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Atlas Academy => Melty Blood: Actress Again => Miyako Arima => : Light October 16, 2008, 01:29:32 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: Miyako in AA
: Light October 16, 2008, 01:29:32 PM
Discuss combos, strategies and techniques, or any comments you have. Let's have them here instead of the video thread, to keep that thread short, concise, and just a reference for video links and matches. :teach:
: Re: Miyako in AA
: F9|Chibi March 08, 2009, 02:03:35 PM
Jesus, noone's gone near this thread in months.

I'm trying to figure out what F-Miyako's bnb is anyway.

Damn.
: Re: Miyako in AA
: Legendary Blue Shirt March 08, 2009, 04:23:03 PM
The Miyako playerbase is a wasteland  :(
: Re: Miyako in AA
: Veven March 08, 2009, 06:47:14 PM
http://www20.atwiki.jp/miyako_mbaa
Japanese Miyako MBAA wiki. Google translation is pretty useless.

"140: What is your名無SHI! : 2008/11/10 (Mon) 17:07:11 ID: X7WbKV3E0
It's not lust love
Protect the pedophile's true RORI"
: Re: Miyako in AA
: Feles March 08, 2009, 09:37:43 PM
Ha ha, useless Google Translator.

Oh well, at least it makes me laugh with it's nonsense.  :prinny:
   :V
: Re: Miyako in AA
: Light May 02, 2009, 11:00:47 PM
http://www20.atwiki.jp/miyako_mbaa
Japanese Miyako MBAA wiki. Google translation is pretty useless.

"140: What is your名無SHI! : 2008/11/10 (Mon) 17:07:11 ID: X7WbKV3E0
It's not lust love
Protect the pedophile's true RORI"

Nice link. +heat for you

I wish jpn people used number notation for special moves. What the heck is "エリアル".

: ( @ air links not being necessary anymore, off of a 5C wallslam, since you can reverse beat.
: Re: Miyako in AA
: dakanya May 02, 2009, 11:47:52 PM
"エリアル" just means air combo cause they can't be assed to write it over and over again and it depends on other factors so use whatever air combo that will work
: Re: Miyako in AA
: Light May 03, 2009, 09:31:25 PM
Makes sense. Thanks for pointing that out.
: Re: Miyako in AA
: LoliSauce May 19, 2009, 02:06:42 AM
We need people to play and update with Miyako details!
: Re: Miyako in AA
: xPwNaZnOwNx May 22, 2009, 01:20:41 AM
F Miyako B&B anywhere near a corner (like almost half a screen to the corner, maybe even further???):

2A 5B 2B 5C 6C XX 623B > late B, land, 236B > 421B JC, land, 5AA JC jABC JC djABC airthrow

623BB timing is the only "hard" part imo; do the 236B ASAP and do the 421B after a short pause (do it too early and it whiffs).

After airthrow you can land and be a jerk and 22C for a crossup low that looks like an overhead  :psyduck:
: Re: Miyako in AA
: LoliSauce May 22, 2009, 10:28:47 AM
Wait, so what's her movelist in all forms now?  What major changes to existing moves are there?  How many licks does it take to get to the center of her loli-pop?
: Re: Miyako in AA
: xPwNaZnOwNx May 22, 2009, 11:54:10 AM
Haven't touched H-Miyako at all.  C-Miyako feels more or less like MBAC Miyako?  Keep in mind that my memories of MBAC Miyako are very fuzzy so I can't really say something like "oh it's a bit slower/faster now" or whatever, but overall she feels very similar.

F-Miyako cliffs notes version:

5A - more or less the same as always
2A - more or less the same as always
5B - kick with decent range for Miyako
2B - new low kick move (same as H-Miyako IIRC), pretty good but range isn't as good as 5B
5C - more or less the same as always?  Can BE.
2C - more or less the same as always
6C - two handed shove punch, cancellable and JCable

all jumping attacks are the same for the most part, maybe some FRAMES differences that I don't know about

Throw is still the same.

236A/B/C is her flying dragon kick move.  236A goes up more, 236B is more vertical, 236C is an EX, etc. etc.  Can chain to 421.
214A/B, she steps forward and does her old 214 punch.  Can be charged now.  214C is her old 214C.
623AA/BB, 623AA is pretty much her old 623 except you can jump cancel it on either hit, 623BB is more horizontal.  623C is pretty much her normal 623C.  All versions can be done in the air.
22A/B are her stomps as usual.  22C is the flip into stomp, still hits low.
421A/B are the elbow drops.  JCable, floor bounce on air hit.  I forget if 421C changes in appearance or anything, it's more or less the same kind of move though.  You pretty much only do this after 236.

AD/AAD are pretty much the same?

Didn't check LA.
: Re: Miyako in AA
: Light May 22, 2009, 04:16:18 PM
Is that you Crimson? I didn't know you played Melty, not that you know me or anything.

421A/B is an overhead. IIRC, it's JCable even on block, so it seems like a move that you can throw out once in awhile. At least that's what I see in some matches.

I'm sure that 421C is that EX elbow move that knockdowns down an opponent. Finally, Miyako has an air combo that leads to a guaranteed knockdown. :)
: Re: Miyako in AA
: xPwNaZnOwNx May 23, 2009, 01:50:42 AM
yeah I am CD

throw into big combo is so satisfying with F-Miyako
: Re: Miyako in AA
: Light May 28, 2009, 11:59:01 PM
yeah I am CD

throw into big combo is so satisfying with F-Miyako

What's the throw combo? Throw 5C 6C into groundslam loop? I'm too lazy to read that wiki.
: Re: Miyako in AA
: LoliSauce May 29, 2009, 12:54:00 AM
What's the point of charging the 214b?  214a becomes overhead and does assloads more guard damage, but 214b ONLY becomes air unblockable from the looks of the frame data.  It's pretty dumb, and I don't understand it at all.
: Re: Miyako in AA
: xPwNaZnOwNx May 29, 2009, 01:42:34 PM
I have no idea, I don't charge 214B ._.
: Re: Miyako in AA
: xPwNaZnOwNx June 15, 2009, 10:35:52 AM
Looks like C-Miyako uses 214 in corner combos  :mystery:

Was messing with the bigger ender to F-Miyako's B&B, can't get the last elbow drop to connect.  Maybe I need to cut/add a hit somewhere?

whatever -> 6C XX 623B delay B, land, 236B > 421B JC, land, 5AA XX 236A > 421B... etc. is what I was going for, can't get that final elbow though.  After the elbow it was something like late JC jBC airthrow at least?  I haven't seen any more recent F-Miyako vids so this is all memory  :psyduck:
: Re: Miyako in AA
: LoliSauce June 16, 2009, 12:34:53 AM
Looks like C-Miyako uses 214[B] in corner combos  :mystery:

Was messing with the bigger ender to F-Miyako's B&B, can't get the last elbow drop to connect.  Maybe I need to cut/add a hit somewhere?

whatever -> 6C XX 623B delay B, land, 236B > 421B JC, land, 5AA XX 236A > 421B... etc. is what I was going for, can't get that final elbow though.  After the elbow it was something like late JC jBC airthrow at least?  I haven't seen any more recent F-Miyako vids so this is all memory  :psyduck:
Doesn't elbow end the combos for guaranteed knockdown?
: Re: Miyako in AA
: Light June 16, 2009, 12:52:22 AM

Was messing with the bigger ender to F-Miyako's B&B, can't get the last elbow drop to connect.  Maybe I need to cut/add a hit somewhere?

whatever -> 6C XX 623B delay B, land, 236B > 421B JC, land, 5AA XX 236A > 421B... etc. is what I was going for, can't get that final elbow though.  After the elbow it was something like late JC jBC airthrow at least?  I haven't seen any more recent F-Miyako vids so this is all memory  :psyduck:

IIRC, they only use the ground version of the elbow once for that combo. So after 5AA x 236A, it should be something like: jAC jc. JBC airthrow, or cancel the last jC into air EX elbow for a guaranteed knockdown. Also remember that that elbow wallslam combo is character specific, so on some characters you don't need to do the jC link after the elbow. On Shiki Tohno and Sacchin (idk who else), you drop the jC link.
: Re: Miyako in AA
: Tohno-san June 16, 2009, 02:32:38 AM
Amazing! People are posting in this thread!  :o
: Re: Miyako in AA
: xPwNaZnOwNx June 17, 2009, 12:33:25 AM

Was messing with the bigger ender to F-Miyako's B&B, can't get the last elbow drop to connect.  Maybe I need to cut/add a hit somewhere?

whatever -> 6C XX 623B delay B, land, 236B > 421B JC, land, 5AA XX 236A > 421B... etc. is what I was going for, can't get that final elbow though.  After the elbow it was something like late JC jBC airthrow at least?  I haven't seen any more recent F-Miyako vids so this is all memory  :psyduck:

IIRC, they only use the ground version of the elbow once for that combo. So after 5AA x 236A, it should be something like: jAC jc. JBC airthrow, or cancel the last jC into air EX elbow for a guaranteed knockdown. Also remember that that elbow wallslam combo is character specific, so on some characters you don't need to do the jC link after the elbow. On Shiki Tohno and Sacchin (idk who else), you drop the jC link.

Makes sense to me!  Haven't really seen any F-Miyako vids recently so I pretty much forgot the full ender but now that I think about it, that sounds right.  Guess I'll play with it more tomorrow.
: Re: Miyako in AA
: LoliSauce June 17, 2009, 12:42:27 AM
Does C Miyako have air stomps or something?  Doing her frame data, she has a j.22 set with basically the same frame data as her normal 22 moves, so it makes me want to know more.
: Re: Miyako in AA
: xPwNaZnOwNx June 17, 2009, 12:53:05 AM
IIRC she does, I only played C-Miyako a bit but I remember doing j22 and thinking it was pretty hilarious.  I'll double check tomorrow.

Also watching the a-cho ranbats, Kou F-Miyako does whatever to 623BB, land, 236B > j421B, land, 2C XX 623BB, land, 236A, jAC JC djABC or something to that effect.  Hrmmmmmmmmmm.
: Re: Miyako in AA
: Light June 17, 2009, 01:34:40 AM
IIRC she does, I only played C-Miyako a bit but I remember doing j22 and thinking it was pretty hilarious.  I'll double check tomorrow.

Also watching the a-cho ranbats, Kou F-Miyako does whatever to 623BB, land, 236B > j421B, land, 2C XX 623BB, land, 236A, jAC JC djABC or something to that effect.  Hrmmmmmmmmmm.

