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Atlas Academy => Melty Blood: Current Code => Miyako Arima => : Shiki August 03, 2010, 07:33:26 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: [MBAACC] Miyako Thread
: Shiki August 03, 2010, 07:33:26 PM
Decided to make one of these to discuss Miyako's current situation in CC.

Crescent Moon (This is the only moon that's been played so far in the current match videos.)

So far, these are the confirmed changes for Crescent Moon:

C-Miyako:

5A - Recovery increased
2A - Recovery increased
2B - Recovery increased
5C - Duration decreased
BE5C - Cannot be canceled into a normal
JB - Duration decreased
EX Choushinchuu - Invincibility reduced
EX Senshippo (abortion punch) - Damage down
B Choushinchuu - Start up slowed

I honestly think she's still beast even though most of her moves were toned down. Also, she doesn't get thrown back as far when she airthrows which probably lets us continue putting pressure on the opponent.

Half Moon

H-Miyako:
5A - Recovery increased
2A - Recovery increased
5A6A - Prorate stronger
2B - Recovery increased
JB - Recovery increased

Ehh, I'm the only one that plays H-Miyako seriously so you all probably won't care what I would have to say about her.

Full Moon

F-Miyako:
5B - Damage down
2B - Damage down
2B - Prorate stronger
5C - Cannot be normal canceled
JB - Duration down
B Gokudo (rider kick) - Damage down
A Renkan (kick kick) - Prorate stronger
B Renkan - Damage down
B Renkan - Prorate stronger
B Renkan - Invincibility reduced
Air A Senshuu (bodysplash) - Prorate stronger
Air B Senshuu - Prorate stronger

Yeah, we all knew this was going to happen but hey, she's still probably a beast.

Anyway, I decided to post this up as of now so all thoughts, opinions, etc could be shared.
: Re: [MBAACC] Miyako Thread
: LoliSauce August 04, 2010, 01:36:50 AM
I'm waiting to see the actual frame data and match videos to see just how serious the nerfs are.  Keep in mind that some of this stuff that the JPs are noting are changes from ver.A to console, since a lot of them are not familiar with the console updates.  The nerfs that are new could also vary in significance.  

Basically I'm just saying not to slit wrists yet like Doren.

Less throw distance is a godsend though.  Is it back to MBAC distance, where you land early/close enough to tech punish midscreen?  Also, my biggest wish for C Miyako is that they would make her air-to-air j.22c untechable.  I know it'll never happen ever, but that's what I wish for the most.
: Re: [MBAACC] Miyako Thread
: Light August 04, 2010, 07:15:34 AM
I really hope that added recovery is already in the console version. This new nerf could make her gdlk block strings ass.  :emo:

That throw change is only for C? : o
: Re: [MBAACC] Miyako Thread
: Shiki August 04, 2010, 08:49:46 AM
I'm waiting to see the actual frame data and match videos to see just how serious the nerfs are.  Keep in mind that some of this stuff that the JPs are noting are changes from ver.A to console, since a lot of them are not familiar with the console updates.  The nerfs that are new could also vary in significance. 

Basically I'm just saying not to slit wrists yet like Doren.

Less throw distance is a godsend though.  Is it back to MBAC distance, where you land early/close enough to tech punish midscreen?  Also, my biggest wish for C Miyako is that they would make her air-to-air j.22c untechable.  I know it'll never happen ever, but that's what I wish for the most.

There was an actual video with a C-Miyako but he only kept on mashing 5aaa and 2aaa. Her airthrow is back to MBAC distance.


I really hope that added recovery is already in the console version. This new nerf could make her gdlk block strings ass.  :emo:

That throw change is only for C? : o

C-Miyako's infinite blockstring is still there. The throw change is for all moons, I'm guessing.
: Re: [MBAACC] Miyako Thread
: LoliSauce August 05, 2010, 01:46:54 PM
Her airthrow is back to MBAC distance.
YESSSS!  Now Miyako can maintain pressure midscreen after a throw without utilizing meter!


That throw change is only for C? : o
I'm pretty sure if they changed the throw, it would be for all moons.
: Re: [MBAACC] Miyako Thread
: Light August 05, 2010, 02:59:50 PM
YESSSS!  Now Miyako can maintain pressure midscreen after a throw without utilizing meter!

Also, welcome back:

-~2k dmg easy mode tech punish (236C)
-easier tech punishes
-forcing your opponent to stay in the corner after an airthrow, more easily

:fap:

: Re: [MBAACC] Miyako Thread
: Shiki August 05, 2010, 03:53:59 PM
Damn. Her throw was that godlike? I don't really remember how it was honestly.

Edit: Also found a match video with C and F Miyako.

http://www.nicovideo.jp/watch/sm11645106
: Re: [MBAACC] Miyako Thread
: LoliSauce August 05, 2010, 11:10:45 PM
Basically, her old throw would let you land fast enough midscreen to tech punish a back tech with 236c (which you can now combo off of pretty easily, so more like ~4k damage punish) and also would let you throw enemies into the corner (instead of throwing yourself into the corner) and still maintain free tech punish and non-tech okizeme options.  It was nerfed pretty hard in MBAA (probably for good reason).
: Re: [MBAACC] Miyako Thread
: Shiki August 06, 2010, 04:57:55 AM
Damn. I guess I can understand why they nerfed it in MBAA. I wonder if it could work in MBCC now. This could probably lead back to old MBAC tricks with Miyako then.
: Re: [MBAACC] Miyako Thread
: Light August 06, 2010, 07:19:58 AM
I'm sure the nerf of her airthrow has to do with the general nerfing of tech punishes after corner airthrows. In MBAA, you just don't have as many tech punishes like you did in MBAC. I miss this kind of gameplay in MBAA, but maybe there's some reason why they toned it down. My guess is that minimal tech punishes gives H and F moon a chance to get some breathing room in order to build meter for life regain. F-Miya can kill you in three hits. Just imagine how much more faster she could kill characters if she had MBAC-like tech punishes. H and F moon would be fucked cuz they can't active Blood Heat like C.
: Re: [MBAACC] Miyako Thread
: Light August 09, 2010, 11:35:00 AM
Damn. Her throw was that godlike? I don't really remember how it was honestly.

Edit: Also found a match video with C and F Miyako.

http://www.nicovideo.jp/watch/sm11645106

Looks like you can't get an OTG from that airthrow. If that's the case then if 22A still works as a neutral tech punish, I certainly wouldn't use it. 

That midscreen ch2 jB into ground string x 236C into wallslam combo was nice.
: Re: [MBAACC] Miyako Thread
: Shiki August 09, 2010, 10:05:43 PM
Was it a raw airthrow? I read something about raw airthrows being untechable now and you land slower.
: Re: [MBAACC] Miyako Thread
: Light August 09, 2010, 11:02:06 PM
Was it a raw airthrow? I read something about raw airthrows being untechable now and you land slower.

It would be the same thing really, but nah, it was a combo'd airthrow that the opponent didn't tech. It just doesn't look possible (to me). One thing is for sure, we need more vids. I'm glad this clip had a decent player. Most of the time, I see Miyako get raped in the early footage of newly released MB versions, so you can't see any of the changes. :psyduck:
: Re: [MBAACC] Miyako Thread
: LoliSauce August 09, 2010, 11:59:58 PM
Apparently F Miyako's damage is only slightly nerfed.  I heard her average bnb damage was ~5k, which is basically the same as what she was getting.  I'm betting that a lot of the proration and damage nerfs were either minor, or they were from ver.a > console.
: Re: [MBAACC] Miyako Thread
: Tiggy August 11, 2010, 11:23:38 PM
F-Miyako:
5B - Damage down
2B - Damage down
2B - Prorate stronger
5C - Cannot be normal canceled
JB - Duration down
B Gokudo (rider kick) - Damage down
A Renkan (kick kick) - Prorate stronger
B Renkan - Damage down
B Renkan - Prorate stronger
B Renkan - Invincibility reduced
Air A Senshuu (bodysplash) - Prorate stronger
Air B Senshuu - Prorate stronger

http://www.youtube.com/watch?v=eYHm4ANu5Ko#t=4m13s

As you can see here, 5C can still be normal canceled into 6C
: Re: [MBAACC] Miyako Thread
: Press August 11, 2010, 11:26:28 PM
F-Miyako:
5B - Damage down
2B - Damage down
2B - Prorate stronger
5C - Cannot be normal canceled
JB - Duration down
B Gokudo (rider kick) - Damage down
A Renkan (kick kick) - Prorate stronger
B Renkan - Damage down
B Renkan - Prorate stronger
B Renkan - Invincibility reduced
Air A Senshuu (bodysplash) - Prorate stronger
Air B Senshuu - Prorate stronger

http://www.youtube.com/watch?v=eYHm4ANu5Ko#t=4m13s

As you can see here, 5C can still be normal canceled into 6C

I guess that's because 6C is a command normal. I don't think F-Miyako's combos have changed much from MBAA -> MBAACC except the damage nerfs
: Re: [MBAACC] Miyako Thread
: Rayza August 27, 2010, 01:14:42 AM
You all realize Miyako's airthrow is NERFED in cc right? She lost corner 4 way after airthrow.
: Re: [MBAACC] Miyako Thread
: Lord Knight August 27, 2010, 07:56:26 AM
I thought this too, but some people prefer the positioning of her new airthrow.

Just depends what you're looking for in the char imo.
: Re: [MBAACC] Miyako Thread
: Tonberry August 27, 2010, 10:03:29 AM
As you can see here, 5C can still be normal canceled into 6C

It might mean you can't cancel 5c on block. 
: Re: [MBAACC] Miyako Thread
: Shiki September 11, 2010, 02:10:54 PM
As you can see here, 5C can still be normal canceled into 6C

It might mean you can't cancel 5c on block. 

She may probably still be able to special cancel. I highly doubt they would just leave 5C non-cancelable.
: Re: [MBAACC] Miyako Thread
: Tonberry October 16, 2010, 10:05:58 AM
You all realize Miyako's airthrow is NERFED in cc right? She lost corner 4 way after airthrow.

http://www.nicovideo.jp/watch/sm12431510

0:40

6 Airthrow looks the same, I'm guessing jp usually uses 4 airthrow now though for positioning.
: Re: [MBAACC] Miyako Thread
: Shiki October 17, 2010, 12:20:20 PM
You all realize Miyako's airthrow is NERFED in cc right? She lost corner 4 way after airthrow.

http://www.nicovideo.jp/watch/sm12431510

0:40

6 Airthrow looks the same, I'm guessing jp usually uses 4 airthrow now though for positioning.

6 Airthrow puts you in the corner if your close by. 4 is the best one really.
: Re: [MBAACC] Miyako Thread
: Shiki February 14, 2011, 10:02:00 AM
This thread is fucking dead.

 :-\
: Re: [MBAACC] Miyako Thread
: AARP|ZTB February 14, 2011, 03:52:42 PM
yeah, if you hadn't noticed...a lot of the character threads are d-o-n-e. I say just keep doing your thing and keep any new info to yourself. The community isn't really appreciative about being (practically) spoon fed information anyway. The issue of being now two revisions behind doesn't help much either...
: Re: [MBAACC] Miyako Thread
: Tonberry February 14, 2011, 04:11:01 PM
yeah, if you hadn't noticed...a lot of the character threads are d-o-n-e. I say just keep doing your thing and keep any new info to yourself. The community isn't really appreciative about being (practically) spoon fed information anyway. The issue of being now two revisions behind doesn't help much either...

The majority of character threads are done but I disagree with keeping information to yourself.  When I'm bored sometimes I look at some new character's wiki/thread to get some basic info so that I can mess around w/that character the next time I play Melty.  

Part of the reason this specific thread has nearly nothing in it is because Miyako is a pretty simple character outside of neutral and the essence of her gameplay is unchanged from MBAA verA/B. 
: Re: [MBAACC] Miyako Thread
: FataCon April 24, 2011, 11:00:04 AM
after playing CC c-miyako on friday, i have to say, for the most part, she really does feel the same as her console version. there isnt much to add that you wouldn't already know from previous posts in this thread.

- not liking the jB nerf. when used on a grounded opponent/for crossups, you really have to delay it till you're right next to the opponent or the active frames end and it looks like you just whiffed it. took me a while to get used to. nothing really gamebreaking, it just means you cant be lazy at throwing it out. this goes for air-to-air situations also. it's still got a great hitbox for CHs, just make sure your timing is on point.

- increased recovery on 2B? does that mean it takes longer to recover? i didn't really notice anything different, to be honest. still works great as an anti-air or fishing for CHs on a airteching opponent. if it hit, great. if it didn't i still got punished the same way i would as if it was the console version.

