Yatagarasu Donjon Game

Ugh, I’m not a fan of the jump-in parry mind games. I’d much prefer if parrying was limited to the ground. I don’t think this game is for me, which is unfortunate as I quite enjoy the ground game.

Yes but you’re not canceling into the command grab, you just do a tic throw setup with cr. Lp into throw/command grab.

I was thinking with a HP (into EX) or cr.HP/HK for max damage, as the command throw is kind of slow and it mixes up the timing, as light buttons tend to be used for immediate mixups.

So the more I mess with it and play against others, I think Aja SA2 shoudl be the main choice. It gets soooo much longer when you use it. Long enough in fact that you can do a combo into it, end the combo and then use it to pressure and go for Guard Breaks. Aja guard damage seems really good. Proper use of her charged level 1s in the corner is really effective especially if you learn to hit check them.

Midscreen SA2 with good corner carry -> qcf+c, qcb+b xx sa2 ~ df+hk ~ qcb+b,qcb+a,qcf+a (charge a bit) that should hard knock them down. There may also be some resets you can preform off of that. Or if you want parryable for more damage you can do some other options.

I think it’s the obvious choice, if only because you get almost no additional damage from SA1 combos over your BnB. Plus you can make a lot of stuff safer on block. Kind of sad that most characters have one good super to buff and the other is just sort of there.

Kou: SA1
Crow: SA1
Azure: SA1
Kotaro: SA2
Aja: SA2
Hanzo: SA1

I think I always see the swordtwins go SA1 as well, but I can think of some use for buffing SA2. Chadha I’ve played some good people running SA2, and I have zero clue on Juzu.

Juzu basically has Shippu, I would think that should be his focus. Its such a strong tool. 3

Well it wouldn’t be like 3rd Strike if that was the case.

Is there a site at all were japanese matches are posted>

I’m not sure what the issue is here. Any game with parry, just defend or advance defense mechanics functions like this. I can’t think of any game that has parry limited to ground only except Samurai Showdown series.

https://www.facebook.com/groups/779077648858165/

What an odd complaint. There ways around that, try an empty jump once in a while.

I meant from the perspective of the defender. I don’t enjoy the guesswork required to shut down air approaches. I’m not saying that makes the game bad or anything, but it’s probably not for me. I prefer the more traditional approach of “player 1 jumps, player 2 uppercuts, player 1 fucks off”. Maybe I’ll change my mind when I have more experience.

I guess, but I haven’t played a meaningful amount of 3rd strike so I didn’t realize that it was something I don’t enjoy until now.

Parrying is one of the tools that I had a hard time remembering to use early on. At first you need to force yourself to use it consciously but it eventually it becomes more natural.

At a high level, it’s really fun to watch. I dream of being able to do it half as effectively as this:

Not that I am sure of, but I believe you see on youtube.
Type in Nickcool Yatagarasu matches. I think he has a playlist or a couple of videos presenting some Japanese matches.

Also… I just found out that Hanzo can combo her light normals but none of them can be chained together. Her standing LP also does not whiff against crouching opponents, seemingly having mid hit detection.
I am mainly putting value on Azure and Juzu for learning a little more about the game over time.

Ah okay I’ll check that out. I played Nickcool today, he trolled me a bit, I was having silly execution issues. feel free to add Fullmetalross on Steam I don’t get to play much but still been having fun so far.

today GGs to NickCool1986 and HappyHour. I’ll get you one day! heh.

I do prefer 2 Chadha since the quintuple rotation grab is not practical and you technically buff two supers instead of one.

Tried out Kotaro/Aja at the Yata booth at Evo. Kota gives me Ibuki vibes but I like Aja a lot. Anyone showing up for their free tourney?

I’ve been playing Juzu a bit recently. I’m having execution issues because I keep accidentally negative edging non-super-cancellable specials out before the super. For example with Light Juzu, I was trying LP > 2LK xx SA1 and I kept getting rekka. I ‘fixed’ it by adding a LK in between the other two normals and it works a bit more consistently. I’ve also had trouble option selecting 2HP into HP Rekka because I end up buffering in the shoulder first and I get that instead. Same thing happens when I try to buffer 2HP into SA1. Most of this can be excused by me being bad at games. I’m spread too thin between learning Yata, Skullgirls and U$F4. All completely different games. I wish BBCSE had better netcode and more players. I miss that when it was populated on XBL and I was trash.

… I goofed around on training mode.
I just realized that Hanzo had an air version of her down~charge~up+P command grab.
You have to delay the punch notation as you jump in the air. She can even do the EX version of it as well.
This makes a for a pretty good anti-air…!

Just use Juzu’s ability to do long chains with light attacks.
You just input first 2 light attacks really fast (i think one will be buffered) and then start to input directions for stuff to happen.
Do you need to do 2lk specificly? If you do, then try LK > LP\2LK > something. Opponent will still need to guess which parry to use (if he blocks) but you won’t need to press LP first and you can go lp>lp > stuff.

Aja seems to be top tier. Decent combo out of UOH and can convert damage out of most of her light normals. She has pretty good hitboxes that make it hard to parry on approach because there isn’t such a narrow window for the AA to hit with her specials. Bison slide is solid because of its speed. Just frustrating to fight with some of the characters because she controls so much space. Makes you feel like a T-Rex because you could do damage, but your arms are too short.