Hi Ruric! Thanks for these videos! They've been a lot of help especially with the nuance of learning neutral and how you want to be approaching it with Yuzu. I have been taking notes as the videos play since they are quite long. I'm going to post them below this comment as they might help someone else. If there is anything I misheard please feel free to correct. Looking forward to the defensive lesson and how to utilize the command dashes! Keep up the great work - - - - - - - - - - - - Notes from 2nd Ruric Video First part is a recap of the drills you should try jump back j236a, reacting down back or jumping down back stagger j236b > j236a into j214a/b depending on distance stagger button pressure 2a > 2a > 5b > 5c into 6x series option 1: 6b > d6c > 6b/a > 214b~d catch any movement / mashing option 2: 6b > stance cancel dash up throw (6b retains most options, most threatening) option 3: 6b > 6c > 6b > 214b~d > assault j2c (tk assault allows double overhead more reactable) option 4: 6b > hold stance (threatening, scares opponent into moving) option 5: 6b > 6c > 6b > 214b~d then charge to help win grd cycle This stagger series is great to start off with to determine opponent habits New lesson close stagger pressure 4aa > 6b~ad kara like throw barely a frame between them, sounds plinked, extends the range of grab to be able reach throw macro required think about button placement not technically a kara due to it being the buttons for dash and throw combined basically a frame 1 dash throw? dash macro + throw macro works here throw protection exists so mashes beat throw 4aa > assault j2c > combo (find bnb for this) Next layer to beat people looking for the throw 4aa(a) > poss 2b > walk back delay button (5c/4c/2c?) - see normal analysis Since this pressure is "fake" it allows most of the cast to mash a b button Doing this allows for you to whiff punish a mash getting a full combo 3rd gatling messes with their mash timing 2b is 0 block allows for pressure reset important to outspace a buttons because dash up throw beats most b buttons stagger 5as for frame trap - no delay 5a for spacing spacing trap trade only happens on first possible frame with 5c 4aa > 2b > 7j6c > j236a > j214b~d great to make b buttons from opponent whiff into punish specific height for the jump - dont tk it important to test against different characters for the way their 2b would hit easy hit confirm if you are looking for their mash when blocked fall to tk height and j236a > j214b to get plus frames / reset pressure Recap of lesson begins at 1:03:10 New lesson - Opening up a passive/respectful player - primarily checking for delayed buttons 4aa > 2b > 9j6c 4aa > 2b > micro dash 5c if op is respecting allows you to reset pressure and beat a delay mash dashing eliminates weakness of 5c not hitting low while throwing out big disjoint 1:15:40 examples of combo (both are side swap bnb) 6x / 236b / rebeat all options dash jump back j6c slightly above midscreen height always looking to make opponent move whiff to determine height dash stop dash 2c catches opponent back dashing talks a bit about fundamental of footsies you want to understand the buttons that opponent is trying to check you with goal is to make opponent not confident in their checks allows punishes yuzus range is her biggest strength short dash 6b / dash 6a anti air / dash 6c walk back dash 6a just hold 6 press a others 66 > 4 > 6b/c dash assault jC or jump jC forward dash back dash fine, more visual noise Pre-emptive and reactive both important for footsie fundamental dash 4c > 236b > d6b/c 6f gap beats b mashes loses to jump A bunch of akatsuki info during a bit of sparring to apply knowledge Apply knowledge mindfully and be accepting of you missing things for application Normal Analysis - use each button based on opponent habits 5c is great for an anti air most mids will lose to lows with large range 4c moves you forward but can only cancel in 4b or specials worse on block cause people will shield after very active 2c loses to jump out but longest horizontal range 66b good causes hkd on counter hit but better block and hit stun doing 66b mindlessly is easy leads to otg on ch or ch trade 2a > 2c is a great check 2b > 2c is also a good check 5c / 4c / 2ff also good check Side note: Yuzu teleport options beaten by 5c 4b~ad is backdash os (throw tech + backdash) j6b~ff stalls air momentum from air force function 4f throw beat 4f strike 66 is a 6f buffer window / dash macro is a 3f buffer window 6f buffer for specials / 3f for everything else gold stand wagner 5b for testing (7f disjoint great starter) best 5b in game 66c good against Wald cause they are constantly churning
I'm still waiting for some tactile switches for my leverless, then my real grind begins in earnest. In the meantime, these vods are super helpful; thank you very much!