Yatagarasu: Attack on Cataclysm Arcade

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On Dec 25th 1925, a Japanese nationalist revolutionary group staged a coup d’etat. The revolutionaries acted swiftly, suppressing the prime minister, police, major corporations, and newspapers.
Struggling to react, the old government faction sent the order to a secret information organization ‘Igasei’ to initiate an assassination program called ‘Yatagarasu’ and eliminate the leaders of the coup d’etat.

Jyuzumaru is a serious, stern monk. By and large, he can pick up damage of some kind from a lot of seemingly random pokes, particularly if he has meter, and has a serviceable pressure game with proper use of his normals and specials.
He does falter a little in terms of range, if only because some of his more spacious moves take some time to start up and can be easily parried. Overall, though, he is a very strong character for a variety of playstyles.

The game is a 4 button just like KOF: A is Light Punch, B is Light Kick, C is Heavy Punch and D is Heavy Kick.

Throws are done by pressing LP+LK. Universal Overhead are done by pressing LP+HP (UOH for short) leave the ground on the 6th frame. (This means they are not immediately throw invincible.) This is NOT true for Hina and Shimo, for them it leaves the ground on the 4th frame.

Guard Meter and Instant Guard Crush (with HP+HK) it's the tiny blue bar beneath your Life bar is your Guard Meter. As you block attacks this will decrease. It will flash red as it gets close to being empty. If your guard meter is fully depleted, you cannot defend yourself for approximately 1.5 seconds. An opponent with good timing can score a full combo. The meter will return to full after your guard has been broken.

There are two Parry buttons, high parry and low parry.When you tap a parry button, a successful parry will register if an attack collides with you within a certain number of frames, and if that attack can be parried in that zone.
The amount of time that a parry attempt is active depends upon what direction you are pressing on the joystick.

"Omit Idle" + Reversal window. Yatagarasu's reversal window is 3 frames. If you input a special move during that window, the game will display “Omit Idle” and a number. The number indicates if your reversal input was early and by how many frames. In any of these cases, your reversal input is successful:

Omit Idle 0 = frame-perfect.

Omit Idle 1 = 1 frame early.

Omit Idle 2 = 2 frames early.

Omit Idle also appears any time you do any action within the reversal window after another action. As long as the 2nd action is not a normal, Omit Idle can appear.

After you select your character, you can choose from one of that character's two Super moves. No matter which super you select, you still have access to both supers. Selecting a super powers up that super by giving it an additional 20% damage. There are a few exceptions, however:

Azure's Shunjunrankujin (Super1) is normally 3 hits. When selected, this super gets an additional 2 hits.

Chadha's Gigadeath Pressure (Super1) is a grab super that does 18000 damage. It is input with two full circle motions (360s). When selected, you can do three or four full circle motions instead of two to increase the damage by 2000 each. In addition, you can also do five full circles if you have 2 full super bars (maximum meter).

Jet's L.G.J. (Super2) is a timer super that lasts about 6 seconds. When selected, the super timer lasts an additional 1.2 seconds or so.

Aja's Kongo Shingonso (Super2) is a timer super that lasts about 6 seconds. When selected, the super timer lasts about twice as long.

Kotaro's Star's Gift (Super2) causes a status effect on the opponent if it hits. It lasts about 2 seconds. When selected, the status effect lasts about 8 seconds. In addition, the status effect will also now work on block, in this case for about 2 seconds.

Directional Buffer. The special move buffer is 8 frames for all special moves except "charge" special moves. (After inputting the directions for a special move, you can leave the stick at neutral for 7 frames, press the button on the 8th frame, and the special move will still come out.)
The special move buffer for charge special moves is 9 frames.

"Red" combos, some moves can combo after an opponent backflips in the air from an air reset (such as Kou's and Jet's super1). When this happens, if the combo counter turns red, this means that the opponent could have parried that moves.

All characters have the same amount of life, 51600.
You can reduce the damage you take when you get hit by pressing buttons (similar to Melty Blood).
If you are getting hit by punch attacks you need to press a punch button, and vice versa. Button strength doesn’t matter, and negative edge inputs are accepted for damage reduction.

The following characters gain a wider hurtbox while crouching: Azure, Hanzo, Juzumaru, Hina, Shimo, Jet, Chadha. (The other characters do not.)

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