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Atlas Academy > Hisui

Hisui thread! VERSION Bee, TOO!

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AlmightyNam:
Okay. I'm assuming that Mizuki is going to wipe the old thread from existence, which means, I get to repost. If there are good suggestions, I'll add them.

Before I say anything else I will tell people my impression of Hisui. She is, in many uses of the word, bullshit. She is most likely the love child of Anji and Ky, having both tremendous zoning ability, good damage, and autoblocks (in the form of clash frames). She also has nice okizeme options on throw or on wake up if they choose not to tech. And they do choose to tech, you have a tech punish opportunity. Plus, she has too many anti air moves that can be combo’d off of. Basically, she has the ability to control the round from start to finish with only a bit of effort from the player.

Okay, Lets get started.

Strengths:
Relative Ease of Play (Little to no execution requirement)
Ridiculous Clash Frames
Good Damage
Good Priority
Good Zoning
Super antiair
Many options on wakeup

Weaknesses:
A few moves easily bara-able.
Pressures… are there… kinda… but not really.

BnBs:
Okay, I stick to three, and unfortunately, I don’t think I start one of them correctly.
2A 2B 2C 5C 6C j.BC, j.BC Airthrow. (Okay, standard. It does about 3k damage, fairly easy to hit with.)

[5]C 2C 5B j.A B C j. B C throw (I believe you can start this from any ground normal into chair, but I don’t know for sure and that’s how I always practiced it. Does about 4k damage.)

Okay, now is the famous EX Dust loop. Possibly the easiest loop in the game with only a very small timing requirement if the opponent is standing.

(If opponent is standing)
2B 5C 623C 5B 5C (wait a bit) 5B 5C 2B 2C 5C 6C j.BC j.BC throw (Okay. The window you’re allotted to hit the 5B again and still combo is pretty small, but it is doable. If you’re not close enough the dust may go in front of them, and then you have to do a mix up or a pressure. Does about 5-6k damage)

(If opponent is crouching)
2B 5C 623C 5B 5C 5A(whiff cancel) 5B 5C 5A(Whiff cancel) 2B 2C 5C 6C j.BC j.BC throw (A LOT easier to do. Does 5-6k damage)

And Lastly, I ended up learning this on accident while practicing the dust loop.
5C 236C 5A 5B j.B C j.B C throw. (A lot less room for error than the dust loop at the expense of 1k damage; does 5k)

Normals to know about:
5A: Good anti air, you can poke people out of the sky with this.
2A: Okay, nothing very special about it, good or bad.
2B: Very nice clash frames, but the real reason anyone would use this move is for the tech punish properties. Not much else to say. If you know where they’re going to tech, use this to punish it.
2C: Standard Sweep, can’t tech from it. Drop a Bento box and have some fun okizeme, or combo.
5C: Okay… it’s the chair. The chair is pretty darn useful, but not without its weaknesses. First it’s unblockable in the air, so if you have an annoying V.Akiha flying around, the chair will swat it out of the sky. Second, it’s got enormous clash frames. I once chaired my way out of Shiki’s ex Shoryuken. Third, its only vulnerability points are at the very start and the finish of the chair’s animation, and if you whiff cancel it, its only got vulnerability in the beginning. If someone tries to stuff it after the small window of vulnerability, you’ll either trade hits, or win. Period.  And lastly, you can make an easy 4k combo from a ground hit from chair, and max 6k damage if you got meter. If you hit someone in the air, you can go straight into your air combo.  Now, it seems like it’s really good and should be used often. Wrong. It should be used only to stuff other people’s attacks. Don’t throw them out there willy nilly, despite what you see in my matches. For one, it is extremely bara-able, which is really bad. If you fight a person who has no good baras, then lucky you, but still don’t use it too much, for reason two. It is also fairly baitable if you use it too much. You can only whiff cancel on block, but if the opponent side steps, or jumps over it, you’re a sitting duck. I am in the process of trying to break the urge of using it whenever it looks like a good idea.
j.B: good poke out of the air.
j.C: Another good poke for a high hit on the ground.
j.2C: Relatively bad priority (relative to j.C), slow activation, not a high hit. You’d think it sucks, but it makes for a great cross up on wake up, and also has some other options that I’ve seen, but don’t fully understand.

