Melty Bread Forums
Atlas Academy => Melty Blood: Act Cadenza => Miyako Arima => : Light March 04, 2007, 11:55:53 AM
When's Melty on Steam?
ahaha that's no--wait, what?
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Edit: finish editing later cuz i'm lazy~
Pretty disorganized here. You'll have to edit the combos a little bit so that it will work on some characters, but I'll just throw some stuff here for now and put in that other stuff later.
The Building Blocks
These normals I'm about to mention are effective, hitconfirm normals that you should always use to start any of Miyako's combos, unless it's not required in a situation. Thus for a lot of the combos listed, I have omitted them. Add them when necessary.
2A - Miyako's fastest normal that hits low. Chains almost into everything, most importantly into itself so one can easily hitconfirm after two to three hits. You'll be using this one the most.
5A - Basically like 2A but doesn't hit low obviously, thus there's less emphasis on using this one, although it has slightly more range than 2A.
jB - Mainly used for crossups. Tends to whiff quite a bit against crouchers, so watch out.
jC - Leads to a lot of pain. Links into pretty much anything. For more damage, reverse beat into jB. Do that especially if your too high in order to keep frame advantage. Use this against crouchers as it won't miss.
As I said, I omitted some of these normals where they should be in these combos. As you see with combos starting with 2C, 2A should be in front of 2C or 5B, and jB/jC in front of 5B.
Midscreen Combos
Airthrow combos
2C, 5B, jBC, jc., jBC air throw
-The standard, reliable, meterless bnb. Works on everyone.
2C, 5B, jABC, jc., jABC air throw
-Does a bit more damage than the combo above, due to jABC being the most damaging juggle that can be done in the air. Somewhat tight. Timing on everything in the air is pretty fast. Seems maybe character specific?
2C, 5B, 2B, jBC, jc., jBC air throw
2C, 2B, 5B, jBC, jc., jBC air throw
-Does slightly more damage the combo above. Seems to be more difficult to land on some characters when at a farther distance (e.g. Nanaya). Character specific?
BNB punish combo
5B 6B 2BC 5A jABC jc. jABC air throw
2C 22A juggle
*Only works on both Hisuis and Satsuki*. Nets a bit more than the standard punish combo. Add in a jump-in to the combo and it will do close to the same amount of damage as a wallslam combo. On Hisui, you do +550 more damage compared to the standard punish combo.
5B 6B 2BC x 22A 5A 5B 2B jBC jc. jBC air throw - Timing is noticably tight on Hisui.
5B 6B 2BC x 22A 2A 2B jCB jc. jBC air throw - Slightly easier while neting slightly less damage.
623C combos
5C x 623C jBC airthrow
Knockdown combos
5B, 6B, 2B 5C x 22A
-Just anything that goes into 5C (2A, 5B, 6B, any b attack). An air throw combo will do more damage, so go for this if you want a guaranteed knockdown. Best option to setup high/low mixup, especially for fuzzy guards.
Throw combos
Ground throw 5C 22A
-Not worth it for the damage. Do it if you want a safer situation to activate heat, I guess. :psyduck:
Ground throw 2C, 2B, jBC, jc., jBC air throw
Ground throw 2C, 6B, 2B, jBC, jc., jBC air throw
Ground throw 2C, 2B, 5B, jBC, jc., jBC air throw
Corner Combos
Airthrow combos
1) 236A -> 6A wallslam combo (corner)
5B, 6B, 2B, 2C x delayed 236A -> 6A, 5B, 2B, jA, jC, jc., jB, jC
2) 214A wallslam combo (corner)
5A, jBC, jc., jBC
-Reliable and easy.
2C x 214A, 5C, j7A, jC, jc., jB, jC
3) 214C wallslam combo (corner)
5C xx 214C, 214C, jA, jC, jc., jB, jC x air throw
-Do the second 214C as soon as you can.
4) Near fullscreen
5B, 6B, 2B, 5C xx 236A -> 6A xx 214C [ender]
-You can delay some of the normals a bit, and especially 236A -> 6A to travel farther.
Specific enders:
a) 2B, 5C, j7A, jC, jc., jABC (corner)
*j7A assuming your on 1Pside.
similar enders:
j7AB, jc., jBC - Weakest damage but reliable.
jBC, jc., jBC - Most damaging but difficult.
b) 5B, 2B, jB, jC, jc., jB, jC
-Easy ender. Do it when you don't have confidence in doing #1.
c) Dash, 5C, jB, jC, jc., jB, jC
-Use if you think that dash -> 5C will push you into the corner.
d) 2C, 5C, [5B, jB, jc., jB, jC/...]
-Character specific. Works on Ciel, Satsuki, Nero and Warachia. Timing is late.
Arc/Last Arc Drive Combos
5B 6B 2B 5C 236A xx 41236C
During wallslam: Wallslam with 5C then xx 41236C
6C xx 41236C
-Don't use this combo lol.
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you can start an air combo out of a grab i think.
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you can start an air combo out of a grab i think.
Yes that's right. It's 4/6AD, 2C, [5B/ 2B/ 6B ->2B], aircombo x airthrow.
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You can also connect 6C to to a throw. It adds a little flavor instead of the same combo after every grab ^_^
What I do is: 4/6AB, 6C, 236A --> 6B. Sometimes your opponent get confused and now you have another free grab. You can also go right into 5B, 6B, 2B, 5C, etc... right after.
Gotta keep your opponent on their toes ^_^
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You can also connect 6C to to a throw. It adds a little flavor instead of the same combo after every grab ^_^
What I do is: 4/6AB, 6C, 236A --> 6B. Sometimes your opponent get confused and now you have another free grab. You can also go right into 5B, 6B, 2B, 5C, etc... right after.
Gotta keep your opponent on their toes ^_^
Good point. I never thought about using her command roll in that scenario, since I usually only do one of two things if do 5C after her throw: 1) End with 22A for knockdown (this way I score a knockdown without getting a reverse beat), or 2) Combo into 214C wallslam combo for decent damage (should be in the 3000's).
I'm wondering now is if you hit them with 5C, would you gain an advantage after you cancel into her command roll? Haha, I doubt it though since it seems to me that other cases like on block, you don't have an advantage.
As for updates...haha, no excuses. I lurk here far too much so it's not like I don't have the time to add stuff, it's more like I need to stop wasting my money playing 3s and play this game more often, so I can know completely know stuff like what are the specific aircombos you want to do on certain characters for all of her combos, what little changes they're might be since I've skipped straight from FT to arcade verB. As for character strats, I certainly don't have enough to start a thread since I barely play anyone at all, and don't fiend match videos even though Arima matches are the only ones I watch nowadays (which is mainly because it's the best stage in the game :V )
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Let's talk about tech punishes. It's something that I haven't really messed around with but here's some I use. This is purely from memory, so this is from FT. Even so, I doubt much has changed.
For Arima, I haven't seen or found a single tech punish that guarantees damage regardless of what direction an opponent techs, or if they don't at all. So you'll have to use your judgement and be able to read your opponent's tech patterns to make these setups to work.
Midscreen:
1) Airthrow
-> Invalid follow ups:
-22A
-2A x 2, 5A, 5B, 5C
-236C
-> Tech Punishes
-> 236C - Punishes: back techs
-notes: Easy, damaging tech punish. Only works on back tech. Any tech in the other directions will cause Miyako to whiff 236C. Good to keep opponents in check if they like to tech mindlessly, or don't know how to properly tech to avoid this punish.