- 236C invincible frames down... :emo: i didn't necessarily use this on wakeup like it seems most players do. i left it mostly for combos or for "on reaction" to projectiles or certain setups i wouldn't otherwise be able to get out of effortlessly. say if someone were to have a blockstring with a gap that had a projectile in it, you could 236C during that tiny gap and pass through the projectile to land a hit (like roa). while you can still do it in CC, it's less useful due to the decrease in invul frames. it's pretty noticeable on things like nero's crow super. in AA it would have no problem getting through multiple crows, but in CC you'd probably get hit at the tail end. still works as a reversal, just not a "get out of jail free" card.

i probably should've paid more attention to the airthrow, but i still used the same corner setups. didn't think of doing anything when i did an airthrow midscreen.

all in all, it seems like the changes must have been from vers.A to CC, because i didn't notice anything about all the other listed changes (could be that i'm just not paying enough attention though). either way, like tonberry already said, play her like you used to (at least for crescent, which is the only moon of miyako that i play).
: Re: [MBAACC] Miyako Thread
: dumba989 August 29, 2011, 06:56:49 PM
http://www.youtube.com/watch?v=wsMMGMcy0qg&feature=channel_video_title
Didn't FT used to play in AC?
: Re: [MBAACC] Miyako Thread
: sharkchowder August 31, 2011, 06:53:51 PM
Re: C - Miyako's Airthrow in MBAACC -

I might be late to the game or missing something since I don't know the terminology, but I've noticed that I can't airdash or airdodge after an airthrow in MBAACC. I used to be able to during the console version - however, it is true that you don't move as far away from the opponent as you used to.  Frankly, I miss the airdash, but it seems like that's because I didn't use Miyako in MBAC, so I don't know those tricks...
: Re: [MBAACC] Miyako Thread
: Light September 01, 2011, 11:29:54 AM
http://www.youtube.com/watch?v=wsMMGMcy0qg&feature=channel_video_title
Didn't FT used to play in AC?

Yes. There should be some videos of him playing AC on youtube, but everything comes up as MBAA.   :'(
: Re: [MBAACC] Miyako Thread
: Light September 01, 2011, 11:42:57 AM

i probably should've paid more attention to the airthrow, but i still used the same corner setups. didn't think of doing anything when i did an airthrow midscreen.

If her new airthrow works like how it did in MBAC, then maybe the old midscreen tech punishes work (236C for forward techs, dash~2C for neutral, and 2C back techs)? That'd be pretty sweet if so.

: Re: [MBAACC] Miyako Thread
: Shiki September 04, 2011, 11:55:34 PM
Re: C - Miyako's Airthrow in MBAACC -

I might be late to the game or missing something since I don't know the terminology, but I've noticed that I can't airdash or airdodge after an airthrow in MBAACC. I used to be able to during the console version - however, it is true that you don't move as far away from the opponent as you used to.  Frankly, I miss the airdash, but it seems like that's because I didn't use Miyako in MBAC, so I don't know those tricks...

You should be able to unless they took it out?

And holy shit, this thread got replies?
: Re: [MBAACC] Miyako Thread
: LoliSauce September 06, 2011, 02:15:00 PM
Btw, all this talk of midscreen tech punish is somewhat irrelevent.  C Miyako now has midscreen untechable knockdown with j.22c as a combo ender.  And F still has stupid damage + corner carry + untechable knockdown with just slight modification of her old combos.  Only really significant nerf is her air normals it seems.
: Re: [MBAACC] Miyako Thread
: Cristu September 07, 2011, 10:06:12 PM
Yeah, we all knew this was going to happen but hey, she's still probably a beast.

http://www.youtube.com/watch?v=H0nQVCoYEJk#t=2m52s
: Re: [MBAACC] Miyako Thread
: Light September 07, 2011, 10:30:12 PM
You should be able to unless they took it out?

And holy shit, this thread got replies?

Honestly I'm surprised that this forum is so dead. At least during MBAC it made sense since she wasn't a popular character. Now she's really top tier with F moon in MBAA, and yet that did nothing to promote more discussion. lol

Btw, all this talk of midscreen tech punish is somewhat irrelevent.  C Miyako now has midscreen untechable knockdown with j.22c as a combo ender.  And F still has stupid damage + corner carry + untechable knockdown with just slight modification of her old combos.  Only really significant nerf is her air normals it seems.

Yeah, I agree. Plus I'm pretty sure I'm dead wrong anyway. I forgot how badly they nerfed Miya's tech traps in the original MBAA, and things don't look that much better in the latest version of CC. It looks like the height that she gains after her airthrow is still too high for her old, MBAC-like midscreen tech traps to work.  :'(
: Re: [MBAACC] Miyako Thread
: Kanarin September 08, 2011, 10:57:34 AM
So as a complete Melty noob picking up Miyak Miyak, I see that Crescent is easier to use but Full is the best (Does most damage?) to use?

Can someone restate the overall advantage/disadvantage of Crescent and Full for Miyak Miyak for a noob like myself can understand? 'a'  :slowpoke:
: Re: [MBAACC] Miyako Thread
: Shiki September 08, 2011, 09:51:39 PM
So as a complete Melty noob picking up Miyak Miyak, I see that Crescent is easier to use but Full is the best (Does most damage?) to use?

Can someone restate the overall advantage/disadvantage of Crescent and Full for Miyak Miyak for a noob like myself can understand? 'a'  :slowpoke:

Sure thing

Full Moon: Highest damage in the game. If you get hit twice it's going to the next round. She has no mix-up options or oki. Her only wake-up option is EX 623.

Crescent Moon: Mid to High damage combos. Majority of the combos that deal high damage are done in the corner. She "has" an infinite blockstring or some would say bit it's easy to get out of. She has 3 reversals that get you out when your in a pinch. EX236, EXDP, and regular DP.

Mainly put the difficulties are like this:

Full Moon - Easy Mode
Crescent Moon - Hard Mode
: Re: [MBAACC] Miyako Thread
: Tonberry September 08, 2011, 10:03:36 PM
C also has gdlk mixup, gdlk antiair, and roll dodge.
: Re: [MBAACC] Miyako Thread
: LoliSauce September 09, 2011, 12:11:27 AM
Sure thing

Full Moon: Highest damage in the game. If you get hit twice it's going to the next round. She has no mix-up options or oki. Her only wake-up option is EX 623.

Crescent Moon: Mid to High damage combos. Majority of the combos that deal high damage are done in the corner. She "has" an infinite blockstring or some would say bit it's easy to get out of. She has 3 reversals that get you out when your in a pinch. EX236, EXDP, and regular DP.

Mainly put the difficulties are like this:

Full Moon - Easy Mode
Crescent Moon - Hard Mode
I should note that F does have mixup and oki.  Her oki is very basic but still strong.  Her mixups are usually either gimmicky or require meter (IH cancel) though.

C has much stronger pressure and mixup options in general though, to make up for the greatly reduced average damage.

Overall Full Moon is greatly easier to learn because everything that you can possibly hit from leads into the same combo, so you don't have to worry as much about situation specific variation.  Learn one combo, learn some basic stuff to do after a knockdown, and learn how to BLOCK because your reversal options are shitty.  As a result, I think she's pretty good for learning fundamentals of spacing and defense, since that's basically all you have to think about when you play with her.
: Re: [MBAACC] Miyako Thread
: Shiki September 09, 2011, 06:39:11 AM
Sure thing

Full Moon: Highest damage in the game. If you get hit twice it's going to the next round. She has no mix-up options or oki. Her only wake-up option is EX 623.

Crescent Moon: Mid to High damage combos. Majority of the combos that deal high damage are done in the corner. She "has" an infinite blockstring or some would say bit it's easy to get out of. She has 3 reversals that get you out when your in a pinch. EX236, EXDP, and regular DP.

Mainly put the difficulties are like this:

Full Moon - Easy Mode
Crescent Moon - Hard Mode
I should note that F does have mixup and oki.  Her oki is very basic but still strong.  Her mixups are usually either gimmicky or require meter (IH cancel) though.

C has much stronger pressure and mixup options in general though, to make up for the greatly reduced average damage.

Overall Full Moon is greatly easier to learn because everything that you can possibly hit from leads into the same combo, so you don't have to worry as much about situation specific variation.  Learn one combo, learn some basic stuff to do after a knockdown, and learn how to BLOCK because your reversal options are shitty.  As a result, I think she's pretty good for learning fundamentals of spacing and defense, since that's basically all you have to think about when you play with her.

Oops. Forgot all about the IH heat cancel. My apologies.

You can also go ahead and play Half moon and be sad like me. : )
: Re: [MBAACC] Miyako Thread
: LoliSauce October 07, 2011, 10:50:50 PM
Yo, I know we probably won't be seeing any definite footage or anything for a while, but thanks to Komi's HydraGP 1.07 loketest talk we can know that she's been buffed up to some degree, at least definitively in damage.  I'm a little excited.
: Re: [MBAACC] Miyako Thread
: Shiki October 08, 2011, 04:29:58 AM
Yo, I know we probably won't be seeing any definite footage or anything for a while, but thanks to Komi's HydraGP 1.07 loketest talk we can know that she's been buffed up to some degree, at least definitively in damage.  I'm a little excited.

Any ideas on what buffs and nerfs she got?
: Re: [MBAACC] Miyako Thread
: LoliSauce October 08, 2011, 10:49:24 AM
Not yet!  But he said H moon was a target of talk, so maybe she's more viable.
: Re: [MBAACC] Miyako Thread
: Shiki October 09, 2011, 08:25:24 AM
Well I did see that her elbow drop now causes untechable bounce on grounded opponents and doesn't just knock down anymore, but other than that, that's what I can see in the videos.

I wonder if my prayers have finally been answered?
 :mystery:
: Re: [MBAACC] Miyako Thread
: Shiki October 23, 2011, 04:50:36 PM
So anything as of buffs or nerfs of our Kung-Fu girl?
: Re: [MBAACC] Miyako Thread
: Light December 30, 2011, 11:24:16 PM
I'm liking C-Miyako's 22C OTG relaunch. It seems to scale kinda bad in regular combos, so I like to use in her corner pressure instead. It feels like you can hitconfirm 22C off of 22A if you buffer early. Here's the combo I'm using for the relaunch:

(corner) 22A x 22C 2B 5C j.BC j.ABC x AT

I checked this combo on a few characters and it does ~2.8-3.3K unscaled. If you rebeat like hella it does 1.8kish on Akiha, which is still pretty decent IMO. It's a much better punish than her standard OTG strings.

I guess I need to watch some videos or something because every combo that I try to use meter besides using AD or AAD does less damage than a meterless bnb. wtf  :slowpoke:
: Re: [MBAACC] Miyako Thread
: LoliSauce January 01, 2012, 08:20:47 AM
I'm liking C-Miyako's 22C OTG relaunch. It seems to scale kinda bad in regular combos, so I like to use in her corner pressure instead. It feels like you can hitconfirm 22C off of 22A if you buffer early. Here's the combo I'm using for the relaunch:

(corner) 22A x 22C 2B 5C j.BC j.ABC x AT

I checked this combo on a few characters and it does ~2.8-3.3K unscaled. If you rebeat like hella it does 1.8kish on Akiha, which is still pretty decent IMO. It's a much better punish than her standard OTG strings.

I guess I need to watch some videos or something because every combo that I try to use meter besides using AD or AAD does less damage than a meterless bnb. wtf  :slowpoke:
Not even 5bc 2c 214c 214b 5bc stuff can pull more damage than meterless?  What kind of meterless damage are you getting?

So, since there's no fucking way I'm going to purchase anything but a standalone release of the game, I obv don't have the game.  Can anyone check what all the otg relaunch options are for each moon?
: Re: [MBAACC] Miyako Thread
: Light January 01, 2012, 11:34:12 AM
I'm liking C-Miyako's 22C OTG relaunch. It seems to scale kinda bad in regular combos, so I like to use in her corner pressure instead. It feels like you can hitconfirm 22C off of 22A if you buffer early. Here's the combo I'm using for the relaunch:

(corner) 22A x 22C 2B 5C j.BC j.ABC x AT

I checked this combo on a few characters and it does ~2.8-3.3K unscaled. If you rebeat like hella it does 1.8kish on Akiha, which is still pretty decent IMO. It's a much better punish than her standard OTG strings.

I guess I need to watch some videos or something because every combo that I try to use meter besides using AD or AAD does less damage than a meterless bnb. wtf  :slowpoke:
Not even 5bc 2c 214c 214b 5bc stuff can pull more damage than meterless?  What kind of meterless damage are you getting?

So, since there's no fucking way I'm going to purchase anything but a standalone release of the game, I obv don't have the game.  Can anyone check what all the otg relaunch options are for each moon?

No, I haven't tried doing multiple 214x in a combo. Thanks for reminding me though as I do remember seeing a combo involving 214BE. This is my first time really sitting down to play MBAA, so I'm out of the loop compared to most folks here.

I can't get that combo to work. The problem is I keep getting an OTG relaunch with 214C, which is what you don't want because it maxes out your wallslam potential. So far the only thing that has worked for me is a raw 2C into 214C, which doesn't OTG.

Edit: Yeah, finally I can break 5k -> 5BB 2B 5C x 214C 5C x 214BE 5B 2B j.BC j.ABC x AT
: Re: [MBAACC] Miyako Thread
: Light January 01, 2012, 12:26:50 PM
Can anyone check what all the otg relaunch options are for each moon?

F: 214C, 6C, 623C
H: 22C, 236C, 623C
C: 214C, 22C, 236C, 623C

What whiffs on who:

214C, 6C: Aoko, Ciel, Len, Hisui, M.Hisui, White Len
214C, 6C, 623C: Ryougi, Roa
: Re: [MBAACC] Miyako Thread
: LoliSauce January 03, 2012, 05:00:08 PM
No, I haven't tried doing multiple 214x in a combo. Thanks for reminding me though as I do remember seeing a combo involving 214BE. This is my first time really sitting down to play MBAA, so I'm out of the loop compared to most folks here.

I can't get that combo to work. The problem is I keep getting an OTG relaunch with 214C, which is what you don't want because it maxes out your wallslam potential. So far the only thing that has worked for me is a raw 2C into 214C, which doesn't OTG.

Edit: Yeah, finally I can break 5k -> 5BB 2B 5C x 214C 5C x 214BE 5B 2B j.BC j.ABC x AT
Well, ultimately using meter to end the combo with j.22c is probably more advantageous than using 214c for more damage, since it's free knockdown anywhere for mad oki.  Are there any c miya vids out there for reference?

