WOW! The game looks awesome!!!
The game is out now.
Jyuzumaru Basic Combos
EDIT: Jyuzumaru 40k Combo
For those who are interested in Yatagarasu. They should *search google for *doujin style of game. You’ll find plenty of information sources.
Arcade playthrhough with all features unlocked
Jet’s Genei Jin sucks
It does suck. This is what I’ve figured it does so far:
Unlimited juggles. Speed increase (allowing some new ground combos). All combos start at 60% damage scaling. Overall damage reduction.
On the plus side, you can use it to cancel and extend a ground combo.
Hina seems really redundant and very inferior to Shimo.
I prefer Hina Scissor Kick style pressure. Hina can also combo out of her universal overhead: mp+mk overhead xx flash kick xx P super
Hina/Shimo cr.lp no longer special cancel
Hina’s HP does about 1000 more damage. Her slice special attacks do a couple hundred more damage (except for the uppercut slice). Her crouching HP knocks the opponent down (and leaves them in a state where they can be juggled by the P Super). Anytime she anti-airs with the LP uppercut slice or crouching HP, she can combo into the P Super. She can juggle P Super off of her LP or HP low slice when hitting a standing opponent. And she can combo out of her UoH.
The only way that Shimo can juggle into P Super is if she hits an opponent, at the peak of their jump, with the uppercut slice (though she can juggle P Super off of EX low slice against a standing opponent). All of her normals will reset an airborne opponent instead of knocking them down.
Don’t know if it’s technically a juggle but Shimo can cancel all the follow ups off her 236 into P super straight off…LP and HP followups will combo, LK will whiff.
If you throw in ex 236 you can basically combo every attack follow up into P super.
You can do something like JHP LK HP xx 236EX LK (launch) 236HP HP xx P super.
Anybody figure out what’s up with the constantly jumping back problem? No matter what, my TE is constantly spamming up-back in game.
Jet is such an awesome character. Does solid damage, capable of making all of his block strings safe (outside of red parries), good pokes, good pressure, and solid anti-air options. Other characters in comparison feel unfinished, though. Kou for example has decent pokes, but can’t combo for beans and is seriously unsafe on almost everything. Some buffs are in order I think.
Shimo is awesome and has so many ways to mix you up…
I was mostly referring to the fact that Hina has much better anti-air options. Off of an anti-air cr.HP, you can juggle into LP flash kick, then into P Super.
A couple more differences though:
Shimo has a LK, HP target combo. Hina does not.
Hina has a special/super cancel-able crouching HK. Shimo can only super cancel hers.
Hina’s j.HP has a slightly wider hitbox. So, she can do cross-ups with it. Shimo cannot.
This game has a lot of secrets
Thanks a lot for this!
I’m using a hori and I’m having the same problem.
Shimo also has her air slash thingamabob, which gives her ridiculous mixup options on knockdown. Her K super also does about 3K more damage (while her P super does about 2k less damage…which is also weird) Also, Shimo’s j.hk crosses up really ambiguously AND she has qcb+p to make things even more ambigous or combo of a landed j.hk, which she can then combo into P super.
That’s because you “reinforced” the K super. The super you pick at the start of the match gets more damage. Their supers do the same damage.