hentai
When's Melty on Steam?
ahaha that's no--wait, what?

Author Topic: Miyako in AA  (Read 67432 times)

0 Members and 1 Guest are viewing this topic.

Offline arukimi

  • Jr. Spellcaster
  • **
  • Posts: 19
  • Magic Circuits: 1
    • View Profile
Re: Miyako in AA
« Reply #50 on: August 28, 2009, 11:50:48 AM »
If you start Miyako's bnb with 5B, putting 6B will add extra damage in the end and the damage is pretty meaningless (+4 damage against Miyako herself using JA JB JC JA JB JC Throw as ender)
However, if you start Miyako's bnb with 2A, adding 6B will reduce the damage by around 500, and there's a reason for it.

If you start with 5B, the proration will go from 90% to 67%
If you start with 2A, it will stay 70% on 5B and then move down to 52% on 6B.

Quote from: LoliSauce
What's C's best option off throw now?   TH>5c2c 214a 5bc aerial I guess?
That's the best option as far as I've seen. You can link a 5B off throw now for a little extra damage too, and the timing is better than 5C. It doesn't works against everyone though (haven't tested, so far Miyako is the only one I know that doesn't get hit by the 5B). It also works fine midscreen against Wara doing Throw 5B 5C 2C 2B JA (...)



For C-Miyako midscreen you can now use
[2A] 5B 2B 2C 5C 236C 5B 5C Aerial
Does a bit of extra damage, and is good to move you to corner. 5B 5C in the end is kind of situational, do whatever is best instead depending on the situation (if you're close, if you're far, etc). Against some characters 5B 2B 5C Aerial is possible.

[2A] 5B 2B 5C 2C 5A Aerial
Meterless. Aerial combo must start with JA, not sure if it works against everyone. If it doesn't I guess 6C is the best option after 2C.


Oh right, all I said is valid for Arcade balance, but I guess Original didn't change
« Last Edit: August 28, 2009, 12:11:18 PM by aruki »

Offline Light

  • Spellcaster
  • ***
  • Posts: 440
  • Magic Circuits: 2
  • KenjiX
    • View Profile
Re: Miyako in AA
« Reply #51 on: August 28, 2009, 12:47:39 PM »
Speaking of 214C wallslam follow ups, 2C only works on Warachia and Nero now (in MBAC, it also worked for Ciel and Sacchin). I'm playing on the default mode, whatever it is.

Also, this old MBAC combo doesn't work on Hisui anymore: 5B 2BC x 22A 5A2B aerial. 22A OTGs Hisui now.
« Last Edit: August 28, 2009, 05:52:45 PM by Light »
♪ Fairy Tale Transparently ♪
http://www.youtube.com/watch?v=-SKjB_mk_so

Offline xPwNaZnOwNx

  • Jr. Spellcaster
  • **
  • Posts: 63
  • Magic Circuits: 7
  • A Burgundy Mishap
    • View Profile
Re: Miyako in AA
« Reply #52 on: August 28, 2009, 04:12:03 PM »
tiggy-
for the 421B JC land thing, there isn't really any timing at all, just jump as soon as the elbow hits, land, 5AA into whatever!  Whiff throw is easier/better, though.
boring style

Offline terrybogard

  • Apprentice
  • *
  • Posts: 3
  • Magic Circuits: 0
    • View Profile
Re: Miyako in AA
« Reply #53 on: August 29, 2009, 09:48:10 AM »
Hi!  New member here.

A few post back, someone asked on what's the best thing to do (for F-Miyako) after her 623BB (delay 2nd B), 236B, 421B... combo.  In my experience, it would be better to do whiff throw, 2C, 6C, 236A, jA, jB, jC, djA, jB, jC, then either air throw finisher or 623A then 421C finisher.  This works on all characters and its pretty decent.  I personally go for the air throw as it has tech punish potential.  I only do the EX finisher if its a guaranteed KO.

You can also do 2C, 623BB (delay 2nd B), 236A, etc., but it only works on certain characters (Nero and sion if I remember correctly).  I gave up trying this one since the damage difference from the combo in the previously paragraph is not that big.