-> Dash forward - Punishes: neutral techs
-notes: Cancel dash with fast attack 5A into a combo.
-> Wait for tech - Punishes: forward techs
-notes: Easy to react and punish if your looking for it. Use anything that's quick. 5A/2A, 5B are good.
Corner
1) Knockdown
-> Invalid follow ups: (* denotes dash in for combo)
-*2A x 3, 5A, dash, 2A x3, 5A
-*2A, 5A x 3, 2B, 5B, 6B, 5C
-22A
-> Tech Punishes
-> Knockdown, 2A xx 22B - Punishes: All techs
-notes: Punishes all techs. Follow up with aircombo/wallslam combo. Only works if opponent techs after 2A. If opponent doesn't tech, 22B will whiff, leaving you at disadvantage.
-> Wait for tech - Punishes: forward techs
-notes: Same as mentioned in the midscreen section.
-> 236C - Punishes: back techs
-notes: Same as mentioned in the midscreen section.
-> Dash forward - Punishes: neutral techs
-notes: Same as mentioned in the midscreen section.
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Yo I picked her up a week ago.
Anybody got an good set ups/strats to close distance or get a good jump in?
Also what is that combo that ends in 22A? I saw it in a vid, seems like it gives you good position and you can do it anywhere on the screen?
I like her alot, she moves real tight and seems like a great wake up pressure character. I just wish her range wasn't so gimpy.
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Yo I picked her up a week ago.
Anybody got an good set ups/strats to close distance or get a good jump in?
Also what is that combo that ends in 22A? I saw it in a vid, seems like it gives you good position and you can do it anywhere on the screen?
I like her alot, she moves real tight and seems like a great wake up pressure character. I just wish her range wasn't so gimpy.
Kinda limited to what I can say, but it's at least it's something for ya.
Best way to get in jump/superjump and land a knockdown via CH combo or airthrow, which is generally true for everyone in the game, but especially Miyako since she's got no range on the ground at all. You can dash in of course too, although you'll have to be cautious when doing that or you'll get smacked by 2As, etc., so don't do it often or be obvious with it.
As for strats for that...in my limited experience against actual, living, breathing human beings, it's going to be like what poking would be on the ground pretty much. Doing stuff like superjump j.A for your quick long range attack to stuff and for CHs, j.B for crossups and meaty air attacks, superjump -> backdash to avoid stuff...and so on.
The best way to learn this kind of stuff...watch Japanese matches and see what they do, figure out how the things they do work, and try to incorporate it into your game.
Combo that ends in 22A? You mean whatever into 5C -> 22A? If I'm wrong, link of the said video would be nice.
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As for pressure, make sure to use the two b hits that move you forward. Those are great for staying on your opponent if they happen to block a 2a. The other nifty/top tier strat is using the stomp at the end of your guard strings, because one is fast enough that they can't 2a you out of it and one isn't, so if you train them to think they can 2a out of the string you can nail them with the quick one.
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22A is pretty good to use at the end of your block strings. Also, if you time it right, you can use abuse the small amount of shield frames it has. I think this as well, although I really should double check it, but if your blocking a chain and your crouching when Miyako does 22A, you can't jump away because you'll get smacked by it during your pre-jump frames.
Anyway, I think this section of the board is pretty sad. This thread of mine is pretty unorganized, so expect updates in the future.
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Reading your posts hurt my eyes, but I think I saw something similar to my combo in the first post.
Anyways, http://www.sendspace.com/file/j941m8 is the replay file, and I mess up a couple times in the beginning.
What I'm doing is 5ab 6b 2b 5c 214c[wallslam] 5ac j.ac j.ac throw
Does 4.3k with reduce damage off, 3.1k with it on.
After getting the wallslam, getting 5ac to combo is a task, but getting j.ac to link after that is eve more of a task. :[
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I noticed there in your replay that you actually did a different combo then listed. You added in 236A -> 6A in before her EX, but no worries since I made replies of her variations. http://www.sendspace.com/file/lmy6ko
I noticed that you used 5AC for her wallslam follow up. Interesting since I never use that one. Looks like it's not worth the execution to do that over 2B 5C, since the timing for 5AC looks and feels like 2B 5C, and your sacrificing an extra 163 points of damage for doing that one.
The timing? All I can say is practice and more practice. ^^ Try to find something that will make it easier for you to combo it. As you probably noticed in the replays, I like to walk backwards a bit as it can help me time landing the ground link for her bnb. Although sometimes I'll do that or I won't at all, because on some characters you don't need to walk backwards and some you do. So really, practice is the best way to learn how to do it. ^^;
As for that link into air combo, I usually feel that once I get the ground link on spot, the jumping one isn't really a problem. Once you get use to the timing for her jump then you should be set.
And btw, if your having problems with the links, 5BC is the easiest one of them all because you don't have to wait as long to do it. And if you want to play it safe, you can just do 5B into air combo or some other variant. I still find this bnb of her's hard do in clutch situations and sometimes in matches, so don't feel bad if you can't get it right away. Most players I've seen in matches don't do it too much, at least in the matches I've seen.
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Reading your posts hurt my eyes, but I think I saw something similar to my combo in the first post.
Haha yes I know, it's pretty disorganized. I'm plan on a redux version and a newer thread. And also to correct somethings. Of course, when my laziness dies. :V
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hey guys can anyone help me with miyako im having trouble on characters having a long atks like nero
any other tips that will counter this problem except for down,forward,up jump which is a high forward jump.
and T_T teach me some combos that is effective in battles. :psyduck:
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To get in on most characters will long attacks (ie: Nero, Kohaku) EX Shield their hits. Most of their attacks are pretty slow, so if you EX Shield you can then dash in and land a 2C.
As for combos.....follow the first post, those are all doable and deal some massive damage.
Here is an easy combo that can be done after 2C:
-2C, 5B?, 2B, jc.B, j.C, jc.B, j.C, Throw.
(5B? is for if you are close enough for it to hit. If you think your opponent is too far away, you can use 6B instead. However, it does a little bit less damage. You can always use 6B to be safe if you wish, since it will always hit.)
Now, if you are in the corner and land a 2C, here is a pretty decent easy combo to pull off. It's a simplified version of the ending of a combo posted in the first post, you don't have to get any strict timings down at all:
-2C, 214A, 214C , 5B, 2B, jc.B, j.C, jc.B, j.C, Throw.
(If you don't have enough meter for 214C then just leave it out because the rest of the combo will connect NP.)
*EDIT* Another way to by Neros 4C is to dodge roll. When Miyako dodge rolls, she rolls forward, putting you in the perfect position for a counter attack.
Also, Miyakos Dodge Roll is long enough to last through Aokos 236[C]. Just wait about .25 seconds after you see the charge flash on her hand, so dodge roll. If you are close enough, you can then punish her accordingly.
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hmmmm.... i guess doing it won't hurt but its a risk to ex-shield the atk.
by the way if i use 214c as a counter move would that be effective since
i won't get hit instantly by normal atks.
and where can i configure my controls im having trouble on playing cross handed :psyduck:
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214C only works well against huge meaty attacks. The reason is because it's start up time it huge. If your opponent is simply hitting you with 5A and you try to counter it, they can stop attacking and ex-shield you attack before it comes out.
I don't have enough experiance playing this game to know any good moves to counter with 214C. Anyone else have any input?