Thanks for the info on otg relaunch.  That's a lot of shit.  Thinking about it, one of the videos posted in here earlier had an example of f miya 6c relaunch.  That's pretty nasty.  So otg relaunch in general counts as +1 slam/bounce, on top of any additional wallslam caused by the move's properties?
: Re: [MBAACC] Miyako Thread
: Light January 04, 2012, 12:03:20 AM
Thanks for the info on otg relaunch.  That's a lot of shit.  Thinking about it, one of the videos posted in here earlier had an example of f miya 6c relaunch.  That's pretty nasty.  So otg relaunch in general counts as +1 slam/bounce, on top of any additional wallslam caused by the move's properties?

Well yes and no. Some OTG relaunches are +1 (e.g. 6C and 22C) while some are +2 (214C and 236C). I don't know about 623C but it's negligible anyway.
: Re: [MBAACC] Miyako Thread
: LoliSauce January 05, 2012, 04:53:31 PM
Good to know.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt January 09, 2012, 05:53:19 AM
Theorycrafting time!

C.Miyako has a new 236 followup with 6[A]
It's not air unblockable, it's not an overhead, but it is jump cancellable on block.  What do we do with this?
: Re: [MBAACC] Miyako Thread
: Light January 09, 2012, 10:33:17 AM
So far the only thing I have is TK 623B after 6[A], to add more pressure but it's ex shield bait. This move could be a lot better if there was much more plus frames, since it seems like you can't really do anything interesting in the air, compared to your standard options when doing a jump in a neutral situation while your opponent is cornered. Perhaps there's some way to punish jumpers with this... 

Edit: Oh yeah, I was testing to see if that character specific fuzzy mentioned earlier in the MBAC thread still worked. I spent about five minutes and I couldn't get it. Has anyone here manage to pull it off or does it not work anymore due to Miyako's j.A being slower in MBAA?
: Re: [MBAACC] Miyako Thread
: Shizuka January 11, 2012, 09:43:51 PM
Some things of note that I found in training mode.
C-Miyako
The corner combo 2A5B2B5C2C 214a 5bc aerial, doesn't work on aoko and ries, probably other characters too but I haven't tested them all yet.

For Aoko just using 5B instead of 5BC keeps her from bouncing over your head.
Ries you have to skip the 5BC all together and just go straight into the aircombo, jabc jabc.
Add Len to that list, aircombo only.
Wallachia is floaty, so instead of 5BC you have to do 5B2B, the aircombo is j.bc j.bc.

Also as far as I can tell in the corner adding j623 seems to be the highest damage for meter so far.
: Re: [MBAACC] Miyako Thread
: Zero January 12, 2012, 02:06:25 AM
2a 5b 2b 5b 2c 214a walk back 5b 5c j.bc dj.abc airthrow
Should work on anyone in the corner.

2a 5b 2b 5c 214c delay 5c BE214b 5b 2b j.bc dj.abc airthrow
Still your most damaging corner combo, I believe.



For 236a/b~6[a], I think its only used to delay it a bit more and still have momentum. IAD or just 9 would probably work pretty well.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt January 12, 2012, 04:46:12 AM
CMiyako
214C OTG relaunch doesn't work on Ciel  :mystery:
: Re: [MBAACC] Miyako Thread
: Light January 12, 2012, 09:04:49 PM
CMiyako
214C OTG relaunch doesn't work on Ciel  :mystery:

Yep. If you check back a page I got a whole list of which OTG relaunch whiffs on what characters.
: Re: [MBAACC] Miyako Thread
: Shizuka January 16, 2012, 05:13:30 PM
2a 5b 2b 5b 2c 214a walk back 5b 5c j.bc dj.abc airthrow
Should work on anyone in the corner.

I stand corrected. Thank you sir.
: Re: [MBAACC] Miyako Thread
: Inso January 18, 2012, 04:07:25 AM
2a 5b 2b 5c 214c delay 5c BE214b 5b 2b j.bc dj.abc airthrow
Still your most damaging corner combo, I believe.
I'm having the same thoughts about meterless combos being the norm. I tried the above mentioned combo and this one deals almost the same damage:
2a 5b 2b 5c 2c 214a 5b 5c 2b j.bc j.abc throw

Maybe we're still missing something...

About 236 6[A], you can actually combo with TK j.22C. And even if it's blocked, it serves as a pressure reset since any j.22 leaves you in a slight advantage if you cancel the move in the first possible moment (... right?)
: Re: [MBAACC] Miyako Thread
: Zero January 18, 2012, 05:42:59 AM
The only reason why I didn't include the 2b after 214a 5b 5c is because it is character specific. For some characters using 5b 5c 2b will cause you to go into the corner and you'll screw up your air combo and for some other characters it'll just whiff.
: Re: [MBAACC] Miyako Thread
: Inso January 18, 2012, 06:25:56 AM
The only reason why I didn't include the 2b after 214a 5b 5c is because it is character specific. For some characters using 5b 5c 2b will cause you to go into the corner and you'll screw up your air combo and for some other characters it'll just whiff.
My point is, the damage difference is about 300. Does that really justifiy using the meter?

Also, did some more testing on the 236 6[A] TK j.22C, and it's very bunker friendly on reaction to the EX.
: Re: [MBAACC] Miyako Thread
: Zero January 18, 2012, 06:46:46 AM
My point is, the damage difference is about 300. Does that really justifiy using the meter?

In most situations no it wouldn't be a good use of meter. Usually only used if you needed the extra damage in for a kill but even then using the normal combo and ending it in j.623a j.623c does like 20 less damage.

Most of the meter will be used for getting j.22c knockdown midscreen, 236c/214c carry combos, and heat.
: Re: [MBAACC] Miyako Thread
: LoliSauce January 18, 2012, 05:29:31 PM
And reversal.  So many reversals.

I feel that j.22c should pretty much be used for knockdown whether in the corner or not.  I'm still not playing yet, so really this is all just talk based on my exp with mbaa F Miyako. 

The less you use airthrow ender, the more it gives your opponent the illusion that they can actually tech out.  For F, a single combo into another tech punish combo is the round.  Even with C, doing a corner combo into a midscreen tech punish combo (is there an optimized midscreen bnb yet?) into j.22c ender nets you probably like 75% life + momentum.  That's almost a guaranteed round in itself.  Getting your opponent to tech after an airthrow is an important tool that only works a few times.  Work those mind games, you know?
: Re: [MBAACC] Miyako Thread
: arukimi January 19, 2012, 07:06:35 AM
And reversal.  So many reversals.

Personally, I'm barely using meter for reversals now (C-Moon). They completely took out 236C invincibility (and by completely I do mean completely) and now pretty much anything eats it for free. 623C is nice, but 623A is almost identical and doesn't needs meter.

And I'm not exactly sure about J22C ender for the knockdown. I'll be honest and say I barely even messed around with it on training and haven't had many chances to use it on matches, but it doesn't feels like it gives me that many good options as far as oki goes. I'm assuming I'm missing out on a lot of common knowledge here since I haven't played this game for years, but what do you usually use after an J22C ender? (Or is it mostly used for the momentum rather than oki?)
The best I could manage was meaty whatever (which usually gets blocked) or ambiguous neutral jumps, which are nice but feels like they could be easily countered.
: Re: [MBAACC] Miyako Thread
: LoliSauce January 19, 2012, 07:17:02 PM
Oh word.  I knew 236c was nerfed, but didn't realize all inv frames were removed altogether.  Was the inv startup of 214c removed as well?  LBS used to whore that shit out in staggered blockstrings when he saw any C normal and just utilized dash > be214b for free corner carry.

Is there enough time to whiff a normal and recover before they get up?  Do you have enough time to do dash neutral jump-in meaty, and if so, can you whiff the jump-in and land before they wakeup?  Can you meaty overhead (be5c or 623b)?  Can you safely step back and ambiguously evade roll for a which-way?  I dunno man, get creative and test shit out to see exactly how much time you have and what you can do with it (or watch some high level jp miyako and xcopy, lol).

For MBAA F Miyako, there wasn't a whole ton of convincing mixup she could run after her j.421c elbow knockdown.  In the corner you had exactly enough time to whiff a 5b or 2b and recover before most characters (aka not ryougi) finished wakeup recovery. 

This means that at the basic level your options were:
-meaty 5b/2b
-throw
-whiff 5b/2b > 2a
-whiff 5b/2b > throw
-whiff 5b/2b > bait reversal

If the opponent started getting intimidated and turtling up, you could throw out less safe options that had more convincing mixup, but even then her options were kind of weak.  Her best non-IH mixup was probably like deep 9j.c vs 22c vs 9j.empty for ambiguous high/low/throw and anyone could just mash the fuck out of that.  Most of the time you only had that basic shit to rely on. 

But don't get me wrong!  There is strength in the basic triad of meaty/throw/whiff universal oki mixup.
-Mixing up between meaty 5b and 2b forces them to think about whether to shield high or low, beats any non-reversal, and enforces the desire to reversal.
-Whiffing 5b or 2b gives enough time to bait out reversals (block/shield/etc) and punish, while still giving you enough time to mash 2a into pressure or punish wakeup mashing, thereby reinforcing the illusion that nothing is safe (which encourages turtling).
-Throwing (especially after whiff) beats out anyone turtling up and leads into a free combo, enforcing the desire to mash out or jump out.

It covers most wake-up options and allows you to lead your opponent into abusable thought patterns.  If there's enough okizeme time to mix it up further, that's awesome.  If there isn't enough time, at least this basic mixup can be utilized to keep your all-important momentum.  This should apply just as well to C Miyako, despite 2b not being low, but you'd have to test it out to be certain.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt January 21, 2012, 03:57:23 AM
214C is a mixed bag, one one hand the invuln frames have been reduced.  On the other hand, the move overall got fast, both startup and recovery.  That means that punishing circuit sparks during your ground string requires precise timing rather than gut reactions, and dodging whiffed moves with it is not so easy.

And yes, the loss of 236C as a way to close distance and punish everything for no reason is a nightmare for me.  If only the last hit of 623C would work on crouchers...
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt January 22, 2012, 09:22:33 AM
http://www.youtube.com/watch?v=6KuWXOBgY_E#t=15m40s Iunno
: Re: [MBAACC] Miyako Thread
: Shiki January 26, 2012, 10:50:41 AM
If anyone still cares about F moon still, here.

http://www.youtube.com/watch?nomobile=1&v=KegGrzopVGY
: Re: [MBAACC] Miyako Thread
: LoliSauce January 26, 2012, 04:48:59 PM
Man, like 80% of that video is completely pointless.
: Re: [MBAACC] Miyako Thread
: Shiki January 26, 2012, 07:04:49 PM
Man, like 80% of that video is completely pointless.

Yep. Japan sure has a lot of time for themselves. Oh well.
: Re: [MBAACC] Miyako Thread
: LoliSauce January 27, 2012, 09:02:43 PM
Isn't that guy Russian or something?  Well, not that it matters really.

Anyway, you guys seen anything on H yet?  I still wanna see what was worth so much excitement at hydraGP.
: Re: [MBAACC] Miyako Thread
: Light January 27, 2012, 10:19:35 PM
LOL @ the whiff 623A mixup. :X

There were some things I liked though:

-214BE after 6C OTG relaunch
-Coast-to-coast combos with 236C. The one that went across the screen twice looked dope.
-5[C] x 22B actually comboing. lol wtf
: Re: [MBAACC] Miyako Thread
: Shiki January 30, 2012, 03:39:18 AM
Isn't that guy Russian or something?  Well, not that it matters really.

Anyway, you guys seen anything on H yet?  I still wanna see what was worth so much excitement at hydraGP.

I haven't seen any H moons ever since 1.05 but theres like 1 guy who only plays the character. I think his name was Yunomi?
: Re: [MBAACC] Miyako Thread
: Justice February 10, 2012, 08:21:29 AM
So what is this infinite blockstring thing you guys keep talking about?  I'm just trying to figure out what works for resetting pressure with Miyako.
: Re: [MBAACC] Miyako Thread
: Benny1 February 10, 2012, 09:41:41 AM
I messed around in practice mode for a while, H-Miyako's damage is pretty much the same, it's still good.  I have no idea what on earth people could've been talking about, the only change I saw was the 421A/B being a groundbounce on grounded hit now.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 10, 2012, 05:23:28 PM
So what is this infinite blockstring thing you guys keep talking about?  I'm just trying to figure out what works for resetting pressure with Miyako.

5B 5C 5A
: Re: [MBAACC] Miyako Thread
: Justice February 10, 2012, 06:14:55 PM
So what is this infinite blockstring thing you guys keep talking about?  I'm just trying to figure out what works for resetting pressure with Miyako.

5B 5C 5A

Sounds hard.
: Re: [MBAACC] Miyako Thread
: Numakie February 11, 2012, 03:17:07 PM
http://youtu.be/0suHYwwl3UI#t=11m04s

Cuz there are so few Miyako vids around, Here's a C-Miyako. Analyze
: Re: [MBAACC] Miyako Thread
: Shiki February 12, 2012, 07:36:14 AM
I messed around in practice mode for a while, H-Miyako's damage is pretty much the same, it's still good.  I have no idea what on earth people could've been talking about, the only change I saw was the 421A/B being a groundbounce on grounded hit now.

Yeah. Found that out at NEC. Her damage is did get nerfed "slightly" but nothing major though.

