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Atlas Academy => Melty Blood: Current Code => Archetype: Earth => : Komidol October 13, 2011, 04:51:56 AM

When's Melty on Steam?
ahaha that's no--wait, what?
: F-Archetype 姫様!やりたい!
: Komidol October 13, 2011, 04:51:56 AM
22D - Engage flight, cancelled by normal attacks + directionals and jumps.  Pushes her up a little bit on activation, moving 4 or 6 both sends you downwards with respect to your opponent.  You cannot block. 
214 Series - Archetype-style rush in hits.  Teleport cancelable on block. 
236 Series - Ground blasters, used for launching.  Very good recovery.
623 Series - Standard Strong DP
22 Series - Twinkle Star Sprites
j. 236 Series - Light Pillars, otg relaunches for v1.05 C-Seifuku style corner carry.
j.6B - Air to ground lance, chargeable. 

Week 1 First Impressions:

I believe her ground loop is similar to that of F-Wara's, and because of her flight would make a good character for anyone who uses him.  Light pillars can be used to combo in corner and follow up with j.6B and j.C (Charged) for a lot of damage.   

I think that what's interesting about this character (and the recent PCL, actually) is that there's a little more to their combos and attack strategy than blhablahalblah launcher jbc jbc airthrow for optimum damage.  Very cool character, everyone over in JP is excited to play her.
: Re: F-Archetype 姫様!やりたい!
: Komidol October 14, 2011, 06:15:10 AM
http://www.youtube.com/watch?v=r7hZu0Yaey0
http://www.youtube.com/watch?v=K44A4HX6y4M

Day 1 Leo, demonstrates F-Archetype's BNB.  Nice damage, pretty far carry.  She has a nice legitimate DP, EX that creates nice Oki opportunities, and almost no recovery on her F-VSion style tornado attacks.  She has nice fast normals, and vertical lasers a'la H-PCL.  Oh and she can fly.

It's Melty Baby.   
: Re: F-Archetype 姫様!やりたい!
: LivingShadow October 14, 2011, 10:25:56 AM
Woooow. That is scary. How safe are those normals anyway?

And that charged j.b.

Man, her pressure is going to be downright nightmarish.
: Re: F-Archetype 姫様!やりたい!
: Tonberry October 14, 2011, 11:44:46 AM
Gdlkkkkkk.

Thanks for the footage Komidol. 
: Re: F-Archetype 姫様!やりたい!
: 7thfonon October 14, 2011, 01:56:19 PM
Looking forward to the movelist writeup. Arc Earth looks really fun.
: Re: F-Archetype 姫様!やりたい!
: TrueGunnerShadow October 14, 2011, 05:32:38 PM
If only I can get my hands on it. :(
Nice video.
Can't wait for the movelist as well.
: Re: F-Archetype 姫様!やりたい!
: BurstOfAnger October 14, 2011, 09:09:33 PM
It seems that when she floats around during Max mode, it doesn't directly drain her Max meter, but when Max ends, it's deducted from the 100% that she's supposed to have after Max, meaning that she has less than 100% meter after Max.
: Re: F-Archetype 姫様!やりたい!
: Crescent Saber October 17, 2011, 01:15:39 PM
She looks like so much fun. I just got finished watching the vids posted on the home page and wow. Great stuff.
: Re: F-Archetype 姫様!やりたい!
: F9|Chibi October 17, 2011, 01:30:53 PM
Her normals and all that look amazing but the whole floating off of the top of the screen thing is like retardedly bad game design. It took glitches in MvC2 to reproduce that, and one character in particular to dominate 96% of the cast who could dominate doing it. Being able to replicate that in this game just irks me the wrong way, regardless of whether or not it takes meter for her to float that way or being able to do it for a very small amount of time.
: Re: F-Archetype 姫様!やりたい!
: LivingShadow October 17, 2011, 02:05:43 PM
Her normals and all that look amazing but the whole floating off of the top of the screen thing is like retardedly bad game design. It took glitches in MvC2 to reproduce that, and one character in particular to dominate 96% of the cast who could dominate doing it. Being able to replicate that in this game just irks me the wrong way, regardless of whether or not it takes meter for her to float that way or being able to do it for a very small amount of time.

F-VAkiha can do that too, although for much less time.
: Re: F-Archetype 姫様!やりたい!
: F9|Chibi October 17, 2011, 02:50:52 PM
Her normals and all that look amazing but the whole floating off of the top of the screen thing is like retardedly bad game design. It took glitches in MvC2 to reproduce that, and one character in particular to dominate 96% of the cast who could dominate doing it. Being able to replicate that in this game just irks me the wrong way, regardless of whether or not it takes meter for her to float that way or being able to do it for a very small amount of time.