*Edit*
When in a throwing an opponent into the corner, do this:
throw > 2C (delay) 236A, 6A, j7A, jC, jcB, jC, Air Throw.
Depending on the opponent, you will have to thrown in a jB after the first jC in order for the second jB/jC to connect.
*Edit 2*
I just found out that Miyakos 623B is an over head....had no idea T_T
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If someone at Interface plays this character... Well I need someone to train me.
Yeah... that's be great.
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Well, I'll be there tomarrow. I'm pretty sure there is a better miyako player that goes there, but I dunno if he wants to teach someone how to play the character.
Look for a big white guy wearing a TOOL shirt, that'll be me ^^
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This combo is pretty easy to learn for beginners, I know this because it's the first one I learned to do >_<
2c, 6c, ja, ... , ja, jc, Airthrow
Then I expanded it a bit.
2b, 5b, 6b, 2c, 6c, ja, ... , ja, jc, Airthrow
And after watching some Miyako vids online, I modified it a bit. It's still rather difficult for me but I'm practicing.
2b, 5b, 6b, 2c, 6c, jb, jc, (jump again), jc, jb, Airthrow
Naturally most of the combos already listed are far superior, but as I said these are pretty easy to learn, and rushing into a crouch with 2b is pretty tricky and catches some people off guard.
Also, a ground throw can be immediately comboed into 2c...
Edit: Post fixed.
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This combo is pretty easy to learn for beginners, I know this because it's the first one I learned to do >_<
3c, 6c, ja, ... , ja, jc, Airthrow
3c doesn't exist. I said it in another thread but 6c IS TRASH DON'T EVER USE IT. Also always do j.bc j.bc where possible, more damage and it's not harder at all.
Then I expanded it a bit.
2b, 6b, 6b, 3c, 6c, ja, ... , ja, jc, Airthrow
You can't do 6b twice. Every comment above applies to this one as well.
And after watching some Miyako vids online, I modified it a bit. It's still rather difficult for me but I'm practicing.
2b, 6b, 6b, 3c, 6c, jb, jc, (jump again), jc, jb, Airthrow
Naturally most of the combos already listed are far superior, but as I said these are pretty easy to learn, and rushing into a crouch with 2b is pretty tricky and catches some people off guard.
Also, a ground throw can be immediately comboed into 3c...
Not actually sure if 2c and 3c are any different because I always hold the stick forward to make sure my next hit is 6c instead of 236c. I wouldn't call it a bad habit per se, but it's probably not a good one either.
Again don't ever use 6c, don't reverse beat your air combo for no good reason, 3c doesn't exist, and finally 2b is not a good poke as it'll miss at least half/most of the female cast crouching and it's not even her fastest poke. 2b /might/ be an okay AA depending on the situation, but if you're poking just use 2c.
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Post fixed?
In any case I didn't say these were good combos, I'm just saying this is how I progressed to learn tougher combos, since all it is is changing one or two attacks and adding a few more every time. It worked for me anyway.
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Pretty much the toughest combos you will ever learn with Miyako are the ones on the op post....
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aokmaniac13, Lina's comment still applies to your edited comment. Personally, I don't like using 2B as AA against jumpers, because, like Lina said, if you whiff it, your really punishable. It's like your opponent blocking your DP. I usually just use 5B if I'm in range, or just jump if I'm too far. Those options are much more safe than using 2B in that situation.
Scouts honour, I'll make version 2 of this thread will be made this week. : p It's needed.
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I find this to be a great block string vs a cornered opponent:
2ax2, 5b, 6b, 5c, 22a xx 2c, 5a (whiff)...
-66, repeat
-696 j.C, j.B, repeat.
This is a basic blockstring, and you can switch out certain parts for the usual mind games such as tick throws and staggered attacks. One thing you can do it throw in a 2c before the 5c, then wait until the last few frames of 2c before hitting 5c, it might hit your opponent which they are trying to punish you for the blocked 2c.
vs a mid screened opponent, don't throw in the 5c or else your 2c will whiff, and a whiffed 2c = major punishment.
Some other things to note when using this blockstring:
-You can end any string with 623b for a slow overhead. However, this will end your pressure and if the opponent merely mashed any A attack, it will hit you during the run in. However, 623B is safe on block. So many try this once a match perhaps?
-You can put in 22b instead of 22a, however it's a bit slower and if you are fighting someone with a lot of range (ie: Nero, Sion, White Len), then you can be hit before it comes out. The advantage of this is that it's a low attack. However, you don't really have any overheads beside the pathetic 623b, so your opponent will most likely be blocking low anyways. 22b is useful if your opponent decides to dash in against you due to it's long range.
-You can pretty much mix up different attacks into this string, but make sure your 2c hits which the 5a whiffs. The huge amount of blockstun from the 2c will allow you to continue pressure.
-A simple shield will end this with pain for you. Try throw in some tick throws sometimes and mix up the attacks so you aren't so readable.
EDIT:
I also found (at least I didn't know about it before) a fuzzy guard that you can use again tall characters (ie: Nero/Walachia).
-iad (or jump in) j.b, jc. c (push c as soon as you can and hit the opponent with b as late as possible without hitting the ground)
Pretty much you can go either way, fuzzy guard them to be hit with a j.c into j.b into mega 6k damage combo. Their isn't enough time to react to it, so it's a 50/50 guessing game. However, even if they guess right, they really can't punish you for doing this, you just continue your pressure. Maybe this is useful in the block string I just posted? Haven't tried yet...and I'm going to sleep...
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I find this to be a great block string vs a cornered opponent:
2ax2, 5b, 6b, 5c, 22a xx 2c, 5a (whiff)...
-66, repeat
-696 j.C, j.B, repeat.
This is a basic blockstring, and you can switch out certain parts for the usual mind games such as tick throws and staggered attacks. One thing you can do it throw in a 2c before the 5c, then wait until the last few frames of 2c before hitting 5c, it might hit your opponent which they are trying to punish you for the blocked 2c.
That's a pretty good string. Thinking about it, my guess is that your opponent could probably jump out of your pressure after the end of the string, so you probably don't want to use that if you want to keep the heat on your opponent. If you want to keep the pressure on, don't do 2C after 22A. Do a dash-in or IAD. But yeah, adjust your chains depending upon what you want to accomplish.
-A simple shield will end this with pain for you. Try throw in some tick throws sometimes and mix up the attacks so you aren't so readable.
Besides a shield or EX shield killing your 22A frame trap (taking about 5B 6B x 22A, a timely reversal that has invincibility like Sion's 214C, will blow right through 22A, and the same with shield bunker cancels being done after blocking 22A. 22A is shield bunker cancel bait if your opponent is good at bunker cancels, so definitely look out for that and mixup your pressure chains. You can use simple A stagger chains and short reverse beat combos like 5B 6B 5A/2A to protect yourself against bunker happy cancel players.
I also found (at least I didn't know about it before) a fuzzy guard that you can use again tall characters (ie: Nero/Walachia).
-iad (or jump in) j.b, jc. c (push c as soon as you can and hit the opponent with b as late as possible without hitting the ground)
Pretty much you can go either way, fuzzy guard them to be hit with a j.c into j.b into mega 6k damage combo. Their isn't enough time to react to it, so it's a 50/50 guessing game. However, even if they guess right, they really can't punish you for doing this, you just continue your pressure. Maybe this is useful in the block string I just posted? Haven't tried yet...and I'm going to sleep...
