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Atlas Academy > Hisui

F-Hisui general thread

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mizuki:
She's possibly going to be my second, from what I can tell

bnb is 5b 2b 2c 3c 623b jbc jbc throw

5b really good

2a is 4 frame low (right?)
j. a is overhead

oki kinda sucks no bento, but not a problem I suppose

I remember something about Hisui in MBAC able to control what she throws during 214 series is that still true?

woof:
hmmm dont she have a viable crossup tool in F tho?

LordPangTong:
I've been playing F-Hisui as an alt for a while, so I'm glad to see someone else is expressing interest!

Normal bnb: 2AA 5B 2B 2C 3C 3C 623B J.C J.BC Throw
Corner bnb: 2AA 5B 2B 2C 3C 3C 623C J.C J.BC Throw (100 meter)
IH bnb: (In Corner) 2AA 5B 2B 2C 3C 3C 623C J.[C] Instant Heat J.A land J.ABC J.BC Throw

General notes:
6[C] is a pretty fast overhead
236B --> 236B can be followed up with air combo
214B [1] makes her throw the pot and book. (Pot goes VERY high)
214B [6] makes her throw the tray. (Tray goes VERY fast)
In the corner, 5[C] combos into 214C for about 4.7k if you time it right.
IH canceling J.236B makes her just drop to the ground. (Like Zar's F-Ciel J.22 IH trick)

F-Hisui on Oki
Hisui's air throw, ground throw, 6C, and 236A236A give her some pretty ok oki opportunities. You can tech punish off of her normal air throw. 5B punishes forward techs and neutral techs, while dash 2A tags back techs. (5C also works in certain situations) Once you've got someone respecting your air throw, you can play the which way game. Generally, you want to super jump over them, then you have two options: 1) You quickly input J.2C and crossup or 2) cancel into air backdash and smack them with a J.236B. J.236B will give you enough distance to be safe if blocked, but if it connects and you have some spare meter, you can cancel into 236C, then land and relaunch with 5B. (And you get a free air combo) If you've really got someone respecting F-Hisui, (this is rare) you can input IAD J.6B then land and throw. If you'd rather not use your oki for offense at first, you can always just put a quick 22A chair down. (22B and 22C are useless)

General strategy for this character is put a chair down, then start spamming stuff-fu at full screen. 214B [1] is a great zoning tool. If they try to get you with a jump in, you can snuff them with 623C or 623B. (C does more damage, comes out much quicker, and causes wallslam) Her J.[C] is also good for air to air zoning.

Edit: Wups, meant 214B [1] for pot.

CT_Warrior:
I'm pretty sure the 214 select works for fullmoon.

The input is 214B[1] and 214B[6], or 214[1]B, not sure.
Those are the most useful ones from what I remember.

Just experiment and you'll find what's good.

F9|Chibi:
I like this character's defensive options alot more then her offensive, wish she had ladder in H or C.

5B is a delicious stagger, and j.B is ok as a cross up but not as good as H due to its hitbox being smaller.

236a (no follow up) is +1 on block I believe.

Always try and combo into ladder in the corner if you've got the meter.

And don't ever bother using office chair, it's shit.

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