As for H-Miyako, I've been playing her for quite sometime in training, she damages pretty well... except for that in most times, I reverse beat after jump C (blame MBAC timing).  But so far, here's the most damaging combo I got for her:

(Near corner)Jump C, 2A, 2B, 5B, 5C, 6AAA, 2C, 5C, delay just a little bit, 236A, (opponent will go out of corner,) 5A(wait till opponent is almost near ground before doing 5A), 6C, jB (use 8 to super jump instead of 9), jC, djB, jC, air throw or 236C.

does around 4.8K damage to N akiha (5K damage if EX dragon kick finisher is used).

But basically, F-Miyako and C-Miyako is way better than H-Miyako for me.  F-Miyako deals more damage like its nobody's business and C-Miyako has more tricks up her sleeve.

Haven't palyed much C-Miyako yet.  But for the first few hours of testing, I like how 236C acts like 214C in which you can do an air combo afterwards.  Now I need to figure out which EX move damages more (or prorates less).
« Last Edit: August 29, 2009, 09:50:13 AM by terrybogard »

Offline Light

  • Spellcaster
  • ***
  • Posts: 440
  • Magic Circuits: 2
  • KenjiX
    • View Profile
Re: Miyako in AA
« Reply #54 on: August 29, 2009, 02:58:19 PM »

Haven't palyed much C-Miyako yet.  But for the first few hours of testing, I like how 236C acts like 214C in which you can do an air combo afterwards.  Now I need to figure out which EX move damages more (or prorates less).

I'm curious about how damaging 236C combos are myself. I wonder if it's worth doing if you have meter, as apposed to doing Miyako's standard bnb that pushes the opponent to the wall. Both combos seem to work within the same distances from the wall, so I wonder which one is better to do. I'd check this myself, but my chances to play MBAA are few and at random at best.
♪ Fairy Tale Transparently ♪
http://www.youtube.com/watch?v=-SKjB_mk_so

Offline terrybogard

  • Apprentice
  • *
  • Posts: 3
  • Magic Circuits: 0
    • View Profile
Re: Miyako in AA
« Reply #55 on: August 30, 2009, 07:25:04 AM »
The F-miyako combo I mentioned earlier (the one with 2C, 6C, 236A, etc.) does around 5.7K+ on Sion.  The one with 2 623BB damages around 5.8K+ (difference is less than 100 damage).  Considering you can't do it on all characters and requires stricter timing, the latter combo (with two 623BB) isn't that practical IMHO (or I'm just lazy).




I'm curious about how damaging 236C combos are myself. I wonder if it's worth doing if you have meter, as apposed to doing Miyako's standard bnb that pushes the opponent to the wall. Both combos seem to work within the same distances from the wall, so I wonder which one is better to do. I'd check this myself, but my chances to play MBAA are few and at random at best.


I was able to try out some things a while ago.  214C is better in terms of damage as (I'm guessing) it prorates lesser.  236C is only good if you do your combo with miyako in the corner and you want your opponent to your side of the corner.  You won't be forced to do combo into 236A, 6A followup, into 214C which prorates even more.

Offline arukimi

  • Jr. Spellcaster
  • **
  • Posts: 19
  • Magic Circuits: 1
    • View Profile
Re: Miyako in AA
« Reply #56 on: August 31, 2009, 09:42:32 AM »
The F-miyako combo I mentioned earlier (the one with 2C, 6C, 236A, etc.) does around 5.7K+ on Sion.  The one with 2 623BB damages around 5.8K+ (difference is less than 100 damage).  Considering you can't do it on all characters and requires stricter timing, the latter combo (with two 623BB) isn't that practical IMHO (or I'm just lazy).

2C 6C 236A is really good
I should mention, by the way, that Original Balance makes it better, as I just tested here.

The combo with double 623BB does around 200 to 300 +damage in the Arcade Balance, mostly due to new proration. In the Arcade, 2C 6C 236A Aerial Throw ends the combo with proration lower (lower as in, closer to 0%) than the double 623BB, which doesn't happen in Original.

2C 6C 236A should be the "standard" though, since an update with console stuff is likely to go to arcades.

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #57 on: September 02, 2009, 03:47:06 AM »
So I was playing around with C Miyako tonight and I found this silly combo that is only mildly practical.  Its only use is if you find yourself cornered, manage to get a hit off on the opponent, and put them into the corner for 100% meter...or if you just wanna look mad cool.  It's the only practical use for comboing into 236c that I could figure out thus far. 