If you do the fuzzy guard, do jCB instead of jBC. At least if opponent is crouching you'll hit them cuz there's some characters you'll tend to whiff jB a lot against. And also another point, if you time jC right, it has lots of hitstun. So with it, you can actually do that land and do 2A, and your opponent will still be stuck in blockstun the entire time, so you can setup the usual mixups even if you don't do the fuzzy guard. Use that to mixup your fuzzy guard.
Besides that fuzzy guard example you posted, you can do jA to mess up with your opponents head. With jA, you can actually block high and low, so you can mess up your opponent with low/highs with jAC, high/lows with jA 2A, or jA into tick throw, etc.
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http://youtube.com/watch?v=lx50GtLk4Ew
See 1:09-1:12 for the j.c to 2a setup
See 1:35-1:38 for the j.c to j.b setup and you also see the 623c whiff j.c land j.ac j.bc setup (though Kanna invalids it this time)
See 2:40 for the biggest waste of circuit ever. Though it did lead to a crossup setup which lands. Still huge waste of circuit.
The blockstrings are about what you're describing, but you have to remember Nero cant reversal or poke out so Kanna takes a few liberties here.
http://youtube.com/watch?v=FVHg7xvF9OA
Here's a sort of better video showing Miyako pressuring. Though again it's against Nero so he can't reversal/poke out.
See 1:50 for lol Nero OTG combo.
See 3:32 for a crossup setup that fails but is still worth mentioning.
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Aw man, thanks for the info/vids. I find it hard to find some good Miyako vids/info.
really helpful, thx.
in the 2nd vid I posted, you can see the miyako player use the block string I posted. The 22a xx 2c, 5a whiff part at least.
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http://youtube.com/watch?v=FVHg7xvF9OA
Here's a sort of better video showing Miyako pressuring. Though again it's against Nero so he can't reversal/poke out.
See 1:50 for lol Nero OTG combo.
See 3:32 for a crossup setup that fails but is still worth mentioning.
wow I've never seen this string before (5b 6b 5a LOOP), i'm gonna try this out tommorrow to see if it only works on Nero, since nero have slow A attacks.
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That Miyako was so close to beating his ass. :slowpoke:
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I've tried the 5B 6B 5A loop a couple of times in netplay.
5b 6b 22a in the corner is still a better loop IMO...Since 22a has significant frame advantage when blocked low(+4f , and 5b is 6f, so your opponent only have a span of 2f to complete any action before your 5b lands), and people always block low >:D
PS: I don't really like looping myself, since it's pointless if you can't deal damage, and people can easily shield your attacks between gaps if you become predictable by looping too much... :psyduck:
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You kind of missed the whole point. 2a5b6b5a keeps you close and leaves the window open for stagger/throw mixup. No matter how much you try, if you use 22a you will push yourself out. Unless of course you gamble in a dash or something like that. If you want to say you'll use 22a earlier in the string, then you'll get punished for it. 22a has significant enough startup for it to happen, reading the wiki it's apparently 16f startup. If you really wanted to, you could easily bunker/bara it with practice. Both obviously have their ups and downs.
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You won't push yourself out in the corner. I made the last post because I figured the loop loses to button meshers(got 2Aed and shielded like mad, people get used to it really quickly), but I'll experiment on more of it tonight. :mystery:
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You aren't suppose to continue the loop indefinately. the reason for the loop is to throw in a throw when your opponent isn't expecting it.
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If only 22A had much earlier shield frames, then my 2A bait setups would work. :V
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If only Miyako could fly...well...in AA she could ^^
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I failed the first time cause I was too desperate to try the loop and became predictable. It worked wonder yesterday while I was playing against Sion. Things to note:
-just hit 5C 214C immediately after your opponent got hit, all Miyako's attacks can connect with 5C.
-it's easier to start the loop with dash attack(I use dash 2A) because of the momentom, and don't do it everytime because it's unsafe between gaps.
Miyako is beast, :mystery: that so little people play her . :-\
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I find the only really good use of 22? is of 22B to tech punish in the corner. It'll hit them no matter there they tech. Best used after OTG tech.
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<3 22B tech punish, but I like blockstring>xx>22A, since Miyako seems to have a tiny bit of lower leg invincibility. ^^ Stomped right on a Kohaku 2C. In addition, I've had some luck catching far Heat Activations with 22C. Too many 4000-5000 damage combos with Max versus my friends have made them more defensive once I hit 300%, so I just use it as a circuit waster as well.
X3 Also, is there a way to force Miyako's jacket off? I once won 20 straight matches ((A few Arc Drive Finishes, a few Perfects, and one Arc Drive Finish/Perfect)), but always got the >.<! finishing pose.
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I think it's random. I'm also pretty sure that 22A/B in a block string is no good since a good player can simply bara it.
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^^;;;;; "Lucky" for me all of my friends suck... And I usually try to have at least a few frames of delay if I do use it, as well as not using it all of the time. Yay 623B/Throw/22A mix-up~!
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You're just forming bad habits :p
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well I don't know about you guys but 22a works for me in my group, especially in the corner.
it doesn't suck, it's one of the better string enders Miyako has. When people begin to eat 22A -> 2c frametrap setup or 22A dash 2a, they'll start to anticipate the low attack after the stomp....so you can mix it up with something else like dash throwing or 623b.
It's all about guessing game in the end. dash 5a 5a 5a 5b 6b 2a 5c 22a is one of my favorite string, if you don't execute it quickly, there are easily gaps between 2a 5c and 5c 22a which people sometimes fall for.....
623b is also a great move even if it has a lot of startup, and 236b 6b throw is still evil against people who doesn't know much about Miyako, these are some of the moves you can use in the middle of a string. >:D
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well I don't know about you guys but 22a works for me in my group, especially in the corner.
it doesn't suck, it's one of the better string enders Miyako has. When people begin to eat 22A -> 2c frametrap setup or 22A dash 2a, they'll start to anticipate the low attack after the stomp....so you can mix it up with something else like dash throwing or 623b.
It's all about guessing game in the end. dash 5a 5a 5a 5b 6b 2a 5c 22a is one of my favorite string, if you don't execute it quickly, there are easily gaps between 2a 5c and 5c 22a which people sometimes fall for.....
623b is also a great move even if it has a lot of startup, and 236b 6b throw is still evil against people who doesn't know much about Miyako
22a is easily beaten by blocking high or (harder but possible) baraing it. If you rely too heavily on it, against good people it will fail you. If you do anything but a C attack into 22a, they can shield it. It's good just don't lean on it so hard.
623b is a move you use almost once a match, 236b is ALWAYS punishable, 6b follow up EVEN MORE SO. Also once in a long while type moves. I'd say you should never use 6b follow up against good people who have knowledge of Miyako. (Of course in the US that's who?)
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I edited the other thread already and now the links are gone. :psyduck:
Did you mean to create a video thread or something?
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T_T 22A high block... I hate life.
Just making sure, with the exception of if I'm in the middle of a combo, there's no use for Miyako's circuit?
Also, if I land a ground shield ((not EX)), I usually just jump out, but does she have a good universal move to cancel into?
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Just out of curiosity, when is a good time to use her Arc Drive? :S
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Never, since it's always blockable.
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The time gap between activation of her arc drive to the hitbox of the burst seems to unreliable most of the time. (dun feel like counting frames ;3)
On the ground, the opponent can react and blocked her arc drive and then punish right afterword. As an anti'air, there are most cases where the character will land on the floor before the arc drive may hit them. As a combo ender, it just scales so much.