F-VAkiha can do that too, although for much less time.

Yeah, that didn't sit well with me either, but it wasn't entirely abused like I thought it would be.

 :nyoro:
: Re: F-Archetype 姫様!やりたい!
: LivingShadow October 17, 2011, 03:02:12 PM
People seem to have stopped doing it recently anyway. I guess the gimmickiness wore off.
: Re: F-Archetype 姫様!やりたい!
: F9|Chibi October 17, 2011, 04:43:42 PM
For the record I'm refering to this character (in all moons) as Podok.

That is all~
: Re: F-Archetype 姫様!やりたい!
: Shiki October 17, 2011, 05:34:30 PM
For the record I'm playing this character (in all moons) since she flies around like Modok.

That is all~

Fix'd
: Re: F-Archetype 姫様!やりたい!
: Crescent Saber October 18, 2011, 04:47:08 AM
Her normals and all that look amazing but the whole floating off of the top of the screen thing is like retardedly bad game design. It took glitches in MvC2 to reproduce that, and one character in particular to dominate 96% of the cast who could dominate doing it. Being able to replicate that in this game just irks me the wrong way, regardless of whether or not it takes meter for her to float that way or being able to do it for a very small amount of time.

I'm kinda worried about that actually. That is the ONE thing that makes me think she is going to end up as a really strong character. Perhaps a bit too strong...
: Re: F-Archetype 姫様!やりたい!
: Exciel October 18, 2011, 02:03:33 PM
flying is smalltime. the nekos can dig underground, too imba
: Re: F-Archetype 姫様!やりたい!
: Crescent Saber October 19, 2011, 06:17:22 AM
Yeah I forgot about that. Also from the looks of her she can do some nice combos and exert pressure well with flight cancelling. Or at least that's how it looks to me.

But I love her.
: Re: F-Archetype 姫様!やりたい!
: Bill307 October 23, 2011, 12:16:56 AM
As it turns out, when she's in flight mode, her air normals have much less reach below her:  j.B goes right through the opponent's head and j.C goes through part of their body as well.  You practically have to land to hit them with an air normal (or cancel flight mode).

Also, she can do normals and specials repeatedly in flight mode, however pressing a direction and A/B/C at the same time causes her to leave flight mode and fall while executing the normal.

Flight mode is time-limited, as well.  I'd say it lasts less than 10 real-time seconds.
: Re: F-Archetype 姫様!やりたい!
: LivingShadow October 23, 2011, 10:49:19 AM
After seeing a few more vids, I think Archetype has a bad matchup against Ciel. Her air movement is way to slow to get around the black keys if she starts from the ground and Ex Hiero punishes lightpillars easily.
: Re: F-Archetype 姫様!やりたい!
: F9|Chibi October 23, 2011, 11:42:43 AM
As it turns out, when she's in flight mode, her air normals have much less reach below her:  j.B goes right through the opponent's head and j.C goes through part of their body as well.  You practically have to land to hit them with an air normal (or cancel flight mode).

Also, she can do normals and specials repeatedly in flight mode, however pressing a direction and A/B/C at the same time causes her to leave flight mode and fall while executing the normal.

Flight mode is time-limited, as well.  I'd say it lasts less than 10 real-time seconds.

Yeah, it looks like they wised up and gimped the shit out of this character. How many specials does she actually have?
: Re: F-Archetype 姫様!やりたい!
: Komidol October 23, 2011, 12:49:33 PM
Yeah, it looks like they wised up and gimped the shit out of this character. How many specials does she actually have?

Die in a fire.  Having a balanced flight mode is miles away from 'gimping the shit out of the character'.  If you mean she can't just fly wherever in whatever direction and spam attacks, so you could look at her tits rather than play the game -  like you wanted to play her - than maybe.

Also if you looked in the first post, you would know how many specials she had  :teach:
: Re: F-Archetype 姫様!やりたい!
: F9|Chibi October 24, 2011, 06:58:47 AM
Yeah, it looks like they wised up and gimped the shit out of this character. How many specials does she actually have?

Die in a fire.  Having a balanced flight mode is miles away from 'gimping the shit out of the character'.  If you mean she can't just fly wherever in whatever direction and spam attacks, so you could look at her tits rather than play the game -  like you wanted to play her - than maybe.

Also if you looked in the first post, you would know how many specials she had  :teach:

What the fuck do you think gimped means you idiot?

Before anyone got to touch this game she looked kinda broken, but now she doesn't because they did gimp her. That's not a complaint, it's a statement.

Also how are you going to tell me to look at the first post when you just edited today?
: Re: F-Archetype 姫様!やりたい!
: Crescent Saber October 24, 2011, 07:31:46 AM
Yeah, it looks like they wised up and gimped the shit out of this character. How many specials does she actually have?