There's actually videos out there now, prior to a few months ago, in which the few videos Miyako was in she got beasted, so you didn't really get to see much of what she can do in AA.

Yeah, I recommend Kou. He's the player I've been watching the most. Try to watch F.T. if you can find his stuff.
: Re: Miyako in AA
: Veven June 19, 2009, 09:51:50 AM
http://www.nicovideo.jp/watch/sm7382796
 :fap:
: Re: Miyako in AA
: LoliSauce June 20, 2009, 02:07:13 AM
Nice!
: Re: Miyako in AA
: Light June 20, 2009, 02:20:46 AM
It's weird to see her do that much retarded damage without having to use meter.

Wow at point blank 5B. The recovery looks so fast I wonder what's the frame data on that. Maybe -2 or -3?
: Re: Miyako in AA
: xPwNaZnOwNx June 20, 2009, 08:18:30 AM
I had suspected as much, but on closer inspection they are cancelling her j421B into... something.  Whiff airthrow is my guess?  Can't quite tell but it's the only thing I can think of.
: Re: Miyako in AA
: BurstOfAnger June 20, 2009, 06:58:04 PM
I had suspected as much, but on closer inspection they are cancelling her j421B into... something.  Whiff airthrow is my guess?  Can't quite tell but it's the only thing I can think of.

I second this. In that vid, when she was doing the combo on Akiha, after the j421b there's the "are?" Miyako says when she whiffs a throw.
: Re: Miyako in AA
: LoliSauce June 21, 2009, 08:41:09 PM
It's weird to see her do that much retarded damage without having to use meter.

Wow at point blank 5B. The recovery looks so fast I wonder what's the frame data on that. Maybe -2 or -3?
F Miyako 5b is -4.
: Re: Miyako in AA
: Light June 22, 2009, 05:02:47 AM
F Miyako 5b is -4.

Frame data is out, eh? Where? : D
: Re: Miyako in AA
: LoliSauce June 22, 2009, 10:34:55 AM
The guidebook scans thread (http://www.meltybread.com/forums/melty-blood-auditorium/mbaa-capture-guidebook-scans-update-5/) ended up turning into a frame data thread.  A few people and myself have been working on transcribing them all to the wiki, but progress has been slow.
: Re: Miyako in AA
: xPwNaZnOwNx July 21, 2009, 04:39:16 PM
I had suspected as much, but on closer inspection they are cancelling her j421B into... something.  Whiff airthrow is my guess?  Can't quite tell but it's the only thing I can think of.

I second this. In that vid, when she was doing the combo on Akiha, after the j421b there's the "are?" Miyako says when she whiffs a throw.
yeah confirmed it's a whiffed airthrow, still working out the timing on the rest of the ender but it makes even the basic air combo followup more stable on some characters.
: Re: Miyako in AA
: Kite August 22, 2009, 09:25:01 AM
I've been playing F-Miyako for a bit and these are the combos I came up with.

Full Moon Miyako Combos:

5b > 2b > 5c > 6c > 623b(delay)b >236b > 421b > whiff throw> 5b > 236a > j.bc > j.abc > {Throw or 421c for knock down} [5500/5600]
Can be done slightly further from midscreen to the wall.

5b > 2b > 5c > 6c > 236b > 421b > whiff throw > 5b > 236a > j.bc > j.abc > throw [5500]
Does not work on low crouching characters.

5b > 2b > 2c > 6c > 236b > 421b > whiff throw > 5b > 236a > j.bc > j.abc > throw [4800]
Can be done at midscreen to the wall.

22b > 5b > 236b > 421b > whiff throw 5b > 236a > j.bc > j.abc throw [4350]
Can be done at midscreen to the wall.

22c > 5b > 236a > j.bc > j.abc > throw [3500]
Can be done anywhere.

5b > 2b > 5c > 6c > 236c> 5b > 236a > j.bc > jabc > throw [5300]
Does not work on low crouching characters.

5b > 2b > 5c > 6c > 214c > 5b > 236a > j.bc > j.abc > throw [5050]
Can be done slightly further from midscreen to the wall.

5b > 2b > 5c > 6c > 214c > late 5c > 214{B} > 5b > 236a > j.bc > j.abc > throw [5800]
Does not works on Aoko, Shiki, Nanaya, Kouma, Riesbyfe, Warachia, Roa, Kohaku, and Nero.

5b > 2b > 2c> 6c > 236a > j.bc > j.abc > throw [4000]
Can be done anywhere.

214{b} > 5b > 236a > j.bc > j.abc > throw [3600]
Overhead, can be done anywhere.

214{b} > 5b > 236b > 421b > whiff throw > 5b > 236a > j.bc > j.abc > throw [4400]
Overhead, needs to be done near a wall.

5{c} > 236a > j.bc > j.abc > throw [4000]
Overhead, needs to be done near a wall

Miyako is still able to combo after her throw. She can throw into most of her normal combos.

Throw > 5b > 5c > 6c >...

Throw > 2c > 6c >...
: Re: Miyako in AA
: Light August 22, 2009, 07:12:26 PM
Nice post there Kite.

I'm curious if the 623B -> 423B combo has character specific timing. I didn't try the combo on too many characters yet, and the monitor I play on lags, so I couldn't tell myself.
: Re: Miyako in AA
: Kite August 22, 2009, 07:34:23 PM
Nice post there Kite.

I'm curious if the 623B -> 423B combo has character specific timing. I didn't try the combo on too many characters yet, and the monitor I play on lags, so I couldn't tell myself.

Im not sure what combo you're talking about, 623b > 423b?
Taking a guess that it's the first one with the 623bb delayed. The timing for the combo is the same for all characters.
: Re: Miyako in AA
: Light August 23, 2009, 01:05:36 PM
Im not sure what combo you're talking about, 623b > 423b?
Taking a guess that it's the first one with the 623bb delayed. The timing for the combo is the same for all characters.

My bad. That is the combo I was talking about.

The delay timing for the second B in 623BB does change depending on your spacing, but it doesn't seem to be that a big of deal, since I can already kind of gauge when to input the second B at any range.
: Re: Miyako in AA
: Legendary Blue Shirt August 26, 2009, 06:48:25 AM
There hasn't been much discussion about her air stomps yet, I feel that a lot of potential with it that needs to be discovered.  The A and B versions have different startup times, but EX Air Stomp can hit people on the way down if they're in the air, possibly comboable?
I need to test more, but I've had a few successes using air stomp after an airthrow as oki, since it hits low
: Re: Miyako in AA
: LoliSauce August 26, 2009, 10:24:11 AM
There hasn't been much discussion about her air stomps yet, I feel that a lot of potential with it that needs to be discovered.  The A and B versions have different startup times, but EX Air Stomp can hit people on the way down if they're in the air, possibly comboable?
I need to test more, but I've had a few successes using air stomp after an airthrow as oki, since it hits low
Only EX air stomp hits low.  An awesome little thing about it though, is if you space it right it can crossup on oki.  I saw someone use it in one of the recent acho tourneys that Psy uploaded at the melty youtube.  Unfortunately it was timed a little late and the Arc he was going up against just jumped out of it.  It's one of the best new additions to C Miyako though, if you ask me.
: Re: Miyako in AA
: Tiggy August 26, 2009, 10:43:03 AM
I've been having trouble with F-Miyako's BnB.  I've figured out most of the problems (623BB timing, 236B immediately after -- sometimes I don't even do it  :(), but the biggest one was the part after j.421B.  I was doing JC into whatever.  I got land > 5AA maybe once, then after that freestyled a couple of air combo enders after late JC>j.B into whatever.  But I see the general consensus now is whiff air throw after j.421B?  I'm guessing this eliminates the need to time the JC and puts Miyako at the perfect height to continue.

Time to go practice!  Thanks for the info guys!
: Re: Miyako in AA
: arukimi August 26, 2009, 02:22:59 PM
I've been having trouble with F-Miyako's BnB.  I've figured out most of the problems (623BB timing, 236B immediately after -- sometimes I don't even do it  :(), but the biggest one was the part after j.421B.  I was doing JC into whatever.  I got land > 5AA maybe once, then after that freestyled a couple of air combo enders after late JC>j.B into whatever.  But I see the general consensus now is whiff air throw after j.421B?  I'm guessing this eliminates the need to time the JC and puts Miyako at the perfect height to continue.

Time to go practice!  Thanks for the info guys!

There's quite a lot of stuff you can do after the J421B.
One of them is whiff throw, land, 5B > 236A and continue the combo, it's safe and easy to do. Sometimes (and mostly against weird hitbox characters, like Nanaya) you'll have to walk just a bit back to make the 5B land.
You can jump cancel and time an aerial, do something and finish the combo. So far the best I did was JB > 5B > 236A (there's probably something better, though), iirc JC > 5B > 236A does less damage in the end (probably due to a lower correction value). JB > 5B > 236A does more damage than the whiff and 5B (about 100 in Wara), however, against some characters (like Wara himself) the combo will take you and your opponent off the corner and there's nothing you can do about it, so the plus damage may not be worth it.

The most damaging I know so far is whiff throw > 2C > 623B timed B > 236A and finish the combo. It's kinda hard to pull off though...last a-cho videos showed Kou trying to do whiff throw and do 623B timed B right after (skipping the 2C). The bad thing about it is that against some characters (or depending on your timing, I'm not really sure), Miyako will stay behind them (in the corner), so the motion counts as an 241B instead and you'll drop the combo (maybe you can even get punished for it!)

I guess you should try whiff throw always, just because it's safer and easier, also guarantying you the corner against the opponent. Try doing the 5B also because it's safer, later on you can start trying the 623B I guess.
: Re: Miyako in AA
: Light August 26, 2009, 03:38:42 PM
I tried messing around a bit with H-Miyako today. Combo wise, H feels like a nerfed version of F, in terms of combo potential and damage. These combos seem like decent BnBs for Miyako in H.

Corner

[2B 5C 5BB] / [2AAC 5BB] 421B whiff throw 2CB 5B jc. jBC jc. JABC air throw
2AAC x 236A 5AB jc. jBC jc. jABC air throw
             
The damage is around 4k-4.1k IIRC.
: Re: Miyako in AA
: LoliSauce August 26, 2009, 10:03:20 PM
H Miyako just...makes me sad.  It's like they took the worst parts from C and F and mashed them together.  C/F Miyako are the only ones I'm interested in.