However, the move is unblockable in the air and she does have a bit of invincibility upon activation.
Use sparingly if you decide to use this move.
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I'd only use it in combos. Even then for combos, it doesn't do much damage. Your just better saving your meter like if your in Max Mode.
Here's a ghetto corner reset into her unblockable Arc Drive that you can use on unsuspecting victims, until they realize that you can hold on D. Whatever into 2C 5C x 236A 6B Arc Drive.
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So her arc drive is always blockable, whether it's with a shield or just regular guarding?
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So her arc drive is always blockable, whether it's with a shield or just regular guarding?
Cannot be shielded. Cannot be guarded if they catch you in the air.
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Cannot be shielded. Cannot be guarded if they catch you in the air.
Oh, ok.
Thanks for the info. : D
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Cannot be shielded. Cannot be guarded if they catch you in the air.
Wow. Okay, I'll just shut up now. Excuse me while I :emo:.
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Well, I just tested it. Numakie is right, cannot be shielded/guarded in the air. You can dodge it however (of course :P) This is for both normal and blood heat arc drives.
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In the Op there are a few combos that have 5B,6B,2B in them. Sometimes this can be hard to connect. If your having trouble connecting these you can change the order of 2B,6B so it would be 5B,2B,6B. IMHO it's easier to connect this way as your not punished for not having pinpoint execution.
It also does a WHOPPING!!!!!!!!!!!! 5 more damage :blah:
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In the Op there are a few combos that have 5B,6B,2B in them. Sometimes this can be hard to connect. If your having trouble connecting these you can change the order of 2B,6B so it would be 5B,2B,6B. IMHO it's easier to connect this way as your not punished for not having pinpoint execution.
It also does a WHOPPING!!!!!!!!!!!! 5 more damage :blah:
Doing 5B 6B first is much safer as you can hit confirm it into 2B, without running into the possibility of whiffing 2B if your opp blocks. Whiffing 2B equals death.
So I suggest practicing 5B 6B. Eventually it won't be a problem at all. The timing is pretty fast but it's not hard to at all to master.
Edit: So apparently Miyako has air dash cancel combo: 2C j.BC airdash j.A jc. j.BC x throw. The timing of j.A is similar to Ciel's similar combo. Looks cool but too bad the damage sucks compared to 2CB 5B -> air combo.
Geez, the old first post was way better. Look for real updates this week. ResurrERECTION~![/gill]
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Just posting some information for completions sake.
Midscreen versus anyone but White Len or the Nekos: 2A, 5B, 6B, 2BC, 5AA, j.BC, j.BC, AT
- does the same damage as 5A, j.ABC ender
- can land 5AAA against many, even 5AAAA, but 3 is the most reliable
Midscreen versus W. Len and the Nekos: 2A, 5B, 6B, 2CB, j.ABC, j.BC, AT
- can throw in 5AA after the 2C but before the 2B for max damage
Midscreen with 100%: 2A, 5B, 6B, 2B, 5C, 623C, j.C (whiff), land, j.AB, j.BC, AT
- the hard part being the j.A link, but it's not that hard with some practice
- you risk missing the entire ender for ~200 more damage, but for a combo that should really only be used for the kill, it can be worth the risk
Can be hit while crouching by: 2B, j.B, j.B crossup
- Shiki, Warc, Nanaya, V. Sion, Nero
Can be hit while crouching by: 2B, j.B but not j.B crossup
- Sion, Aoko, Ciel, Warachia, Kouma, Miyako, Satsuki, W. Len, Kohaku
Can be hit while crouching by: 2B in a combo but not on block, j.B, j.B crossup
- T. Akiha, Arcueid, V. Akiha, Hisui, M. Hisui
Can be hit while crouching by: j.B, j.B crossup, but not 2B
- Nekos
Can be hit while crouching by: none of 2B, j.B, j.B crossup
- Len
Can't be hit by: 623C, j.C (whiff), j.AB, j.BC, AT
- Sion, Tatari, Aoko, Warc, Hisui, M. Hisui (it's hard to land the followup on Nero, so he effectively fits into this category too)
Unfortunately the specific characters that the 623C followup works on doesn't overlap with any of the xB categories, so it's quite a bit of information. As a followup to 236B.6A, it does 3500+ but is very unsafe on block. 22C or 214C make it safer on block, but still...
The j.B crossup whiff isn't that big of a deal, since most people should be blocking high, but don't be surprised if it happens. Plus j.C hits in that situation against everyone j.B misses, but not always cross.
(Edited in the 623C combo information.)
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The jB whiff is kind of a big deal in the higher levels of play. Good players will see the cross up coming and just duck iT(provided they know Miyako's game and have a character that can avoid it) and make you eat something for trying to cross them up. I think the only way jC hits on cross is if you're directly above them otherwise it will whiff. I'm still searching for a valid cross up attack that always hits besides 236B/C.(You would think with her crappy range her cross up potential would be better.) Also, unlike other characters it is very easy to shield her cross up. (It sucks to use Miyako and not have your opponent in the corner)
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Sure thing Veven, I'll add that stuff. Some of that stuff can also go into the general thread. Heh though @ the whiff combo. The timing seems tight as I haven't gotten it once yet. I've tried on easy characters to combo like Nero and Warachia.
P.S. No one has to wait to make these new threads. Everyone knows by now how well I keep my promises. :emo:
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The whiff combo is pretty tight, seems about the same as Kouma's 236C, 5A link, maybe a bit easier. Could also be version specific. Two things to focus on though: hit j.A as soon as you leave the ground, you want to hit with it's later active frames, and jump as soon as you touch the ground... but you can't actually see the ground after 623C. Anyways, it's not worth spending a lot of time on, since it's not that much better than the normal followup.
The throw combo I've been using against the Neko's: T, 2C, 6B, 5B, 2B, j.AB, j.BC, AT
It actually works against everyone, but the timing is pretty strict versus anyone but the Neko's. The first jump cancel needs to be 8, the second needs to be 9, except for a few characters. Oh, and I think delaying the 6B just a little bit makes the j.C at the end land more consistently. Again, only slightly better than the normal combo, but if you're sick of 2C, 5B after midscreen throw, there you go.
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Okay, I got it. The timing is pretty much what you described it to be. I haven't tried it against everyone to see if the timing is different, or the combo just doesn't work on certain characters. Though, it doesn't feel much tighter than some links off of her 214C wallslam combos.
Well, I think the combo is worth doing, like with what you said about maximizing damage. It's really only worth doing if your very very close to killing your opponent (as you said), because it only does an extra 59 more damage or so, compared to doing her coast-to-coast combo. At least if you do the coast to coast combo, you have a much better chance to apply pressure then if you were to do the other combo midscreen.
Thanks. I'll be adding this to my arsenal.
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Just some more damage tests, all versus Tohno Akiha, as always. Numbers in brackets show the same combo with AT instead of j.623A-623C, where applicable. Summary at the bottom.