So what is this infinite blockstring thing you guys keep talking about?  I'm just trying to figure out what works for resetting pressure with Miyako.

5B 5C 5A

Sounds hard.

Just do it.
: Re: [MBAACC] Miyako Thread
: LoliSauce February 12, 2012, 12:52:21 PM
Thanks Numakie.  As expected, almost all meter use was to combo into knockdown.  If it wasn't ending aerial in 22c it was doing that silly double meter corner combo into 236a>c.  That shit looks hard to time correctly, btw.

Sad to hear that H didn't really change much at all.  Shiki's true love, doomed to obscurity.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 12, 2012, 01:42:55 PM
That Miyako made some strange decisions and I don't think he's very good.

http://www.youtube.com/watch?v=0suHYwwl3UI&feature=youtu.be#t=15m42s it's a nice looking combo that ends in knockdown but it uses 2 bars and he lost 1k damage when he could have done standard combo into j22C
I see the merit in having that left/right mixup at the end but... eh I'm not too sure.
He also keeps adding 6B in his combos, does that not prorate as bad anymore?

http://www.youtube.com/watch?v=0suHYwwl3UI&feature=youtu.be#t=17m10s
I like this.  I like this a lot.  623B into whiff airthrow for a standard airconfirm, I could not have conceived that.

http://www.youtube.com/watch?v=0suHYwwl3UI&feature=youtu.be#t=18m30s
this here is what I'm talking about.  He could have done 214B > aircombo for a kill but decides to do his knockdown combo instead (which he whiffs)
: Re: [MBAACC] Miyako Thread
: Numakie February 12, 2012, 01:44:41 PM
http://youtu.be/0suHYwwl3UI#t=12m27s
http://youtu.be/0suHYwwl3UI#t=14m32s

Fuzzy Guard attempts?

http://www.youtube.com/watch?v=0suHYwwl3UI&feature=youtu.be#t=15m42s it's a nice looking combo that ends in knockdown but it uses 2 bars and he lost 1k damage when he could have done standard combo into j22C
...
http://www.youtube.com/watch?v=0suHYwwl3UI&feature=youtu.be#t=18m30s
this here is what I'm talking about.  He could have done 214B > aircombo for a kill but decides to do his knockdown combo instead (which he whiffs)

Only reason to Justify to do this combo, least i think, is that all the times he did this combo, he got in Heat mode, so 2 free meters to play with.   Also... i think the combo doesn't work on the Len's? Maybe?
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 12, 2012, 01:57:45 PM
Lol I just saw that, that was part of my "strange decisions" assertion and now I see that's what he was trying to do.  Lesson here, make sure they're actually blocking.
: Re: [MBAACC] Miyako Thread
: LoliSauce February 12, 2012, 02:03:57 PM
http://youtu.be/0suHYwwl3UI#t=12m27s
http://youtu.be/0suHYwwl3UI#t=14m32s

Fuzzy Guard attempts?
Definitely failed fuzzy attempts. 

That Miyako made some strange decisions and I don't think he's very good.

http://www.youtube.com/watch?v=0suHYwwl3UI&feature=youtu.be#t=15m42s it's a nice looking combo that ends in knockdown but it uses 2 bars and he lost 1k damage when he could have done standard combo into j22C
I see the merit in having that left/right mixup at the end but... eh I'm not too sure.
He also keeps adding 6B in his combos, does that not prorate as bad anymore?
I don't know if 6b still prorates poorly, but somehow I doubt they would buff that.  As for the combo, it's basically something I was wondering myself.  Two meters for that is probably not necessary when I'm willing to bet you can side switch into 236c for the same result while only burning one meter.  Losing out 1k damage for the chance at whichway may be worth it, but at the cost of 200%...I would personally argue against it.  In general I felt this guy's meter management was really wonky and not well thought out.

http://www.youtube.com/watch?v=0suHYwwl3UI&feature=youtu.be#t=17m10s
I like this.  I like this a lot.  623B into whiff airthrow for a standard airconfirm, I could not have conceived that.
Yeah, that shit was hype.  I wonder if it could be expanded on further, like using 214c for its long untech time to get them back down on your level.

http://www.youtube.com/watch?v=0suHYwwl3UI&feature=youtu.be#t=18m30s
this here is what I'm talking about.  He could have done 214B > aircombo for a kill but decides to do his knockdown combo instead (which he whiffs)
Poor judgement is all I can guess.  Dude seems like he's figured out some neat stuff about the character, but is inexperienced overall.
: Re: [MBAACC] Miyako Thread
: Shiki February 12, 2012, 08:57:03 PM
Thanks Numakie.  As expected, almost all meter use was to combo into knockdown.  If it wasn't ending aerial in 22c it was doing that silly double meter corner combo into 236a>c.  That shit looks hard to time correctly, btw.

Sad to hear that H didn't really change much at all.  Shiki's true love, doomed to obscurity.

Thus is why I stopped playing ever since CC came out cause I don't want to be sad.
: Re: [MBAACC] Miyako Thread
: Numakie February 12, 2012, 10:49:33 PM
http://youtu.be/bNjv9L6N_as  F-Moon
http://youtu.be/bNjv9L6N_as#t=5m20s H-moon
http://youtu.be/bNjv9L6N_as#t=9m42s F moon

Maybe some more good stuff here.
: Re: [MBAACC] Miyako Thread
: LoliSauce February 13, 2012, 06:40:18 AM
That H was depressing.  F was just business as usual.  Thanks again Numakie.
: Re: [MBAACC] Miyako Thread
: Shiki February 13, 2012, 07:52:22 AM
H was alright. Nothing really notable. Should have just went for the easy combo before time ran out. F's damage really looks the same. I don't even think they even tried to nerf her.
: Re: [MBAACC] Miyako Thread
: Numakie February 13, 2012, 07:59:50 AM
That H was depressing.  F was just business as usual.  Thanks again Numakie.

NP. I usually keep updated with Melty vids, and Miyako happens to be one of the charas i like watching.
I'll prolly keep posting em as i see em.
: Re: [MBAACC] Miyako Thread
: arukimi February 14, 2012, 04:46:24 AM
On the 200% meter knockdown setup from those videos:
Went to training to mess with it a bit, the damage loss isn't that huge, something like 400-500 less compared to your standard corner bnb when started from 5B. Linking 236A6C right after works on the Lens also, so that was his mistake.
That said, I kiiind of liked it at first but at further thought, it really looks like it's useless. 200% meter is just way too much for it, like you pointed out. Sure, he only used it when at MAX, but when you're in MAX isn't it just plain better to use your Arc Drive for the same result? Damage might be higher, and it's much more safe in the sense that dropping it is almost impossible. The only problem is you're missing 100% meter for using the AD on MAX.
Also, you can't start your combo off 2A because it's required on the actual combo.

And just to add something else to the post:
http://www.youtube.com/watch?v=IJIm1jNLAsc
Found it while browsing the MBAA BBS (http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1324494467/) out of sheer boredom, 22B links into 22C. Exclusive to CC? I don't have the PS2 version to test anymore but it doesn't seems new, still recorded because I found it funny, even though it's pretty much useless. Someone also mentioned 22C connecting on Nero after H 5A6AA but that doesn't seems new either and might be useless.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 14, 2012, 10:33:53 AM
Holy shit even with only one bar I can get 5k off that 22B starter.

:genuflect:
: Re: [MBAACC] Miyako Thread
: LoliSauce February 14, 2012, 10:58:31 PM
On the 200% meter knockdown setup from those videos:
Went to training to mess with it a bit, the damage loss isn't that huge, something like 400-500 less compared to your standard corner bnb when started from 5B. Linking 236A6C right after works on the Lens also, so that was his mistake.
That said, I kiiind of liked it at first but at further thought, it really looks like it's useless. 200% meter is just way too much for it, like you pointed out. Sure, he only used it when at MAX, but when you're in MAX isn't it just plain better to use your Arc Drive for the same result? Damage might be higher, and it's much more safe in the sense that dropping it is almost impossible. The only problem is you're missing 100% meter for using the AD on MAX.
Also, you can't start your combo off 2A because it's required on the actual combo.
Good work.  So I guess the true merit in this double meter combo is to burn MAX, get corner whichway, and still revert back to 200% after all is said and done.  It gives enough meter to freely play around with for dodge cancelling shit or reversal cancelling a shielded meaty (thanks LBS for bringing that up in chat, btw).  That's actually pretty good, the more I think about it.  I can't help but wonder if there's really nothing better in damage though, especially with rebounce shit you could do.

And if it comes to pseudo-corner mixup, utilizing AD dust cloud might be valuable enough to constitute a drop to 100%.  100% still nets you potential heat activation, which is super valuable in C, but it's still a lot more restricted than having 200% to play around with.  Besides, what are the best mixups for C Miyako in the corner post-AD?  She can't really Sandoori thanks to her slow, floaty air dashes, but she can do roll-through or air dodge whichways.  You guys know of any good precedent for post-AD mixup utilizing dust cloud?


And just to add something else to the post:
http://www.youtube.com/watch?v=IJIm1jNLAsc
Found it while browsing the MBAA BBS (http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1324494467/) out of sheer boredom, 22B links into 22C. Exclusive to CC? I don't have the PS2 version to test anymore but it doesn't seems new, still recorded because I found it funny, even though it's pretty much useless. Someone also mentioned 22C connecting on Nero after H 5A6AA but that doesn't seems new either and might be useless.
Holy shit even with only one bar I can get 5k off that 22B starter.

:genuflect:
Wow.  Good to know.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 15, 2012, 06:56:26 AM
I bet there's enough time to do meaty 236A 6[A]
It's inherently safe because you can jump cancel on block and whiff cancel into super.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 15, 2012, 02:42:17 PM
http://www.youtube.com/watch?v=V8dSdaZLD2A
Here's my video response.
: [MBAACC] Miyako Thread
: Sashi February 15, 2012, 06:12:14 PM
Nerf this pedobait please.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 15, 2012, 06:46:40 PM
Don't jealous
: Re: [MBAACC] Miyako Thread
: LoliSauce February 16, 2012, 04:55:17 PM
Nerf this pedobait please.
She did get nerfed.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 24, 2012, 08:44:50 AM
I'm finding a lot of opportunities to land 22B now that I actually have a reason to do so.  Blocked DPs in general are good targets for STOMP COMBO.
It doesn't look like you can do it off anything other than 22B though  :(
: Re: [MBAACC] Miyako Thread
: Numakie February 24, 2012, 09:15:34 AM
Some things I found useful

Since 214c and 236c can wallslam from otg, it makes it a viable hit confirm follow up after a 22a. Just spend the 100 meter

I also liked using 236c when I 2c>5c away from the corner. All time in the world too dash in 5c too.

 Stuff may be already known, but I thought it'd be good to mention.
: Re: [MBAACC] Miyako Thread
: Light February 28, 2012, 08:49:00 PM
Some things I found useful

Since 214c and 236c can wallslam from otg, it makes it a viable hit confirm follow up after a 22a. Just spend the 100 meter

I also liked using 236c when I 2c>5c away from the corner. All time in the world too dash in 5c too.

 Stuff may be already known, but I thought it'd be good to mention.

You should check the list I posted a page or so back. 214C and 236C won't otg on everyone. 22C will although I don't know how much it will kill your damage potential. If it does, then the tradeoff is that you get an additional wallslam/ground bounce.
: Re: [MBAACC] Miyako Thread
: LoliSauce February 28, 2012, 11:18:41 PM
Some things I found useful

Since 214c and 236c can wallslam from otg, it makes it a viable hit confirm follow up after a 22a. Just spend the 100 meter

I also liked using 236c when I 2c>5c away from the corner. All time in the world too dash in 5c too.

 Stuff may be already known, but I thought it'd be good to mention.

You should check the list I posted a page or so back. 214C and 236C won't otg on everyone. 22C will although I don't know how much it will kill your damage potential. If it does, then the tradeoff is that you get an additional wallslam/ground bounce.
I bet if you had a decent starter string that prorated very little and gave a hard knockdown, you could get something decent out of 22c otg relaunch.  22b Stomp combo works so well because all stomps have no proration, right?  By that logic, if you can relaunch off of 22a > 22c (whether the 22a is random blockstringing hit or after some low proration ground string) you should get similar results.  General rebeat proration might make that completely worthless though, so practicality may be an issue, if it's even possible in the first place.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 29, 2012, 09:00:57 AM
Forgot to mention something bell pointed out a couple of days ago, you can also OTG relaunch with 5C 623C in a pinch.  In the corner, you can do  2A 2A 2A 5B 5C 623C for a little added damage.
: Re: [MBAACC] Miyako Thread
: arukimi February 29, 2012, 12:52:09 PM
The stomp combo only works if the first 22C is done after 22B if I remember correctly. If you try to do 22C -> 22C with the first 22C as an starter it simply won't combo (probably has to do with 22C after 22B not hitting on the very first active frame). I'm not 100% sure of this so correct me if I wrong, but as far as I can remember that's the case.
And with that said, I don't think stomp combo works off 22A because 22C would be hitting on the first active frame and an 22C followup would probably not be possible.

As for damage, I think OTG String -> 623C like LBS pointed out gives the most damage on the corner. 22C might do more damage, I just feel like the hit confirm is too strict. Not sure if you can do it after 236A6A either (would test myself if I had the time to do so).