So, I was browsing through Miyako's frame data again (from the arcade guidebook), and realized that C's air stomps are safe on block!  A/b are neutral and the EX, in addition to being a low hit, is +2!  Pretty good shit.  Also with 236a>6c being neutral on block (and giving knockdown on hit), you can easily start using that to help chip away at guard meter.  236a does 200 guard damage, but if you charge it it does 500 g damage in addition to being overhead.  That's pretty damn awesome.

Can anyone tell me what all is jump cancellable on block (normals and specials) for C/F?
: Re: Miyako in AA
: Light August 27, 2009, 04:32:22 AM
I don't think C has anything jump cancelable on block. F has the Elbow though.
: Re: Miyako in AA
: Legendary Blue Shirt August 27, 2009, 07:56:55 PM
C Miyako's dp.C is jump cancellable on block.  :P

I've figured out a few decent combos with C Miyako

[j.C] / [2A] > 5B > 2B > 5C > 2C > 214A > walk back slightly > 5B > 5C > air combo (need to check damage, 5k at least)
Great damage off of poke and easy to learn.  Used in the corner.

fully charged 5C > fully charged 214B > walk back slightly > 5B > 5C > air combo (need to check damage, 5k at least)
To use in mixups.  Also a corner combo.

successful 623B > j.BC > airthrow  2511 damage
Fairly weak damage but at least it's something whenever you get that move to hit.  Usable anywhere.  Only reason I bothered with this one is because I like throwing out that move in my mixups and I can get it to hit every so often.
: Re: Miyako in AA
: LoliSauce August 27, 2009, 10:22:36 PM
C Miyako's dp.C is jump cancellable on block.  :P

I've figured out a few decent combos with C Miyako

[j.C] / [2A] > 5B > 2B > 5C > 2C > 214A > walk back slightly > 5B > 5C > air combo (need to check damage, 5k at least)
Great damage off of poke and easy to learn.  Used in the corner.

fully charged 5C > fully charged 214B > walk back slightly > 5B > 5C > air combo (need to check damage, 5k at least)
To use in mixups.  Also a corner combo.

successful 623B > j.BC > airthrow  2511 damage
Fairly weak damage but at least it's something whenever you get that move to hit.  Usable anywhere.  Only reason I bothered with this one is because I like throwing out that move in my mixups and I can get it to hit every so often.
Eh, if the last hit whiffs you can't jump cancel, and it whiffs all crouchers still right?  Anyway, I figured it was just F ground elbows, but had to make sure.  Oh well.

Why aren't you putting 6b in after the first 5b?  It hit confirms perfectly, adds extra damage, and puts you close enough that the 2b can't possibly whiff.

What's C's best option off throw now?   TH>5c2c 214a 5bc aerial I guess?

Lastly, I hear that the command buffer is massive again, so does the 2b5c2c in your combo ever register as 22c if you do it quickly?  That shit used to piss me off in MBAC ps2.
: Re: Miyako in AA
: Legendary Blue Shirt August 27, 2009, 11:03:39 PM
Why aren't you putting 6b in after the first 5b?  It hit confirms perfectly, adds extra damage, and puts you close enough that the 2b can't possibly whiff.
Have you actually tried it?  The proration actually decreases the total damage of the combo.
It was actually a huge pain for me to un-learn the 6b after the 5b because I had it in muscle memory for MBAC.
: Re: Miyako in AA
: Light August 28, 2009, 07:40:28 AM
C Miyako's dp.C is jump cancellable on block.  :P

Heh.  :V

Doesn't sound too great for wake-up gimmicks if the second hit of 623C still whiffs on crouchers.


What's C's best option off throw now?   TH>5c2c 214a 5bc aerial I guess?

Lastly, I hear that the command buffer is massive again, so does the 2b5c2c in your combo ever register as 22c if you do it quickly?  That shit used to piss me off in MBAC ps2.

Yes and yes.


: Re: Miyako in AA
: LoliSauce August 28, 2009, 09:41:16 AM
Why aren't you putting 6b in after the first 5b?  It hit confirms perfectly, adds extra damage, and puts you close enough that the 2b can't possibly whiff.
Have you actually tried it?  The proration actually decreases the total damage of the combo.
It was actually a huge pain for me to un-learn the 6b after the 5b because I had it in muscle memory for MBAC.
Nah, my copy hasn't come in yet, so I'm just asking whatever I think of.  Seems weird that it would prorate down more, since it used to just be 75% just like the 2b, so it wouldn't really make a difference.  What does it prorate to now, and how much of a difference in damage is there between 6b and non-6b versions?
: Re: Miyako in AA
: arukimi 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.

: 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
: Re: Miyako in AA
: Light 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.
: Re: Miyako in AA
: xPwNaZnOwNx 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.
: Re: Miyako in AA
: terrybogard 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).
: Re: Miyako in AA
: Light 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.
: Re: Miyako in AA
: terrybogard 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.
: Re: Miyako in AA
: arukimi 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.
: Re: Miyako in AA
: LoliSauce 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.
: Re: Miyako in AA
: Light September 02, 2009, 01:13:01 PM
Thank you for explaining what "be" means. I was going  :psyduck: when reading other people's combos.
: Re: Miyako in AA
: LoliSauce 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.
: Re: Miyako in AA
: arukimi 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?
: Re: Miyako in AA
: LoliSauce 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.
: Re: Miyako in AA
: sumbody 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?
: Re: Miyako in AA
: arukimi 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.
: Re: Miyako in AA
: LoliSauce 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.
: Re: Miyako in AA
: arukimi 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.
: Re: Miyako in AA
: LoliSauce 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.
: Re: Miyako in AA
: xPwNaZnOwNx September 08, 2009, 06:27:21 PM
lol "only 3k" off a crossup low meaty that gives +frames on block.  Miyako is so silly.
: Re: Miyako in AA
: LoliSauce 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.
: Re: Miyako in AA
: Legendary Blue Shirt September 09, 2009, 08:28:42 PM
j.22c combos from fuzzy j.c
Just saying.
: Re: Miyako in AA
: LoliSauce 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.
: Re: Miyako in AA
: LoliSauce 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.
: Re: Miyako in AA
: Tiggy October 12, 2009, 10:01:10 AM
http://www.youtube.com/watch?v=yj2LaacFiyY&fmt=18
F-Miyako 2C 6C extender hurts.
: Re: Miyako in AA
: LoliSauce 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.
: Re: Miyako in AA
: LoliSauce 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.
: 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
: Re: Miyako in AA
: F9|Chibi October 13, 2009, 10:08:07 AM
So does Miyako have a universal bnb she can do on anyone I can practice with?

Outside of Kouma / Wara of course.

I'm getting bored with Hisui as of late.

:p
: Re: Miyako in AA
: LoliSauce October 13, 2009, 11:48:07 AM
So does Miyako have a universal bnb she can do on anyone I can practice with?

Outside of Kouma / Wara of course.

I'm getting bored with Hisui as of late.

:p
I assume you mean F Miyako?

Corner:
5b2b5c6c 623b(delay)b (land) 236b (delay) j.421b (whiff throw) 2c6c 236a j.abc j.abc throw/j.421c
http://www.youtube.com/watch?v=yj2LaacFiyY&fmt=18
-Doesn't work on Kouma/Wara

Midscreen:
5b2b5c6c 623b(delay)b (land) 236a j.bc j.abc throw/j.431c
: Re: Miyako in AA
: Tiggy October 13, 2009, 02:48:46 PM
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.
: 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

Lol not a problem sir.  The Wiki is subject to editing from anyone.  In this case, I'd be glad to have a more experienced and knowledgeable player contributing  :)

And I'll keep in mind the bit about j.ABC > dj.ABC . j.421C.  Makes a LOT of sense now after reading it, but I would never think to end my combos like that
: Re: Miyako in AA
: F9|Chibi October 13, 2009, 09:50:35 PM
I'm having a retarded time trying to get the 236b after the 623b, the timing of the delay is killing me.

 :emo:
: Re: Miyako in AA
: LoliSauce October 13, 2009, 11:37:34 PM
I'm having a retarded time trying to get the 236b after the 623b, the timing of the delay is killing me.

 :emo:
Time the second hit of 623bb as late as possible without it whiffing and you'll be able to confirm 236b easily.

Edit:
http://mbaa.mizuumi.net/index.php/Miyako_Arima
Moveset for Miyako wiki is complete.  Combos (and maybe strats?) will prolly be up tomorrow or thurs.

Tiggy!  I'm counting on you to record combos for me! (once I get the notable ones compiled together, that is)
: Re: Miyako in AA
: Legendary Blue Shirt October 14, 2009, 07:08:49 AM
C.Miyako's 5c moves and 6a elbow followup are both air unblockable, this should be mentioned.
Charged 5c is also an overhead.
: Re: Miyako in AA
: LoliSauce October 14, 2009, 10:30:04 AM
C.Miyako's 5c moves and 6a elbow followup are both air unblockable, this should be mentioned.
Charged 5c is also an overhead.
Well, all ground normals are air unblockable.  I'll note what other specials are too though (like 214[a]).  Thanks for catching that.

I did mention that 5[c] is overhead though.  It's at the end of the second sentence.
: Re: Miyako in AA
: Tiggy October 14, 2009, 12:19:00 PM
Tiggy!  I'm counting on you to record combos for me! (once I get the notable ones compiled together, that is)

Aye aye sir!  Just remember what I told you about my success rate lol
: Re: Miyako in AA
: doren2kisDAGAWD October 15, 2009, 07:47:05 PM
My F-Miyako is godlike.............  BEST MIYAKO ALIVE!
: Re: Miyako in AA
: Tiggy December 02, 2009, 02:35:22 PM
http://www.youtube.com/watch?v=xRKXrbro0ng&fmt=18

how is this even possible  :psyduck:
: Re: Miyako in AA
: Legendary Blue Shirt December 02, 2009, 02:43:02 PM
Airthrow whiff.
: Re: Miyako in AA
: Tempered December 02, 2009, 03:19:49 PM
doesnt seem like the damage is worth it.
: Re: Miyako in AA
: LoliSauce December 02, 2009, 10:29:48 PM
Oh, this reminds me I need to find the video where Kou does a double relaunch bnb using 623c.  I can't remember for the life of me how he did it without hitting the bounce limit.  Maybe it was elbow into 2c 623c airdash delay j.b delay j.c land into second relaunch or something?  I dunno, but it was one sexy heat combo.