Throw combo with 100% -
T, 5C, 623C, j.C whiff, j.AB, j.BC, AT: 2469
T, 5C, 214C, 2B, 5C, j.AB, j.BC, AT: 2470
T, 2C, 5B, 2B, j.BC, j.BC, j.623A-623C: 2500 (2294)
T, 2C, 5C, 214A, j.BC, j.BC, j.623A-623C: 2621 (2415)
T, 2C, 5C, 236A.6A, j.AB, j.BC, j.623A-623C: 2650 (2422)
Followups to 214C -
236A.6A, j.AB, j.BC, AT: 4653
5BC, j.AB, j.BC, AT: 4726
214A, 2B, j.AB, j.BC, AT: 4728
5B, 2B, j.BC, j.BC, AT: 4753
6B, 5B, 2B, j.AB, j.BC, AT: 4772
2B, 5C, j.AB, j.BC, AT: 4789
2B, 5C, j.BC, j.BC, AT: 4877
200% combos -
5B, 6B, 2B, 5C, 214C, 214C, 5B, 2B, j.BC, j.BC, AT: 4798
5B, 6B, 2B, 5C, 214C, 5B, 2B, j.BC, j.BC, j.623A-623C: 4955 (4753)
It all reaffirms the commonly known and used Miyako combos. Tagging a j.623A-623C on the end of any of her normal combos is a more efficient use of 200% than using it earlier in the combo. Her highest damage throw combos are her normal combos, slightly modified.
I'm trying to find anything interesting to Miyako's game, but her best combos are pretty clear.
Edit: Added some more 214C followups. I can't quite get 6B, 5B, 2B, j.BC, j.BC, AT to land, so the j.AB link is necessary, which makes it sub-par. I've seen it mentioned somewhere on these forums, I believe, but taking a step back after 214C makes 2B, 5C much more consistent.
Edit #2: I've been using j.A after 5C, since I thought j.B always whiffs, but I was wrong. >_<
Does anyone know better 200% combos?
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Pretty interesting post. It pretty much affirms what I thought about people not using 200% combos that much. After the second 214C, your proration rate drops down to 35%, so you end up seeing 100% combos like these ones that do more damage:
5B 6B 2B 5C x 214C 2B 5C j.AB jc. j.ABC AT (4833)
5B 6B 2B 5C x 214C 2B 5C j.BC jc. j.BC AT (4877)
But if your talking 200% with the upkicks, yes more damage, but it comes down to the tradeoff I already discussed a few posts ago. Sacrificing potential knockdowns for a bit more of guaranteed damage. You could end up doing more damage off of tech punishing without using more meter. Depends on how you want to play.
As for the tip on how to land tighter enders off of 214C wallslam combos, I think that was me. I don't know if I didn't mention it, but you don't need to walk to back for every character. You can use it as a way to time how long you have to wait to do 5C. Though you need it some characters with weird have odd hitboxes which will make your 5C whiff, if you do it right in front of them after you do 214C, like Nanaya off the top of my head. I wanna say Ciel too, but on her you want to do the more character specific ender on her, 2C 5C, as it does the most damage out of all the other ones.
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Yeah, that was you who posted the tip for making 214C followup easier. I'm trying to use 2B, 5C, but I find in clutch situations I fall back on 5B, 2B, unfortunately. I'm sick today, so, more combos.
5B, 6B, 2B, 5C, 214C xx 5C, 623C, j.C (whiff), j.AB, j.BC, AT: 5055
- saw this in a match video, it's not practical, in my opinion, since you hafta catch as late as possible with the 5C after the 214C, and do the 623C whiff combo too, but it does over 5K on Akiha
5B, 6B, 2B, 2C, 5C xx 214A, 2B, j.BC, j.BC, AT: 4423
T, 2C xx 5C, 214A, 2B, j.BC, j.BC, AT: 2596
- 2B into air combo after 214A is distance specific, works basically from the furthest point that 214A wallslam works, up until you get pushed deep into the corner by the initial ground string, and the spacing is slightly character specific
- this is, at the moment, Miyako's highest damage, circuitless throw followup that I know of, doing 170+ damage more than even the 100% throw combos I posted above
- you can throw on j.623A-623C instead of air throw at the end, for the kill, which raises the damage to 4664 and 2794, respectively
Is that coast-to-coast combo you referred to similar to: 5B, 6B, 2B, 5C, 236A.6A, 214C, dash, 5C, j.AB, j.BC, AT ?
I think I'm done with Miyako for a while now, at least testing and posting.
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Both of you guys seem to forget Miyako's greatest combo gimmick, the tk EX Kick in the corner. Add it to any combo in the corner and it'll do more damage. Do throw -> 2c -> TK EX kick -> air combo, does more. Do stuff -> 214c -> TK EX kick -> air combo does more. Only problem is the extremely strict positioning required, which is why no one ever does it. :toot:
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By air combo, you mean doing one after 6C? Or is there some way to get your jump back after tking 623C??
The only time I ever used this combo was to be flashy, but wow, o.o @ the damage.
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Most combo vids will just end a 2c -> tk kick combo with AD, but yeah 6c works. Just do 5a/2a 6c launcher and you bypass the jump cancel limitation. If you do it after 214c, since you never jumped there's no problem just do 2ab jump as normal.
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Cool, cool. Thx.
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I didn't know about the TK 623C at all. I can't get it to land consistently either, since TK'ing DP's is not one of my strong points. Thanks for the info, anything else to share?
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I find it pretty hard to consistently do TK DPs on a pad, so I just cheat and buffer 236C after 9. That explains why I've only been able to land 214C TK 623C once so far. :V
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It's propably useless, but I like the way of doing a j623B j623C after her BnB instead of doing an airthrow (because of the wallslam :V). It doesn't do MUCH more damage, but looks cool. Though, its unsafe because the opponent can regenerate in the air and surprise you from far up, where he cannot be seen.
As said, (propably) useless. I've never seen a Miyako besides my casual one doing this actually.
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It's propably useless, but I like the way of doing a j623B j623C after her BnB instead of doing an airthrow (because of the wallslam :V). It doesn't do MUCH more damage, but looks cool. Though, its unsafe because the opponent can regenerate in the air and surprise you from far up, where he cannot be seen.
As said, (propably) useless. I've never seen a Miyako besides my casual one doing this actually.
I'll do this, but only to get a kill. As you said it's not really a safe option.
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I started adding on a j.A during the second air combo section, i.e. j.BC, j.ABC, AT. Haven't found a combo you can't use it on, just need to catch them as low as possible after 2C. I wasn't consistent enough with the low shoulder slam to risk whiffing the j.C, AT, but now that I am it's like free candy/beer.
Midscreen throw: T, 2C xx 5B, 2B, j.BC, j.ABC, AT (2337)
- easy to readjust to j.BC, j.BC if you don't delay the 5B enough
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I was practicing some block strings today and I noticed this oddity. If you do 5B 6B 2A 2A with the last 2A delayed on crouching Sion, it's a frametrap everywhere expect in player 2 corner (i.e Sion in P2 corner). In P2 corner, Sion can jump out of it. I'm sure not if it's just another P2 oddity, so I was wondering if anyone can check this for out for me. I don't know how to switch myself as P2 when I go into training mode (so I can get Miyako dummy as player 1), if it's even possible. Thx in advance.
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I used the keyboard hack and tried out yet. Still whiffs in the corner. 2P corner is just weird.
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http://www.youtube.com/v/rIEYSKwnZZc"
^I got bored today and found this out. I'm pretty sure this isn't new, but whatever.
Only seems to work on Nero. Comboing after the second j.C that is. I actually tried it doing this fuzzy guard setup on Warachia before Nero, and it didn't work. Then on Nero and it did. I think against Warachia you need to reverse beat j.A later then compared to when you do it on Nero, but I haven't had success with doing so. You already have to delay your reverse beat on Nero, so either it's much more difficult or just not possible.
