Yatagarasu Enter the Eastward

Yatagarasu Enter the Eastward

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YETE Guide
By Moqlnkn
This is a guide on how to play the game. It has a lot of deep mechanics, and no built-in tutorial, so hopefully this can help players get started. This Steam guide will be slightly abridged, and will not cover every single character-specific detail; visit the following link to see EVERYTHING that I know about the game, from front to back.
https://moqlnkn.wordpress.com/yatagarasu-enter-the-eastward/
   
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Introduction
This is Yatagarasu: Enter the Eastward (YETE). It is a fighting game, where both players take control of a selected character, and fight until the other character is K.O.'d. You win a round by depleting the opponent's health bar to zero, or having more health when time runs out. The first to win two rounds (by default) wins the match.

All fighting games run at 60 fps, and, as a result, "Frame Data" concepts are universal and extremely valuable. Be sure to read my guide about Frame Data Concepts[docs.google.com].

I use Numpad Notation[docs.google.com] when describing directional inputs, so read my guide on that, too.

There are 14 characters to pick from, and they're all pretty different. You can get a brief idea of how each character plays by reading my Character Summaries[docs.google.com] guide.

That being said, there is a LOT of stuff that IS universally applied across all or most characters, and that is what I will be covering in this guide. I will not be covering character-specific stuff, or be getting into very intricate, unimportant details - those are covered in my Main Guide[moqlnkn.wordpress.com], which contains literally everything I know about the game, after approximately 200 hours in all versions.

YETE is an update to YAOC, which came out about 10 years earlier. If you're coming from YAOC, you can also read my Changelog[docs.google.com], which contains everything I've found that has changed. If you have not played YAOC, then that page will make no sense to you, so stay here.

I should also mention that you need to Port Forward the UDP ports 50055, 50056, and 50057 to play this game online. The exact methods will depend on your ISP and router setup. In my case, I had to log into a mobile application and forward the ports there. If you are unable to do this, then you can still play against people who have - they just need to host the lobby. If neither player has forwarded their ports, then online play is impossible. Also, use the O and P keys on the character select screen to adjust the online Delay according to your connection with the opponent. More delay will make the game run smoother, but obviously add more delay to your inputs.

The game isn't as popular as Street Fighter, which means there will be certain time zones when no one is playing. In these instances, you may need to join The Discord[discord.gg] in order to find a match. We also share tips and tricks and tech and tournament/arcade footage, most of it coming from Japan.

The game automatically saves replays in this folder:
C:\Users\[username]\AppData\Roaming\PDWHOTAPEN\yatagarasuEE_ver20240203\replay
If it stops saving replays, it probably ran out of space, so clear out that folder.
Movement
Hold down to crouch. Crouching ducks under certain attacks, but locks you in place, preventing you from moving. You additionally take 25% more damage while crouching. Certain attacks also hit at a downward angle, which causes them to hit you later than if you were standing, which shifts the frame data in the attacker's favor. This is particularly important in YETE because of the Universal Overhead.

Hold left or right to walk. This is a safe form of movement, but also very slow.

Double-tap left or right to dash. This is faster than walking, but more committal, since you're unable to defend yourself during the animation. Back dashes are invincible to Throws for 5 frames.

Hold up to jump, in one of three directions. You're locked into that trajectory once you pick it, and it's harder to effectively defend yourself while jumping, so it's usually a pretty high-risk option.

Tap down before jumping to Super Jump. This increases your air time and distance. A vertical Super Jump also inches forward very slightly. Forward Super Jumps, specifically, have a very low height, and are hard to punish on reaction. You take 50% to 100% increased damage while Super Jumping, depending on the move that hit you.
Blocking & Parrying
Hold back to block. Blocking nullifies all of the damage from Normal attacks, and most of the damage from other attacks, and usually lets you recover more quickly. "Low" attacks must be blocked while crouching, and "Overhead" attacks must be blocked while standing. You cannot block while attacking, dashing, jumping, or getting hit. Also, certain attacks cannot be blocked, called Throws.

Parry by pressing a parry button. There is a "High Parry" and "Low Parry" button. Keep in mind that the game calls parries "Button Locks" or "B-Locks," so many people will call blocking "guarding" to distinguish it from "B-Locking."

All overheads must be High Parried, and all lows must be Low Parried. Any attack that is not a low or overhead can be High Parried, but whether or not it can be Low Parried depends on the move, with most crouching attacks being low-parriable and about half of standing attacks and Specials being high-parriable. While airborne, both parry buttons parry everything that is parryable.

Your parry buttons are visualized on the screen so that the opponent knows exactly when you press them, and which ones you're pressing. You cannot parry while attacking, dashing, or getting hit, but you can parry while jumping.

It is possible to Parry during blockstun, but the window is reduced to 3 frames.

Throws also cannot be Parried, but the Universal Guard Crush can be.

You also cannot overlap the two parries; pressing both buttons at the same time only triggers a High Parry, and pressing one button during the parry window of another cancels the first to start the second.

There is no animation that plays when you press a parry button, meaning they are extremely low-commitment. You can even crouch-block while pressing High Parry, and be basically invincible for a brief period of time. However, there is a system that reduces the parry window when you input such techniques, and rewards you for doing the opposite. For example, holding forward while pressing High Parry increases the parry window.