I also like to bait for techs with OTG String -> 22B and free combo, but obviously that only works once or twice against an decent opponent (also doesn't works against backward techs midscreen, might be able to bait it out and swap 22B with 236B?).
: Re: [MBAACC] Miyako Thread
: Light February 29, 2012, 04:20:37 PM
I bet if you had a decent starter string that prorated very little and gave a hard knockdown, you could get something decent out of 22c otg relaunch.  22b Stomp combo works so well because all stomps have no proration, right?  By that logic, if you can relaunch off of 22a > 22c (whether the 22a is random blockstringing hit or after some low proration ground string) you should get similar results.  General rebeat proration might make that completely worthless though, so practicality may be an issue, if it's even possible in the first place.

I haven't tested the damage yet to see what's a better option for damage in that scenario (non-prorated combo: 22A x 22C). I sorta don't have the time to check it, but I probably can tomorrow. My gut feeling tells me that 22C is not a good EX if you want to add some extra damage. 22C seemed to have about the same prorate as the other EX moves but does less damage.

As for damage, I think OTG String -> 623C like LBS pointed out gives the most damage on the corner. 22C might do more damage, I just feel like the hit confirm is too strict. Not sure if you can do it after 236A6A either (would test myself if I had the time to do so).

623C hits pretty fast so my thoughts at first would be to doubt that 22C is fast enough to catch a character before they fall out of an OTG string.

I also like to bait for techs with OTG String -> 22B and free combo, but obviously that only works once or twice against an decent opponent (also doesn't works against backward techs midscreen, might be able to bait it out and swap 22B with 236B?).

Is that safe against reversals when someone neutral techs? I barely remember using this strategy in MBAC and not getting punished for it so much, although that could be because her tech punish game was far more respected in that game than this one. I guess I'll probably stick with 2C/dash-in since the other options I've thought about appear to be too risky for guessing correctly.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt February 29, 2012, 07:54:37 PM
The way proration works during a ground string, the value will be equal to the proration value of the move that had the lowest so far.  It's not necessarily 22C not prorating too much that makes it good, it's putting it at the beginning of the combo.  During an OTG, especially a long combo rather than a simple 236 > 6C knockdown, the damage is already shit no matter what you do.
: Re: [MBAACC] Miyako Thread
: FireBearHero March 17, 2012, 01:44:43 PM
Half moon shit:


Midscreen:
6AD 5C 5A 6AA 421A* 66 x 5B 2B j.abc dj.abc at
(2AAA) (5B) (2B) 2C 5C 5A 6A j.bc dj.abc at
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* 66 x 2B 5B j.abc dj.abc at
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* 66 x 5C 2C knockdown baby
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* x 5B 5C 421C wall to wall metered knockdown.
etc. etc.

Corner:
6AD 2C 5B 2B 236A x 5B 2B j.bc dj.abc at
**(2AAA) (5B) (2B) (5C) 5A 6AA 421A* x 2B 5B 236A x 5B 2B j.abc dj.abc at
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* x 5C 2C knockdown baby
etc. etc.
* = cancel out of that shit for free son
** = Actually pretty much works from fucking anywhere.

much better damage than c-moon what are you smoking.
there's probably even more beastly shit but I just pretended I was doing 5A6AA 4[C] shit with h-aoko and swapped in equivalents.

tl;dr godmode
: Re: [MBAACC] Miyako Thread
: Shiki March 20, 2012, 06:45:13 PM
Half moon shit:


Midscreen:
6AD 5C 5A 6AA 421A* 66 x 5B 2B j.abc dj.abc at
(2AAA) (5B) (2B) 2C 5C 5A 6A j.bc dj.abc at
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* 66 x 2B 5B j.abc dj.abc atU
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* 66 x 5C 2C knockdown baby
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* x 5B 5C 421C wall to wall metered knockdown.
etc. etc.

Corner:
6AD 2C 5B 2B 236A x 5B 2B j.bc dj.abc at
**(2AAA) (5B) (2B) (5C) 5A 6AA 421A* x 2B 5B 236A x 5B 2B j.abc dj.abc at
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* x 5C 2C knockdown baby
etc. etc.
* = cancel out of that shit for free son
** = Actually pretty much works from fucking anywhere.

much better damage than c-moon what are you smoking.
there's probably even more beastly shit but I just pretended I was doing 5A6AA 4[C] shit with h-aoko and swapped in equivalents.

tl;dr godmode

Thank you for being the only other believer of this moon.

I haven't played CC at all so I don't know all the buffs or nerfs she got but there's more shit to add on to that list you posted.
: Re: [MBAACC] Miyako Thread
: Skwuck March 20, 2012, 08:09:40 PM
Other sort-of believer chiming in.

I have some other H-Miyako stuff that I wanted to clean up and toy with a little bit more... But I might as well just copy paste my mess here for now. Some stuff repeats, or is pretty basic. Overall you can mix and match most parts. It was mostly me messing with 214B, which can be tricky.

: random
TL;DR: corner combo is whatever into > 2C (slight delay) 2B 236A > techpunish/oki on notech

Basic: ...5A6AA slight delay 214B (5B)5C  421B airthrow whiff 2C5B2B aerial
… 5A6AA slight delay 214B 2C 5C 421B airthrow whiff 2C
- Can’t OTG after this because the 2C knockdown counts as your “3rd bounce/slam”
- Want to find a better damage solution to this to enable corner OTGs but unlikely
- 5A6AA delay 214B will go through some characters and whiff midscreen, havent tested on everyone but this happens with Nanaya

… 5A6AA slight delay 214B 5C be214B 5B2B jABC djABC airthrow
… 5A6AA slight delay 214B 2C 5C 421B airthrow whiff 2C5B2B jABC djABC airthrow

-can probably replace aerials with 421C for hardknockdown and meter burn

Corner OTG string: (dash) 2C5AAAB 2B5C 2AAA xx 5C techpunish
- For meter build and tech punish setup, OTG string might be iffy when chaining to 5C in some cases or on some characters maybe. Can skip 5C and go straight to 2A
- note this uses 2 rebeats, (can ignore 2C though)

22B > 22C link works in H too!

basic: 22B 22C (22C) 214B 5B2B aerial
Advanced (fff timing): 22B 22C (22C) 214B 2C > stuff
Need to test: 22B 22C 421A/B airthrow whiff > stuff

Random notes:
236A has unusually long air untechable time. enough so such that you can do the following maybe for a tech punish?:
...5A6AA slight delay 214B 5B/2C 5C 421B airthrow whiff 2C (2B) 236A > techpunish
opponent has to be pretty low to the ground though... but it works! on hisui and miyako... need to test more

Midscreen 421A/B  long range confirm:
421A/B IAD jC 5B2B aerial


2a5B2C5C5A6AA slight delay 2C 5C 421B airthrow whiff 2C (slight delay) 2B 236A walk slightly away from corner or dash 5C techpunish

Maybe I'll clean this up later. Feel free to criticize it or make it better or whatever.

Also apparently with enough gravity depending on the character, you can do stuff > 6C (slightly delay) 421B, even midscreen in some cases.
: Re: [MBAACC] Miyako Thread
: Shiki March 21, 2012, 09:50:51 AM
The code thing takes a bit too long to skim with through my phone but I got down some stuff.

Try half charging 214b if it whiffs on certain characters. If it still does, try either 2c 5c 214b or 2c 5bb(wallslams) 214b.

For that ground stomp combo, I'm not 100% sure if it counts as a knockdown but after the 22cs, try 2c 6c 421b twice. You may have to get used to the timing though.
: Re: [MBAACC] Miyako Thread
: Skwuck March 21, 2012, 06:18:22 PM
The code thing takes a bit too long to skim with through my phone but I got down some stuff.

Try half charging 214b if it whiffs on certain characters. If it still does, try either 2c 5c 214b or 2c 5bb(wallslams) 214b.

For that ground stomp combo, I'm not 100% sure if it counts as a knockdown but after the 22cs, try 2c 6c 421b twice. You may have to get used to the timing though.

Midscreen it will whiff on Nanaya if you delay the 214B at all after 6AAA. Maybe others too but I havent bothered testing. Doing ... > 6AAA 214B hits though and puts you on the other side of him midscreen though for a second. V: so you can do the following on him I guess:

stuff 5A6AA 214B 5B2B aerial (this crosses up only for a second on nanaya, you'll autocorrect inbetween 5B2B)
or
stuff 5A6AA 214B 5B(2B) 236A (and then more stuff if you're close enough, this keeps the crossup and wallslams)(this one is tricky inputwise though because of the crossup)

Regarding stomps > 2C 6C, it feels like in most cases 421B only connects after 6C when theres enough gravity, which is about 5 or more hits before 2C on Hisui, might vary with character (but it seems to work with 5 midscreen on her). You can do stomps > 2C 5C 421B ATwhiff 2C for knockdown near the corner or followup with 2B 236A for tech punish or 2B 5B aerial for damage though.

Edit: Does Throw > 5C 5A6AA work on everyone? I try it and 5A will whiff on some characters...
: Re: [MBAACC] Miyako Thread
: Shiki April 03, 2012, 06:19:45 PM
Hmm. I'm pretty sure that 214b confirmed on the whole cast but then again that was AA, not sure if CC changed any mechanics. Like I mentioned, I haven't touched CC at all so basically, I leave the new stuff up to you guys.

The stomp thing does rely on gravity a little but not as much as timing. I'm 100% sure on this.

: Re: [MBAACC] Miyako Thread
: Skwuck April 03, 2012, 07:02:45 PM
Hmm. I'm pretty sure that 214b confirmed on the whole cast but then again that was AA, not sure if CC changed any mechanics. Like I mentioned, I haven't touched CC at all so basically, I leave the new stuff up to you guys.

The stomp thing does rely on gravity a little but not as much as timing. I'm 100% sure on this.

It's only midscreen where this is an issue. In the corner it appears to work on everyone without an issue (since you cant cross them up in that situation obviously). I havent tried messing with gravity yet on Nanaya though... It might help with the passing through him thing.
: Re: [MBAACC] Miyako Thread
: FireBearHero April 04, 2012, 10:40:13 AM
Hmm. I'm pretty sure that 214b confirmed on the whole cast but then again that was AA, not sure if CC changed any mechanics. Like I mentioned, I haven't touched CC at all so basically, I leave the new stuff up to you guys.

The stomp thing does rely on gravity a little but not as much as timing. I'm 100% sure on this.

It's only midscreen where this is an issue. In the corner it appears to work on everyone without an issue (since you cant cross them up in that situation obviously). I havent tried messing with gravity yet on Nanaya though... It might help with the passing through him thing.

You can just do 5b2b5c5a6aa 421A TWC dash 5C(*)5B j.abc dj.abc AT which does the same damage and even works with your back against the wall and carries across the stage to the corner (which is obviously hella rad).

* you can stick a 2B here if they're already in the corner at this point from the big 421A carry for more damage/meter. 2C works as well for knockdown.
: Re: [MBAACC] Miyako Thread
: Shiki April 04, 2012, 05:32:06 PM
I know about that already.

There's a corner variant one.

Basically what was mentioned but after do 2c into 5c delay 421b 2c 5b air combo
: Re: [MBAACC] Miyako Thread
: FireBearHero April 19, 2012, 02:12:36 AM
That's character specific.
: Re: [MBAACC] Miyako Thread
: Shiki April 28, 2012, 12:49:03 PM
That's character specific.

No it isn't unless it's Kouma or Wara then after the 421 just do 5b into whatever.
: Re: [MBAACC] Miyako Thread
: FireBearHero April 30, 2012, 10:55:35 PM
That's character specific.

No it isn't unless it's Kouma or Wara then after the 421 just do 5b into whatever.

but that's what character specific means  :mystery:
got 5B 2B 5C 5A6A6A 421A x 5A 5C 5B 2B 236A x 5A 5C 5B 2B air combo to work hella damage and they only have to be cornered by the time you do the 236A.
Real hardcore damage (and meter) ggggg
: Re: [MBAACC] Miyako Thread
: Schnitzel May 01, 2012, 06:20:06 AM
That's character specific.

No it isn't unless it's Kouma or Wara then after the 421 just do 5b into whatever.

but that's what character specific means  :mystery:
got 5B 2B 5C 5A6A6A 421A x 5A 5C 5B 2B 236A x 5A 5C 5B 2B air combo to work hella damage and they only have to be cornered by the time you do the 236A.
Real hardcore damage (and meter) ggggg
I've been mostly playing F-Miyako, but H-Miyako has interested me. If possible, can you post a video of that combo? Also, is that combo mostly universal?
: Re: [MBAACC] Miyako Thread
: FireBearHero May 01, 2012, 02:05:48 PM
That's character specific.

No it isn't unless it's Kouma or Wara then after the 421 just do 5b into whatever.

but that's what character specific means  :mystery:
got 5B 2B 5C 5A6A6A 421A x 5A 5C 5B 2B 236A x 5A 5C 5B 2B air combo to work hella damage and they only have to be cornered by the time you do the 236A.
Real hardcore damage (and meter) ggggg
I've been mostly playing F-Miyako, but H-Miyako has interested me. If possible, can you post a video of that combo? Also, is that combo mostly universal?

I think I know someone who might be interested in doing a full video of stuff for h-miyako.
I know that combo at least works on sion.
I only tried it once and went back to grinding muscle memory for h-kouma since you have to do combo movie shit every single time to do any damage.