Also, I haven't posted any stuff for a long while.  I found out that F can actually pull off the non-rebeat double overhead (deep j.c > dash cancel > j.bc) that I thought only C/H could do.  F can't dash cancel her air normals, but you can get the same results by IAD cancelling the deepest j.c possible.  It's awesome.  Even though it only works vs a cornered opponent, nobody would ever expect a double overhead from F.  You can also do a not-so-deepest j.c possible to allow the j.c to visually come out but still whiff (for high/low/throw mixup).  I'll see if I can't make a shitty cam vid of some random useful things like this for F Miyako, since it seems harder to explain without a visual guide.  It prolly will be a while before I actually get around to doing this though.  I still haven't finished the wiki for her after all.  D;
: Re: Miyako in AA
: Tiggy December 04, 2009, 07:43:29 AM
Airthrow whiff.

LOL yeah after the second loli elbow drop

doesnt seem like the damage is worth it.

True, true.  It just blew my mind when I saw Kou do it.  It is possible to do it per BnB (ex. 2A 5B 2B 5C 6C > 623C > j.421B > j.4217B) but I don't remember if the dmg is decent or not.  I only tested vs Akiha.  It is possible to replace 623C with 623BB, but more than likely the input will get crossed up and Miyako will do the elbow in the opposite direction.  Not entirely sure yet, but I'm pretty sure this is also affected by which character you're performing this on.  So it's best off to just do 623C

LoliSauce I'd try to replicate what you're talking about and record it, but honestly it's really hard for me to do BnB most of the time, given how simple it is lol.  I understand what you're referring to, but if you give the word I'll do my best and record for ya
: Re: Miyako in AA
: LoliSauce December 04, 2009, 09:22:38 PM
doesnt seem like the damage is worth it.

True, true.  It just blew my mind when I saw Kou do it.  It is possible to do it per BnB (ex. 2A 5B 2B 5C 6C > 623C > j.421B > j.4219B) but I don't remember if the dmg is decent or not.  I only tested vs Akiha.  It is possible to replace 623C with 623BB, but more than likely the input will get crossed up and Miyako will do the elbow in the opposite direction.  Not entirely sure yet, but I'm pretty sure this is also affected by which character you're performing this on.  So it's best off to just do 623C

LoliSauce I'd try to replicate what you're talking about and record it, but honestly it's really hard for me to do BnB most of the time, given how simple it is lol.  I understand what you're referring to, but if you give the word I'll do my best and record for ya
You wouldn't be able to do the double 421b in any version of the bnb that uses 623bb, because it would activate the triple bounce/slam invincibility and end the combo prematurely.  You can do it off 623c because you completely bypass having to use 236b (which wallslams), letting you double bounce in the combo.

Also, I was watching some random miyako vids and I saw Kou do some shit with IH canceling 236b for surprise high/low mixup.  Shit is godly.  I don't often let myself get enough meter to use IH because of spamming ex elbows every combo, but it'd prolly be worth it to start saving meter for it.

Also also, for some reason I never realized that you could combo off of reversal 623c 421b from fullscreen.  If you're quick on your toes it's mad easy to just whiff throw and dash into 2c6c 236a aerial.  I wonder if double elbow combo variant would work anywhere as well.

Tiggy, I might rely on you for videos, but if I can, I'd like to have the ability to record my own video.  I just need to get the right equip.  As of right now, (since I don't have any way to record outside of shitty cam recording) I encourage you to record anything mentioned if you have the time for it.  Video reference is always awesome to have.
: Re: Miyako in AA
: LoliSauce December 05, 2009, 01:41:12 AM
Making a new post cuz this will prolly be lengthy.  All numbers will be tested on vSion for 100% defense modifier.  Also, I'm being lazy about putting in the j. for specials.  
(edit: cleaning this shit up for Tiggy)

Basic BnBs

Corner
5b2b5c6c 623bb 236b 421b (whiff th > land) 2c6c 236a j.abc j.abc 623a 421c
6.1k damage
Works from 3/4 screen or closer to corner

Midscreen
5b2b5c6c 623bb 623a j.bc j.abc 623a 421c
5.4k damage
Works from full screen

Corner throw
TH 5b5c6c 623bb 236b 421b (whiff th > land) 2c6c 236a j.abc j.abc 623a 421c
3.6k damage
Works from halfscreen or closer to corner.

Midscreen throw
TH 5b5c6c 623bb 236a j.bc j.abc 623a 421c
3.1k damage
Works from fullscreen.

Pressure Option Combos

5[c] overhead
5[c] 421b (whiff th > land) 2c6c 236a j.abc j.abc 623a 421c
5.2k damage
Works from 1/4 screen or closer to corner.

214[a] overhead
214[a] 236a j.bc j.abc 623a 421c
4k damage
Works from 1/4 screen or closer to corner.  Add 5b before 236a if you're right in the corner for extra damage/meter.

214[ b] overhead
214[ b] 5b 236b 421b (whiff th > land) 2c6c 236a j.abc j.abc 623a 421c
5.2k damage
Works from halfscreen or closer to corner.

Corner 22b/c
22b 6c 236b 421b (whiff th > land) 2c6c 236a j.abc j.abc 623a 421c
5.3k damage
Works from halfscreen or closer to corner.  

Midscreen 22b/c
22b 6c 236a j.bc j.abc 623a 421c
4.2k damage
Works from fullscreen.  

Reversal and Counter Hit combos

Single elbow reversal
623c 421b (whiff th > land > dash) 2c6c 236a j.abc j.abc 623a 421c
4.5k damage
Works from full screen.  Drop the dash if close enough to the corner.  Whiff>land>dash>2c needs to be done FAST to work fullscreen.

Double elbow reversal
623c 421b 4217a (whiff th > land) 2c6c 236a j.abc j.abc 623a 421c
4.5k damage
Works from 3/4 or closer to corner.  421b>4217a needs to be done FAST for anything past halfscreen.

Corner CH
CH (land) 5b 236b 421b (whiff th > land) 2c6c 236a j.abc j.abc 623a 421c
5.2k damage
Works from halfscreen or closer to corner.

Midscreen CH
CH (land) 5b 236a j.bc j.abc 623a 421c
3.9k damage
Works from fullscreen.

Elbow CH
CH > j.421a (whiff th > land > dash) 2c6c 236a j.abc j.abc 623a 421c
4.2k damage
Works from fullscreen.  You need to have quick reaction to land this after a counter hit, since the j.421a needs to be inputted immediately after the counter hit normal.  Kind of impractical, but totally awesome.

Double elbow CH
CH > j.421a 421a (whiff th > land) 2c6c 236a j.abc j.abc 623a 421c
4.5k damage
Works from 1/4 screen or closer to corner.  You need to have quick reaction to land this after a counter hit, since the j.421a needs to be inputted immediately after the counter hit normal.  Kind of impractical, but totally awesome.

Other Notes

-You can dash > neutral jump for sandoori off of any midscreen 22a.
-You can get crazy good mixup shit off of IH 236b.  You can get different results dependant on distance from the opponent, if they block it standing, or if it flies over a crouching opponent.  More details on this later.
-j.c can be IAD cancelled at its deepest point to get an unexpected j.bc double overhead (j.c IAD j.bc), or not at deepest point for fake double overhead (j.c IAD j.b [j.c whiff land])
: Re: Miyako in AA
: Press December 05, 2009, 06:11:04 PM
-j.c can be IAD cancelled at its deepest point to get a double overhead (j.c IAD j.bc), or not at deepest point for fake double overhead (j.c IAD j.b [j.c whiff land])

j.a in full moon hit's high. You don't need to use j.bc for the double overhead. Simply use j.ac for a double overhead. If you want you could do quad overhead with j.ac IAD j.a/b c lol
: Re: Miyako in AA
: LoliSauce December 08, 2009, 12:03:29 AM
-j.c can be IAD cancelled at its deepest point to get a double overhead (j.c IAD j.bc), or not at deepest point for fake double overhead (j.c IAD j.b [j.c whiff land])

j.a in full moon hit's high. You don't need to use j.bc for the double overhead. Simply use j.ac for a double overhead. If you want you could do quad overhead with j.ac IAD j.a/b c lol
Oh right.  I completely forgot about that.  =\  Fucking F and their j.a overheads (cept for Kouma, since he's too manly for that shit).  Anyway, I think it's still worth noting that you can actually combo j.bc for the most massive damage combo you'll ever see.  (also who'd ever expect to see j.bc connect air-to-ground from a Miyako?)

So, other than using air combo IH (j.abc 623a IH j.abc 421c) or high-low/crossup 236b IH, anyone know any good uses of the heat cancel?
: Re: Miyako in AA
: Kite December 08, 2009, 02:44:48 AM
So, other than using air combo IH (j.abc 623a IH j.abc 421c) or high-low/crossup 236b IH, anyone know any good uses of the heat cancel?

I was actually trying to figure this out more use for IH as well.
So far I've been using it in her bnb doing the double 623a. (623a IH 623a 421c)
Also found that you can actually combo with 236b IH.
(5b 2b 5c 6c 236b IH 5b 236a j.bc j.abc throw) best around mid screen
The damage isn't as good as comboing into the double 623a though.
: Re: Miyako in AA
: LoliSauce December 08, 2009, 03:05:37 AM
So, other than using air combo IH (j.abc 623a IH j.abc 421c) or high-low/crossup 236b IH, anyone know any good uses of the heat cancel?

I was actually trying to figure this out more use for IH as well.
So far I've been using it in her bnb doing the double 623a. (623a IH 623a 421c)
Also found that you can actually combo with 236b IH.
(5b 2b 5c 6c 236b IH 5b 236a j.bc j.abc throw) best around mid screen
The damage isn't as good as comboing into the double 623a though.
It'd be nice if we could find a way to get a fuzzy or maybe some better mixups with it.  It's not like she really needs more damage in combos after all, lol.  For the double 623a though, do you have to drop out the j.a's or something?  Seems like it would push the enemy up too high for ex elbow to fully hit for knockdown.  Would j.abc 623a IH sdj.abc 623a 421c work?