Specials:
236A,B,C: EX version is the only worthwhile one(in my opinion), because you can combo afterward if you hit.
623A,B,C: The A version is okay if your chair was blocked, you missed the whiff cancel and you really gotta run away. EX version is the only real pressure move Hisui has.
214A,B,C: Ex version pretty useless, though does a humorous amount of damage to the AI. A and B versions are good zones.
22A,B,C: A and B are bentos. Use one after a throw or 2c for a mix up(or so I’m told) or a tick throw. Very useful. 22C is a chair. In all honesty, I’ve seen it used, but I don’t see how it affects the match.
6C,6C,236C: Three step cooking. If you get the third hit off, it results in a wall slam, and you can combo if you’re close to a wall by hitting 5B and doing the air combo. Charge the second 6C for a high hit.
4B: Watering can. Takes away 30% magic circuit, and if they’re standing, they fall down. I mostly use this after an ex dust if they’re far enough back, because I can eat off 60% meter, or if they’re standing, 30% and then they get hit by the dust.

Arc Drives:
Arc Drive, Satoday Naito FEEVAAA!!!: I don't care what it really is called, the fact that she says that was enough for me to love playing as her. Much like Shiki's Arc, its a get out of any shit you're in free card, unless they're too close and running into you, so watch out for that. Also, if your opponent is in the air, there is absolutely nothing they can do to stop being hit, unless they're too high. Plus you can charge it, I don't think its a good idea to, but you can.

Another Arc: Same thing, except it hits more times, so don't jump too early 'cause you may miss a combo opportunity afterward.

Last Arc: You fuck with their controls. If you don't make them eat multiple combos, I'm going to smack you.

Unless I forgot anything(Which, by the way is up to you guys to point out) I think I’m done.

DISCUSS!!

mizuki:
I'm not deleting the thread, it's going to stay there, stink and rot to just remind you guys if you fuck it up again, something worse is going to happen.

AlmightyNam:
@Mizuki: Fair enough.

Now, I am double posting to gain attention.

There will be NO insults at all. If there are, I'm pming Mizuki to lock this thread immediately. Its the grace of mods like him that I'm allowed to repost this, and its not going to be ruined. Believe it or not, you can disagree without using the word, "Fuck". In fact, you can even be civil, and post your complaint.

None of us are perfect, and just because you don't use a certain tactic, doesn't mean it sucks. It just means you don't use it. If you don't like the tactic, then beat the player who uses it. That is the most effective way to prove a tactic sucks and no amount of forum posts can disprove that your tactic is better. And if you fail to beat that tactic, then no amount of excuses will save you from looking like a complete dick if you don't acknowledge the validity of the tactic you don't like.

And also, for the record. J.BB is damn useful, in fact, if I just J.BB'd in this match after the saturday night fever instead of trying to finish the combo, I probably could've come out on top.

F9|Chibi:
Fucking hell, I was in the middle of creating this GORGEOUS Hisui guide (I mean it, I had images for all the normals and plenty other shit) >_>.

Gah.


--- Quote from: AlmightyNam on September 03, 2007, 07:34:08 PM ---
Strengths:
Relative Ease of Play (Little to no execution requirement)
--- End quote ---

I wouldn't say little to no execution requirement.


--- Quote ---Ridiculous Clash Frames
--- End quote ---

Good yes, ridiculous though, Nah.


--- Quote ---Good Damage
--- End quote ---

Yeah.


--- Quote ---Good Priority
--- End quote ---

On?


--- Quote ---Good Zoning
--- End quote ---

Once she gets going, yes.


--- Quote ---Super antiair
--- End quote ---

623+B?


--- Quote ---Many options on wakeup
--- End quote ---

No. No options on wake up.


--- Quote ---A few moves easily bara-able.
--- End quote ---

But not really worth it.


--- Quote ---Pressures… are there… kinda… but not really.
--- End quote ---

??

KomagPHL:
how exactly are the controls fucked up (last arc)? is it always down is up, up is down, left is right, right is left? or is it randomized all the time? how does the bento box trigger mechanism work?

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