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Author Topic: The win of Sacchin.  (Read 71061 times)

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Offline Twinniss

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Re: The win of Sacchin.
« Reply #75 on: March 18, 2008, 01:52:36 PM »
i buffer 623 immediately after i press b. the only problem of this is that i don't really check to see that my 5b activated or not, and its kinda hard to stop yourself from pressing the c
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[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 #76 on: March 18, 2008, 02:22:50 PM »
i buffer 623 immediately after i press b. the only problem of this is that i don't really check to see that my 5b activated or not, and its kinda hard to stop yourself from pressing the c
Once you've played her for long enough, you will get it down in muscle memory.
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Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #77 on: April 05, 2008, 01:39:45 PM »
I have some questions again!

What kind of combos does Sacchin have involving 214c and 22c?

And I'm having trouble figuring how to cross-up during block strings...I always get hit when I jump over them. Any advice?

I also suck at figuring out what to do when I have an enemy turtling in a corner, although I have yet to try ex-bite from a fake IAD j[C]
« Last Edit: April 05, 2008, 01:46:38 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 magz

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Re: The win of Sacchin.
« Reply #78 on: April 06, 2008, 03:22:41 PM »
214c in/near corner: (j.C) (2a) 5B 2B 5C 214C 2C (2 hits) into either a) 5C 214A Air Throw or b) Wakeup crossup from 2C

As for 22C it depends where you are.

If you're in the corner you can probably get away with anything. It's untechable. Just be creative. I haven't tested these much but check to see if you can get a 5[C] in.

If you're at least the a screen away from the corner you will be looking at something involving sj.[C] into 5[C] into something. Once again, be creative while keeping proration in mind.

I don't know about cross-ups during blockstrings. I don't recall ever going for them myself. If your opponents are poking out, in general, you want to stagger your strings better and train them to block. However, if they know what Sacchin is capable of, and the fact that you give up so much by jumping over your opponent, it shouldn't be very hard for your opponent to escape once you take to the air.

Don't forget about fake j.[C] throw if you don't think you'll have enough time to do a bite.
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Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #79 on: April 12, 2008, 03:22:16 AM »
Is it possible to nail 5b2c5c214a air-throw from the jC in a properly timed air-throw mixup?

I seem to be able to do it if I use the 5c at last second, but I'm not sure if I'm hitting with my jC appropriately.

EDIT: Nevermind, it's possible.

EDIT 2: For you obsessive bastards, 22a can be comboed into 2c5c214a air throw off of counter hit.
« Last Edit: April 17, 2008, 08:07:02 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 Twinniss

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Re: The win of Sacchin.
« Reply #80 on: April 17, 2008, 05:15:59 PM »
well i was messing around and i figured that if you were to get a 214a onto a grounded person you best move would be 22c

i suppose if your opponent was more than a screen away and you get this in, you can do super jump>j.[c]>into combo
and if they are in a corner then whatever wall slam combo you have in mind


anyways that aside, what should you do when you get a 22c in from a screen away(edge of screen your opponent closest to corner)
« Last Edit: April 17, 2008, 05:20:16 PM by Twinniss »
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 #81 on: April 26, 2008, 06:08:55 PM »
2b5b 22c sj[C] dash/walkup 2C5c214a airthrow is very lovely and should be done more often. Replace your standard 100% bnb with it when you can. The combo can be modified for more damage; if you're close enough to the corner that the sj[C] does not put the enemy out of range of a 5[C] then "2C5c214a" can be replaced by 5[C]2[C]5B214a airthrow. Your opponent will be crying if you manage to hit him with the more powerful version.

And for a 200% meter combo that does 6k:

2b5b 22c sj[C] dash/walkup 2c5c623b you know the rest.

And if you're feeling like a royal douche:
2b5b 22c sj[C]5[C]2[C]5b623b otg hit 623c 2c5c airthrow. Or you could follow up the 623b with the meter building corner combo. Or any corner combo that follows a 623b.

I'm trying to see if I can turn that 2B5B into 2B5B5C. So far I have had little success.

22c has lots of weird properties, I'm still working on combos for distances that are really close to the corner but not close enough for a straight circuitless bnb from 5c. I think it's probably something involving IAD jC to ____.

