuwabara is indeed pretty bad in Yuyu Final. I mean, really bad.

Thanks for the info on YYH Final guys. I played this game a few years back and I really liked it.

When I say don’t fuck with a character please take my word for it and spare yourself some mental pain.

Oh, it’s not like I don’t take your word for it, it’s that I have no problems trying every character out for fun. :lol: I already decided on playing as Armored Sensui and Hiei if whenever I play this online.

Come on, it’s not like you’re playing Arcana Heart. ; )

Kenmasters and I were discussing a tier list earliar, so I guess I’ll post it up today before I go to work.

You guys seem to like Armored Sensui so do you guys want to do a write up on him?

While we didn’t go into great detail about Asura Blade and Buster, myself and a few others discussed and somewhat dissected the Asura games:

http://www.gamefaqs.com/boards/gentopic.php?board=567667

So what was the tier list like?

We’re gonna need a choice soon…
And I didn’t have time to fight anyone yesterday afterall :sad:
It sucks that we produced no replays of yuyu, I would have wanted to see Emblem versus Masters.

Meh. me and masters will play again for sure.

We’ll record and put stuff up some other time.

Anyway, here is the list.

God Tier: Yakamo, Majin Yusuke, Armored Sensui, Raizen
Top Tier: Mukuro, Kurama
High Tier: Sensui
Mid Tier: Hiei, Youko Kurama
Low Tier: Yusuke, Yomi, Shura
Trash Tier: Shigure
Gutter Trash Tier : Kuwabara

God Tier

Yakamo is a beast. He has great normals. Tornado upper covers alot of vertical space and travels away from him. His fireball is huge and he recovers very fast after it. Fire kick juggles into itself and can set-up for more damage and is a frame trap when blocked. His throw sets up for the wake up game and he has two slide kicks. Only real weakness is a crappy rush combo, but that’s negligible.

Majin Yusuke has great zoning and solid normals. He just controls the field really well with pretty much no risk to himself. Good footsies and a good throw. He uses up so very little ki as well. And of course he has his infinites.

Armored Sensui is another great zoning character. Two fireballs at once means he controls the horizontal plane really well and his Tornado Energy is an awesome high priority move that can do alot of damage when it’s not teched early. He’s like a fusion of Yakamo and normal Sensui really. His throw gives him a free S.hk that can be cancelled into his projectiles for more pressure. His normals are great and so is his rush combo.

Raizen does ALOT of stun. He has some beastly normals thanks to their range and his c.hp is a great AA. His throw gives him a free hit that can be cancelled into fire stomp for added pressure. Fire stomp itself is good. Recovery is fast so he can chase it or jump after it. Really good for getting in and using it as a shield. His rush combo is fast and he has some good pokes too.

Everyone in God Tier is an S class demon so their stun gauges go down ridiculously fast. Also they all have amazing zoning and great projectiles. Raizen is the only one who relies less on zoning and more on rushdown.

Top Tier

Mukuro is just really simple and braindead. Has a good slide kick that can go into her electric hand, which frame traps and does chip. She has a good AA with c.hp. Her gattling arm gives her some mid range pressure as well. She has good normals and has nice easy combos as well.

Kurama is a very abusive character. He has two moves with invincibility frames and some very sick corner traps. His c.hk is an awesome sweep. Pretty much the best non sliding sweep in the game. His jabs are beast mode as well, up there with Majin Yusukes. His rush combo is ass though as is his projectile. He is still beastly though thanks to his good normals and great pressure. His throw gives him a free S.hp.

Everyone in top tier can hang with the God tier, it’s just that the God tier have awesome zoning control with the help of really good projectiles and normals. The top tier have some silly stuff too, but they lose to the god tiers zoning games.

High Tier

Sensui is just a downgraded version of his armored self. Same great pokes, but his specials aren’t as good. Nothing too much to say. Pretty much all the same set-ups and combos work, but the difference in special moves is vast. He is still a good character though and very playable.

Mid Tier

Hiei lives by his normals. His specials aren’t that good. Only darkness blade is good in combos. The others leave him open. His sword acts like it’s part of his body which screws him over. If you hit his blade he will recoil as if you hit his arm or his body. This major design flaw sets him back to mid tier. He is very fast though, which gives him decent rushdown and he has corner infinites as well.

Youko Kurama has terrible normals. His throws sets up for wake up though which is nice and he has an invincible dp. His projectile is bad since it will lose to energy based ones. His dash uppercut is good for rushdown and combos. It’s also very safe.

Low Tier

Yusuke has below average normals and his specials are very unsafe. His rei gun is ok, but everything else is crap and leaves him open to retaliation.

The rest is a copy and paste from my previous post about the lower tiers.

Some of this can be debated. For example Raizen in God Tier lacks the amazing zoning of the others. While his projectile is still good he can’t runaway for days behind walls of energy. You could argue for him to be moved down to top.

Still, this looks really good IMO and I’m sure Masters would agree with pretty much all of it.

Yeah I pretty much agree with everything, although Raizen shouldn’t be lumped with the god tier since he doesn’t have what the others have, which is pretty much full screen domination with projectiles.

Sorry I haven’t been online lately, I’ve been busy with work. :frowning:

Yeah, I’ll move Raizen down to top tier.

New list is as follows.

God Tier: Yakamo, Majin Yusuke, Armored Sensui
Top Tier: Raizen, Mukuro, Kurama
High Tier: Sensui
Mid Tier: Hiei, Youko Kurama
Low Tier: Yusuke, Yomi, Shura
Trash Tier: Shigure
Gutter Trash Tier : Kuwabara

So what is the next game going to be?