Anybody have anything practical that uses half moon's strengths?

example: 2A2A 5CD 5B 2B 2C 236B x 5A 5C 5B 2B aeriel (in corner).
A standard anti-wakeup heat/DP OS starter for waking opponents as h-moon, the rest is a corner combo confirmable at any point until 236B without reacting. Leaves 5A6A6A free should they block all the way to 2C.

follow-ups to blocked 2A2A 5CD 5B 2B 2C:
214B will trade with quickly (1st frame out of blockstun) mashed A normals, but you can combo from the trade.
5A6A6A 421A throw whiff pressure reset attempt on block (risky, but also a nice auto-confirm if they happen to mash)
5A6A6A 5C 2B 2C 5BB big guard damage, auto-confirms to aerial if they block the 5A6A6A and unblock any time after
5A6A redash
5A whiff cancel IAD
etc.
(yes the 5A and first 6A will whiff but they'll still be in blockstun (mostly) and it doesn't seem to matter)


Anything practical for backdash midscreen? (assuming her 2C is too short)
2A 2C 5C 5B 2B jABC dj.ABC AT works if it isn't. Maybe.


You still have to learn the biggest, baddest, combo movie damage combo for when you block a DP or something and get free time on them, even though you won't be getting much other use out of that against good players.
: Re: [MBAACC] Miyako Thread
: Shiki May 02, 2012, 07:24:25 AM
I probably should have asked which characters but I had a feeling Kouma and Wara came to mind as soon as you said that.

I think I mentioned it before but she has a corner to corner combo. You can probably fit the 236a at the end portion of it.

There is no real general way to utilize her strength  except her stomp which has clash frames but it's not reliable.

I can basically give you MBAA info on her cause I haven't touched CC at all.

You can't really call what you mentioned OS'es though but that's my opinion.

Also for that combo video, I was planning on making a tutorial a while back cause I was the only one that mained her in AA but stuff happened so I never got around to it.
: Re: [MBAACC] Miyako Thread
: FireBearHero May 02, 2012, 11:29:28 PM
You can't really call what you mentioned OS'es though but that's my opinion.

I'll remember your "opinion" the next time I 2A 2A 5CD a c-moon in the corner on wakeup and get a free shield counter on wakeup heat/DP without even having to think about it.
Oh and every time someone gets dropped automatically for backdashing on wakeup against 2A 2C (so often it's kind of sad).

As weird as it sounds, try not doing an air combo ender and just jumping up and air throwing them right away instead. H does a lot more of it's damage while still grounded so it doesn't seem like you lose enough damage for it to even require an extra combo even with (well, a human's) reduction to kill and it makes her air throw suck a lot less. c-miyako j.22C is the best ;_;
: Re: [MBAACC] Miyako Thread
: Zahlzeit May 03, 2012, 05:15:00 PM
Do you two happen to have any good match videos of H-Miyako? I know they must be rare but I need a good idea of what she's like and all, and to decide whether or not I want to main her among other canidates like F-Ciel.
: Re: [MBAACC] Miyako Thread
: TheMaster_Rahl May 03, 2012, 06:16:46 PM
Do you two happen to have any good match videos of H-Miyako? I know they must be rare but I need a good idea of what she's like and all, and to decide whether or not I want to main her among other canidates like F-Ciel.

I can give you my opinion. But not footage, sry.
The Japanese played her too conservatively in AA, so there is nothing I would qualify as 'good' H-Miyako footage from AA. And in CC she lost all that stuff the Japanese weren't doing anyways. Everything that made her play fun was lost in CC, and she went largely unplayed. But the little footage you will find is mostly unchanged in playstyle, minus the airthrow.
It's prolly not worth it to choose H-Miyako over, well F-Ciel and prolly many of the other chars you're thinking of choosing.
Just my opinion. If you find something about her that's just fun to play, then please ignore everything I just said.

-TexasTim-
: Re: [MBAACC] Miyako Thread
: Zahlzeit May 03, 2012, 06:44:37 PM
Do you two happen to have any good match videos of H-Miyako? I know they must be rare but I need a good idea of what she's like and all, and to decide whether or not I want to main her among other canidates like F-Ciel.

I can give you my opinion. But not footage, sry.
The Japanese played her too conservatively in AA, so there is nothing I would qualify as 'good' H-Miyako footage from AA. And in CC she lost all that stuff the Japanese weren't doing anyways. Everything that made her play fun was lost in CC, and she went largely unplayed. But the little footage you will find is mostly unchanged in playstyle, minus the airthrow.
It's prolly not worth it to choose H-Miyako over, well F-Ciel and prolly many of the other chars you're thinking of choosing.
Just my opinion. If you find something about her that's just fun to play, then please ignore everything I just said.

-TexasTim-
Thanks for your concern and yeah, we'll see. I'm interested in F-Mech now too. Maybe I should bother Zar one of these days.
: [MBAACC] Miyako Thread
: Shiki May 03, 2012, 07:30:33 PM
Inb4zarcomes to the thread.
: Re: [MBAACC] Miyako Thread
: Zahlzeit May 03, 2012, 07:53:03 PM
-
: [MBAACC] Miyako Thread
: Sashi May 03, 2012, 07:55:47 PM
Why do you want to play HMiya? Does she do anything interesting outside of throw whiff loops?
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt May 03, 2012, 10:10:26 PM
Hipster Miyako IMO.
: Re: [MBAACC] Miyako Thread
: FireBearHero May 03, 2012, 11:23:30 PM
Why do you want to play HMiya? Does she do anything interesting outside of throw whiff loops?

Double guard bar and all your meter for half bunkers. Get the life lead and you can just chill against hard zoning matchups until the timer runs out or they realize they have to try to rushdown. Invincible half moon bunker anything that looks like it might be sneaky or if you just want to make them have to get in again.

I haven't gotten into miyako's runaway lame game too much since i'm having fun playing h-kouma lately and styling on people, but it's probably damn effective for her too. Just chilling under that retard huge half moon guard bar, running away with the life lead, and scooping up sloppy chase attempts is damn good.
h-miyako 236 series (ground 236b sucks ass for this because the attack box is complete shit) and clash 2b against people inevitably getting sloppy during the chase is good, I know that much. j.b sure fucking isn't, as I also unfortunately know. 623A will mostly only hit once and give you the combo off counter-hit, also nice (still air unblockable even in half moon)
: Re: [MBAACC] Miyako Thread
: Shiki May 04, 2012, 06:10:06 AM
Why do you want to play HMiya? Does she do anything interesting outside of throw whiff loops?

Throw whiff loops are fun.

Hipster Miyako IMO.

^
This

Why do you want to play HMiya? Does she do anything interesting outside of throw whiff loops?

Double guard bar and all your meter for half bunkers. Get the life lead and you can just chill against hard zoning matchups until the timer runs out or they realize they have to try to rushdown. Invincible half moon bunker anything that looks like it might be sneaky or if you just want to make them have to get in again.

I haven't gotten into miyako's runaway lame game too much since i'm having fun playing h-kouma lately and styling on people, but it's probably damn effective for her too. Just chilling under that retard huge half moon guard bar, running away with the life lead, and scooping up sloppy chase attempts is damn good.
h-miyako 236 series (ground 236b sucks ass for this because the attack box is complete shit) and clash 2b against people inevitably getting sloppy during the chase is good, I know that much. j.b sure fucking isn't, as I also unfortunately know. 623A will mostly only hit once and give you the combo off counter-hit, also nice (still air unblockable even in half moon)

623 does 2 hits. F-Moon only does 1.
: Re: [MBAACC] Miyako Thread
: FireBearHero May 04, 2012, 05:57:49 PM
623 does 2 hits. F-Moon only does 1.

Forgot to specify that intelligent positioning is required.
: Re: [MBAACC] Miyako Thread
: Numakie May 06, 2012, 10:51:35 AM
So much talk about F and H... Make fun of my C.

http://youtu.be/S_gBUtPMMMM
: Re: [MBAACC] Miyako Thread
: FireBearHero May 06, 2012, 10:18:26 PM
So much talk about F and H... Make fun of my C.

http://youtu.be/S_gBUtPMMMM

My mind was blown before the match even started when you both got real close for a 2a competition.  Manly? :mystery:
: Re: [MBAACC] Miyako Thread
: TheMaster_Rahl May 07, 2012, 09:59:35 AM
My mind was blown before the match even started when you both got real close for a 2a competition.  Manly? :mystery:
I think she just jumped, or was late inputing 623A. She has to know that her 2A will lose to everyone's 2A there.
Make fun of my C.
What's with the gimped ass throw combos?!? :slowpoke:
: Re: [MBAACC] Miyako Thread
: Numakie May 07, 2012, 11:42:51 AM
My mind was blown before the match even started when you both got real close for a 2a competition.  Manly? :mystery:
I think she just jumped, or was late inputing 623A. She has to know that her 2A will lose to everyone's 2A there.
Now that i think about it, I shoulda prolly chose to 2/5A battle against Hime. Frame wise, Miya's A's are much faster then Hime's A's... by 2 frames i guess?
Make fun of my C.
What's with the gimped ass throw combos?!? :slowpoke:
I didn't feel like thinking hard. That and i just wanted to get oki as fast as possible.
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt May 07, 2012, 03:28:59 PM
Thanks for reminding me in the first match that midscreen wallslam combo was possible off 214A 236C
IIRC it does a bit more damage than 236A A 214C
Bleh I need to get into this game again and actually find out.
: Re: [MBAACC] Miyako Thread
: Cristu September 20, 2012, 11:16:58 PM
Behold Miyako videos!!!11