You think it'd be possible to like...deep j.c dj.c 623a IH falling j.b/c (land) relaunch combo for a moderate damage fuzzy?  (just something that popped into mind)
: Re: Miyako in AA
: Kite December 08, 2009, 03:55:26 AM
You think it'd be possible to like...deep j.c dj.c 623a IH falling j.b/c (land) relaunch combo for a moderate damage fuzzy?  (just something that popped into mind)
That actually sounds pretty good. Not sure if it'd actually work though, I'll give it a try later.
: Re: Miyako in AA
: Press December 08, 2009, 05:35:51 AM
You can IH cancel her 214a either really early for tick throw or slightly later and let it hit for a blockstring reset.
: Re: Miyako in AA
: Tiggy December 08, 2009, 07:41:51 AM
I think I'm gonna start capping some of these strats you guys, so much infos

For IH combos, I'm just gonna include the 623A IH air combo ender, nothing fancy.  For blockstrings, I'm gonna include the 236B IH mixup and the 214A/B IH.  I'll also include LoliSauce's new IH Fuzzy Guard setup.  But man, I've been dropping a lot of combos recently so don't get mad if you see a mediocre combo or a successful setup into hit confirm but a dropped combo  ;)

I'll be able to add text as well via Windows Movie Maker, but once again nothing fancy.  I'll most likely edit this post when I get it up

EDIT: Vid coming within the next hour guys!  There was some instability in one of the 214A IH clips, but I'm running everything from the motherboard on my laptop.  I could've went back and recapped it but I chose not to.  Putting this together was a lot of work.

EDIT2: Ok guys here it is
http://www.youtube.com/watch?v=LfVhCa21imE&fmt=18

EDIT3: Tempered caught my mistake and informed me on SRK.  I added an annotation in the vid.  I don't know for sure if the setup can be performed as a fuzzy guard but what I have in the vid is the best I could do.  Sorry guys!!!
: Re: Miyako in AA
: Press December 08, 2009, 05:45:48 PM
You know you don't need to do that jump cancel for that 236B IH high hit. You can do 236B IH j.C and the j.C will hit them and allow you to combo afterwards.
Here's what I mean:
http://www.youtube.com/watch?v=29AJoyn3Zs8

If you would like the video for god knows why, feel free to send me a PM
: Re: Miyako in AA
: Kite December 08, 2009, 08:19:43 PM
I was fooling around with shield counter and found out that Miyako can do6b after the shield counter hit.
I really don't see what's the point of this move seeing it is like H-Miyako's 5bb (I think)
Was wondering if there really is a use for it seeing that she can't combo into it after the shield counter hits.
: Re: Miyako in AA
: Press December 08, 2009, 09:29:22 PM
I was fooling around with shield counter and found out that Miyako can do6b after the shield counter hit.
I really don't see what's the point of this move seeing it is like H-Miyako's 5bb (I think)
Was wondering if there really is a use for it seeing that she can't combo into it after the shield counter hits.
Uhh, do you mean shield bunker or 236D after a shield? If the latter is true, then F-Miyako doesn't have a 6B.
: Re: Miyako in AA
: Tiggy December 08, 2009, 10:10:42 PM
You know you don't need to do that jump cancel for that 236B IH high hit. You can do 236B IH j.C and the j.C will hit them and allow you to combo afterwards.
Here's what I mean:
http://www.youtube.com/watch?v=29AJoyn3Zs8

If you would like the video for god knows why, feel free to send me a PM

Oh ok.  When I go back and re-edit my vid I'll be sure to make that change
: Re: Miyako in AA
: LoliSauce December 08, 2009, 11:15:27 PM
You know you don't need to do that jump cancel for that 236B IH high hit. You can do 236B IH j.C and the j.C will hit them and allow you to combo afterwards.
Here's what I mean:
http://www.youtube.com/watch?v=29AJoyn3Zs8

If you would like the video for god knows why, feel free to send me a PM

Oh ok.  When I go back and re-edit my vid I'll be sure to make that change
Yo, there's two ways of using the 236b IH.  One way is to let it hit in a blockstring and either IH j.c or IH (land) 2a.  You could land and throw too, but 236b might have too much blockstun to let you instantly throw.  The other way is to IH at the earliest point of 236b and either j.c, land 2a, or land throw (you can throw instantly from this since there is enough time for the enemy to come out of blockstun).  The early IH is actually more useful midscreen because with proper spacing you will just barely cross over a crouching opponent (and really, if you're not charging something or jumping into the air, they should be crouch blocking your strings), allowing you to get a ridiculously fast crossup j.b or slightly less fast crossup landing 2a/b.  I forget if you can backdash during it for fake crossup high/low as well.

Also, I assume Tempered showed you what a real fuzzy is.  The second j.c needs to be inputted at the earliest point of the double jump.  It's designed to make them think they can block low, and then punish them for still having the high hitbox from initially blocking high.  It only works if you have a way to combo from that second overhead though, so F Miyako doesn't actually have a fuzzy that we know of yet.  
: Re: Miyako in AA
: Tiggy December 09, 2009, 12:18:18 AM
Ok, I deleted the previous vid.  I noticed in the comments that I made yet another mistake, and that was ending all the combos with dj.421C  :psyduck:  And yes, it's still like that in the new version of the vid  :'(

I'll be linking to the new version of the vid in this post, it will be coming shortly.  Thanks for bearing with me guys

EDIT: Ok here it is, hopefully for the last time lol
http://www.youtube.com/watch?v=x1hwUc__ew4
: Re: Miyako in AA
: LoliSauce December 09, 2009, 12:27:44 AM
OH MY FUCKING GOD.  Why am I so godlike?  Fuck j.c dj.c 623a IH fuzzy ideas.  623a pushes them too high anyway.  Do j.c dj.c IH j.c (land) 2a bnb.  That's right, TRIPLE J.C COMBO.  It adds a clean 2k to your normal 2a bnb for a beastly 7-7.5k damage fuzzy.  With this and the fucking 236b IH h/l/th mixup...shit just got serious.  Miyako now has a new reason for meter outside of ex elbow.

Press or Tiggy, can you record this shit for me?  It's pretty difficult though, since it will only work if the first j.c hits at the absolute deepest point possible (unless you're doing it on someone with a huge hitbox like nero).
: Re: Miyako in AA
: Tempered December 09, 2009, 12:29:51 AM
Ok, I deleted the previous vid.  I noticed in the comments that I made yet another mistake, and that was ending all the combos with dj.421C  :psyduck:  And yes, it's still like that in the new version of the vid  :'(

I'll be linking to the new version of the vid in this post, it will be coming shortly.  Thanks for bearing with me guys

EDIT: Ok here it is, hopefully for the last time lol
http://www.youtube.com/watch?v=x1hwUc__ew4

no need to beat yourself up so much Tiggy  :teach:

its good to have someone able to put up videos and the effort is definitely appreciated.
: Re: Miyako in AA
: Tiggy December 09, 2009, 12:35:02 AM
OH MY FUCKING GOD.  Why am I so godlike?  Fuck j.c dj.c 623a IH fuzzy ideas.  623a pushes them too high anyway.  Do j.c dj.c IH j.c (land) 2a bnb.  That's right, TRIPLE J.C COMBO.  It adds a clean 2k to your normal 2a bnb for a beastly 7-7.5k damage fuzzy.  With this and the fucking 236b IH h/l/th mixup...shit just got serious.  Miyako now has a new reason for meter outside of ex elbow.

Press or Tiggy, can you record this shit for me?  It's pretty difficult though, since it will only work if the first j.c hits at the absolute deepest point possible (unless you're doing it on someone with a huge hitbox like nero).

I understand it, but I'm not even gonna attempt it lol.  Let Press do it  ;)
But yeah, triple j.C?!?  I just managed to do it and got like 6003 dmg on Akiha or something along those lines.  It's pretty tough.  Since I still have my equipment hooked up I can try and do it again.  Should I set the dummy to block the first hit?

Ok, I deleted the previous vid.  I noticed in the comments that I made yet another mistake, and that was ending all the combos with dj.421C  :psyduck:  And yes, it's still like that in the new version of the vid  :'(

I'll be linking to the new version of the vid in this post, it will be coming shortly.  Thanks for bearing with me guys

EDIT: Ok here it is, hopefully for the last time lol
http://www.youtube.com/watch?v=x1hwUc__ew4

no need to beat yourself up so much Tiggy  :teach:

its good to have someone able to put up videos and the effort is definitely appreciated.

Thank you!  I enjoy making these videos, I just hate making so many mistakes, coupled with still not fully understanding the game.  :slowpoke:
: Re: Miyako in AA
: LoliSauce December 09, 2009, 01:07:48 AM
OH MY FUCKING GOD.  Why am I so godlike?  Fuck j.c dj.c 623a IH fuzzy ideas.  623a pushes them too high anyway.  Do j.c dj.c IH j.c (land) 2a bnb.  That's right, TRIPLE J.C COMBO.  It adds a clean 2k to your normal 2a bnb for a beastly 7-7.5k damage fuzzy.  With this and the fucking 236b IH h/l/th mixup...shit just got serious.  Miyako now has a new reason for meter outside of ex elbow.

Press or Tiggy, can you record this shit for me?  It's pretty difficult though, since it will only work if the first j.c hits at the absolute deepest point possible (unless you're doing it on someone with a huge hitbox like nero).

I understand it, but I'm not even gonna attempt it lol.  Let Press do it  ;)
But yeah, triple j.C?!?  I just managed to do it and got like 6003 dmg on Akiha or something along those lines.  It's pretty tough.  Since I still have my equipment hooked up I can try and do it again.  Should I set the dummy to block the first hit?
Oh, right.  Guess I should have specified that it's only like 7k if all 3 j.c's actually connect.  If just two hit, as would be the case in a practical fuzzy situation, it's still a buff combo.  If you actually can manage to record it, it'd be awesome.  Don't kill yourself over it though, lol.

The new vid is great!  The 236b whiff IH is actually stronger midscreen though, since you can just vary the distance that you use it at to get crossup or not (and you normally can't get crossup in corner).  Also, the only time the ex elbow ender wouldn't work in those combos is during the 623c throw combo.  Otherwise you have just enough time after an IH to do a normal bnb and end with ex elbow before heat runs out.  Thanks for the awesome reference tool.  Think you could make another with all the basic bnb shit?  Basically just put in all the combos I listed out in my post from middle of page 4 (edit: just cleaned up the post for you).  Just don't put in the double elbow variant of the basic bnb, since it's inferior to the others and wastes too much meter.
: Re: Miyako in AA
: Tiggy December 09, 2009, 01:39:57 AM
46 minutes and I couldn't replicate it again.  Shit.  Oh well I tried lol

Yeah LoliSauce, I'll get around to that.  Right now I seriously need to go to bed.  Have you ever tried doing fuzzy guard while trying to stay awake?
: Re: Miyako in AA
: LoliSauce December 09, 2009, 02:12:51 AM
46 minutes and I couldn't replicate it again.  Shit.  Oh well I tried lol

Yeah LoliSauce, I'll get around to that.  Right now I seriously need to go to bed.  Have you ever tried doing fuzzy guard while trying to stay awake?
Haha.  Don't trip man, it's all good.  I'm sure press can step in and help out.  => 
: Re: Miyako in AA
: Kite December 09, 2009, 05:48:49 AM
I was fooling around with shield counter and found out that Miyako can do6b after the shield counter hit.
I really don't see what's the point of this move seeing it is like H-Miyako's 5bb (I think)
Was wondering if there really is a use for it seeing that she can't combo into it after the shield counter hits.
Uhh, do you mean shield bunker or 236D after a shield? If the latter is true, then F-Miyako doesn't have a 6B.
236D after her shield, after the hit she's able to do a 6b.

http://www.youtube.com/watch?v=fgfau6ZcDnI#t=3m06s
Found a video of it in use, not really sure what the move does, but im guessing it leads to a wallslam on hit.
: Re: Miyako in AA
: Press December 09, 2009, 08:41:08 AM
236D after her shield, after the hit she's able to do a 6b.

http://www.youtube.com/watch?v=fgfau6ZcDnI#t=3m06s
Found a video of it in use, not really sure what the move does, but im guessing it leads to a wallslam on hit.
I'm guessing that's used for the additional invincibility frames since in the vid, the Miyako player wiffed her counter. I'd say it's pretty situational.