(2a/j.c) 5b 2b 5c 2c 236a 236c xx be214b xx 5bc j.abc j.abc airthrow

xx = delay
be_ = charged normal

Hardest part of the combo is not accidentally getting 623c instead of 236c because of the gay buffer.  The delays are relatively small.  It does 4.2k damage (3.9k from 2a, 4.8k from j.c), so it doesn't do any more damage than the best full screen meterless, but it gives positioning.  Is it worth 100% meter?  *shrugs*

You can also throw 214b in as the first hit after a successful 22b to get around 300 extra damage, but only if you're near its maximum range when it hits.  This makes me want to try and find more ways to combo into 214b or be214b.
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline Light

  • Spellcaster
  • ***
  • Posts: 440
  • Magic Circuits: 2
  • KenjiX
    • View Profile
Re: Miyako in AA
« Reply #58 on: September 02, 2009, 01:13:01 PM »
Thank you for explaining what "be" means. I was going  :psyduck: when reading other people's combos.
♪ Fairy Tale Transparently ♪
http://www.youtube.com/watch?v=-SKjB_mk_so

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #59 on: September 02, 2009, 04:45:10 PM »
Yeah, it's melty shorthand for Blowback Edge - what they named charge moves.  Pretty silly, but that's what the mooks list them as and it's easier than trying to put up brackets when [ b] makes stuff bold.  lol

Being able to combo off of 236c is pretty awesome for those cornered reversals.  Get one off and you can pull out an easy mode 4.4k (iirc).  Pretty sweet damage off a reversal.
« Last Edit: September 02, 2009, 04:55:54 PM by LoliSauce »
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline arukimi

  • Jr. Spellcaster
  • **
  • Posts: 19
  • Magic Circuits: 1
    • View Profile
Re: Miyako in AA
« Reply #60 on: September 02, 2009, 06:11:51 PM »
So I was playing around with C Miyako tonight and I found this silly combo that is only mildly practical.  Its only use is if you find yourself cornered, manage to get a hit off on the opponent, and put them into the corner for 100% meter...or if you just wanna look mad cool.  It's the only practical use for comboing into 236c that I could figure out thus far. 

(2a/j.c) 5b 2b 5c 2c 236a 236c xx be214b xx 5bc j.abc j.abc airthrow

xx = delay
be_ = charged normal

Hardest part of the combo is not accidentally getting 623c instead of 236c because of the gay buffer.  The delays are relatively small.  It does 4.2k damage (3.9k from 2a, 4.8k from j.c), so it doesn't do any more damage than the best full screen meterless, but it gives positioning.  Is it worth 100% meter?  *shrugs*

You can also throw 214b in as the first hit after a successful 22b to get around 300 extra damage, but only if you're near its maximum range when it hits.  This makes me want to try and find more ways to combo into 214b or be214b.

lol, nice combo. Looks cool, I never really tested BE214B range and it's surprisingly about the same as 236B
Messing around, found out you can do (...) 236C xx BE214B xx 5C BE214B for extra fun and damage. Also got this fullscreen combo with 236C

5B 2B 2C 5C xx 236C BE214B 5C BE214B 5B 2B JB JC JA JB JC Throw

Feels almost useless but I posted anyways. Seems to only work when you're cornered (by cornered, I mean literally in the wall), timing is strict if you go for the double 214B, might not work on everyone.
Damage, I guess it's ok, would need a reference. Which fullscreen meterless combo were you guys talking about?

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #61 on: September 02, 2009, 07:09:29 PM »
lol, nice combo. Looks cool, I never really tested BE214B range and it's surprisingly about the same as 236B
Messing around, found out you can do (...) 236C xx BE214B xx 5C BE214B for extra fun and damage. Also got this fullscreen combo with 236C

5B 2B 2C 5C xx 236C BE214B 5C BE214B 5B 2B JB JC JA JB JC Throw

Feels almost useless but I posted anyways. Seems to only work when you're cornered (by cornered, I mean literally in the wall), timing is strict if you go for the double 214B, might not work on everyone.
Damage, I guess it's ok, would need a reference. Which fullscreen meterless combo were you guys talking about?
Did you test the be214b 5c be214b on multiple characters?  I think I tried that last night, but I was testing vs Miyako (she's one of the people with 100% damage starting) so it might be that I didn't try it enough or that it's just character specific.  Who were you testing against?