(http://i49.tinypic.com/2yvrtwx.png) (http://i47.tinypic.com/2jax40.png)
29.08.2012 - Kiiro (C Miyako) vs. Sumochi (F Len) 3 (http://www.youtube.com/watch?v=D_GfsmVqKAI#t=18m57s)
07.07.2012 - Kiiro (C Miyako) vs. Sumochi (F Len) 2 (http://www.youtube.com/watch?v=YMzLmpZBGlo#t=10m51s)
10.05.2012 - Kiiro (C Miyako) vs. Sumochi (F Len) 1 (http://www.youtube.com/watch?v=cF5tpWMUvrc#t=7m28s)
29.08.2012 - Kiiro (C Miyako) vs. Sola (C Seifuku) 3 (http://www.youtube.com/watch?v=D_GfsmVqKAI#t=20m16s)
23.08.2012 - Kiiro (C Miyako) vs. Sola (C Seifuku) 2 (http://www.youtube.com/watch?v=jatW_9-QvpM#t=23m02s)
16.08.2012 - Kiiro (C Miyako) vs. Sola (C Seifuku) 1 (http://www.youtube.com/watch?v=5_HscUb9Qe8#t=25m34s)
16.08.2012 - Kiiro (C Miyako) vs. Amara (F Arcueid) (http://www.youtube.com/watch?v=uQVhydkAgPAs)
16.08.2012 - Kiiro (C Miyako) vs. Shu (H V.Akiha) (http://www.youtube.com/watch?v=uQVhydkAgPA#t=3m24s)
27.07.2012 - Kiiro (C Miyako) vs. Rokorokoro (F Nanaya) (http://www.youtube.com/watch?v=18OalQNNRf8#t=14m15s)
27.07.2012 - Kiiro (C Miyako) vs. Misao (F Shiki) (http://www.youtube.com/watch?v=18OalQNNRf8#t=15m47s)
27.07.2012 - Kiiro (C Miyako) vs. Minami (C Arcueid) (http://www.youtube.com/watch?v=18OalQNNRf8#t=18m1s)
21.06.2012 - Kiiro (C Miyako) vs. Kure (F W.Len) 2 (http://www.youtube.com/watch?v=pZHad-Weefc#t=20m4s)
31.05.2012 - Kiiro (C Miyako) vs. Kure (F W.Len) 1 (http://www.youtube.com/watch?v=NuHam65nLLQ#t=20m14s)
21.06.2112 - Kiiro (C Miyako) vs. GO1 (H Seifuku) (http://www.youtube.com/watch?v=pZHad-Weefc#t=22m18s)
14.06.2012 - Kiiro (C Miyako) vs. Himesaki? (C Hisui) (http://www.youtube.com/watch?v=5jy6SrLoC7Ms)
14.06.2012 - Kiiro (C Miyako) vs. Kii (H P.Ciel) (http://www.youtube.com/watch?v=5jy6SrLoC7M#t=2m35s)
14.06.2012 - Kiiro (C Miyako) vs. Upo (H Kouma) (http://www.youtube.com/watch?v=5jy6SrLoC7M#t=4m57s)
14.06.2012 - Kiiro (C Miyako) vs. Karen (F Aoko) (http://www.youtube.com/watch?v=5jy6SrLoC7M#t=6m58s)
14.06.2012 - Kiiro (C Miyako) vs. Sakura (C W.Len) (http://www.youtube.com/watch?v=5jy6SrLoC7M#t=8m18s)
07.06.2012 - Kiiro (C Miyako) vs. Kana (C Hisui) (http://www.youtube.com/watch?v=zr2WCOrhLds#t=10m23s)
24.05.2012 - Kiiro (C Miyako) vs. Tamayan (F Arcueid) (http://www.youtube.com/watch?v=R1FOOSkrDaos)
17.05.2012 - Kiiro (C Miyako) vs. Ino (F Akiha) 2 (http://www.youtube.com/watch?v=D8R2420BtO4#t=13m5s)
23.03.2012 - Kiiro (C Miyako) vs. Ino (F Akiha) (http://www.youtube.com/watch?v=ZUG7DTxFug8#t=12m6s)
17.05.2012 - Kiiro (C Miyako) vs. * (C Nanaya) (http://www.youtube.com/watch?v=D8R2420BtO4#t=16m3s)
05.05.2012 - Kiiro (C Miyako) vs. KOB (F Shiki) (http://www.youtube.com/watch?v=gKZKOr5Tzww#t=6m16s)
30.03.2012 - Kiiro (C Miyako) vs. Nangu (C Ciel) (http://www.youtube.com/watch?v=KqCqSAcJci8#t=5m57s)
15.03.2012 - Kiiro (C Miyako) vs. Tsuragu (F Walachia) (http://www.youtube.com/watch?v=Iu1O6xqKYBk#t=4m30s)
05.05.2012 - Mojiri (C Miyako) vs. Rokorokoro (F Nanaya) (http://www.youtube.com/watch?v=p7o6a1VmkFYs)
05.05.2012 - Mojiri (C Miyako) vs. Takemu (F V.Sion) (http://www.youtube.com/watch?v=p7o6a1VmkFY#t=2m16s)
05.05.2012 - Mojiri (C Miyako) vs. Sakura (C W.Len) (http://www.youtube.com/watch?v=p7o6a1VmkFY#t=3m48s)
05.05.2012 - Mojiri (C Miyako) vs. Kumaa (H Akiha) (http://www.youtube.com/watch?v=p7o6a1VmkFY#t=7m11s)
05.05.2012 - Mojiri (C Miyako) vs. Kyon (C Ryougi) (http://www.youtube.com/watch?v=p7o6a1VmkFY#t=9m40s)
05.05.2012 - Mojiri (C Miyako) vs. Kanzaki Ranko (F Arcueid) (http://www.youtube.com/watch?v=p7o6a1VmkFY#t=12m12s)
05.05.2012 - Mojiri (C Miyako) vs. Akihiro (C Kohaku) (http://www.youtube.com/watch?v=p7o6a1VmkFY#t=14m21s)
05.05.2012 - Mojiri (C Miyako) vs. Sumochi (F Len) (http://www.youtube.com/watch?v=p7o6a1VmkFY#t=16m49s)
05.05.2012 - Mojiri (C Miyako) vs. Kii (H P.Ciel) (http://www.youtube.com/watch?v=p7o6a1VmkFY#t=19m30s)
28.07.2012 - MirumiruMiruki (C Miyako) vs. Kou (C Seifuku) (http://www.youtube.com/watch?v=nSaDseFY-jU#t=9m9s)
08.01.2012 - MirumiruMiruki (C Miyako) vs. Ten (C Hisui) (http://www.youtube.com/watch?v=OwO4CINX71U#t=5m2s)
08.01.2012 - MirumiruMiruki (C Miyako) vs. Yuu (C Sion) (http://www.youtube.com/watch?v=OwO4CINX71U#t=9m3s)
08.01.2012 - MirumiruMiruki (C Miyako) vs. Maruyan (C Mech Hisui) (http://www.youtube.com/watch?v=OwO4CINX71U#t=11m53s)
16.03.2012 - F.T (C Miyako) vs. Yuu (F Sion) 2 (http://www.youtube.com/watch?v=HRfUki7HEEY#t=9m34s)
21.12.2011 - F.T (C Miyako) vs. Yuu (F Sion) 1 (http://www.youtube.com/watch?v=qL_A_R_8bDw#t=5m26s)
16.03.2012 - F.T (C Miyako) vs. Eba (C Ryougi) (http://www.youtube.com/watch?v=HRfUki7HEEY#t=13m1s)
27.01.2012 - F.T (C Miyako) vs. Gintoki (F Aoko) (http://www.youtube.com/watch?v=LPcLk6mCNdcs)
21.12.2011 - F.T (C Miyako) vs. Norainu (H V.Sion) (http://www.youtube.com/watch?v=qL_A_R_8bDw#t=8m30s)
21.12.2011 - F.T (C Miyako) vs. Misora (F Akiha) 2 (http://www.youtube.com/watch?v=qL_A_R_8bDw#t=11m10s)
29.08.2011 - F.T (C Miyako) vs. Misora (C Shiki) 1 (http://www.youtube.com/watch?v=wsMMGMcy0qg#t=24m3s)
01.12.2011 - F.T (C Miyako) vs. Naya (C R.Arcueid) (http://www.youtube.com/watch?v=jbUYEPSJgMA#t=10m1s)
29.08.2011 - F.T (C Miyako) vs. Hikonyan (C Kohaku) (http://www.youtube.com/watch?v=wsMMGMcy0qg#t=4m42s)
29.08.2011 - F.T (C Miyako) vs. Tatsuya (H P.Ciel) (http://www.youtube.com/watch?v=wsMMGMcy0qg#t=8m1s)
29.08.2011 - F.T (C Miyako) vs. Kazuya (C W.Len) (http://www.youtube.com/watch?v=wsMMGMcy0qg#t=21m1s)
22.09.2011 - F.T (C Miyako) vs. JeffreyManson (F Aoko) (http://www.youtube.com/watch?v=aXXLdhMW7pQ#t=16m53s)
22.09.2011 - F.T (C Miyako) vs. AOI (H P.Ciel) (http://www.youtube.com/watch?v=PYQh9xbgmQI#t=11m15s)
22.09.2011 - F.T (C Miyako) vs. Chitosesana (F V.Akiha) (http://www.youtube.com/watch?v=s6vk7EWTwtw#t=29m46s)
01.06.2012 - Kanna (C Miyako) vs. Waka (H Hisui) (http://www.youtube.com/watch?v=YQt1AWYaBiw#t=21m30s)
01.06.2012 - Kanna (C Miyako) vs. Mecha! (Mech Hisui) (http://www.youtube.com/watch?v=mhGT7AX5rB8#t=6m58s)
26.02.2012 - Uhohonge (C Miyako) vs. Norio (F Nero) (http://www.youtube.com/watch?v=YT3nR_PawEU#t=35s)
26.02.2012 - Uhohonge (C Miyako) vs. Tomo (F Shiki) (http://www.youtube.com/watch?v=YT3nR_PawEU#t=3m3s)
23.08.2012 - Yunomi (C Miyako) vs. Kiiro (C Miyako) (http://www.youtube.com/watch?v=jatW_9-QvpM#t=20m31s)
12.05.2011 - Yunomi (C Miyako) vs. Natsume (C Walachia) (http://www.youtube.com/watch?v=seeF4GkQ0ik#t=15m8s)
16.08.2012 - U.T.T (C Miyako) vs. Adaa (C Sion) (http://www.youtube.com/watch?v=5_HscUb9Qe8#t=3m28s)

(http://i49.tinypic.com/2yvrtwx.png) (http://i46.tinypic.com/24d0exd.png)
23.08.2012 - Yunomi (H Miyako) vs. Himesaki? (C Hisui) (http://www.youtube.com/watch?v=jatW_9-QvpM#t=15m57s)
29.06.2012 - Yunomi (H Miyako) vs. Aba (C Hisui) (http://www.youtube.com/watch?v=hxn79jQmiwAs)
29.06.2012 - Yunomi (H Miyako) vs. Sumochi (F Len) (http://www.youtube.com/watch?v=1HMmPktsHTc#t=22m34s)
19.04.2012 - Yunomi (H Miyako) vs. Guts Mask (F Aoko) 2 (http://www.youtube.com/watch?v=F-4rxueHCtg#t=1m42s)
12.04.2012 - Yunomi (H Miyako) vs. Guts Mask (F Aoko) 1 (http://www.youtube.com/watch?v=p_Mj7VtNWUw#t=9m35s)
07.04.2012 - Yunomi (H Miyako) vs. Sola (C Seifuku) (http://www.youtube.com/watch?v=bPx71h0HBhA#t=9m22s)
07.04.2012 - Yunomi (H Miyako) vs. Ino (F Akiha) (http://www.youtube.com/watch?v=bPx71h0HBhA#t=11m30s)
07.04.2012 - Yunomi (H Miyako) vs. Slave Company (C Hisui & Kohaku) (http://www.youtube.com/watch?v=bPx71h0HBhA#t=15m2s)
22.12.2011 - Yunomi (H Miyako) vs. Fujii (C Walachia) (http://www.youtube.com/watch?v=OUg1UbCdf3k#t=11m2s)
01.12.2011 - Yunomi (H Miyako) vs. Nootsu (C Hisui) (http://www.youtube.com/watch?v=jbUYEPSJgMAs)
08.10.2011 - Yunomi (H Miyako) vs. AOI (H P.Ciel) (http://www.youtube.com/watch?v=wUgbAIHdLWA#t=31m18s)
08.10.2011 - Yunomi (H Miyako) vs. Tenpura (F Nero) (http://www.youtube.com/watch?v=Uom9fJ98p8w#t=40s)
08.10.2011 - Yunomi (H Miyako) vs. Hikonyan (C Roa) 2 (http://www.youtube.com/watch?v=Uom9fJ98p8w#t=5m1s)
12.05.2011 - Yunomi (H Miyako) vs. Hikonyan (C Maids) 1 (http://www.youtube.com/watch?v=seeF4GkQ0ik#t=17m38s)
08.10.2011 - Yunomi (H Miyako) vs. Deaane (F Akiha) 2 (http://www.youtube.com/watch?v=Uom9fJ98p8w#t=11m58s)
06.10.2011 - Yunomi (H Miyako) vs. Deaane (F Akiha) 1 (http://www.youtube.com/watch?v=7lfksVp6DEU#t=33m42s)
24.05.2012 - Kiiro (H Miyako) vs. Momiyama (F Sion) (http://www.youtube.com/watch?v=fwApfPhLLaA#t=20m50s)
19.11.2011 - Hekuto (H Miyako) vs. Touji (C Nero) (http://www.youtube.com/watch?v=9HCT7JYgkCw#t=6m47s)
21.04.2011 - 1 hour of: Hekuto (H Miyako) vs. Abuto (F Miyako) (http://www.youtube.com/watch?v=iWdqxmt5X9Ys)

