Yatagarasu Attack on Cataclysm

Yatagarasu Attack on Cataclysm

Juicebox Dec 13, 2014 @ 12:40am
Kotaro + Aja quick notes
Kotaro:

QCF+P - on hit, block, or parry, you bounce backwards and can do any of your air specials or supers.

HCB+P - command grab. You can combo a st.HP or cr.HP after you recover. The command grab counts as the first hit of a new combo and does affect combo scaling.

QCB+K - command jump. Can be done in mid-air to give you a double jump. After the command jump has started you can use any of your air specials or supers.

air QCF+P - propels body forward at a downwards angle. can crossup.

air QCB+P - kunai toss, super-cancellable

command normals:
F+HK - causes juggle state. You can chain into this from cr.HP.
Down+HP (near top of jump, cannot be done on forward superjump)

super 1 - air QCF, QCF+P
picking this super gives extra damage. mostly an air combo ender.

super 2 - air QCB, QCB+P
This super causes a special state to the opponent if it hits.

- opponent's walkspeed is drastically reduced
- pushback on your landed hits is drastically reduced
- opponent cannot jump

(If you picked super 1)
- special state lasts about 2 seconds

(If you picked super 2)
- special state lasts about 10 (yes, TEN) seconds
- special state is also triggered if the dagger is blocked, lasts about 2 seconds.

Aja:

QCF+P - EX version has fullscreen vacuum effect
QCB+P - EX = invincible
HCF+P
QCF+K - overhead
QCB+K - launches

Aja's specials can be cancelled into each other. When you do any special, you can cancel it into a different special. Some of these are useful combos or pressure strings but many are not. There is much experimentation to be done with these.

- You can do these cancels on hit or on block (but crucially, NOT on parry)
- You can only cancel a special into a 2nd special once, the game does not allow you to cancel the 2nd special in a series (except into a super)

*charging*
For all of these specials, you can press and hold the button when you activate a LP/LK version. This allows you to delay the startup of the move. If you hold it down for about a second, the move will come out automatically. For all 5 specials charging it all the way gives it some combination of better damage, better combo scaling, better juggle potential, and/or better range.

super 1 - QCF, QCF+P
nothing to note about this super for now, can be cancelled into from most of her ground specials.

super 2 - QCB, QCB+K
This is a timer super like Jet's super 2. This super allows you to ignore the "2 specials per string" rule mentioned above. In other words, when you do a special move with Aja, you can then cancel it into one of the other 4, which can then be cancelled into one of the remaining 3, etc. I haven't found any other effects but it will probably lead to good combos and/or mixups as we learn more about how to string the specials together efficiently.

*Note*
Aja can be juggled longer than most characters and there may be many Aja-specific combos to be found. Here's a devastating example: https://www.youtube.com/watch?v=dCZdUz4RWZM
Last edited by Juicebox; Dec 19, 2014 @ 11:26am
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Showing 1-7 of 7 comments
76561198156285431 Dec 13, 2014 @ 10:57am 
Originally posted by Juicebox FGC:
super 2 - air QCB, QCB+P
This super causes a special state to the opponent if it hits.

- opponent's walkspeed is drastically reduced
- pushback on your hits and blocked moves is drastically reduced
- opponent cannot jump

(If you picked super 1)
- special state lasts about 2 seconds

(If you picked super 2)
- special state lasts about 10 (yes, TEN) seconds
- special state is also triggered if the dagger is blocked, lasts about 2 seconds.
Willing to bet this is going to be a problem when/if people find practical ways to combo into this. On the other hand, the pushback reduction sounds like it would make for some interesting combos (semi-infinites?)

On a random (nitpicky) note: I know the seconds are approximations but I'm wondering, did you start the count from 0? Most people don't so I was curious blehblehblehblehblehblehblehbleh - sorry had to ask (OCD too strong!)
Juicebox Dec 13, 2014 @ 11:27am 
Yes, I started from zero.

The thing about the super 2 state is that it doesn't take away forward/backdashes so you can still move quickly if you want to, but it's a bit risky becaus her QCF+HP goes 90% of the screen and leads to combos. Also, the state doesn't prevent you from hitting buttons or doing reversals. It honestly doesn't do much as far as preventing defense, but what it does do is prevent your opponent from controlling their spacing precisely.

Also, super 2 is very easy to combo into. It can be done after any qcf+P hit.
Last edited by Juicebox; Dec 13, 2014 @ 11:43am
JohnXuandou Dec 15, 2014 @ 4:10am 
Aja's QCF+P also forces stand on hit, so even though QCB+K whiffs on crouch, QCF+P xx QCB+K will always combo. This is pretty good to know because QCB+K doesn't knock as far away as QCB+P does, so you can get some good wakeup setups if you can guess the recovery.

Additionally, you can bypass the 2 cancel rule in juggles, which will also prevent you from cancelling another special if you do it on the first frame of recovery from a cancel, by simply waiting to go back to neutral for a bit. This can allow you to do things like QCF+P xx QCB+K, QCB+P xx QCF+K ground bounce into ender of your choice.
76561198156285431 Dec 21, 2014 @ 3:01am 
Aja
basic techniques and beginner-advanced combos
by Tataragi-san (aka Soltylychee)

https://www.youtube.com/watch?v=XNwwya-zF4w
Demonstrates how her attacks work then goes into basic combos

https://www.youtube.com/watch?v=wooVTsDgLos
combos

https://www.youtube.com/watch?v=3UO364SS1Gc
(more painful) combos

https://twitter.com/hiro_awar/status/546548766741114880
according to this post, Aja may have 6f jump startup (my jp isn't all that great. anyone confirm?)

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Kotarou
Okizeme/Resets
by Nalkami-san (aka GOD SHIMO)

https://www.youtube.com/watch?v=8KcpEu5PNpw
fuzzy wuzzy was a cheap bastard
Last edited by dyshwomy?; Dec 21, 2014 @ 3:15am
76561198156285431 Feb 27, 2015 @ 10:14am 
Can we stop making sub-optimal combo movies now?

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#research
76561198156285431 Mar 16, 2015 @ 7:39pm 
strongest kotaro I've seen by far. Very interesting movement and setplay options. This character looks insanely fun and she does a pretty good Jyuzumaru impersonation. :p

Player name is パンピーナ/Pampina. He later switches to Hina, who he's also pretty good with (even though he uses 4.3 bnb lol)

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Last edited by dyshwomy?; Mar 16, 2015 @ 7:41pm
Garudafook Mar 16, 2015 @ 7:51pm 
I wonder how many video feeds llakb have. Those matches weren't in the vid I uploaded earlier, but some of the players were...

https://www.youtube.com/watch?v=tVHQUnnR-vY&list=PLvr03l-mFrcuVMoh8IFqwhNMCSJTJrGMW&index=17

Looking at that vid, I'm gonna have to hold off on learning Kotaro until I get my PSX pad...
Last edited by Garudafook; Mar 16, 2015 @ 7:53pm
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Date Posted: Dec 13, 2014 @ 12:40am
Posts: 7