And I dunno if it's really the highest damage meterless out there, but I found that the most damage I could get on a fullscreen meterless was:
(2a/j.b) 5bc 2cb j.abc j.abc throw
4.2k damage (3.9k from 2a, 4.6k from j.b)
Only thing about it is starting with j.c will cause a double rebeat and lower damage to like....4.4k I think?

Also, is there any better way to get a guaranteed knockdown than:
5b 2b 5c 236a 6c
3k damage

I wish j.22c vs air was useful.  It all looks like it gives an opportunity to tech punish midscreen, but the lag after the move is too much to actually punish techs after it.  =\  Anyone have any decent combos after a j.22c vs ground opponent?  All I can manage is a meager 2.8k damage (3k damage in the corner).  I mean...I can get 2.8k off a throw.  That shit's pretty weak.  =\

Also, now that 2c 5c 236a can connect even midscreen, is there anything practical that you can do off of it that's better than just doing 5c 2c [stuff]?

I suppose I should mention as well that I was playing around with IAD j.c (land) relaunch stuff that could add some good extra damage to things, but I'm not sure if it's actually possible.  j.c might not have enough untechable time to relaunch off of.  It all depends on if I can get it low enough that a 5b or 5a can connect.  Hopefully all this stuff I'm testing will give you guys more ideas as well.
« Last Edit: September 02, 2009, 07:26:10 PM by LoliSauce »
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline sumbody

  • Jr. Spellcaster
  • **
  • Posts: 67
  • Magic Circuits: 2
    • View Profile
Re: Miyako in AA
« Reply #62 on: September 04, 2009, 03:39:31 AM »
There's a lot of information here inside this thread and its pretty disorganised. Hopefully someone will pick up and make separate guides for different moons.

C-Miyako stuff. Is 6C worth using as a launcher for her? As a recap, someone please correct me if I'm wrong about these.

2a 5b (6b) 2b 5c 2c 236a 6a 5c ja jb jc ja jb jc throw - Midscreen to corner combo (Any variants with higher damage than this?)
2a 5b (6b) 2b 5c 2c 214a 5b 5c jabc jabc throw - Corner combo (Other better variants?)
2a 5b (6b) 2b 2c 5c xx 236c 5c BE214B 5b 2b jabc jabc throw - Fullscreen meter combo (Again, would like to know the variant that does the best damage and has consistency)
Midscreen I would end with 6C air combo, or go for 236a 6c and some mixups after that.

Are MBAC combos like 2a 5b (6b) 2b 5c 236a 6a 214c and 2a 5b (6b) 2b 5c 214c worth doing? I think the damage output with 214c in a combo is actually less now but could someone confirm that.

And someone mind listing out the mixups she gets over in the corner after a throw? Like dash 2a/5a punishes back tech, 5a/2a could punish neutral or front tech. And the jB crossup that many people like to use, or jump then hold back, jC jB. Seems like 236b is much worth spamming more, did it get faster in MBAA?

Was thinking that her meter is better spent on connecting those 236b cross ups, or 2c 5c xx 236c fullscreen combos, compared to using 214c in a corner combo. Or is 236c the ex to use now for more damage in a combo?

Offline arukimi

  • Jr. Spellcaster
  • **
  • Posts: 19
  • Magic Circuits: 1
    • View Profile
Re: Miyako in AA
« Reply #63 on: September 04, 2009, 09:21:37 AM »
Did you test the be214b 5c be214b on multiple characters?  I think I tried that last night, but I was testing vs Miyako (she's one of the people with 100% damage starting) so it might be that I didn't try it enough or that it's just character specific.  Who were you testing against?

And I dunno if it's really the highest damage meterless out there, but I found that the most damage I could get on a fullscreen meterless was:
(2a/j.b) 5bc 2cb j.abc j.abc throw
4.2k damage (3.9k from 2a, 4.6k from j.b)
Only thing about it is starting with j.c will cause a double rebeat and lower damage to like....4.4k I think?

