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Author Topic: The win of Sacchin.  (Read 70949 times)

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Offline Lolly

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Re: The win of Sacchin.
« Reply #25 on: January 25, 2008, 07:04:18 AM »
What do you think about this start up with satsuki 2A(2A),5B,5C,2C,214C,2C,5C,623B...we all know the rest.

ONLY WORKS WHEN ENEMY IN CORNER.

omit the initial 2c, add a 2b in there. Better combo.

ie. 2a(2a), 2b, 5b, 5c, 214c, 2c, 5c, 623b... etc etc

Offline magz

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Re: The win of Sacchin.
« Reply #26 on: January 29, 2008, 02:27:33 AM »
Using 214A canceled into 214C introduces a 65%r proration to the combo so it should not be used.

Minor bump for updates in previous post...
« Last Edit: January 29, 2008, 07:54:36 PM by magz »
"Accent Core is perfection. It's like the concept of freedom captured into a videogame."

Offline Twinniss

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Re: The win of Sacchin.
« Reply #27 on: January 29, 2008, 07:04:32 PM »
Don't forget the 214A before 214C for free damage + meter.

Minor bump for updates in previous post...

well actually its only extra meter, in exchange for about 300 less damage
Words of a wise man
[20:13] <@bellreisa> with practice mode you can turn 10% into 100%

http://www.shoryuken.com/showthread.php?t=232643&p=8761841&viewfull=1#post8761841 "For Instance, Cammy's strong kick(crouch) is two frames, because it takes almost 2 seconds to do"

Offline magz

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Re: The win of Sacchin.
« Reply #28 on: January 29, 2008, 07:57:10 PM »
Don't forget the 214A before 214C for free damage + meter.

Minor bump for updates in previous post...

well actually its only extra meter, in exchange for about 300 less damage
You are correct. I forgot something important about specials that are super-canceled - or rather, didn't know.
"Accent Core is perfection. It's like the concept of freedom captured into a videogame."

Offline Twinniss

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Re: The win of Sacchin.
« Reply #29 on: February 02, 2008, 06:19:24 AM »
btw magz, do you have any vids of the corner meter-building combo
Words of a wise man
[20:13] <@bellreisa> with practice mode you can turn 10% into 100%

http://www.shoryuken.com/showthread.php?t=232643&p=8761841&viewfull=1#post8761841 "For Instance, Cammy's strong kick(crouch) is two frames, because it takes almost 2 seconds to do"

Offline magz

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Re: The win of Sacchin.
« Reply #30 on: February 02, 2008, 01:58:39 PM »
btw magz, do you have any vids of the corner meter-building combo

http://frozenheat.net/mbac/sacchin-corner_meter_combo.avi

Since you use up the ability to jump-cancel early on during this combo, I opted to use the super-jump crossover variation where you sj right after the 623C to create an okizeme situation.
This can be bypassed by not jump canceling during the early part of the combo and instead starting out from 2A as an OTG.

If you don't use 623C or it doesn't work on that character they will be able to tech out of the 2C or 214A.
« Last Edit: February 02, 2008, 03:53:42 PM by magz »
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Offline noradseven

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Re: The win of Sacchin.
« Reply #31 on: February 02, 2008, 10:27:17 PM »
about ending on a 236A after block string while I use that move however not as much as the classic 214A, you can mess with ppls heads by not iad. back Cing after that.

Quite a few times ending a blockstring with 236B has worked very well the ppl were so perplexed that I wasn't hitting them they stopped blocking to attack me and woopys grabbed.

YES I KNOW 236B IS REALLY RISKY, but its still funny to mock ppl for getting hit by it.

Offline Twinniss

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Re: The win of Sacchin.
« Reply #32 on: February 03, 2008, 11:06:36 AM »
oshi- collect 100% to use up for ex hand job lol

ill probably end up stopping at 214a

it is a good idea to sometimes stop and use a 236b, the second your opponent realized whats happening they cant react fast enough to avoid it, its a strong mixup attack imo, and it earns you almost free damage.

imo its only risky at early game and if you use it too many times. hell just using it once(or twice) to scare your opponent into knowing you have that option is a nice advantage. havnt fully gotten used to ending with a 236b, but after i get used to it and mix up between those two, i think ill attempt to add in another mix up of just standing there or whiffing an attack just to make them attack and then go in for a counter attack combo
Words of a wise man
[20:13] <@bellreisa> with practice mode you can turn 10% into 100%

http://www.shoryuken.com/showthread.php?t=232643&p=8761841&viewfull=1#post8761841 "For Instance, Cammy's strong kick(crouch) is two frames, because it takes almost 2 seconds to do"

Offline magz

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Re: The win of Sacchin.
« Reply #33 on: February 03, 2008, 11:32:17 AM »
I stopped using 236B because it can be reacted to almost for free. It can be useful if your opponent is chicken blocking though. The best thing you can do is mix it up with delayed 236A to make it less expected.
"Accent Core is perfection. It's like the concept of freedom captured into a videogame."