EDIT:
Haha.  Don't trip man, it's all good.  I'm sure press can step in and help out.  => 
Lol, yea I don't mind helping out. I'll probably have a vid up later tonight. If not, then it's cuz I'm too busy studying >.>
: Re: Miyako in AA
: Shiki December 11, 2009, 01:21:20 PM
Hmm. You can also 214b or BEC214b IH cancel as well. It's more effective than 214a actually in my opinion. Give it a whirl.
: Re: Miyako in AA
: LoliSauce December 12, 2009, 02:27:23 AM
Hmm. You can also 214b or BEC214b IH cancel as well. It's more effective than 214a actually in my opinion. Give it a whirl.
Unless you can IH before the actual hit of 214b, (which I doubt, since usually you can only IH on active frames) 214b would be a lot more risky since it's a lot slower to come out and you're considered airborne during it.  I've actually been manliness grabbed by an F Kouma player during it, which shocked the shit out of me.

EDIT
I started work on H miyako in the wiki finally.  I don't know enough about some of her shit yet though, but I added in what I could atm.  Once I finish her normals/specials, I'll move on to combos for each of the moon styles and IH usage for F.
: Re: Miyako in AA
: Press December 12, 2009, 05:40:14 PM
Damn exams
Anyways, I'll see if I can record that triple j.C thingy tonight.

Edit: And they're up
http://www.youtube.com/watch?v=-7FKtncXFLc
Doesn't really do that much damage
http://www.youtube.com/watch?v=vkUykWyQzhQ
Ok maybe it does
: Re: Miyako in AA
: Tiggy December 13, 2009, 11:37:59 AM
Damn Press, you made that look EASY.  Maybe it was so difficult for me because I was trying it on VSion  :slowpoke:

Tomorrow I'm gonna start recording for the combo vid reference tool.  I'm gonna include everything from LoliSauce's fixed post, and include the 623BB and 2C 623BB BnB variations, as well as the Kouma and Wara gimped BnBs.  This time around I'll be able to fully transcribe each combo and hopefully add notes as well.

Also LoliSauce, for the other notes you posted:

-You can dash > neutral jump for sandoori off of any midscreen 22a.
-You can get crazy good mixup shit off of IH 236b.  You can get different results dependant on distance from the opponent, if they block it standing, or if it flies over a crouching opponent.  More details on this later.
-j.c can be IAD cancelled at its deepest point to get an unexpected j.bc double overhead (j.c IAD j.bc), or not at deepest point for fake double overhead (j.c IAD j.b [j.c whiff land])

I'll include the midscreen 22a Sandoori and the IAD mixup, but only the one I know personally how to do.  I already did the IH stuff in my last vid  :D
: Re: Miyako in AA
: Shiki December 13, 2009, 06:27:45 PM
Nice. I'll help out if needed on H moon. I'm hating now that I can't do j.C-IH-j.BC for some reason. Tiggy, for characters like V-Sion, you have to be slightly lower. Managed to pull it off like 2x before I threw my controller.
: Re: Miyako in AA
: Press December 13, 2009, 11:16:01 PM
Damn Press, you made that look EASY.  Maybe it was so difficult for me because I was trying it on VSion  :slowpoke:

Tomorrow I'm gonna start recording for the combo vid reference tool.  I'm gonna include everything from LoliSauce's fixed post, and include the 623BB and 2C 623BB BnB variations, as well as the Kouma and Wara gimped BnBs.  This time around I'll be able to fully transcribe each combo and hopefully add notes as well.

Also LoliSauce, for the other notes you posted:

-You can dash > neutral jump for sandoori off of any midscreen 22a.
-You can get crazy good mixup shit off of IH 236b.  You can get different results dependant on distance from the opponent, if they block it standing, or if it flies over a crouching opponent.  More details on this later.
-j.c can be IAD cancelled at its deepest point to get an unexpected j.bc double overhead (j.c IAD j.bc), or not at deepest point for fake double overhead (j.c IAD j.b [j.c whiff land])

I'll include the midscreen 22a Sandoori and the IAD mixup, but only the one I know personally how to do.  I already did the IH stuff in my last vid  :D

I wouldn't exactly say that was easy lol
Gotta really hit deep with that j.C. Took me like half an hour to get that right >.>
: Re: Miyako in AA
: LoliSauce December 13, 2009, 11:32:27 PM
Thanks Press!  It's too bad that realistically you'd only see 1 or 2 of those j.c's actually hit for the combo, but just seeing Miyako do 8k damage is fucking awesome.

Damn Press, you made that look EASY.  Maybe it was so difficult for me because I was trying it on VSion  :slowpoke:

Tomorrow I'm gonna start recording for the combo vid reference tool.  I'm gonna include everything from LoliSauce's fixed post, and include the 623BB and 2C 623BB BnB variations, as well as the Kouma and Wara gimped BnBs.  This time around I'll be able to fully transcribe each combo and hopefully add notes as well.

Also LoliSauce, for the other notes you posted:

-You can dash > neutral jump for sandoori off of any midscreen 22a.
-You can get crazy good mixup shit off of IH 236b.  You can get different results dependant on distance from the opponent, if they block it standing, or if it flies over a crouching opponent.  More details on this later.
-j.c can be IAD cancelled at its deepest point to get an unexpected j.bc double overhead (j.c IAD j.bc), or not at deepest point for fake double overhead (j.c IAD j.b [j.c whiff land])

I'll include the midscreen 22a Sandoori and the IAD mixup, but only the one I know personally how to do.  I already did the IH stuff in my last vid  :D
Well, Miyako's sandoori is kind of weak because her air backdash is slow.  But basically you 22a 668 (dashing neutral jump for forward momentum) into one of a couple followups.
>air backdash j.c [double crossup overhead] (not sure if this is actually meaty or not)
>land 2a [crossup low]
>land throw [crossup throw] (need to delay the throw for a moment after landing)
You can late air backdash j.b for crossup overhead I guess too, but it's definitely not meaty so it's not really safe to do.

All that stuff only works midscreen; however, in the corner you can still 668 air backdash to bait out wakeup heat/reversal/mashing and punish.

The IAD overhead shit is pretty simple, but only works in the corner.  Just like the fuzzy, you need to start with a very deep j.c, then IAD into j.bc and then land into combo or more pressure.  It's nice because on normal sized enemies, it's not possible to j.bc normally.  The IAD floats you enough to make it possible though.  I believe that you can actually do the same thing using 236b whiff IH (as long as the opponent is either standing or in the corner) due to the forward momentum of it.  A funny thing to note is, if you expect the opponent to fully block the IAD j.bc, you can input j.421a after for an extra overhead (just be sure to whiff throw cancel for safe landing, since you've already used your double jump during the IAD cancel).
: Re: Miyako in AA
: Press December 16, 2009, 06:20:22 PM
After watching some random vids, I saw this F-Miyako do an interesting combo. Seemed like the generic BnB except it goes a little something like this...
5B 2B 5C 6C 623B XX B 236B 2C 236A air dash(maybe IAD not sure) j.A j.B (land) 236A j.B j.BC 623A 421C

Seemed to do less damage, but it looked interesting.

http://www.nicovideo.jp/watch/sm9106452
First match
: Re: Miyako in AA
: LoliSauce December 16, 2009, 11:25:57 PM
After watching some random vids, I saw this F-Miyako do an interesting combo. Seemed like the generic BnB except it goes a little something like this...
5B 2B 5C 6C 623B XX B 236B 2C 236A air dash(maybe IAD not sure) j.A j.B (land) 236A j.B j.BC 623A 421C

Seemed to do less damage, but it looked interesting.

http://www.nicovideo.jp/watch/sm9106452
First match

Oh yeah, the airdash after 236a combo.  I remember talking about that in chat with someone.  I'm pretty sure it's just for extra meter, and it seems like it has higher execution requirement.  *shrugs*  I never bothered with it.  lol
: Re: Miyako in AA
: Kite December 17, 2009, 12:34:05 PM
Just found an interesting IH combo.