I tested on Sion an Len. Vs Miyako it's unlikely to be usable though, since 5C BE214B against her is hard already (works better when you're closer to the wall, which is not gonna happen after 1st BE214B). I guess characters against which 5C BE214B doesn't work/hardly lands after 214C are too much of a trouble for the extra damage, so don't use it against them I guess (that is, if you even get a chance to land any of the BE214B combos which are pretty damn situational).

About the fullscreen meterless, I did post a more damaging a few posts ago (which is actually the one I used in MBAC except with an extra 5C) but it's hard to land against some characters (generally, small hitbox ones) and the damage isn't much more (150 at best)

(2A/Aerial) 5B 2B 5C 2C 5A JA JB JC JA JB JC Throw

I also think Stuff > 236A6A is the best guaranteed knockdown

Also

(2A/Aerial) 5B 2B 5C 236C Dash 5B 2B 5C JA JB JC JA JB JC Throw does more damage than both BE214B combos, which is a shame really. Oh well.
5B 2B 5C 236C BE214B (...) is possible though, but it's so much damn position situational that you shouldn't even consider it.

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #64 on: September 04, 2009, 09:17:15 PM »
There's a lot of information here inside this thread and its pretty disorganised. Hopefully someone will pick up and make separate guides for different moons.
Yeah, but it's a little too early to go writing guides for the characters (not to mention there aren't really any Miyako super pros in the US at the moment).

C-Miyako stuff. Is 6C worth using as a launcher for her? As a recap, someone please correct me if I'm wrong about these.

2a 5b (6b) 2b 5c 2c 236a 6a 5c ja jb jc ja jb jc throw - Midscreen to corner combo (Any variants with higher damage than this?)
2a 5b (6b) 2b 5c 2c 214a 5b 5c jabc jabc throw - Corner combo (Other better variants?)
2a 5b (6b) 2b 2c 5c xx 236c 5c BE214B 5b 2b jabc jabc throw - Fullscreen meter combo (Again, would like to know the variant that does the best damage and has consistency)
Midscreen I would end with 6C air combo, or go for 236a 6c and some mixups after that.

Are MBAC combos like 2a 5b (6b) 2b 5c 236a 6a 214c and 2a 5b (6b) 2b 5c 214c worth doing? I think the damage output with 214c in a combo is actually less now but could someone confirm that.
Don't use C Miyako's 6c, it's worthless.  Its relative proration destroys damage potential.  Similar story with 214c.  Though I wouldn't call it useless, there are meterless options now that can net you better damage.  Use these for midscreen:
(all can be started with 2a or a jump in)
5b 2b 5c 2c 5a j.abc j.abc th  (best damage meterless)
5bc 2cb j.abc j.abc th (slightly less damage, slightly easier to hit the air combo, meterless)
5b 2b 5c 2c 236a 6a 623c j.bc th (best midscreen damage using 100% meter I think?)
5b 2b 5c 236a 6c (best okizeme + mixups for around 1000 less damage, meterless)

And someone mind listing out the mixups she gets over in the corner after a throw? Like dash 2a/5a punishes back tech, 5a/2a could punish neutral or front tech. And the jB crossup that many people like to use, or jump then hold back, jC jB. Seems like 236b is much worth spamming more, did it get faster in MBAA?
Ugh, her oki after an airthrow is so horrible now.  Not nearly as much time as she used to have.  If they tech, your best bet is just to dash forward just as you land and 2a.  It punishes teching out of the corner and also dashes through a neutral tech with enough time to punish while keeping them in the corner.  If they aren't teching...you could run short otg strings to bait a tech, throw a meaty out on their wakeup, run ambiguous neutral jump mixups, or (if you have the meter for it) do an instant j.22c (292c input from standing) for a safe crossup low that I think also beats jump outs.  Timing the instant j.22c to hit meaty takes a little practice, but it's massively advantageous on hit and block.  It's a shame that you can only get like 3k damage off of a j.22c corner combo.

Was thinking that her meter is better spent on connecting those 236b cross ups, or 2c 5c xx 236c fullscreen combos, compared to using 214c in a corner combo. Or is 236c the ex to use now for more damage in a combo?
214c and 236c aren't really very good to use in combos at all anymore.  236c is only really useful when you find yourself cornered and manage to mash out of enemy pressure.  214c is only useful if you connect with a random 236b and happen to be nearby (and facing) a corner, then 6a 214c and get a decent corner combo off of it.  If you aren't facing a corner though, just use the 6c followup instead and make use of that okizeme.