Oh yea, works everywhere. Midscreen too.
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Okay, actually you can get this working on Warakia, but the timing is different, which is why I never got it until after my last post. I have a much higher success rate of getting this on both him and Nero now, since I realized it's more about getting the proper jump-in height with jAC than timing the jA reverse beat.
Also, there's another fuzzy guard setup, which I should of realized right away since it's similar to Ciel's:
Deep jAC -> land -> jC
It's character specific. I haven't checked it on everyone, but it should work on whoever you can block jAC (the jC whiffs on some characters). Unfortunately, I don't think it's possible to combo afterwards with this fuzzy guard like the other one I mentioned, which would make Miyako's jump-in mixup with jAC even more deadly. After the second jC, your up too high for air dashes or jump cancels to help you combo. Trying to reverse beat with jA just ends up being a frametrap instead. This is pretty good though cuz it's hard to punish head-on outside of a Heat, good reversal, Circuit Spark, or Bara cancel (after jC), though she can punish all of that. The easiest way to avoid it is either to block jA and whatever else comes after it, or if you want get a better position, you can remain crouching after getting hit by fuzzy jC and duck jA, and then air throw or ex shield anything that comes after it, but it depends. She can counter anything you can do, if she guesses right.
Watch me do this when your about to die. :psyduck:
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any chance we can get all the important tidbits condensed into the first post? all the middle pages crash my browser for some reason.
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Try viewing the printable version of this thread: http://www.meltybread.com/forums/index.php?action=printpage;topic=67.0
BTW, some mod plz delete this thread.
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ok guys i'm new to the combo language i'm see :-[
what does "CH" stand for?
and
what does "TH" stand for?
:slowpoke:
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CH is counter hit. TH i dunno. I would assume Throw.
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Thank for the reply Tempered
Another question for you guys
In this combo
1) 236A -> 6A wallslam combo (corner)
[2A x 2/j.B or j.C]5B, 6B, 2B, 2C x delayed 236A -> 6A, 5B, 2B, jA, jC, jc., jB, jC x airthrow
What is meant by [2A x 2/j.B or j.C]?????
is it [crouching A cancel into crouching B/jump+B or jump+C]????
or is it [crouching A (2 times)/jump+B or jump+C]???? ??? :slowpoke: :psyduck:
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I meant you do either 2A twice or jumping B or jumping C, then you continue the rest of the combo. Though, I should replace j.B with j.CB, since you can't combo with j.B with some charas if they crouch. Also, I see my notation changing a little bit from different combos. I don't like the format in general, so I'm gonna change it. Fixes when I'm not lazy. :slowpoke:
And yes, Tempered's right.
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THANK! ;D
I like this forum lol
u guys are helpful, responsive etc.
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http://ca.youtube.com/watch?v=jylV65qzRwk
^Same like the fuzzy I just mentioned a few posts back. Just take out j.A. Should do more damage that way. :psyduck:
You can set this up off of 22A. I like to use double jump to time the deep jC on Nero. Whiff it or another normal for low/throw mixup. Also, you can do it off of an airthrow combo if your opponent doesn't ground tech in the corner. After the aircombo, follow up with a deep jC meaty when they wake up.
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I am not sure if this was already done but I have done this combo on a few chars, keep in mind, has not been fully tested on all chars due to the account that I have not mastered the exact timing.
does not work
Tiny chars(lens, necos)
floaty chars(Ciel)
kuma for some reason
will be revised later
wallbounce combo
5A x2,5B,6B,2B,2C,214A,214A,6C,jB,jc,jBC airthrow
may seem sketchy but works on satsuki, Nero,walachia
can be varied in the air with 623a to 623c instead if airthrow
gets you on the ground for possible air tech punish
also if you cant get the second 214a just use 5c
tiny and floaty chars tend to bounce too far behind you and you are trying to hit the edge of the frame with 6c
you messed up if you turn around while doing 6c also if CPU or player techs after wall bounce
please reply about flaws, if it cant be managed ill try to post a replay of the combo
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I almost got the full combo on Nero, but I keep on whiffing my second jC. That might be because I'm jump canceling too early perhaps. I found that walking back a bit after the second 214A seems to help.
Even though I didn't get the full combo, I'm sure it would do a lot more damage if you omit 6C, since it's scales the damage to hell after it hits. Compare and contrast your combo with one similiar to it, and with only one rep of 214A for simplicity for the example.
On Nero you get:
3638 for -> 5B 6B 2BC 214A 6C jBC jc. jBC airthrow
3926 for -> 5B 6B 2BC 214A 5B jBC jc. jBC airthrow
So you lose an extra 288 damage for being flashy. :fap:
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2AA, 5B, 6B, 2B, 2C, 214A, 214A, j.BC, j.ABC = 3899
2AA, 5B, 6B, 2B, 2C, 214A, 214A, 6C, j.C, j.BC = 3633
2AA, 5B, 6B, 2B, 2C, 214A, 5C, j.BC, j.BC = 3899
2AA, 5B, 6B, 2B, 2C, 5C, 214A, j.BC, j.BC = 3901
(against Nero)
I couldn't get the full air combo after the 6C either. Seems like 6C is the only normal that connects after the second 214A, but going straight to the air combo does more damage. Still, not having to delay between the 2C, 5C is a fair tradeoff for 2 less damage.
Two unrelated points I want to put down here for future reference, which may be common sense.
1) Landing the j.BC, j.ABC followup largely depends on how fast you mash out your hits, particularly after the jump cancel. It works on all of Miyako's core combos, on any character, and is what you should aim for, to optimize damage and circuit.
2) Using j.BC after 2C, 5C, 236A.6A instead of j.AB feels like 2-3 frame timing, but if you count out the hits of 2C...5C.236A..6A as 1...2.3..4 (dots represent approximate delay, and are not accurate) it helps commit the timing to muscle memory instead of going off the visuals.
I hope some arcade within 3 hours of here gets Actress Again eventually. :-\
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2A 5B 6B 2B 2C 5C 214A jB jC jA jB jC air throw
2A 5B 6B 2B 2C 5C 236A 6A jB jC jA jB jC air throw
I thought these should be the BNB at corners. Since it nets optimum damage compared to the above mentioned ones. Only tricky part would be delaying 5C after 2C but that should come naturally after some practice. Timing wise is similar to Arc's corner combo (2C > 5C) or Akiha's corner combo (2C > 5C or 5C > 2C part)
On a side note, does C-Miyako have that elbow drop? BNB with elbow drop linking to air combo is just way cool. The one that H-Miyako does, something like 6AAA > Elbow move > jump cancel, late jC > land > 5A > Air combo.
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Two unrelated points I want to put down here for future reference, which may be common sense.
1) Landing the j.BC, j.ABC followup largely depends on how fast you mash out your hits, particularly after the jump cancel. It works on all of Miyako's core combos, on any character, and is what you should aim for, to optimize damage and circuit.
2) Using j.BC after 2C, 5C, 236A.6A instead of j.AB feels like 2-3 frame timing, but if you count out the hits of 2C...5C.236A..6A as 1...2.3..4 (dots represent approximate delay, and are not accurate) it helps commit the timing to muscle memory instead of going off the visuals.