Offline Twinniss

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Re: The win of Sacchin.
« Reply #34 on: February 03, 2008, 07:07:19 PM »
btw what do you do after you get a 214a in on a grounded person
Words of a wise man
[20:13] <@bellreisa> with practice mode you can turn 10% into 100%

http://www.shoryuken.com/showthread.php?t=232643&p=8761841&viewfull=1#post8761841 "For Instance, Cammy's strong kick(crouch) is two frames, because it takes almost 2 seconds to do"

Offline magz

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Re: The win of Sacchin.
« Reply #35 on: February 03, 2008, 11:41:26 PM »
btw what do you do after you get a 214a in on a grounded person
On hit or on block?
"Accent Core is perfection. It's like the concept of freedom captured into a videogame."

Offline Twinniss

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Re: The win of Sacchin.
« Reply #36 on: February 04, 2008, 10:53:52 AM »
on hit
Words of a wise man
[20:13] <@bellreisa> with practice mode you can turn 10% into 100%

http://www.shoryuken.com/showthread.php?t=232643&p=8761841&viewfull=1#post8761841 "For Instance, Cammy's strong kick(crouch) is two frames, because it takes almost 2 seconds to do"

Offline magz

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Re: The win of Sacchin.
« Reply #37 on: February 04, 2008, 01:32:09 PM »
on hit
Oh, if you're talking about after the 214A in the OTG combo, then you should just wait and see how your opponent techs. If they don't tech, get when they wakeup. If they do, a well-placed 5B or 2A should either a) get them to block or b) tech punish. If it doesn't leave you advantageous, at least you got away with a bunch of meter. I haven't really experimented with this thoroughly yet. More results to come in the future.

If you were talking about someone that you just randomly landed a 214A on while on the ground from let's say a random 5B into 214A, there are a few options you have. You can jump cancel, but I wouldn't recommend IAD forward. If you're close enough to the corner, you can super cancel to 214C into a combo ending in air throw but that would prorate pretty badly. It all depends on your current meter level and your distance from the corner.
« Last Edit: February 04, 2008, 01:40:50 PM by magz »
"Accent Core is perfection. It's like the concept of freedom captured into a videogame."

Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #38 on: February 11, 2008, 06:06:22 PM »
I'm having serious trouble hitting with the air grab in the circuitless BnB in the first post when fighting a standing still dummy in practice mode, clearly I am a mental cripple.

Does anyone have any advice they can offer me?
[01:46] <@BNAK_OF_AFRIKA> would u get a foot job from mech hisui
[01:46] <MrTopHat> Depends, can the feet do anything
[01:46] <Coren> they have motor skates
[01:46] <MrTopHat> : |  [20:39] <Pfhor> I am going to murder all of you

Offline magz

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Re: The win of Sacchin.
« Reply #39 on: February 11, 2008, 06:28:58 PM »
I'm having serious trouble hitting with the air grab in the circuitless BnB in the first post when fighting a standing still dummy in practice mode, clearly I am a mental cripple.

Does anyone have any advice they can offer me?

Delay the 5C after the 2nd hit of 2C. If you do it too fast, your opponent will be too high to connect a jump throw.
"Accent Core is perfection. It's like the concept of freedom captured into a videogame."

Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #40 on: February 11, 2008, 07:37:37 PM »
I'm having serious trouble hitting with the air grab in the circuitless BnB in the first post when fighting a standing still dummy in practice mode, clearly I am a mental cripple.

Does anyone have any advice they can offer me?

Delay the 5C after the 2nd hit of 2C. If you do it too fast, your opponent will be too high to connect a jump throw.

Turns out my problem was different.

9A+D doesn't seem to airthrow.

 :'(
[01:46] <@BNAK_OF_AFRIKA> would u get a foot job from mech hisui
[01:46] <MrTopHat> Depends, can the feet do anything
[01:46] <Coren> they have motor skates
[01:46] <MrTopHat> : |  [20:39] <Pfhor> I am going to murder all of you

Offline Twinniss

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Re: The win of Sacchin.
« Reply #41 on: February 12, 2008, 04:36:41 PM »
okay new question

situation:
opponent is blocking, i 214a(it becomes blocked) iad out of it then j.c(which hits miraculously or something), go into 2c5c623b(groundslam)5b623c2c5c

now the question is after that last 5c can i jump cancel out of it and go into a grab

also can i jump cancel if i used 214a at the end instead
Words of a wise man
[20:13] <@bellreisa> with practice mode you can turn 10% into 100%

http://www.shoryuken.com/showthread.php?t=232643&p=8761841&viewfull=1#post8761841 "For Instance, Cammy's strong kick(crouch) is two frames, because it takes almost 2 seconds to do"

Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #42 on: February 12, 2008, 07:32:08 PM »
I have another stupid question about the circuitless ground combo. I've noticed that if the 2c is thrown out at a certain range and both hits still connect it's almost impossible to hit with the air throw? Am I doing something wrong  like not delaying the 5c long enough, because I've been altering the timing on it and it's not helping, nor is altering the timing on the jump throw. I can't really find a thread offering a comprehensive view of jump throwing's mechanics on the board.