(http://i49.tinypic.com/2yvrtwx.png) (http://i48.tinypic.com/2n90081.png)
13.09.2012 - Yunomi (F Miyako) vs. JAnson (C Roa) 2 (http://www.youtube.com/watch?v=UrvIGXM8Eg8#t=6m19s)
09.04.2012 - Yunomi (F Miyako) vs. JAnson (F Roa) 1 (http://www.youtube.com/watch?v=m70T-tYHgnQs)
13.09.2012 - Yunomi (F Miyako) vs. Ranpo (H Nanaya) (http://www.youtube.com/watch?v=UrvIGXM8Eg8#t=8m43s)
23.08.2012 - Yunomi (F Miyako) vs. Sumochi (F Len) (http://www.youtube.com/watch?v=jatW_9-QvpM#t=18m41s)
05.05.2012 - Yunomi (H Miyako) vs. KOB (F Shiki) (http://www.youtube.com/watch?v=gKZKOr5Tzww#t=13m55s)
07.04.2012 - Yunomi (F Miyako) vs. Okuu (H Arcueid) (http://www.youtube.com/watch?v=bPx71h0HBhA#t=2m34s)
04.02.2012 - Yunomi (F Miyako) vs. Yagatarasu (C Satsuki) (http://www.youtube.com/watch?v=bNjv9L6N_as)
22.12.2011 - Yunomi (F Miyako) vs. Hikonyan (C Roa) 2 (http://www.youtube.com/watch?v=eeHuyA9unYU#t=10m12s)
22.12.2011 - Yunomi (F Miyako) vs. Hikonyan (C Roa) 1 (http://www.youtube.com/watch?v=aCTeXbV3N8Q#t=13m20s)
22.12.2011 - Yunomi (F Miyako) vs. AOI (C Hime) 2 (http://www.youtube.com/watch?v=aCTeXbV3N8Q#t=16m30s)
22.12.2011 - Yunomi (F Miyako) vs. AOI (C Hime) 1 (http://www.youtube.com/watch?v=aCTeXbV3N8Qs)
22.12.2011 - Yunomi (F Miyako) vs. Rui (H Len) (http://www.youtube.com/watch?v=OUg1UbCdf3ks)
14.12.2011 - Yunomi (F Miyako) vs. Misora (F Hime) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=53m6s)
14.12.2011 - Yunomi (F Miyako) vs. Fujii (F V.Akiha) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=21m44s)
14.09.2012 - FDH (F Miyako) vs. Rosha (H Sion) (http://www.youtube.com/watch?v=IRDX3p2lxLE#t=20s)
14.09.2012 - FDH (F Miyako) vs. Hinomaru (C Ciel) (http://www.youtube.com/watch?v=IRDX3p2lxLE#t=2m22s)
14.09.2012 - FDH (F Miyako) vs. Yamahii (C Ciel) (http://www.youtube.com/watch?v=IRDX3p2lxLE#t=4m24s)
16.08.2012 - U.T.T (F Miyako) vs. Tamayan (F Arcueid) (http://www.youtube.com/watch?v=5_HscUb9Qe8#t=1m56s)
16.08.2012 - U.T.T (F Miyako) vs. Kuripuna (H Arcueid) (http://www.youtube.com/watch?v=5_HscUb9Qe8#t=5m38s)
14.12.2011 - Shizukaze (F Miyako) vs. Bebe (C Seifuku) (http://www.youtube.com/watch?v=05LT4UFhpCg#t=16m58s)
14.12.2011 - Shizukaze (F Miyako) vs. Kuga (C Akiha) (http://www.youtube.com/watch?v=05LT4UFhpCg#t=18m57s)
14.12.2011 - Shizukaze (F Miyako) vs. Mokotan (F Riesbyfe) (http://www.youtube.com/watch?v=05LT4UFhpCg#t=21m55s)
14.12.2011 - Shizukaze (F Miyako) vs. DF2 (H Sion) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=2m36s)
14.12.2011 - Shizukaze (F Miyako) vs. Eva (H Sion) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=4m34s)
14.12.2011 - Shizukaze (F Miyako) vs. Naya (C R.Arcueid) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=6m48s)
14.12.2011 - Shizukaze (F Miyako) vs. Deaane (H Akiha) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=9m28s)
14.12.2011 - Shizukaze (F Miyako) vs. Misora (F Hime) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=57m15s)
14.12.2011 - Shizukaze (F Miyako) vs. Kyomu (C Satsuki) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=59m50s)
14.12.2011 - Shizukaze (F Miyako) vs. Kuga (C Akiha) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=62m10s)
14.12.2011 - Shizukaze (F Miyako) vs. AOI (C Hima) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=65m13s)
14.12.2011 - Shizukaze (F Miyako) vs. Nootsu (C Hisui) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=70m25s)
14.12.2011 - Shizukaze (F Miyako) vs. Maccha (C Ciel) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=73m3s)
14.12.2011 - Shizukaze (F Miyako) vs. Danon (C W.Len) (http://www.youtube.com/watch?v=XbxytsgzwaE#t=75m34s)
19.06.2011 - Aware (F Miyako) vs. Rokuta (H Shiki) (http://www.youtube.com/watch?v=pKRjyQXAtc4s)
19.06.2011 - Aware (F Miyako) vs. Rokuta (H Shiki) (http://www.youtube.com/watch?v=pKRjyQXAtc4#t=3m46s)
19.06.2011 - Aware (F Miyako) vs. Chest (F Sion) (http://www.youtube.com/watch?v=pKRjyQXAtc4#t=1m16s)
19.06.2011 - Aware (F Miyako) vs. Chest (F Sion) (http://www.youtube.com/watch?v=pKRjyQXAtc4#t=9m19s)
19.06.2011 - Aware (F Miyako) vs. Joubuto (F Satsuki) (http://www.youtube.com/watch?v=pKRjyQXAtc4#t=6m16s)
01.02.2011 - Koorogi (F Miyako) vs. ILS (F Kouma) (http://www.youtube.com/watch?v=Zyzo5HFY1d0#t=4m40s)
01.02.2011 - Koorogi (F Miyako) vs. Yoshino (H Len) (http://www.youtube.com/watch?v=Zyzo5HFY1d0#t=6m57s)
01.02.2011 - Koorogi (F Miyako) vs. Zakuro (H V.Sion) (http://www.youtube.com/watch?v=Zyzo5HFY1d0#t=21m44s)
01.02.2011 - Koorogi (F Miyako) vs. Ashe (F Nanaya) (http://www.youtube.com/watch?v=Zyzo5HFY1d0#t=23m15s)
01.02.2011 - Koorogi (F Miyako) vs. Hirohiro (C W.Len) (http://www.youtube.com/watch?v=Zyzo5HFY1d0#t=24m53s)
12.12.2011 - Hibiki (F Miyako) vs. Reni (C Ciel) (http://www.youtube.com/watch?v=KnInhtmFbss#t=21m57s)
21.04.2011 - 1 hour of: Hekuto (H Miyako) vs. Abuto (F Miyako) (http://www.youtube.com/watch?v=iWdqxmt5X9Ys)
: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt September 21, 2012, 07:03:47 PM
While I appreciate the massive dump, 100% of these links are broken.
: Re: [MBAACC] Miyako Thread
: FireBearHero September 22, 2012, 04:53:04 PM
They work if you remove the beginning of the URL which is clearly messed up, at least.
: Re: [MBAACC] Miyako Thread
: BurstOfAnger September 22, 2012, 06:11:09 PM
Not only that, you have to add a colon (:) after "http"
: Re: [MBAACC] Miyako Thread
: Cristu September 22, 2012, 06:41:10 PM
Don't know what happened when I copypasted D= It's fixed now. Sorry for that.
: Re: [MBAACC] Miyako Thread
: arimakun February 24, 2013, 01:11:58 PM
Hmm I know this thread is probably dead but I will try and recieve my help from the only miyako thread I see.
 For F-miyako I tend to have this on going issue with my 421b(p1 side) wiffing in the corner due to the oppponent being too high to hit. Should I delay it more  or is there a certain height I have to be aware of before actually using 421b
: Re: [MBAACC] Miyako Thread
: LoliSauce May 08, 2013, 09:07:07 PM
Hmm I know this thread is probably dead but I will try and recieve my help from the only miyako thread I see.
 For F-miyako I tend to have this on going issue with my 421b(p1 side) wiffing in the corner due to the oppponent being too high to hit. Should I delay it more  or is there a certain height I have to be aware of before actually using 421b
Yeah, just delay the j.421b for about a second or so after actually hitting with 236b and they should fall down enough to catch with the tip of the elbow.  There shouldn't be any character specific issues with hitting that, either.
: Re: [MBAACC] Miyako Thread
: MaruchanNoodles May 29, 2013, 01:52:17 PM
Hey, everyone, or to anyone who checks this. Trying to learn Miyako (mainly Full) and maybe I'm terrible at looking but is there a page/thread with combos anywhere? or is it mainly "figure it out on your own?"
: Re: [MBAACC] Miyako Thread
: Sashi May 29, 2013, 03:14:32 PM
2A 5B 2B 5C 6C 236B j.421A/B(depends on whether you're near the corner) delayed whiff airthrow 2C 6C 236A ~ whatever.

For people who are crouching, you have to do a 623B~B before 236B. Delay the second B as much as you can.

EDIT: Not my fault if this isn't optimal, 'cause I just stole T3U's FMiya combos. :v

EDIT:
<@T3U> Against Tohno and a few other characters, she can do 2C 236A iad jAB land 236A jB djBC AT
<@T3U> After the airthrow whiff

<@T3U> If you're cornered as Miyako and you want to take them all the way across town.
<@T3U> 623BB is required for both standers and crouchers in that case, or just change 236B to C on standers.

<@T3U> Oh but then the combo would have to be altered too for 236C
<@T3U> 2A 5B 2B 5C 6C 236C dash 6[C] 214[B] 5B 236A air combo

:v
: Re: [MBAACC] Miyako Thread
: T3U May 29, 2013, 06:11:11 PM
Edit: See above.
: Re: [MBAACC] Miyako Thread
: Omicron Austin August 04, 2013, 08:17:00 AM
I have a friend who's trying to learn Melty, and he's pretty dead set on C-Miyako I think, so I'm trying to find out some of the best things for him to work on, but Miyako has remarkably little documentation in terms of combos and such.  From what I can tell, they're all pretty simple, and I can't find much that would be useful from match videos that isn't in this video http://www.youtube.com/watch?v=GILIxg2SREc .  I'd appreciate if somebody told me otherwise, or if there's something notable about certain moves that changes damage proration in unexpected ways, etc.

For what it's worth, he hasn't explored the other moons much.  I have to point out that not only is he learning Melty, but this is his first fighting game, so I'm also putting him through 236 and 623 drills because those are new to him (it might take him a while to get j.623a j.623c consistently), as well as explaining all the concepts behind mixups, oki, frame advantage, etc.  He's got a competitive mindset from RTS and MOBA games and is a fast learner, but is F moon significantly easier, particularly in execution?

Thanks for any help.
: Re: [MBAACC] Miyako Thread
: Sashi August 04, 2013, 08:37:27 AM
FMiya combos are pretty much the same difficulty. You can check the Japanese wiki (http://www20.atwiki.jp/miyako_mbaa/pages/30.html) for some combos. Probably better to just ask LegendaryBlueShirt. Rather, complain about how his CMiya video is still not done.
: Re: [MBAACC] Miyako Thread
: Inso August 04, 2013, 12:48:58 PM
He might find easier to understand and execute pressure with F since it's pretty straightforward, and optimal use of reverse beat takes time and practice. As far as combos are concerned, that video covers pretty much all she needs, since her main goal in this game is to get the other guy to the corner and abuse him there, and she has the tools to do it.

I don't think she is the best entry character since she requires good spacing and hit confirming, but if he already decided and likes the character I'm sure he'll make it work.
: Re: [MBAACC] Miyako Thread
: LoliSauce August 06, 2013, 12:29:16 PM
Honestly, learning with F moon kind of gimps your understanding of some things like how pressure works, meter management, and even reversal options.  In Miyako's case particularly, F is so simple that it ends up reducing the need to adapt to things as much...well at least that's how it was in MBAA.  In Current Code, apparently certain nerfs make her a lot more difficult(jump normals).  *shrugs*  All things considered, starting with C has a bit more hurdles but is probably the best moon for comprehensive learning.
: Re: [MBAACC] Miyako Thread
: Omicron Austin August 24, 2013, 08:27:22 AM
Thanks for the help guys.

Quick question; in multiple videos, I've seen CMiyako players do a j.C j.22C on j.22C oki before and it hits every time.  (Here's one example: http://www.youtube.com/watch?v=27yE0hvARXg&feature=youtu.be&t=23m53s , although I've seen it in at least 3 other videos).  Is there something I'm missing here, or is it really just as simple as the enemy player wasn't aware that the move hits low?
: Re: [MBAACC] Miyako Thread
: Sashi August 24, 2013, 10:15:10 AM
LegendaryBlueShirt is a jerk and abuses the fact that I never block it right and does stuff like sj8.22C to end a round. :v

On a more serious note, I honestly think that it's 'cause people don't know that it hits low.
: Re: [MBAACC] Miyako Thread
: TheMaster_Rahl August 25, 2013, 03:51:10 AM
I've seen CMiyako players do a j.C j.22C on j.22C oki before and it hits every time.

Wont this beat stuff like ex-sheild?
: Re: [MBAACC] Miyako Thread
: Tonberry September 24, 2013, 11:10:41 AM
H-Miyako cmv: http://www.nicovideo.jp/watch/sm21873770?ref=search_key_video

: Re: [MBAACC] Miyako Thread
: Legendary Blue Shirt April 16, 2014, 08:09:23 PM
The funding might have dissipated BUT THE SCIENCE LIVES ON
https://www.youtube.com/watch?v=UMZXHr6fX7s

To think that after this many years my execution is still only barely good enough to start exploring options like these...
: Re: [MBAACC] Miyako Thread
: Sukiyah February 06, 2016, 03:01:53 PM
Hi, I'm totally new to this forum so please forgive me as I'm not totally familiar with all the terms yet, I started MBAACC just yesterday with a friend. I really like Miyako and I've been trying to learn combos with her for some of today, but I want to know if it's possible to do multiple super quake stomps in a row? VV+C
I saw it done on a video and no matter how fast I do them one after the other the second one always seems to miss... I hope there's some trick to doing it other than just to go as fast as possible because I really don't think I could be doing them any faster than I am now.
: Re: [MBAACC] Miyako Thread
: TheMaster_Rahl February 09, 2016, 12:25:26 PM
It's prolly Red Melon's 2nd cmv:
https://youtu.be/dlOdcyRT3KA?t=87 (https://youtu.be/dlOdcyRT3KA?t=87)
That is prolly the combo he is talking about. I have not tested it extensively, but I'd expect it only works out of 22B, or from something like a 5C counter hit 22B. It is not really a matter of speed, but actuate timing to link the 22Cs. The timing requires that you buffer the 22 input during recovery, and hit the C on, or possibly a few frames after, the 1st frame of recovery. The buffer window for the 22 input is flexible, 8 frames, but the button press needs to be after recovery is complete, but also in the 8 frame buffer window with the motion.

The short answer is that it's hard for new players to gauge the timing, because the animations are fast and not always obvious. You are indeed, prolly inputting it too late. Do the 22 during the recovery, then time the C for frame 1 of recovery. To me it feels like 1-2 frame link, but I have not tested that. I'm too lazy to record it and go frame by frame.

It also appears to work on everyone. No, I did not test every char, but a few: Arc, Aoko, Ries, Warc, Wara, NAC, Len, VShi. Enough of the weird and more normal ones that I think it's universal.

Hope this helps. :)

-TexasTim-
: Re: [MBAACC] Miyako Thread
: Sashi February 25, 2016, 05:37:21 AM
LBS did it on me four years ago.

https://www.youtube.com/watch?v=kOveii4hT7M

Terrible.

Also relevant:

https://www.youtube.com/watch?v=V8dSdaZLD2A
: Re: [MBAACC] Miyako Thread
: Shiki April 20, 2016, 06:53:44 PM
Sup people.

How's the netplay on Steam?
: Re: [MBAACC] Miyako Thread
: Inso April 21, 2016, 09:57:50 PM
Kolinky's notes on his C-Miyako tech, just in case someone would want to translate them

https://www.evernote.com/shard/s418/sh/0d8ce9b3-9b80-429e-a894-7ca65a532d6f/a88612944de69a4182d7d1662c879542
: Re: [MBAACC] Miyako Thread
: corner carry June 12, 2016, 10:07:28 AM
I would like to learn how to play with F-Miyako. Would you guys guide me through the starting point?

I read the Mizuumi guide and made some notes. But somehow I'm still kinda lost. No worries! I'm well familiar with FG's. In relation to certain basics and terminologies.

My specific questions are (keep it in mind I'm a beginner):

- could you please recommend me three combos which I shall focus? One combo regarding for one certain situation (bnb, corner, air) should be enough for now.

- good blockstring?

- frametrap

- where is F-Miyakos comfortable zone/spacing? A picture would be really helpful.

- best normal anti air

- best (normal) whiff punish / hit confirm

I also have one general question. Where can i get a frame data list. I think someone posted a picture from a Japanese guide. Unfortunately I can't or rather don't understand the japanese titel/movelist row/column

Is there a English friendly frame data list table?

 Appreciating any kind of help. :)