Die in a fire.  Having a balanced flight mode is miles away from 'gimping the shit out of the character'.  If you mean she can't just fly wherever in whatever direction and spam attacks, so you could look at her tits rather than play the game -  like you wanted to play her - than maybe.

Also if you looked in the first post, you would know how many specials she had  :teach:

Gotta agree here. Even though they balanced the flight mode out she still looks like a pretty strong character. She's FAR from gimped.
: Re: F-Archetype 姫様!やりたい!
: F9|Chibi October 24, 2011, 07:39:59 AM
You guys are completely missing my point, but whatever.
: Re: F-Archetype 姫様!やりたい!
: Komidol October 24, 2011, 08:24:19 AM
Also how are you going to tell me to look at the first post when you just edited today?

I was just messin with ya', anyway, I edit it like everyday, the specials were up there since last week though.

She's not gimped because she is still potentially broken, the flight isn't the only thing that could of "broken" the character.  General opinion on JP-side is that it's still too early to tell, however, I will say her 2C is way too good.
: Re: F-Archetype 姫様!やりたい!
: Pincher October 24, 2011, 12:07:27 PM
I will say her 2C is way too good.
Like F koha's 5C and 2B from console?
: Re: F-Archetype 姫様!やりたい!
: LivingShadow October 24, 2011, 12:14:12 PM
Her 2c does look godlike, but to be honest, I don't see it as much worse than Kohaku's. I personally don't see Archetype as overly strong. Probably S tier, but not S++++++++ tier. The main thing is that people don't know how to play against her quite yet and after looking at the Ashe vs Leo matches I don't think that Ryougi is going to be having much trouble.

Archetype's main advantage is that she can cover large areas with most of her attacks. But you're more or less safe if you're outside of Lightpillar range as the only thing she can hit you with at that range is the EX Lightpillar, maybe BEj2b. That combined with the huge startup on the lightpillars advancing around them wouldn't be too hard.

Also, while Archetype can stay in the air nearly indefinitely (at least compared to the rest of the cast), her aerial movement speed is like a fish swimming through jello, even worse than Len. This does give her insane fuzzy and mixup ability, but at long range she won't be able to close distance very fast. Which gives her a disadvantage against characters like Mech, Aoko, and Ciel.

Here's my guesses for matchups:

Good matchups:
Miyako
Nanaya
Tohno
Kouma
Satsuki
Mostly characters with a limited range. Miyako and Kouma probably having the worst matchups.

Bad matchups:
Ciel
Mech
Aoko
Roa
Warc
Wara
Characters with good to decent air to air or ground to air projectiles. Wara and Roa would probably be the best against Archetype.
VAkiha
Her aerial mobility baits and punishes Archetype's moveset all day.


Of course, take my writing with a grain of salt. It's completely from watching vids and guessing. :toot: Feel free to tear it apart.
: Re: F-Archetype 姫様!やりたい!
: Rokunaya October 24, 2011, 12:17:25 PM
I will say her 2C is way too good.
Like F koha's 5C and 2B from console?

<3
: Re: F-Archetype 姫様!やりたい!
: Bill307 October 24, 2011, 07:41:19 PM
I can post C- and H-Archetype's movesets if people want.  Maybe in a different topic...?

After 1 day of playing, I think that EX light pillar is amazing.  It has fast start-up:  you can react to and punish slow moves from anywhere on the screen.  It must have start-up invincibility, if not more.  It beats air-to-airs and anti-airs.  (Didn't test it against a projectile.)  It can be punished on block in some situations (e.g. if they're right below you) but it's relatively safe otherwise.  I didn't test the recovery of a TK'd EX pillar, so I don't know if TK'd EX pillar is completely safe or not, e.g. vs Ciel's full-screen super.  But it probably is.

I don't want to say much else about her since one can probably get better information about her strengths and weaknesses from watching Japanese archetype players.  And I have not watched any. :P


Edit:  her ground blasts (236A/B) are quite good, too.  They hit low and are air-unblockable.