Also, the combo isn't useful if I need my face practically in the enemy's crotch for it to work, although the problem is alleviated if I throw in the optional 214a before the jump throw if I'm not so far that it misses.
« Last Edit: February 12, 2008, 07:49:26 PM by Abstract Nonsense »
[01:46] <@BNAK_OF_AFRIKA> would u get a foot job from mech hisui
[01:46] <MrTopHat> Depends, can the feet do anything
[01:46] <Coren> they have motor skates
[01:46] <MrTopHat> : |  [20:39] <Pfhor> I am going to murder all of you

Offline dakanya

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Re: The win of Sacchin.
« Reply #43 on: February 12, 2008, 07:49:20 PM »
replays would help us diagnose your problems
thundering waterfalls

Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #44 on: February 12, 2008, 08:08:54 PM »
replays would help us diagnose your problems

I would, but fraps rapes my computer and I have no idea what the hell a .rpd is and nor does google.
[01:46] <@BNAK_OF_AFRIKA> would u get a foot job from mech hisui
[01:46] <MrTopHat> Depends, can the feet do anything
[01:46] <Coren> they have motor skates
[01:46] <MrTopHat> : |  [20:39] <Pfhor> I am going to murder all of you

Offline dakanya

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Re: The win of Sacchin.
« Reply #45 on: February 12, 2008, 08:10:42 PM »
replays would help us diagnose your problems

I would, but fraps rapes my computer and I have no idea what the hell a .rpd is and nor does google.
C:\Program Files\EcoleSoftware\MBACWIN\Replay
thundering waterfalls

Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #46 on: February 12, 2008, 08:27:52 PM »
replays would help us diagnose your problems

I would, but fraps rapes my computer and I have no idea what the hell a .rpd is and nor does google.
C:\Program Files\EcoleSoftware\MBACWIN\Replay

Yes. I know where the files are but I can't DO anything with them. I can't find anything to read them or convert them.
[01:46] <@BNAK_OF_AFRIKA> would u get a foot job from mech hisui
[01:46] <MrTopHat> Depends, can the feet do anything
[01:46] <Coren> they have motor skates
[01:46] <MrTopHat> : |  [20:39] <Pfhor> I am going to murder all of you

Offline dakanya

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Re: The win of Sacchin.
« Reply #47 on: February 12, 2008, 08:33:51 PM »
replays would help us diagnose your problems

I would, but fraps rapes my computer and I have no idea what the hell a .rpd is and nor does google.
C:\Program Files\EcoleSoftware\MBACWIN\Replay

Yes. I know where the files are but I can't DO anything with them. I can't find anything to read them or convert them.
To view:
MBAC\Practice Mode\F5\Replay

To Share:
Record > Zip > Upload
thundering waterfalls

Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #48 on: February 12, 2008, 11:25:10 PM »
replays would help us diagnose your problems

I would, but fraps rapes my computer and I have no idea what the hell a .rpd is and nor does google.
C:\Program Files\EcoleSoftware\MBACWIN\Replay

Yes. I know where the files are but I can't DO anything with them. I can't find anything to read them or convert them.
To view:
MBAC\Practice Mode\F5\Replay

To Share:
Record > Zip > Upload

D:
It didn't help but I found and ugly workaround.

See, I can nail the jump throw in the string when I start the 2c closer to the target, but at that distance it just doesn't seem work.
[01:46] <@BNAK_OF_AFRIKA> would u get a foot job from mech hisui
[01:46] <MrTopHat> Depends, can the feet do anything
[01:46] <Coren> they have motor skates
[01:46] <MrTopHat> : |  [20:39] <Pfhor> I am going to murder all of you

Offline Choco

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Re: The win of Sacchin.
« Reply #49 on: February 12, 2008, 11:52:47 PM »
okay new question

situation:
opponent is blocking, i 214a(it becomes blocked) iad out of it then j.c(which hits miraculously or something), go into 2c5c623b(groundslam)5b623c2c5c

now the question is after that last 5c can i jump cancel out of it and go into a grab

also can i jump cancel if i used 214a at the end instead

214a is pretty much the only jump cancellable special in the game. Jump cancel into airthrow always.

The ONLY ONLY ONLY ONLY ONLY reason not to use 214a before jump cancel into air throw is if you want to throw your opponent really close to the ground using 2c5c IAD airthrow. I, personally, have no faith in this version as you simply need to airthrow earlier or later to do all of Satsuki's airthrow okizeme.

Also, if you hit with a j.C, it is always more damaging to do 2a5b2c5c214a airthrow.