I would say meter is best used on 236c reversal when cornered (you can good damage off of it now!), 214c reversal when not cornered, and j.22c tricks.
« Last Edit: September 07, 2009, 08:27:55 PM by LoliSauce »
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline arukimi

  • Jr. Spellcaster
  • **
  • Posts: 19
  • Magic Circuits: 1
    • View Profile
Re: Miyako in AA
« Reply #65 on: September 06, 2009, 04:25:13 PM »
5b 2b 5c 2c 236a 6a 623c j.abc j.abc th (best midscreen damage using 100% meter I think?)
How do you do JA JB JC twice after 623C?

5b 2b 5c 2c 236a 6c (best okizeme + mixups for around 1000 less damage, meterless)
I believe this shouldn't have 2C on it, just to mention.

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #66 on: September 07, 2009, 08:27:08 PM »
5b 2b 5c 2c 236a 6a 623c j.abc j.abc th (best midscreen damage using 100% meter I think?)
How do you do JA JB JC twice after 623C?

5b 2b 5c 2c 236a 6c (best okizeme + mixups for around 1000 less damage, meterless)
I believe this shouldn't have 2C on it, just to mention.
Ah, thanks for catching those.  I'll edit and fix them in my post.
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline xPwNaZnOwNx

  • Jr. Spellcaster
  • **
  • Posts: 63
  • Magic Circuits: 7
  • A Burgundy Mishap
    • View Profile
Re: Miyako in AA
« Reply #67 on: September 08, 2009, 06:27:21 PM »
lol "only 3k" off a crossup low meaty that gives +frames on block.  Miyako is so silly.
boring style

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #68 on: September 08, 2009, 09:53:45 PM »
lol "only 3k" off a crossup low meaty that gives +frames on block.  Miyako is so silly.
Not to mention it can beat jump outs if you time it late as well!  Yeah, I complain about the damage, but really that move is one step away from godlike.  It's only downfall is that it's useless vs air since the enemy gets a free, safe tech from it.  If you could tech punish off of air-to-air (or even worse, if it gave guaranteed knockdown) then it would really be godlike status.  Even so, it's easily one of her best uses of meter.
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline Legendary Blue Shirt

  • Spellcaster
  • ***
  • Posts: 560
  • Magic Circuits: 170
  • Meanie
    • View Profile
    • Logical Bends
Re: Miyako in AA
« Reply #69 on: September 09, 2009, 08:28:42 PM »
j.22c combos from fuzzy j.c
Just saying.

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #70 on: September 17, 2009, 04:55:20 AM »
Ugh...why are F Miyako's blockstrings so fun?!  I feel like the only thing keeping me from being F exclusive (other than my pride) is C's reversals+evade.  ;-;  Getting out of shit with F Miyako without shielding is annoying.
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #71 on: September 25, 2009, 12:43:06 AM »
Okay, I've some questions.  I've been playing a lot of F Miyako in casuals lately, trying to get her bnbs and blockstrings and whatnot down.  Now, I remember at AM5.5 when I was practicing F Miyako stuff with Choco that he said the 2c6c 236a variant of her corner bnb was universal, but for some reason I can't seem to land it against Kouma (best friend's main).  I've been improvising by just dropping the 2c altogether and hitting early 6c into 236a.  I haven't tested on many people yet, so I dunno if it's just my timing or if he's difficult.  Also, I notice that some characters, such as Aoko, I can't seem to time the elbow/whiff throw right so that I don't get the crossup.  I'm not sure how to keep that from happening.  All I needed to do was step back for a moment to negate the accidental crossup, so disregard this.

Oh, and just for reference, the 2c6c variant I was talking about is:
5b2b5c6c 623b xx b (land) 236b 421b (th) 2c6c 236a j.bc j.abc th/j.421c
which against kouma I've been abbreviating to ez modo
5b2b5c6c 623b xx b (land) 236b 421b (th) 6c 236a j.bc j.abc th/j.421c

Edit:
Ok, so I tested her 2c6c variant BnB against every single cast member excluding necos and teams.  I found that I wasn't able to land it at all against only Kouma and Wara.  Everyone else it works perfectly on.  I'd like it if someone else could try it on them as well, and see if you can manage to hit it.  If it does turn out that it doesn't work on them, I need to figure out what the next best combo to use on them would be, since I can't use the early 6c variant if I have to step back due to accidental crossup from late 421b.  Maybe a 5b6c variant?