5b 2b 5c 6c IH 66 5b 2b 5c 6c 623bb 236b 421b whiff throw 2c 6c 236a j.bc j.abc 623a 421c

Does around 6.5k on Sion.

http://www.youtube.com/watch?v=xqU_ur_eBh8
: Re: Miyako in AA
: Tiggy December 22, 2009, 12:01:08 AM
Hey guys, sorry for the delays.  I FINALLY got the vid done!!!
Safe to say I won't be doing one like this for quite some time.  I'll edit this post with the vid tomorrow after I wake up as it's still uploading ATM

EDIT: http://www.youtube.com/watch?v=9RHRqJo4HQE
I hope you guys like it
: Re: Miyako in AA
: LoliSauce December 22, 2009, 07:05:39 AM
Hey guys, sorry for the delays.  I FINALLY got the vid done!!!
Safe to say I won't be doing one like this for quite some time.  I'll edit this post with the vid tomorrow after I wake up as it's still uploading ATM

EDIT: http://www.youtube.com/watch?v=9RHRqJo4HQE
I hope you guys like it
Awesome!  Tiggy, you're great.  I'll throw the compiled info and both videos up in the wiki tonight after I get off work.  Next up I'll have to finish the normals/specials with H and then work on combo/mixup info compilation for C/H.  D;  It'll be a while before I get to all that.
: Re: Miyako in AA
: Tiggy December 22, 2009, 07:11:34 AM
Thank you very much!  It was very hard but the end result was worth it.  My Videos folder is like 16GB  :prinny:

I just took a look at the link Press posted not too long ago...I think I might be able to reproduce that combo.  The player air dash cancels the first 236A, does j.AB, lands, then does the 236A > j.BC > dj.ABC air combo ender.  Actually the ender might vary.  Looks like strict timing, but I might actually have an easier time doing this variation than the 2C 623BB variation lol
: Re: Miyako in AA
: Press December 22, 2009, 10:24:03 AM
Hey guys, sorry for the delays.  I FINALLY got the vid done!!!
Safe to say I won't be doing one like this for quite some time.  I'll edit this post with the vid tomorrow after I wake up as it's still uploading ATM

EDIT: http://www.youtube.com/watch?v=9RHRqJo4HQE
I hope you guys like it

Nice, looks great.
: Re: Miyako in AA
: LoliSauce December 22, 2009, 09:47:00 PM
Thank you very much!  It was very hard but the end result was worth it.  My Videos folder is like 16GB  :prinny:

I just took a look at the link Press posted not too long ago...I think I might be able to reproduce that combo.  The player air dash cancels the first 236A, does j.AB, lands, then does the 236A > j.BC > dj.ABC air combo ender.  Actually the ender might vary.  Looks like strict timing, but I might actually have an easier time doing this variation than the 2C 623BB variation lol
Yeah, I think 2c 623bb relaunch is the best all around, but it's fucking a pain to input that shit in so fast (especially on pad).  Even just buffering in 62c 3bb is weird, but that's prolly just cuz I'm not used to doing it.
: Re: Miyako in AA
: Tiggy December 28, 2009, 03:20:42 PM
Ok, screw that advanced combo.  It's a fucking pain to get j.A to come out after air dash canceling the first 236A.  It's possible to hit with just j.B if you're low enough to the ground, but even then this whole air dash combo is not worth it IMO
: Re: Miyako in AA
: LoliSauce December 29, 2009, 01:55:51 AM
Ok, screw that advanced combo.  It's a fucking pain to get j.A to come out after air dash canceling the first 236A.  It's possible to hit with just j.B if you're low enough to the ground, but even then this whole air dash combo is not worth it IMO
Yeah, it's a really tight link and you have to delay just enough to get past the uncancellable point of the airdash.  It's a pain.  Not worth it imo.
: Re: Miyako in AA
: Press December 29, 2009, 10:12:17 PM
Looks cool when you pull it off though =D
: Re: Miyako in AA
: LoliSauce December 29, 2009, 11:06:34 PM
Yeah.  Same with the double elbow combo off of reversal 623c.  It's not any better, but it sure looks fucking awesome.
: Re: Miyako in AA
: Press December 29, 2009, 11:15:51 PM
Hmmm, sometime during the Christmas holiday, I'll see if I can record a match between Tare and I where I pull off that double elbow combo and win with it XD
Too bad it's unlikely that he's gonna get hit by that 623c reversal not to mention me winning at all, but I have hope!  :psyduck:


: Re: Miyako in AA
: LoliSauce December 31, 2009, 12:59:31 AM
Hmmm, sometime during the Christmas holiday, I'll see if I can record a match between Tare and I where I pull off that double elbow combo and win with it XD
That would be dope!  lol

Okay guys.  I just found out something so dumb, I'm almost reluctant to share it.  Before today, I always though that her AD and AAD were just plain useless.  Well, half of that is true still (AD is still completely ass) but her AAD now has a reason to use it.  A godlike reason.

AAD bnb:
5b2b5c6c 623bb 236b 421b (w.th) 2c6c AAD
6.9k damage vs v.sion

AAD throw bnb:
th 5bc6c 623bb 236b 421b (w.th) 2c6c AAD
4.2k damage vs v.sion


It can be used in any instance where you would 6c > 236a, to basically replace your air combo with AAD.  Depending on the character, you get anywhere from 500-1000 extra damage to whatever combo you were going to do.  Oh, did I forget to mention how it also gives you the MOST GODLIKE OKI EVER?  Because it does.  When you think about just how much meter you build up with a single meterless bnb, shit starts to get real.  You'll only see it once or maybe twice in an entire match, but with damage and oki that ridiculous, it basically guarantees you the round.

WHY IS THIS SO GOOD AND WHY DID NOBODY REALIZE THIS SOONER?
: Re: Miyako in AA
: Legendary Blue Shirt December 31, 2009, 01:18:55 AM
Because they were hiding it from you!
: Re: Miyako in AA
: LoliSauce December 31, 2009, 01:30:39 AM
Because they were hiding it from you!
Bastards!
: Re: Miyako in AA
: Light December 31, 2009, 09:21:18 AM
Even if her oki off of her AAD is really good (this was the case in MBAC), the problem is that mixup is still random, so you could end up losing all that meter for nothing (e.g. your opponent blocks everything and escapes). I'd probably be more inclined to not take that risk, and would prefer to have meter for 412C, at all times if possible, so I always have guaranteed knockdowns for every combo I land. If however though, my opponent was about to die from anything else than a full combo, the risk would be worth taking, for me.

That's just me though.

: Re: Miyako in AA
: Press December 31, 2009, 10:46:43 AM
I've played around with said AAD oki mixup and I've found that you don't really get the luxury to do it whenever you want. Most of the time I go for the 421c for the knockdown and 236c for the plus frames to guardbreak so I never get enough meter to build to max. When I do get in max, usually it get's used as initiative heat or circuit spark. Every so often I do get into blood heat, but at that point you've probably blown your opponent full screen away so you can't really just combo them as you wish. Plus I play against someone fairly skilled so he really knows how to not get hit in general, not to mention I'm pretty much pressured all day in the corner against this guy's Arc T_T (Fuck Tare)

However, I did find one cool thing that works pretty well =D
You can go for the 5{C} while the dust covers the charge animation or you can dash and crossup right before they land and do 22C which catches them in a meaty low. It's almost like a REAL sandoori! Except you have to pay all your meter and hope to actually get the hit you need to combo them AND that they don't die cuz chances are you've already comboed them once and it only takes 2 to kill someone.
: Re: Miyako in AA
: LoliSauce December 31, 2009, 08:52:20 PM
If you do the combo, they'll be in the corner.  Can you still crossup as long as they're still in the air or something?  Anyway, other than the fact that you spend all your meter, there's not really a downside to doing it if you get the opportunity.  You'd lose all your meter if you did IH in combo just as easily, and for much less damage.  And really, you guys don't offensively heat during corner pressure to bait techs?  I do occasionally when I happen to be in MAX. (even if that isn't incredibly often)

Anyway, I don't expect it to be something used incredibly often, but it's certainly worthwhile to replace any given air combo with it if you have the opportunity.
: Re: Miyako in AA
: Press January 01, 2010, 12:14:01 AM
Actually if you AAD them even in the corner, it still gives you space to cross them up with the dash =]
: Re: Miyako in AA
: Tiggy January 14, 2010, 11:05:43 PM
C-Miyako is fun for me.  REALLY fun.  I just picked her up like two days ago and it was the best decision I ever made.  I just have so much fun hitting her combos and doing her blockstrings.  And j.22C is just silly  :teach:
: Re: Miyako in AA
: Legendary Blue Shirt January 15, 2010, 04:33:10 AM
YES A CONVERT!


I've been practicing this recently, at first I thought it was character specific but it turns out that it works on everyone.

With C-Miyako:
Corner throw 5b 5c 2c 214a 5b 5c xx air combo
Around 2.6k, do not replace 214a with 214c under any circumstances, it will do less damage.  Dunno if you can sneak and extra 2b in there or not.
The timing for the 5b link is extremely tight, but I assure you it works.
: Re: Miyako in AA
: Shiki January 15, 2010, 06:46:43 AM
C-Miyako is fun for me.  REALLY fun.  I just picked her up like two days ago and it was the best decision I ever made.  I just have so much fun hitting her combos and doing her blockstrings.  And j.22C is just silly  :teach:

Play H-Miyako.
: Re: Miyako in AA
: Tiggy January 15, 2010, 08:20:00 AM
YES A CONVERT!


I've been practicing this recently, at first I thought it was character specific but it turns out that it works on everyone.

With C-Miyako:
Corner throw 5b 5c 2c 214a 5b 5c xx air combo
Around 2.6k, do not replace 214a with 214c under any circumstances, it will do less damage.  Dunno if you can sneak and extra 2b in there or not.
The timing for the 5b link is extremely tight, but I assure you it works.

I was watching vids form Melty Bread yesterday to try and get an understanding of how to carry opponents to the wall, because that's where her combos lie.  Her blockstrings are sooooo fun!  Either go for guard crush, 5{C} or 5[C], or go for 236B mixup.  Only thing I need to work on is making the blockstring more airtight so I don't get poked out by disrespectful players lol.  But the only thing I couldn't really get out of the vids was a decent throw combo.  I'll get around to trying that

Play H-Miyako.

Haha.  My only true H moon character is H-Sacchin  :bleh:

And don't worry LoliSauce, I still play F moon.  I even have different colors I use for C and F Miyako  ;D
: Re: Miyako in AA
: LoliSauce January 15, 2010, 09:51:57 PM
Don't worry, no hate from me.  C Miyako is mad good.  She doesn't have the damage, but she has crazy good pressure.  Once I feel that I've gotten good enough with F Miyako, I plan on going back and relearning C and using both styles.  Maybe I'll pick up H sometime down the line, but who knows.  Right now I don't particularly have any love for H.
: Re: Miyako in AA
: Legendary Blue Shirt January 18, 2010, 08:52:03 PM
Only thing I need to work on is making the blockstring more airtight so I don't get poked out by disrespectful players lol.

You can be as fancy as you want but her most basic foolproof blockstring (and scariest) is just 5b 5c 5a ad infinitum.  I swear to god it's that simple.
: Re: Miyako in AA
: LoliSauce January 19, 2010, 01:13:45 AM
Only thing I need to work on is making the blockstring more airtight so I don't get poked out by disrespectful players lol.

You can be as fancy as you want but her most basic foolproof blockstring (and scariest) is just 5b 5c 5a ad infinitum.  I swear to god it's that simple.
IIRC, (5b 6b 22a)xn  is also airtight and is awesome because it doesn't reverse beat.  It just requires you to link 22a > 5b.
: Re: Miyako in AA
: sumbody January 20, 2010, 07:35:35 AM
5b 6b 22a can be shielded if the opponent predicts it IIRC. It also only works in corner.