There is a sizable cooldown for each parry button, where pressing that button again will do nothing. Additionally, if you are hit during your parry window or parry cooldown, a BL Counter occurs. If you perform an Air Parry, the BL Counter window extends all the way until you land on your feet. If you are on the ground while getting hit by a BL Counter, the hitstun is increased, and new combos are possible; additionally, that first hit deals 50% increased damage. If you are airborne when hit by a BL Counter, the juggle system kicks in, and you will probably die; however, Light Normals cannot trigger Air BL Counters.
Other Defense
The small blue bar beneath the health bar is the Guard Gauge. If you block several attacks, the Gauge will empty, and you will be Guard Crushed, so that the opponent gets a full combo. This gauge refills over time.

While getting hit, you can press buttons to reduce damage taken, indicated by a distinctive sound. You must match punches with punches, and kicks with kicks, so pressing a punch button will reduce all punch attacks, etc. Set the training dummy to "Auto Recovery" to see what this does exactly.

You also naturally take less damage while low on life. You take -5% damage while below 50%, or -10% damage when below 25% life, or -25% when below 10% life. Be sure to turn on "Max HP Damage" in training mode so that you don't get confused.

When you are knocked to the ground, pressing a punch button causes a Quickrise, and pressing a Kick causes a Delayed Rise. Some attacks are Hard Knockdowns, causing you to get up at the same time every time. Also note that several characters have different wakeup timings based on which rise type was used.
Offense
The four attack buttons are Light/Heavy Punch/Kick. In order, A B C and D are Light Punch, Light Kick, Heavy Punch, and Heavy Kick. These attacks change when you stand, crouch, or jump, which means every character has at least twelve Normal attacks.

Other attacks are... not listed in the Command List. Some of them are, and some of them are hidden to you, which is kind of annoying, but you can always just read my character guides to learn all of their moves and how they work.

Command moves include Command Normals, Specials, and Supers. Some characters also have Target Combos that are performed by pressing certain attacks in sequence. Everyone has a "Sweep" command Normal on 3D (or 3C for Shimo and Hina) which hits low and knocks the opponent down. Jet's is unique in that it starts a juggle.

The primary combo method is Canceling, which is inputting the command for a second attack right as the first attack connects. This "cancels" the recovery animation of the first attack and starts the second attack animation instantly.

Many light normals are Chainable, which is to say you can cancel between them freely, at least until the opponent is pushed too far away. You can see which of them are chainable in my Frame Data.

Most Normals are cancelable into Specials or Supers. Most Specials and a select few Normals are only cancelable into Supers.

Every character can perform a Universal Throw by pressing A + B. Throws are unblockable and unparriable, but the Universal Throw can be Throw Teched by pressing A + B shortly after being thrown.

Every character can also perform a Universal Overhead by pressing A + C. For all but three characters, this attack has even frame advantage on hit or block versus standing opponents; however, if the opponent is crouching, it will hit later, which increases the frame advantage drastically, opening up new combo possibilities.

Every character can also perform a Universal Guard Crush by pressing C + D. This is a reactable attack that instantly reduces the opponent's Guard Gauge to zero if they block it, but they can parry and punish it. It's usually around 21f startup, so it's likely to catch someone who isn't looking for it, or it can "punish" someone for trying to parry too early by connecting during the parry recovery window. Additionally, it is briefly invincible to Throws on startup. If they get hit by the attack, your combo options are actually reduced, but you usually get something, if you're close enough.

If you get hit several times in a row without hitting the opponent back, you get Stunned, and the opponent gets a free combo. It's a pretty in-depth system, but the gist is simple - if you hear a chirping noise, the round is probably already over. Keep in mind that longer combos do not contribute to stun damage - only the first hit of each combo does. The only exception is Sistan's second Super.
Supers
The meter at the bottom of the screen is the Super Meter. It starts at zero and fills up to two stocks as the two players fight each other. In general, the one attacking builds much more meter than the one defending.

EX Specials, performed by inputting a Special with two buttons instead of one, cost half of a Super stock and are enhanced versions of that Special attack. The exact properties that change are dependent on the move in question.

Every character has (at least) two Supers. These are exactly the same as EX Specials, except they cost a whole stock of Super Meter to perform, and are usually very powerful attacks. The way to perform them is written in the Command List. Almost every Super has one version, so pressing either the Light or Heavy button does not matter - they both give the exact same move.

Most Specials, and a few select Normals and Command Normals, are cancelable on hit or block into Supers only. Except for JET and Aja's unique cancels, all attacks that can cancel into Specials can be also canceled into Supers.

Before the game starts, you must "Select" one of two Supers. For almost every Super in the game, selecting the Super will increase the damage of that Super by 20%. You will still have access to the Super you don't select - it will just be weaker than if you had. Some Supers get different types of buffs, such as powerup Supers having increased duration when activated.
The End
Those are all the basics of the game that you need to know. There is a lot of intricate detail in the game, however, which you can read through My Guide that I linked at the beginning. In particular, the combo system is needlessly complex, and requires five whole pages to explain accurately.

Overall, the game heavily rewards trying things out and seeing what works. You should try to do things that lead to the greatest reward, but, no matter what you do, there's always the threat of the opponent parrying it and getting a full combo, which means that your safety is directly tied to your unpredictability.

Because the parry mechanics are universal, there really isn't a tier list - every character is about the same. However, there are some characters that deal more damage than others, and there are some characters who lack safety in certain situations, so here's a very simple tier list so that you can cope your way through your losses in certain matchups:

Strong: Aja, Jyuzumaru, Crow, Chadha, JET
Weak: Tienyi
Average: Everyone else

And this is a tier list specifically about difficulty:

Hard: JET, Kotaro, Sistan, Hanzo
Easy: Hina, Kou, Crow, Jyuzumaru
Average: Everyone Else

Alas, I have nothing else to teach you. Go to my website to learn more; otherwise, join the Discord and play some matches online.