Regular light pillars are bad/gimmicky if you're floating in the air (and not in flight mode).  I didn't try using TK'd light pillars, but they might prove useful.  When she TK's a pillar, she looks like she's still standing on the ground, so the recovery should be a lot better in that case.
: Re: F-Archetype 姫様!やりたい!
: Pincher October 24, 2011, 07:51:20 PM
I can post C- and H-Archetype's movesets if people want.  Maybe in a different topic...?
do it please!  ;D
: Re: F-Archetype 姫様!やりたい!
: Bill307 October 24, 2011, 08:08:37 PM
I'm not around the CC board right now, but I can list the differences compared to F-Arch to the best of my memory:

- 5B has a downward arc.
- 2C hits lower to the ground and fewer times.
- j.2C is not chargeable.
- C-Arch can launch (into an air combo) with 5C 2C 3C, or just 2C 5C at max range.
- H-Arch can launch with 2C 6C.  Never tried 6AAA because I forgot about it. <_<

- Ground blasts arc away from you and knock the opponent away.  Not sure how to combo off of them, but EX light pillar might work.  (Didn't think to try it at the time.  :-[ )

- Instead of the rush attack, her 214A/B are air-unblockable whirlwind attacks.  A versions (not B) leave a small whirlwind behind, which is also air-unblockable when it... blows away.  H-Arch's blows away after a short period of time.  C-Arch's blows away the next time you do 214A, or after a long period of time.

- I don't remember what 214C does.

- j.214A/B is a cross-up whirlwind thing.

- j.214C makes a big tornado around her.  (By the power of Gaia...)  Has at least start-up invincibility.


Light pillars and 623x all seemed exactly the same.  623B has full start-up invincibility; 623A not so much.

I mostly used C-Arch and touched H-Arch only once.
: Re: F-Archetype 姫様!やりたい!
: Komidol October 24, 2011, 09:01:33 PM
Her 2c does look godlike, but to be honest, I don't see it as much worse than Kohaku's.

Sorry bro, I know you guys be stream monsterin' but I can't agree.  It's longer, faster startup, has almost no hurtbox (Green-extended hitbox), and has way less recovery.  My 2C lost an F-Archetype 2C on reaction.  It was painful to watch.  The advantage to Kohaku's 2C in neutral (all moons) is that it can catch late jump outs, keeps her low to the ground, and is untechable, but you have to be good to use it well.  F-Archetype can just press that all day erryday.  Also remember, this is a full moon character we're talking about (when you consider matchups).

Anyway, Bill - I haven't seen you around but I'm assuming you've played a lot of fighting games before.  You're right that ground blasts are amazing.  To elaborate, they're fast, quick, and great in pressure as a string ender, (similar to Wara's Tornado, F-Koha's 236A, etc) but it gives her way more advantage because they're much better in that they have way less recovery.  Though, I'd be willing to bet Ciel's special is long enough to punish ex pillar (haven't tested it either), it's still an excellent special resembling C-seifuku's in v1.05.  The regular pillars have similar uses for corner carry in combo, as they otg relaunch. 

As for the other specific information, I feel like I should look into myself sometime this week to confirm but I'm still exploring around other things about the game for the moment. 

(Also yeah, please get a mod to split the information about C&H moon.  Feel free to make a new topic.) 
: Re: F-Archetype 姫様!やりたい!
: Tare October 24, 2011, 10:24:43 PM
Here's my guesses for matchups:

Good matchups:
Miyako
Nanaya
Tohno
Kouma
Satsuki
Mostly characters with a limited range. Miyako and Kouma probably having the worst matchups.

Bad matchups:
Ciel
Mech
Aoko
Roa
Warc
Wara
Characters with good to decent air to air or ground to air projectiles. Wara and Roa would probably be the best against Archetype.
VAkiha
Her aerial mobility baits and punishes Archetype's moveset all day.


Of course, take my writing with a grain of salt. It's completely from watching vids and guessing. :toot: Feel free to tear it apart.

So I was reading this and although the game hasn't been in out in our hands yet, I think maybe you should re-consider the points that make F.Arch-Type really strong. First her geyser CH is extremely fast for a mid range attack. All her pressure antics rely on her being able to air cancel safely or be in range to geyser CH. So any other character that rely on mid-range footsie is gonna have a really hard time fighting her because the trade-off of her moves pays out way more, especially if you're trying to air to ground her like Warakia's J.C, you're gonna get demolished. She's gonna get wrecked by anything character that's in your face like Miyako, Arcueid. Her escape options and normals are not gonna be good enough when you get characters like this really close to you. Satsuki is just gonna air grab you all day. Aoko will be forced to not use orbs on a defensive way while playing footsies and her get in is pretty poor, so overall I think Arch-type will have the advantage.

tl;dr: In your face characters > Arch Type. Mid range character < Arch-Type.
: Re: F-Archetype 姫様!やりたい!
: Greg October 25, 2011, 06:20:39 AM
Here's my guesses for matchups:

Good matchups:
Miyako
Nanaya
Tohno
Kouma
Satsuki
Mostly characters with a limited range. Miyako and Kouma probably having the worst matchups.