Also, for some reason I always though you could only jump cancel the loli elbows in ground pressure.  Just today I realized that you can safely land and restart pressure by whiff throw cancelling the recovery.  Loli elbows are too good, especially with how much guard damage they do.  I think F Miyako has even better pressure options than C Nanaya.  It's pretty gross how good she is once she has someone blocking.
« Last Edit: September 27, 2009, 06:14:46 PM by LoliSauce »
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline Tiggy

  • Jr. Spellcaster
  • **
  • Posts: 84
  • Magic Circuits: 14
  • loli elbow drop
    • View Profile
Re: Miyako in AA
« Reply #72 on: October 12, 2009, 10:01:10 AM »
<LegendaryBlueShirt> Lol poverty plane would be paper mache wings on a car

<LoliSauce> If life was an RPG, I'd be that well rounded character that has a passive team buff aura.  Everything around me gets hype+2.  lol

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #73 on: October 12, 2009, 09:27:01 PM »
http://www.youtube.com/watch?v=yj2LaacFiyY&fmt=18
F-Miyako 2C 6C extender hurts.
Yeah, it adds like another 500 damage over 5b 236a, as well as more meter for ex elbows.  Basically, unless you're up against Wara or Kouma, you should be using it.  Btw, if you j.abc j.abc instead of just j.bc j.bc, you get a little extra damage/meter and also push them to the perfect height to end with j.421c. (and really, you always want to end with j.421c if you have meter)  The only exception to this is vs another Miyako, since her very low air hitbox requires an extra j.a or two (or maybe you just have to input the air combo at gdlk speed?) to push her high enough for ex elbow to connect.

The craziest thing about this combo though is that it's not even the best variant.  Kou uses 2c 623bb 236a relaunch.  It's gives a little more damage and meter, but it's harder.  (I say fuck it though, there's already enough shoryus in that combo so I'll just stick with 2c6c)  The only hard part about the 2c6c variant is accidentally getting 623a instead of 236a if you didn't delay enough.  That's not even getting into stuff like the airdash relaunch lunatic difficulty shit.

Okay, so vs Kouma and Wara it looks like you have two options for alternative combos.
1. 6c 236a relaunch - better damage/meter, but you have to input early so it doesn't work if you get crossup from the elbow bounce
2. 5b 236a relaunch - less damage, but you can step back a little before the 5b to avoid elbow crossup input
The lunatic mode airdash relaunch stuff might work, but I'm not pro enough to be doing that sort of ridiculous stuff on the regular, so I'm not gonna bother trying to test it yet.
« Last Edit: October 13, 2009, 02:58:43 AM by LoliSauce »
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3166
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Miyako in AA
« Reply #74 on: October 13, 2009, 02:56:01 AM »
I've decided to do some actual work on the wiki, since nobody else who actually mains Miyako will ever do it.  It'll be a weeklong project, at the least.

Anyway, Tiggy, I've removed your combo in preparation for putting up others in my own format.  To keep some of the notes preserved and the link to the video, I'm going to quote it here.  Hope it's not a bother.
Quote from: wiki combo
(2A) 5B 2B 5C 6C > 623BB > 236B > 421B > whiff air throw > land > 5B > j.A j.B > dj.B dj.C > air throw
* if done right this combo will usually net around 4800-5000, without jump-ins
* the timing for this combo is a little tough; for the 623BB you want to delay the second B ever so slightly, so that 236B will connect.  Next, do 421B just a little after 236B connects, not as soon as it hits.  After that, whiff the air throw slightly after 421B connects so you don't actually throw the opponent (lol)
* for characters with wonky hitboxes (I.E. Nanaya) upon landing after whiff air throw, simply walk back a little bit to make 5B connect
* Against Roa there seems to be a slightly heavier emphasis on delaying the 236B, 421B, and whiff air throw
* Video example (damage comparison on Roa): http://www.youtube.com/watch?v=8iJ6lJu3Z9I&fmt=18
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.