Edit: The combos can also be started with 5B2B, making this much more useful. You just have to superjump and charge your jC immediately after the last hit of 22C. Also the 22C has to be thrown out pretty quickly as well.
« Last Edit: May 11, 2008, 02:54:52 AM 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 noradseven

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Re: The win of Sacchin.
« Reply #82 on: May 31, 2008, 08:00:53 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.

sorry bout putting something up from long ago, but j. C does more dmg at least on the chars I did it on, and before you ask yes I did turn off critical hit mode, plus j.C builds some meter which regardless of the dmg, that has to count for something.

Offline Xkun01

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Re: The win of Sacchin.
« Reply #83 on: June 03, 2008, 03:23:43 PM »
I have a question. Would it be a good idea, for a mid-screen oki to.

1.Jump once over the opponent, until right when they stand up, dash back and j.b or j.c

2.Superjump over them and backdash into a throw.

3. Stand over them, a few times and 2a twice, before going into a 236b.

or

4.When they get up get them with a 641236C?

Or are they all bad options?
"I play ALL the Sacchins"

Offline noradseven

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Re: The win of Sacchin.
« Reply #84 on: June 03, 2008, 04:03:06 PM »
I have a question. Would it be a good idea, for a mid-screen oki to.

1.Jump once over the opponent, until right when they stand up, dash back and j.b or j.c

2.Superjump over them and backdash into a throw.

3. Stand over them, a few times and 2a twice, before going into a 236b.

or

4.When they get up get them with a 641236C?

Or are they all bad options?

I have seen 1,3 used a decent bit, 4 is good but only if your oppenent doesn't see it comming otherwise its just asking for you to be raped.

Offline Xkun01

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Re: The win of Sacchin.
« Reply #85 on: June 03, 2008, 05:17:08 PM »
Alright. One more question, to all the Satsuki fansXP

Which would you say is better, J.b or J.c?

I like J.b because of how fast it is, but I am a little more or less leaning towards J.c for power.
"I play ALL the Sacchins"

Offline Twinniss

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Re: The win of Sacchin.
« Reply #86 on: June 04, 2008, 11:01:56 AM »
I suggest going with choice 1

as for j.b or j.c it depends. j.b should be used more with iad because of its range and speed(and fucks ppl up alot). j.c i think is best to catch someone off gaurd, and imo it has pretty good range

use j.b/j.c generally when your opponent is on the ground, and probably j.a(or air grab) if both are in the air, or if your opponent is on the ground but you already very close to them and havnt done anything yet
don't try to use j.b for CH imo, i usually get CH'd instead

btw power is useless if the attack doesn't go in
just my 2 cents, experiment for what you feel is best. everyone has a different style for the air attacks(i actually prefer to use j.a over j.b a lot of times)
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 Choco

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Re: The win of Sacchin.
« Reply #87 on: June 04, 2008, 11:03:53 AM »
j.C for comboing, j.B for pressure, j.A and j.B for counter-hit and landing cancels

Offline Xkun01

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Re: The win of Sacchin.
« Reply #88 on: June 04, 2008, 09:24:01 PM »
Ahh.

Okay.Thanks.
"I play ALL the Sacchins"

Offline Sprint

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Re: The win of Sacchin.
« Reply #89 on: June 05, 2008, 07:33:13 AM »
Yeah, pretty much what Choco said.

Of the moves:
j.A has the best horizontal priority / startup
j.B has the best horizontal range / attack duration
j.C has the best downward priority / damage / stun time

Also, j.B and j.C have the same startup, but with j.C the attack is delayed for charging if you hold it for more than one frame. Tap it fast.
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Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #90 on: June 05, 2008, 09:57:27 AM »
So yeah, with Sacchin's 4-way mix-up from airthrow I'm having a hard time implementing 6x3 part of the crossup.

I can hit with*:

1: airdash back jC
2: Land 2c on either side
3: airdash back land (or fake jC) 2c
4: sj over dj straight up jC


Consistently, my problem is that I wish I had something faster than dj jC; it's just asking to be blocked or shielded. I'm stuck with turning my 4-way into a lame j[C] mixup if I want 6x3 crossup.

D:

Any solutions?

*Excluding throw, ex-bite, and AD.
« Last Edit: June 05, 2008, 10:15:18 AM 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 Sprint

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Re: The win of Sacchin.
« Reply #91 on: June 05, 2008, 12:04:08 PM »
Just as you go over their head:
  • 4756..C
  • 76+A+B..C (lazy version: 47896+A+B)
  • 4756+A+B..C (both of the above at once, just to make sure)

What this does is:
  • 4 : Back.
  • 7 : Double jump towards the opponent after going over their head to turn around.
  • 56 : Back again but this time the other way, going via neutral so it registers as a backdash.
  • A+B : Ensures that you still get the backdash if the direction-only method doesn't work.
  • C : ...yeah.