Bad matchups:
Ciel
Mech
Aoko
Roa
Warc
Wara
Characters with good to decent air to air or ground to air projectiles. Wara and Roa would probably be the best against Archetype.
VAkiha
Her aerial mobility baits and punishes Archetype's moveset all day.


Of course, take my writing with a grain of salt. It's completely from watching vids and guessing. :toot: Feel free to tear it apart.

So I was reading this and although the game hasn't been in out in our hands yet, I think maybe you should re-consider the points that make F.Arch-Type really strong. First her geyser CH is extremely fast for a mid range attack. All her pressure antics rely on her being able to air cancel safely or be in range to geyser CH. So any other character that rely on mid-range footsie is gonna have a really hard time fighting her because the trade-off of her moves pays out way more, especially if you're trying to air to ground her like Warakia's J.C, you're gonna get demolished. She's gonna get wrecked by anything character that's in your face like Miyako, Arcueid. Her escape options and normals are not gonna be good enough when you get characters like this really close to you. Satsuki is just gonna air grab you all day. Aoko will be forced to not use orbs on a defensive way while playing footsies and her get in is pretty poor, so overall I think Arch-type will have the advantage.

tl;dr: In your face characters > Arch Type. Mid range character < Arch-Type.

Good matchups:
People you can out space

Bad matchups:
People that out space you
: Re: F-Archetype 姫様!やりたい!
: LivingShadow October 25, 2011, 06:58:12 AM
Here's my guesses for matchups:

Good matchups:
Miyako
Nanaya
Tohno
Kouma
Satsuki
Mostly characters with a limited range. Miyako and Kouma probably having the worst matchups.

Bad matchups:
Ciel
Mech
Aoko
Roa
Warc
Wara
Characters with good to decent air to air or ground to air projectiles. Wara and Roa would probably be the best against Archetype.
VAkiha
Her aerial mobility baits and punishes Archetype's moveset all day.


Of course, take my writing with a grain of salt. It's completely from watching vids and guessing. :toot: Feel free to tear it apart.

So I was reading this and although the game hasn't been in out in our hands yet, I think maybe you should re-consider the points that make F.Arch-Type really strong. First her geyser CH is extremely fast for a mid range attack. All her pressure antics rely on her being able to air cancel safely or be in range to geyser CH. So any other character that rely on mid-range footsie is gonna have a really hard time fighting her because the trade-off of her moves pays out way more, especially if you're trying to air to ground her like Warakia's J.C, you're gonna get demolished. She's gonna get wrecked by anything character that's in your face like Miyako, Arcueid. Her escape options and normals are not gonna be good enough when you get characters like this really close to you. Satsuki is just gonna air grab you all day. Aoko will be forced to not use orbs on a defensive way while playing footsies and her get in is pretty poor, so overall I think Arch-type will have the advantage.

tl;dr: In your face characters > Arch Type. Mid range character < Arch-Type.

Good matchups:
People you can out space

Bad matchups:
People that out space you
Pretty much.

Here's more on my thoughts on the characters I listed.

@Satsuki: While yes, she does have an anti-air grab she still has to get in range to use it. I do have to admit, she probably has the best matchup of the ones I listed as at a disadvantage.

@Nanaya and Tohno: This matchup is completely based on their movement ability. C-Nanaya is probably the best out of these because of the charged b teleport.

@Miyako: This matchup I based more on Miyako's normal range than on Archetype's zoning ability. It's a lot like the Ryougi matchup in that most of Archetype's normals keep Miyako out of range.

@Aoko: I was the least sure about this one. I was thinking maybe 22a/b/c would be good against Archetype, but on second thought, it's probably not enough.

@Wara: 22a/b/c tornadoes are probably his best tools in this one. I guess it's more based on if Wara can lock Archetype to the ground.

: Komidol
Sorry bro, I know you guys be stream monsterin' but I can't agree.  It's longer, faster startup, has almost no hurtbox (Green-extended hitbox), and has way less recovery.  My 2C lost an F-Archetype 2C on reaction.  It was painful to watch.  The advantage to Kohaku's 2C in neutral (all moons) is that it can catch late jump outs, keeps her low to the ground, and is untechable, but you have to be good to use it well.  F-Archetype can just press that all day erryday.  Also remember, this is a full moon character we're talking about (when you consider matchups).
I seem to remember Archetype's 2c having more pushback. Maybe my memory is off.
: Re: F-Archetype 姫様!やりたい!
: Crescent Saber October 26, 2011, 02:43:59 PM
I'm probably not as experienced as most of you guys, but from watching the videos of F-Arch and the few of C-Arch, I'm gonna guess that her toughest matchups are gonna be against rushdown characters like Arcueid. While she has great zoning tools, she seems to have trouble with speedy characters that can get in her face.
: Re: F-Archetype 姫様!やりたい!
: Mistwraith October 26, 2011, 09:08:11 PM
All I can say that FM Arch's 2C is way too godly. Ashe kept my Tohno Shiki from going in by just doing it and I was trying to be way too careful against him.

