Hi, i had to use google translate :D no problem and goodluck on the journey :) im currently making a video on how to play Yuel in 1.50 so that should help as well :) (takes alot of research xd)
Thanks for the vid! For safe jumps in the corner, I’ve been using 236H > 5L > 5HHH xx 623L. It reaches combo limit, and if the opponent quick rises, it leads into a safe jump.
no problem :) im bit confused on the combo, as far as i know 236l is like a flip out, did you mean 236m? also sidenote for myself, check if 623M can give you a safe jump, i think it could.
@@ditn Oops, sorry, I meant 623L! If it’s the move that reaches combo limit, it forces a knockdown. I tried with 623M, but there isn’t enough frame advantage.
Welcome to fighting games :D In beginning can be very overwhelming or hard to know what to do , thats why i started making this videos (its also the best way for myself to learn) so im glad they help other players as well :) The opponents that always mash or dp are easy to deal with but the opponents that actually block are hard to deal with if you dont know what to do xd
One thing you didn't mention is that throw in the corner allows you to framekill with stance 5M to perfectly time a +5 2M that also recovers in time to parry wakeup dp. It's a really easy way to guarantee pressure if you can't time the safe jumps properly.
i didnt knew about that one thanks :) i just go into auto pilot safe jump most of the time cause everyone mashes or does ex dp etc xd but your setups is better. will try it out thanks! :)
Thanks for the advice, I am always lost when the opponent starts blocking and this will help a ton!
No problem :)
if they keep blocking just keep resetting the pressure until they start mashing :)
Obrigado pelo tutorial! Estou aprendendo a jogar com yuel
Hi, i had to use google translate :D
no problem and goodluck on the journey :)
im currently making a video on how to play Yuel in 1.50 so that should help as well :)
(takes alot of research xd)
Thanks for the vid! For safe jumps in the corner, I’ve been using 236H > 5L > 5HHH xx 623L. It reaches combo limit, and if the opponent quick rises, it leads into a safe jump.
no problem :)
im bit confused on the combo, as far as i know 236l is like a flip out, did you mean 236m?
also sidenote for myself, check if 623M can give you a safe jump, i think it could.
@@ditn Oops, sorry, I meant 623L! If it’s the move that reaches combo limit, it forces a knockdown. I tried with 623M, but there isn’t enough frame advantage.
@@WickedFlameMaster interesting i will check it out thanks :)
this is a great starting point ty
no problem, hope it helps bit :)
keep in mind that most of the time you wont get past frame trap 1 since everyone seems to be mashing lol :D
really appreciate this, new to fighting games and wasn't sure how to properly pressure when they're blocking lol
Welcome to fighting games :D
In beginning can be very overwhelming or hard to know what to do , thats why i started making this videos (its also the best way for myself to learn)
so im glad they help other players as well :)
The opponents that always mash or dp are easy to deal with but the opponents that actually block are hard to deal with if you dont know what to do xd
One thing you didn't mention is that throw in the corner allows you to framekill with stance 5M to perfectly time a +5 2M that also recovers in time to parry wakeup dp. It's a really easy way to guarantee pressure if you can't time the safe jumps properly.
i didnt knew about that one thanks :)
i just go into auto pilot safe jump most of the time cause everyone mashes or does ex dp etc xd but your setups is better.
will try it out thanks! :)