Then follow it up with 5B into your favourite BnB. It's much easier to do if your opponent is near the corner since you can use the edge of the screen to stop yourself from going out of range, but it can be done anywhere if you get the timing and positioning right.
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Offline Abstract Nonsense

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Re: The win of Sacchin.
« Reply #92 on: June 05, 2008, 12:19:34 PM »
Just as you go over their head:
  • 4756..C
  • 76+A+B..C (lazy version: 47896+A+B)
  • 4756+A+B..C (both of the above at once, just to make sure)

What this does is:
  • 4 : Back.
  • 7 : Double jump towards the opponent after going over their head to turn around.
  • 56 : Back again but this time the other way, going via neutral so it registers as a backdash.
  • A+B : Ensures that you still get the backdash if the direction-only method doesn't work.
  • C : ...yeah.

Then follow it up with 5B into your favourite BnB. It's much easier to do if your opponent is near the corner since you can use the edge of the screen to stop yourself from going out of range, but it can be done anywhere if you get the timing and positioning right.

So THAT'S how that works! I've been trying to figure it out for awhile now.

:D
[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 MrTopHat

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Re: The win of Sacchin.
« Reply #93 on: June 07, 2008, 11:49:20 AM »
Why not use a relaunch like  2c5b in her EX throw loop after groundslam on Len and WLen instead of 214a? It's a reverse beat, but the damage seems to be better if you stay under 3 iterations...

EDIT Nevermind, it's corner only, on that note, do people use that in the corner, or are there even BETTER followups in the corner?
« Last Edit: June 07, 2008, 01:22:52 PM by MrTopHat »

Offline Sprint

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Re: The win of Sacchin.
« Reply #94 on: June 08, 2008, 04:26:11 AM »
I generally use 5C 2C 5B 2B 623C.
Shortening it depending on range by skipping (in order of preference); 2B, Second hit of 2C, 5B.

There are a few characters that screw it up. Skipping the second hit of 2C usually fixes that.
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Offline Xkun01

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Re: The win of Sacchin.
« Reply #95 on: June 08, 2008, 08:01:14 AM »
After my 623C

I'm more prone to 2C,5C 214A, 623Cing.

Oh yeah, after the backdash..C, try 5B into 236C.

Would it be alright if I put a replay up, and anyone here could tell me what they think?
"I play ALL the Sacchins"

Offline Sprint

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Re: The win of Sacchin.
« Reply #96 on: June 09, 2008, 01:42:53 PM »
After my 623C

I'm more prone to 2C,5C 214A, 623Cing.

Oh yeah, after the backdash..C, try 5B into 236C.

Would it be alright if I put a replay up, and anyone here could tell me what they think?

No. Just... no.

214A 623C is a Special -> EX cancel, which means you just knocked a third of the damage off 623C and all subsequent hits.

j.C 5B 236C has a very short hitconfirm before the EX, and does less damage than j.C 5B 2C..5C 623B OTG 623C unless you plan on extending it to a 200% or 300% circuit combo, and such combos really aren't recommended unless you're in Max or a potential kill situation.
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Offline noradseven

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Re: The win of Sacchin.
« Reply #97 on: June 09, 2008, 01:56:50 PM »
After my 623C

I'm more prone to 2C,5C 214A, 623Cing.

Oh yeah, after the backdash..C, try 5B into 236C.

Would it be alright if I put a replay up, and anyone here could tell me what they think?

bad Xkun never never super cancel 214A into anything except 22C(for an advance combo) or OTG for a few chars thats need it(aka len), cause it has really really bad prorate when you do that.

just stick to the basics for awhile as sprint pointed out.

Offline Sprint

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Re: The win of Sacchin.
« Reply #98 on: June 09, 2008, 02:26:05 PM »
214A 214C has it's uses too. It's not something that should be used if there's an alternative, but sometimes it's the only thing with enough range to connect.
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Offline noradseven

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Re: The win of Sacchin.
« Reply #99 on: June 09, 2008, 02:39:12 PM »
214A 214C has it's uses too. It's not something that should be used if there's an alternative, but sometimes it's the only thing with enough range to connect.

that is true but I still prefer to stay away from that move cause there is almost always an alternative.