It's possible to link a ground normal after the second 214A on Nero. 5B works for example:
2AA 5B 6B 2BC 214A x 2 5B jBC jc. jBC airthrow (3976)
Landing 5B is a bit tight. Walk back to pace the timing and to avoid crossing up Nero.
jBC jc. jABC always is a safe bet for doing the most damage for aircombos. Most of the time it is, since jABC jc. jABC can't be used in most combos, especially if they're long ones, like damaging wallslam combos. Pound for pound, jABC jc. jABC does the most damage, so you should use that aircombo whenever possible.
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2A 5B 6B 2B 2C 5C 214A jB jC jA jB jC air throw
2A 5B 6B 2B 2C 5C 236A 6A jB jC jA jB jC air throw
I thought these should be the BNB at corners. Since it nets optimum damage compared to the above mentioned ones. Only tricky part would be delaying 5C after 2C but that should come naturally after some practice. Timing wise is similar to Arc's corner combo (2C > 5C) or Akiha's corner combo (2C > 5C or 5C > 2C part)
On a side note, does C-Miyako have that elbow drop? BNB with elbow drop linking to air combo is just way cool. The one that H-Miyako does, something like 6AAA > Elbow move > jump cancel, late jC > land > 5A > Air combo.
I'd like this thread to be for MBAC. Miyako is shaping up to be different in AA from her MBAC counterpart, and so I'd like no new info from AA to clash with MBAC. I still plan on making this thread worthwhile to read, for the sake of completion and the fact that it might be a very long time till most people get their hands on AA.
Edit: Make your AA posts here: http://www.meltybread.com/forums/index.php?topic=1908.0
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Here's a somewhat interesting but also somewhat useless option select I forgot to mention here. It's possible to actively select what special you want to use on hit. Specifically, you can choose whether to use 22A or some other special. This is pretty useful since 22A gives you frame advantage, and you can save meter by using it instead of 214C to make your chain safe if an opponent blocks. What makes this technique mostly impractical is due to the situations you can use it in-basically, when you can hitconfirm a special into a combo off of 5C. Unfortunately 214C is not hitconfirmable off of 5C. If it was, it would make this technique really useful IMO.
So how do you do it? Buffer the special you want to come out if 5C hits an opponent. When 5C hits, confirm whether or not 5C was blocked. If the opponent didn't block it, then input the button for the special. If the opponent blocks, hit 2A and 22A will come out instead of the special. Here's an example with the best scenario I've found to use this OS with:
Landing a ground arc drive combo (requires 5C). You can use the OS to save meter and be safe if the opponent blocks.
Flow Chart
Step 1. Buffer 236.
Step 2. Hit confirm.
A) If 5C hits-> A xx 41236C
B) If Opponent blocks -> 2A
Summary of the input: 236~2A/C
I have no idea why this works. My assumption is that the goal of the command interpreter in MB is to make a move come out, if possible. If you do 2362A, 236A can't come out since an extra 2 has taken the place of where A should be, so the whole command for 236A has been botched. However, if the interpreter treats 36 like null inputs, then it can satisfy the command for 22A. Maybe that's how the command interpreter works. I should know since someone mentioned in my presence how it works, but I forgot it. So I'll save this part of the wonderful discussion for the MB whiz kids.
So yeah, it should work for any command that has the direction 2 in it.
Maybe it will be useful in AA if Miyako's Ryuujin is hitconfirmable off of 5C, and if it is, it leads to useful combos. I doubt it though since you can chain 5C in AA. This character needs more technical shit. Technical stuff that's actually useful. :V
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I don't claim to know the ins and outs of the MB command interpreter, but I can think of a variety of reasons that could work, both as a programmer and as a guy who does MUGEN dev now and then.
Pretend you're the computer. You've got a string of inputs coming in from the joystick and buttons, and a list of commands to match up with the input string. Since this has to be quick, you're not looking for the command that matches up best, you're looking for the first match on your list. More specifically, you might be looking for an input such as 2, release 2, then hit 2 again and a button.
Try this if you haven't already: Do 236236A on a character that has a QCF move and a DP move. The DP will always come out, since it's a harder input it's most likely on the "top" of our imaginary list of commands.
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That makes sense. Thx. :>
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Added the 2C 22A juggle to the list of combos. I know there's a bunch of combos I'm missing which I'll add later, plus the ones people posted here a long time ago that I'm gonna add if they're worth it-to the first post. That's cuz the first post is already getting pretty full, and since I figured this whole thread is pretty much on combos (how unfortunate :V), the basic and important ones should be in the first post.
2A 5B 6B 2B 2C 5C 214A jB jC jA jB jC air throw
2A 5B 6B 2B 2C 5C 236A 6A jB jC jA jB jC air throw
I thought these should be the BNB at corners. Since it nets optimum damage compared to the above mentioned ones.
Yes. Yes they are. :3
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MBAA is coming out on console soon :D
On a side note, anyone care to explain how Miyako crossups in the corner works?
From what I've understand so far, in the corner, after air throw, the timing of doing the back dash determines where she lands, either in front or behind the opponent.
http://www.youtube.com/watch?v=t_F6f6vURn8#t=1m16s Mirumirumilky does it 2 times in a row here
Then there's the sj crossup after landing which I still don't understand how it works. And I think I've seen an IAD crossup as well after landing.
http://www.youtube.com/watch?v=BcImJJjIU0g&feature=related#t=0m10s
Anyone care to share their knowledge?
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http://www.youtube.com/watch?v=t_F6f6vURn8#t=1m16s Mirumirumilky does it 2 times in a row here
Then there's the sj crossup after landing which I still don't understand how it works. And I think I've seen an IAD crossup as well after landing.
http://www.youtube.com/watch?v=BcImJJjIU0g&feature=related#t=0m10s
Anyone care to share their knowledge?
There's a bug in the game which makes it more easy to crossup your opponent in the corner if you're player 2. If you try that setup while your player 1, it won't work.
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I can do the airdash crossup/fake as 1p against most characters as long as they neutral tech her airthrow. For some reason it doesn't work against Kouma (and possibly some others) though. Are only the sj and iad crossup 2p specific? Also, I've seen a dash in evade crossup for opponents who don't tech. Is that 2p specific as well?
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Thanks for clearing that up. Good stuff to know when I'm 2p. More crossup options is always good.
I can do the airdash crossup/fake as 1p against most characters as long as they neutral tech her airthrow. For some reason it doesn't work against Kouma (and possibly some others) though. Are only the sj and iad crossup 2p specific? Also, I've seen a dash in evade crossup for opponents who don't tech. Is that 2p specific as well?
You should turn off tech then it should work all the time. The dash in dodge crossup looks ghetto as well, and it only worked on 2p for me so I'm guessing its another weird 2p crossup bug.
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Thanks for clearing that up. Good stuff to know when I'm 2p. More crossup options is always good.
I can do the airdash crossup/fake as 1p against most characters as long as they neutral tech her airthrow. For some reason it doesn't work against Kouma (and possibly some others) though. Are only the sj and iad crossup 2p specific? Also, I've seen a dash in evade crossup for opponents who don't tech. Is that 2p specific as well?
You should turn off tech then it should work all the time. The dash in dodge crossup looks ghetto as well, and it only worked on 2p for me so I'm guessing its another weird 2p crossup bug.
Nah, Kouma is weird. For some reason it'll only work if they tech and then do an attack. If they don't tech, it still doesn't crossup. Fucking bizarre ass kouma.