Her j5C hitbox is so huge that it is easy to crossup people with. I need to rethink strategies on how to fight her  :slowpoke:
: Re: F-Archetype 姫様!やりたい!
: leaf November 14, 2011, 12:49:09 PM
I'm actually most curious as to how her puffballs/star things work right now, specifically as to why I don't see japanese players using them more. For the few times I've seen them get used, they seem like they should be a really good move. Main place I'm looking is http://www.youtube.com/watch?v=caks9HBD2Qk

Notable points are at 19:56 and 23:02. As we can see here, only two puffballs came out, and the player instantly jumped afterward. Also, 23:11 and 24:24, where a single puffball was used with what also appears to be a JC. Additionally considering that in Leo's vids, when he tried to use the 3 puffballs and run after them, he took much longer to move, I think it's a pretty safe bet that there's a JC window on this move.

A move like this... honestly, it feels like something from the touhou fighters. Coupled with all her other great projectiles, as well as flight, I really do get a touhou-esque vibe from this character. Anyway, it looks like it has relatively low startup for a projectile you can approach with, and it also seems like a good option for harassing your opponent from fullscreen, giving you coverfire while you go to the air.

I'd wager even the non-EX version could be good for meaty on wakeup. Depending on a couple of factors, such as how long it takes for the puffballs to become active and/or if you can fly-unfly to quickly execute a low to the ground aerial, you could use it as an enabler for some pretty beastly mixups, without much fear of retaliation.

Using puffballs mid-blockstring may or may not be an option. At 22:00 in the vid I linked, the player tries to use it from point-blank for pressure, which just got them hit, but if you give yourself enough space (such as from a max range 2c, as was done at 19:56), it might be safe against some chars, and lead directly into more pressure.

Finally, the EX version looks like it could be abused greatly from a midscreen knockdown. EX stars -> fly above their head for repeated ambiguous crossups.

---

Actually... after all that, I think the "most interested" bit was wrong. Make that "second most interested." What I'm most interested in finding out are the specifics of her fly. Can it be canceled into from moves that can be special canceled? Moves that can be jump canceled? Can it be canceled into at all? Then there's the matter of what the minimum time you have to spend in flight is, and if it has cooldown when you cancel out of it. Lotta unknowns.

Man, I've been looking forward to a new PC release of MB for a long time, but this character makes the wait for MBAACC even harder. =p
: Re: F-Archetype 姫様!やりたい!
: TheMaster_Rahl November 14, 2011, 02:05:44 PM
I'm actually most curious as to how her puffballs/star things work right now, specifically as to why I don't see japanese players using them more. For the few times I've seen them get used, they seem like they should be a really good move. Main place I'm looking is http://www.youtube.com/watch?v=caks9HBD2Qk

I'd guess that Ashie prefers to use her faster, halfscreen specials and normals to fish for hits. The projectiles, by comparison, are much slower, both in start-up and travel time, or do not cover the right space. The start-up on them makes it seem like it could be easily punishable at neutral, and too slow at max range to do much for you. You prolly just get more reward for using other things.
Or she's so new that they have yet to realize a better use for them.

-TexasTim-
: Re: F-Archetype 姫様!やりたい!
: leaf November 14, 2011, 04:43:46 PM
It's true that it doesn't have the speed of the 236 or the ridiculous vertical reach of the j236, but the delayed fire is actually what makes it a good move, imo. In the matches I watched today, nine times out of ten, when an archetype player was at range in a neutral situation, they either fished for a CH 236 or went airborne and started zoning with j236. Even when playing against foes that were scared to set up their own projectiles or approach, that were just flat out blocking the 236, they still went for one of these options, even though they had plenty of time to set up a 22 and establish an offense. If you need to hit a foe immediately, you have 236 to fall back on. But you don't always need to hit a foe immediately, especially if they're busy expecting to need to block something.

As I see it, as long as you pick a time when your foe isn't likely to (or outright can't) use a fast ranged option to hit you out of it, the worst case scenario when using 22 is that your opponent jumps over it. This isn't that bad of a situation at all, since it's very likely that you can either beat them air to air, or land first and anti-air them. So the "coverage" problem shouldn't be an issue, either. As long as it forces them to do something, it's done its job.

Granted, this is all theory fighter using imperfect information, but it's just that I've never seen a projectile have properties like this and not be good.

