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Atlas Academy > Hisui

C-Hisui General Discussion & Strategies

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Numakie:


Introduction
The main purpose of this thread is to lay out as much specifics about C-Hisui as I can think of, from useful strategies to random tricks.

(Note: Directions will be covering with the typical Num-pad format).

j.BB:
C-Hisui's j.BB is one of her signature moves with many uses.  I like to use this move for several things: counter fishing, Invalid bounce combo starters, shooting opponents into the corner, tech punishing, & screwing with an opponents teching (or no teching) habits just to name a few.

J.B book slap by itself is a useful normal, but has shortcomings which should be noted. The hitbox for C-Hisui's j.B is  very narrow, only covering her 9 (top-right) area.  As an air footsie and in combos, the j.B can miss completely if the opponent is too low or in front of her.  This becomes more apparent when facing against smaller characters like WLen or Miyako or characters w/ narrow or small air hitboxes. Her jB, however, does count as an overhead, but can only connect during fuzzy guard setups. (Ex: during ex dust corner pressure, IAD>6CB).

Her j.BB follow up, however, has some unique properties and openers. For one, the j.B doesn't need to connect to follow up with the 2nd B.  2nd, the follow up B actually pushes her up a tad. delaying her decent.  3rd, the follow up B can be delayed (necessary to connect the "yayaya" combo or to assure oki/tech setups.).  4th is that the follow up B has such a wide hitbox that practically encircles her whole body (need frame data). 5th is that there is practically no recovery when she lands on the floor.  Also, unique to MBAA is the fact that you can cancel the follow up B into her j.236A/B/C if the follow up B connects.  Then, assuming that the j.BB connects, it will shoot the opponent down to the floor & force the opponent either: 1. recover and risk being tech punished,  2. bounce & eat an invalid combo or 3: if the opponent doesn't get combo'd after the bounce, 3a. either recover and risk yet another tech punish setup or 3b. don't recover and have fun with OTG pressure or Oki. This is the key reason why her j.BB is so good being that, though her j.B and j.BB lacks in air priority, it opens up bounce/tech options that are unique to her.

Throwing Stuff
This is the move which throws seemingly random projectiles into the air at varying angles. The player can control the kinds of projectiles that get thrown. For convenience, here is a list of the projectiles & the commands to control them. (213A/B & 1/2/3/6)  Note that the A version comes out quicker then the B version and the startup & recovery frames are consistent with all Moons.

Types of Projectiles
Straight Series (fastest>slowest): Tray>Hanger>Lamp
Arc Series (High,medium,low): Pot>Vase>Book

Manual Control
214A Series:
* - Random
1 - Lamp
2 - Pot
3 - Vase
6 - Book
214B Series:
* - Random
1 - Pot & Book
2 - Vase & Lamp
3 - Vase & Hanger
6 - Tray & Book
Note: * = 4,5,7,8 & 9

- The Pot's high arc can act as a pseudo anti-air or to cover your approach since it stays on the screen for a while. 
- The Vase medium arc covers a decent amount of her midscreen. Opponent can dashed under at the peak of the arc if their dash is low.  
- The Lamp travels slow and flies full screen.  Hisui's least startup full screen option projectile in C/F moon.
- The Book, while it doesn't cover much ground and is slow, can catch opponents toes. 

Tip to use her pot selection:
-214A/B to activate the move
-hold 1,2,3 or 6 before she actually throws it. 

Bento Stools
...

Burning Dat Meter
...


2010-08-21: Changed thread name to "C-Hisui General & Strategies Discussion" and Heavily edited the thread to rid of most of the H-Hisui stuff and to clean it up.  This is mainly to throw out any means to compare and give me an excuse to rant about Chisui gripes.
2010-03-02: Added j.BB information & revised H-Hisui's j.B in "j.BB or not, "Changed "0-Random" to "*-Random" and defined "*" under "Throwing stuff", Fixed some typos & wording. Added "Burning Dat Meter" in the outline. Changed "(Coming Soon)" to "..."
2010-02-28: Added information into the "Throwing stuff" category. Revised "j.BB or not", Added
"A Closer Look at 214A: Tray VS Pots" & "At first Glance" under "Throwing Stuff"
2010-02-25-a : Revised Introduction, revised "j.BB or not"
2010-02-25: Rough outline of subjects. Changed subject title from "j.BB or no j.BB: C-Hisui or H-Hisui" to "C-Hisui or H-Hisui: j.BB & Other Differences (Working Progress)"
(more to be added later. It's a start at least.)

sumbody:
This might be out of topic. But there's another factor to consider between both Hisuis, Bento or Stools?

Personally, the idea of tech punishing and full screen carry combos appeal to me. Guessing right and landing another full BNB just feels so awesome. C-Hisui all the way.

mizuki:
No one loves f-hisui :<

F9|Chibi:
I'll write out something explain the real differences between the two, but personally H's j.B is an actual viable normal for 'air footsies', where as C-Hisui doesn't have that at all, and F's normals are just plain shit.

Numakie:

--- Quote from: Master Chibi on February 24, 2010, 10:51:59 PM ---I'll write out something explain the real differences between the two, but personally H's j.B is an actual viable normal for 'air footsies', where as C-Hisui doesn't have that at all, and F's normals are just plain shit.

--- End quote ---

Haha. Poor F.

Really though, I would be interested into reading into your perspective.  I've been playing C alot harder these days, specially since i learned the yayaya combo.  Just now am i seeing the real limitations of her normals. IMO, it seems that what C lacks, H shines in. A comparison id like to use is umm... C being like a Kung Fu Artist w/ dem flashy kicks, punches, counters and other funky stuff which actually serves a purpose, while H is a Boxer: Straight to the point gonna punch the lights outta ya.

Thinkin bout this post though, I am prolly gonna rename it as a general differences thread.  Work in progress an all.

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