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Numakie:
1.
Haha. Poor F.
Tell me about it.
Mr. P better have some amazing shit with this character. I really want to know why he switched. I'd actually like to play her in the near future because I can see her playing defensively well, and that type of play style is what I enjoy so~
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Woof:
besides that i assume this subject is relative to console balance yea???
Yeah, if console Half was just like arcade I would have told everyone bothering me to play C to piss off, without feeling guilty that is, haha.
That's obviously not the case.
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CT_Warrior:
I've been using C-Hisui air normals a lot more than the average Hisui, and although H-Hisui's jB has a more overall purpose and is generally better in most regards, C-Hisui's jB is great when you're at a good angle, and has jC to cover most of the other angles.
Yeah, for double maids I can definitely see C being the better option. In terms of air normals however, having half's j.B and her normal j.C are better imo. The spots that j.B can hit are pretty crazy.
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LPT:
Haven't tried too much H-Hisui, but if I remember correctly, her Stuff-fu commands cannot be changed and aren't even random. That being said, I know she gets the fast, horizontally traveling tray with 214A, but does she still get the pot that goes way up in the air with 214B? (214B [1] input for C/F Hisui) If she loses that, her zoning capabilities go waaaay down.
214A is just the metal tray, reallly fast horizontal projectile. There are matches where you can just spam this shit (depending on the character you're fighting against) to annoy the hell out of them. Really, really good, much better then any other horizontal stuff-fu projectile she has in F or C. Hell, it's one of the best projectiles in the game.
And yes, 214B is pot books, which is a little faster then C or F's version, though I'm not sure if it goes up as high as single pot does in C or F.
Also, is there a difference in their 623Bs? I think one of them (either C or H) has one hit, while the other has two.
I'm pretty sure they've always been two, even in MBAC? Might be wrong, it's been a while.
Ok here's what I've got as perspective. Some of it may not matter, but hell it's whatever's coming off the top of my head:
-Half moon vs Crescent's biggest differences- Half moon completely loses her old mbac tech punish set ups due to the elimination of her j.B. Crescent's tech punish set ups are pretty similar to their MBAC counterparts as in there are certain spots on the field where you need to do certain combos to reach the corner properly. Crescent also gets a 'ladle loop' of sorts that isn't integral to playing her, but can be utilized along with her tech punish options without detracting from them.
So what happens with half moon's j.B then? You got a bonafide air normal to use in air footsies. It doesn't solve her air footsie inadequacies completely, but coupled with j.C it definitely does its job. Now if you watch vids of me (playing shitty) and the sparse amount of Japanese vids of her, you'll notice that I use it far more then they do (they barely use it at all). There's a big reason for this that I'll go into later.
Another big difference is the alteration of her specials. You can no longer input a direction after the stuff-fu command to get different results. 214A will
always give you a fast horizontal projectile in the form of a metal tray. 214B will
always give you pot + book. Her 236x specials become automatic as well. 236A ends in the downward swipe of the ladle and 236b ends up with the upward swipe (which is jump cancel able). Her 623x remains the same.
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Half moon's biggest nerf from Arcade-
Shit.
I mean stools.
If you watch the Japanese play half moon Hisui at some point during the match (likely when they have a lead in life) the Hisui player may put out stools and bento and just sit on it for as long as they damn well please. Unfortunately the console version severely nerfed stools. Where you could put four stools out that each lasted 10+ seconds (along with two bentos) in the arcade, you can place two out, of which last five seconds each on the console version. In retrospect having four stools out that long is crazy, but there's other crap in the game like that that's still there.
Anyways, let's compare stools to the rest of the same 22 tools she has in other moons.
Stools vs Chair:
The first thing to take note of is that chair has a bigger hitbox, at least visually. This is a given. Both will clash upon hit. Where stool wins out is that if the opponent's sprite overlaps the stool at all, it will 100% clash (ok, maybe 99% haha). Clashing with chairs, for SOME reason, is not as reliable. Sometimes your opponent can wake up 2a against a chair and not clash with it and sometimes it will. It's hard to really explain, but it's not as reliable for clashing purposes as stools are. I'm pretty sure stools come out faster as well.
Stools vs Office Chair:
First off,
office chair sucks complete ass. It has to be close to the worst tool in the game. For those of you who don't know, office chair is a mobile version of the regular chair. Upon placing it infront of herself the chair will roll foward. That sounds pretty damn good, right? Well it's not. Here's why. Office chair clashes twice, once when your opponent touches it, and the second when
you touch it.
WHY??? What was meant to be a timed obstacle to your opponent suddenly comes back to be an obstacle to you, the worst part being that it rolls back to you after clashing against your opponent's attack. The other guy can run up and mash 2a through that chair all day and not be able to clash with it again, where as if you stick something out you're definitely going to clash with it. I can't begin to fathom why they thought this was a good idea at all, but since full can't cancel out of it, nor dodge it coming back from her, it's just utterly useless. Worse still is that retains the unreliability that chairs have in terms of clashing. A moving unreliable obstacle that your opponent can suddenly use against you? Yeah, having a stool sit in one spot for five seconds is the better option without question.
Stools vs Ex-Throne:
This is basically a larger chair with a larger duration of staying out that will clash with two hits instead of one. It's not really worth using for a few reasons. It comes out slower then anything already listed, and because of this you can easily be thrown or hit out of it. This is supposed to be used to condition people NOT to do that, where as in this situation it's the best option they've got going against you. It
still has the same god damn unreliability all other forms of chairs have too. It doesn't stay out long enough to be fully worthwhile. In the arcade stools stayed out longer then the damn chair did. Maybe. Who cares. You're better off saving your meter for ex-ladder for reversal / loops anyway.
You can argue with regular chair vs stool, but having two stools at once can be more intimidating then one chair imo. Couple that with two bentos and constant stuff-fu zoning and you've got a good way to manage your space.
This is also why the Japanese almost never use j.B. I've made up several ways of which ways with it (some ending up making me wonder which direction I'll land in) and meaty cross ups / mix ups because I can't keep up the lame with the stools the same way the Japanese can running the arcade version. This could all change MBCC of course, so who knows.
As for differing playstyles, you can run away just as good in crescent as you can in half. I think they're equal footing in that department. iad backwards j.bb is great tool for creating space between you and your opponent in crescent for example, but 214a can do the same job in half when utilized correctly. Both moons have j.6b, which can be a complete bitch when opponent's seemingly forget about it's delay.
Personally, I play keep away H-Hisui because my offense is shit and I enjoy playing defensively, but half good mix ups / rushdown as well, just no tech options to really maximize the most of her potential.
Ok, I'm burnt out now lol.