Or she's so new that they have yet to realize a better use for them.
This may just be it.
: Re: F-Archetype 姫様!やりたい!
: LivingShadow November 29, 2011, 06:21:48 AM
Apparently, F-Archetype has a teleport.

http://www.youtube.com/watch?v=b_QFNxa7s-Q#t=22m20s
: Re: F-Archetype 姫様!やりたい!
: caiooa November 29, 2011, 11:11:33 AM
isn't it just a rush elbow followup? (like C arc can use A to teleport, B to a 4B and C for the act cadenza follow up)
: Re: F-Archetype 姫様!やりたい!
: LivingShadow November 29, 2011, 11:23:27 AM
That's probably what it is, but it still counts as a teleport.
: Re: F-Archetype 姫様!やりたい!
: Crescent Saber November 30, 2011, 07:12:42 AM
Interesting. She has so many stylish moves lol.
: Re: F-Archetype 姫様!やりたい!
: LordPangTong November 30, 2011, 08:24:37 PM
Hey F-Hime can activate BH then do BHAD off that cinematic air super and have it COMBO.  :psyduck: :psyduck: Combo into circuit break? gravy

http://www.nicovideo.jp/watch/sm16300009
: Re: F-Archetype 姫様!やりたい!
: FireBearHero December 03, 2011, 06:23:36 PM
"hey let's make a really ridiculous character that nobody will want to play due to the threat of people picking C-Sion and going crazy with 214C"

wat
: Re: F-Archetype 姫様!やりたい!
: Lord Knight December 08, 2011, 03:59:46 PM
OK, so basic combo breakdown -

F-Hime has 2 main combo routes, based on distance - one where you're close enough for 5c > 6c (correct me if it's not 6c btw) to connect, and one where you are too far for that to work. So:

xx > 5c  > 6c > 236a > j[C] > Air pillar > 22d > j[C] > air pillar > airdash > jC > dj jC > kick super/pillar super/airthrow

From farther, you have to use 2c > 236b to combo:

xx > 2c > 236b > j[C] > airdash > delay jC > 2C > 5A > 2C > 22D for okizeme

Of course the above is possible off raw 236b, as well as a far 2b.

Any time you are in max you can end with kick super > land heat > blood heat arc drive. You've got enough time to charge to ~70 percent.

After throw you can combo into arc drive or blood heat arc drive, as well as OTG.

For combo correction, anytime you airdash the wrong way after j[C] (I've seen it happen) you can just pillar super to tack on some damage.

Corner combo is xx > 236a/b > j[C] > airdash late jC > 2c > 5a > 2c > 2a  >2c > shoulder rush > 5a > jBC > dj jBC > 22D airthrow/kick super/pillar super. Alternatively you can just end at 2c and do 22d into oki.
: Re: F-Archetype 姫様!やりたい!
: Mistwraith December 08, 2011, 07:58:05 PM
Something to correct about your 2nd combo and your corner combo. Lord Knight.

xx > 2c > 236b > j[C] > airdash > delay jC > 2C > 5A > 2C > 22D for okizeme

After j[C], it is not possible airdash for follow up. You must do a jump cancel first then airdash towards your opponent.

I know it doesn't look like it but I tried doing airdash after j[C] and it doesn't work at all. Took me a while to realize I need to do a jump cancel first, which makes therefore you need to be fast.

: Re: F-Archetype 姫様!やりたい!
: Rokunaya December 08, 2011, 08:01:00 PM
F can't airdash cancel normals, only C/H can so that's why
: Re: F-Archetype 姫様!やりたい!
: Lord Knight December 08, 2011, 08:23:55 PM
Oh, I knew that, but I still just write it as airdash lol, I guess when someone makes an OFFICIAL post someone should make a note of that
: Re: F-Archetype 姫様!やりたい!
: Komidol December 09, 2011, 07:26:11 AM
Hey F-Hime can activate BH then do BHAD off that cinematic air super and have it COMBO.  :psyduck: :psyduck: Combo into circuit break? gravy

If I recall correctly it combos out of throw also.
: Re: F-Archetype 姫様!やりたい!
: Lord Knight December 09, 2011, 07:47:04 AM
Yeah, you can do both AD and BHAD off throw, as well as simply otg.
: Re: F-Archetype 姫様!やりたい!
: Lord Knight January 02, 2012, 05:18:13 PM
More or less, here are the current F-Hime combo routes.

I was mostly right, now that I've been playing I can clear up what she actually does.

