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Yakuza Kiwami 3 & Dark Ties: Mine Moveset - Full Showcase and Guide Part.1 Base Moveset

幻月Paraselene и Michael_G

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Yakuza Kiwami 3 & Dark Ties: Mine Moveset - Full Showcase and Guide Part.1 Base Moveset

2 695 просмотров · 6 мес. назад
幻月Paraselene и Michael_G
2 695 просмотров · 6 мес. назад
Video made by @Michael_G Translated by me(幻月Paraselene) og link:https://www.bilibili.com/video/BV18RA... Michael: In terms of single-target combat, the overall moveset doesn't have major issues (?), but I feel there is still room to improve the attack speed. The hitstun on Light Attacks is insufficient, leading to quite a few string gaps (fake combos). However, the dodge-cancel performance is adequate, and back-combos against bosses are viable (though I’m unsure if bosses flinch more easily on lower difficulties). The 6th finisher is a blatant string gap; the gap between the Light Attack and the finisher is too wide, making the launch effect difficult to utilize most of the time. While there is a counter that can launch enemies, its design is honestly quite abstract... (refer to the video for details). Regarding crowd control, the Rush combo's reach is poor. You don't get a sweep with any range until the 7th Light Attack, and it takes the 7th finisher to get a decent AoE. Trying to hit a wide area using standard combos is very difficult. Personally, I feel the Rush combo could be shortened by at least two stages; it’s currently way too long. On the bright side, even though the finishers derived from Light 1 through Light 4 are all backflip kicks, RGG was surprisingly generous, giving all backflip kicks 27 frames of invincibility (at 30fps)—covering almost the entire animation. The Light Attack follow-ups after a backflip kick and the standard back-evade Light Attack also have invincibility for half their duration. Weaving through a crowd is definitely no problem, but as mentioned before, it simply lacks AoE impact. While there are some quick crowd-control options in the basic moveset, they are essentially limited to the finisher or throw after a Step. I feel the options are too limited. Speaking of which, this version of Mine's moveset feels a bit like the Mad Dog style from PYIH—a true 1v1 specialist. The attack speed buff granted after a Perfect Quickstep is identical to the Mad Dog effect: it's so subtle you can barely see the acceleration at first glance, and the duration is only 5 seconds. By the time you finish one long combo, you can say goodbye to your buff. (For comparison, the buff duration in Lost Judgment is 12 seconds and can be manually extended). Overall, there isn't much to dislike about playing this moveset. My only gripe is that the Light Evade Strike triggered after a dodge can sometimes ruin the flow of a back-combo. As for the rest, just watch the video.