Combo route stuff was right, it is indeed based on distance, but I got the combo wrong -

5B > 5C > 6C > 236A > j9[C] > j236A > 22D > j[C] > j236A > 6jC > dj jAC > airthrow/kick/pillar

You can do this midscreen, but the combo is a bit different. In order to understand just how far you can hit this combo from, run the training mode dummy into the corner, then back throw them, and try this combo -

5B > 5C > 6C > 236A >j9[C] > j236A > 22D > j[C] > j236B > 6jC > dj jAC > airthrow/kick/pillar

For midscreen, the 2c > 236b > j[C] combo still applies. You do the shoulder rush ender when you do a j[C] > late airdash jC combo into the corner. You do it with flight, as in 236bb > 22d > jAC > airthrow/pillar/kick.

Be aware that any late airdash combo must be inputted as j[C] > jump > airdash > late jC (but the jump > airdash must be inputted quickly).

: Re: F-Archetype 姫様!やりたい!
: THRINE-4 January 12, 2012, 09:52:24 AM
Is there a trick to executing j[C] without causing a combo to be invalid? I tried various combos, but whenever I reached j[C], executing it will cause the combo to be invalid. I tried executing the combos as fast as possible, still failed.
: Re: F-Archetype 姫様!やりたい!
: ehrik January 12, 2012, 01:02:56 PM
Is there a trick to executing j[C] without causing a combo to be invalid? I tried various combos, but whenever I reached j[C], executing it will cause the combo to be invalid. I tried executing the combos as fast as possible, still failed.

What part of the combo and which combo do you fail the J.[c] at? If its after 236a you aren't doing it fast enough. If its after j.236a in the air, you need to 22d cancel the pillar as early as possible, and not wait until after the pillar is done
: Re: F-Archetype 姫様!やりたい!
: Cristu January 12, 2012, 05:06:01 PM
22D counts as an EX, you can cancel lots of stuff in it. You can cancel special moves like 236X or 22X in 22D even on whiff. You can 22B 22D for exemple and only one light star will appear (I think that may be good for oki maybe, since you can move much faster, havent tested yet). Cancelling into 22D seems very very helpful to handle her lack of movement freedom.
: Re: F-Archetype 姫様!やりたい!
: AnFox January 12, 2012, 05:33:09 PM
http://www.youtube.com/watch?v=2p8d_dhYRr4&feature=g-upl&context=G2d2e864AUAAAAAAAAAA
: Re: F-Archetype 姫様!やりたい!
: THRINE-4 January 13, 2012, 09:06:19 AM
What part of the combo and which combo do you fail the J.[c] at? If its after 236a you aren't doing it fast enough. If its after j.236a in the air, you need to 22d cancel the pillar as early as possible, and not wait until after the pillar is done

I tried the 236a and the j.236a combos before this. And yup, now that I tested the combo again, the advice worked out perfectly. Thanks so much.
: Re: F-Archetype 姫様!やりたい!
: Numakie January 27, 2012, 06:18:46 AM
Question. How safe is j236C on block?

I did some quick tests where F-Hime dummy j236-C's (EX Pillar) and found some of these things:
1: F-Hime maintains Trip guard (She can block when she falls to the floor)
2: j236-C  leaves a significant amount of blockstun, so it's hard to run in and counter
3: Can be shielded on reaction.

Somehow i have this suspicion that this is better Hiero...  :psyduck:
: Re: F-Archetype 姫様!やりたい!
: ehrik January 27, 2012, 07:02:10 AM
The lower to the ground you do it, the more safe it is. If you tk it low enough and do it near someone and they block, you're actually at advantage...

I still think hiero is better because you need to TK j.236c for hime and you don't get hard knockdown full screen. But yeah its still a pretty good full screen punish.
: Re: F-Archetype 姫様!やりたい!
: Mic2070 January 27, 2012, 05:37:44 PM
TK j236C is something like +10f on block. Also, if you went into float mode before j236C, you can attack/dash afterwards.

Fun facts about pillars :
TKj236A/B is ~+7f on block.
In float mode it's even better : j236A, jC is a tight blockstring. So at least 16f advantage on pillar.
You can combo j236A/B into themselves by float cancelling.
If you float, jump and then pillar, you'll float after the pillar ends.
: Re: F-Archetype 姫様!やりたい!
: Omicron Austin January 29, 2012, 12:08:34 PM
So hey, I was wondering...what kinds of mixups can I do with this character?  I have her combos down, but I've found that now that my friends know how to block my 214a/214b gimmicks, I'm at a loss as for how to actually get a combo going.

Unless I'm thinking about this wrong and it's all about good "zoning" with her normals and stuff, but it doesn't work forever.
: Re: F-Archetype 姫様!やりたい!
: Hikage April 14, 2012, 06:56:44 AM
http://www.youtube.com/watch?v=2p8d_dhYRr4&feature=g-upl&context=G2d2e864AUAAAAAAAAAA

Awesome stuff! Any combo commands I can read?