5b (6b) 5c 2a/5a - repeated, on the other hand is a proper tight string but really prone to bunkers. And the multiple reverse beats will really affect the damage when you do land a BNB.

Just mix them up with jump-ins, air dashes and be creative in blockstrings. Strike the fear in them through 236a (delay) 6a into 214c and when they respect it, you can dash in for reset after 236a. 236a 6c is also safe on block IIRC.

Correct me if I'm wrong.
: Re: Miyako in AA
: Benny1 January 20, 2010, 07:47:46 AM
Is 22A like it was in MBAC where it's only + frame if they crouch block it?  If you use it over and over, especially considering 5B 6B 22A has no lows in it, you're going to get hurt badly if it's still - frames on standing block.
: Re: Miyako in AA
: Tiggy January 20, 2010, 09:35:15 AM
All of these blockstring ideas are mouthwatering good.  I'll just have to incorporate all of these ideas and more into my game now  :teach:
: Re: Miyako in AA
: LoliSauce January 20, 2010, 09:58:11 PM
Is 22A like it was in MBAC where it's only + frame if they crouch block it?  If you use it over and over, especially considering 5B 6B 22A has no lows in it, you're going to get hurt badly if it's still - frames on standing block.
It's neutral when standing, + when crouching.
: Re: Miyako in AA
: Legendary Blue Shirt March 14, 2010, 05:52:59 PM
Been doing some experimenting with C-Miyako.  Against H-Moon characters, you can avoid a shield counter (and maybe hit them back) in the air by cancelling your move into a j.22A or j.22B.  In rare cases, you can guarantee a counterhit with j.22C but most characters will hit you out of it.
So far I know it works on Kouma.

So how do we do this on reaction?  Input your normals as j.2A / j.2B / j.2C.  When you see/hear the clash, just input 2A/B/C to do the cancel.  If your move hits instead, do you BnB as you normally would.

Why can't I just buffer 22 after I hit the button for my move?  Because the input buffer is so huge that you will go into a ground stomp after landing if you try to hit any buttons afterwards.  So even if your air move hit, you won't be able to combo.

Also, a corner combo that was shown to me in a video:

:
(2A 2A) 5B 2B 2C (delay) 5C 214[B] 5B 5C 2B xx air comboIt deals a whopping 100 more damage than the easier versions woooooooooooooooooo
Similarly, in the corner Miyako can get 5k damage in the corner off her 214C using -
:
214C (large delay) 5C 214[B] 5B 2B xx air combo
The trick is to wait long enough with the 5C so that your 214B will not cross up.
: Re: Miyako in AA
: Light March 17, 2010, 05:05:15 PM
Do you have any interesting IH combos?
: Re: Miyako in AA
: LoliSauce March 17, 2010, 11:08:36 PM
Do you have any interesting IH combos?
Was that aimed at Blue Shirt?  He was talking about crescent moon, so no IH available.

Also, if you want to be really cool with F Miyako (and happen to have an assload of meter to burn) you can do this AWESOME CORNER TO CORNER COMBO!
5b2b5c6c 623bb 236c (delay, directional input reverse occurs) 6c 623c 421b (whiff th > land) 66 2c6c 236a j.bc j.abc TH

It actually does do a little more damage than her standard bnb, in addition to being TOTALLY RAD.  Also it uses up double meter and probably gains back like half that.  I bet that you could get even more if you were to use the 623bb 236a j.66 j.ab land relaunch before 236c, but I don't really care enough to try, since this is just me playing around with silly things.  
: Re: Miyako in AA
: Legendary Blue Shirt March 17, 2010, 11:10:29 PM
I honestly don't think we'll be beating the triple j.C IH combo anytime soon.
: Re: Miyako in AA
: LoliSauce March 17, 2010, 11:41:47 PM
I honestly don't think we'll be beating the triple j.C IH combo anytime soon.
Speaking of which, I realized that F Miyako can IAD j.bc and it actually combos as long as you have them in the corner (or just have a perfectly spaced IAD vs a standing opponent) and do the j.b as early as possible.  This ends up giving you the lowest possible j.c, which is perfect setup for the fuzzy dj.c IH j.c.   :teach:

Plus that makes for just one more extra hit to potentially tag them with for godlike damage.

Only problem with that is that some characters can just duck right under that j.b and FUCK EVERYTHING UP GODDAMNIT.

Also, thinking about it...can you IH the 623bb or 623aa?  You could get a surprise overhead in there if you can, but somehow I don't think it's possible to IH the ground shoryus.  =\
: Re: Miyako in AA
: Light March 18, 2010, 01:37:47 PM
I honestly don't think we'll be beating the triple j.C IH combo anytime soon.

What's the combo transcript for that?

I have no idea what IH can cancel, as I've barely played MBAA. However if you could do 623b/623bb -> IH -> j.C, the mixup potential off of that would be very good, and it would be a far more practical surprise overhead then Miyako's in MBAC.
: Re: Miyako in AA
: LoliSauce March 18, 2010, 11:14:48 PM
I honestly don't think we'll be beating the triple j.C IH combo anytime soon.

What's the combo transcript for that?

I have no idea what IH can cancel, as I've barely played MBAA. However if you could do 623b/623bb -> IH -> j.C, the mixup potential off of that would be very good, and it would be a far more practical surprise overhead then Miyako's in MBAC.
It's not really a triple j.c combo.  It's just her fuzzy guard.  You do super deep j.c into fuzzy dj.c IH j.c (land) 2a > bnb.  You'd have to be pretty lucky to actually get all 3 j.c's to hit.  That's why I mentioned the IAD j.bc as being a perfect setup into the fuzzy, since you get an extra hit in to potentially catch them with.  4x overhead jumpin fuzzy bnb would be some pretty sweetdiculous damage, but realistically it would probably only be 2x j.c that actually hit.

Also, I had no idea you didn't have access to MBAA.  Why not?
: Re: Miyako in AA
: Light March 19, 2010, 08:00:13 AM

It's not really a triple j.c combo.  It's just her fuzzy guard.  You do super deep j.c into fuzzy dj.c IH j.c (land) 2a > bnb.  You'd have to be pretty lucky to actually get all 3 j.c's to hit.  That's why I mentioned the IAD j.bc as being a perfect setup into the fuzzy, since you get an extra hit in to potentially catch them with.  4x overhead jumpin fuzzy bnb would be some pretty sweetdiculous damage, but realistically it would probably only be 2x j.c that actually hit.

Also, I had no idea you didn't have access to MBAA.  Why not?

What characters can you do this fuzzy guard on? Just Nero and Wara, as usual?

Yes, I haven't gotten around to replacing my PS2. Not sure what route I want to take when it comes to playing imports, etc.
: Re: Miyako in AA
: LoliSauce March 19, 2010, 10:57:52 AM

It's not really a triple j.c combo.  It's just her fuzzy guard.  You do super deep j.c into fuzzy dj.c IH j.c (land) 2a > bnb.  You'd have to be pretty lucky to actually get all 3 j.c's to hit.  That's why I mentioned the IAD j.bc as being a perfect setup into the fuzzy, since you get an extra hit in to potentially catch them with.  4x overhead jumpin fuzzy bnb would be some pretty sweetdiculous damage, but realistically it would probably only be 2x j.c that actually hit.

Also, I had no idea you didn't have access to MBAA.  Why not?

What characters can you do this fuzzy guard on? Just Nero and Wara, as usual?

Yes, I haven't gotten around to replacing my PS2. Not sure what route I want to take when it comes to playing imports, etc.
It works on any standing character, I think.  I'll have to test on a few especially small people just to make sure, but I was originally testing this stuff on v.sion.  It's just easier against big charas like nero because you don't need the deepest j.c possible to lead into the fuzzy.

And yeah, ps2+modded memcard is definitely the easiest way to play ps1/2 imports.  So little hassle and surprisingly low cost, even including the purchase of a new system.
: Re: Miyako in AA
: Tiggy April 01, 2010, 02:44:30 PM
http://www.youtube.com/watch?v=6JWzpblpLAc#t=1m59s

Oh snap, I didn't know you could cancel anything into F-Miyako's 623C on block.  I stupid  :slowpoke:

And why 22A/B is useful in blockstrings:
http://www.youtube.com/watch?v=zLUsPtRkhXQ#t=1m18s

Oh yeah, and I know why I had so much trouble trying triple jump C fuzzy on VSion.  I was trying it on her neutral state.  I don't think anyone is ever gonna be neutral on wakeup in the corner lol.  I'll probably try it again and record the dummy walking backwards (duh Tiggy  :teach:)
: Re: Miyako in AA
: LoliSauce April 02, 2010, 01:43:08 AM
http://www.youtube.com/watch?v=zLUsPtRkhXQ#t=1m18s

Oh snap, I didn't know you could cancel anything into F-Miyako's 623C on block.  I stupid  :slowpoke:
You linked the wrong video here (linked the 22a clash one twice).  Also, anything that can be EX cancelled on hit works on block as well, though using 623c in a blockstring isn't exactly the smartest idea.  All they have to do is block low and you whiff the last hit, leaving you wide open.

Oh yeah, and I know why I had so much trouble trying triple jump C fuzzy on VSion.  I was trying it on her neutral state.  I don't think anyone is ever gonna be neutral on wakeup in the corner lol.  I'll probably try it again and record the dummy walking backwards (duh Tiggy  :teach:)
Mmm...whether they're blocking or not shouldn't make any difference for the fuzzy.  You might find the timing easier if you lead into it with an IAD j.bc.  If you can get both normals to connect, the j.c is guaranteed to be at the lowest possible height, which is exactly what you need for the fuzzy (against someone of normal height, like vSion).
: Re: Miyako in AA
: Tiggy April 02, 2010, 08:52:23 AM
Oops.  I fixed the link, but not that it matters with the explanation you gave concerning the last hit
: Re: Miyako in AA
: Press April 02, 2010, 10:13:03 AM
You linked the wrong video here (linked the 22a clash one twice).  Also, anything that can be EX cancelled on hit works on block as well, though using 623c in a blockstring isn't exactly the smartest idea.  All they have to do is block low and you whiff the last hit, leaving you wide open.

I think Tiggy meant that he didn't know you could normal cancel out of a blocked 623c.

EDIT: I think you can only normal cancel if they block the second hit too. You can actually cancel 623c into pretty much anything.
: Re: Miyako in AA
: LoliSauce April 02, 2010, 01:25:20 PM
Ahh, yeah.  Last hit, as long as it doesn't whiff, is cancellable into normal/special/jump.  It actually makes it a pretty safe reversal if the opponent doesn't know they just have to block low.  lol

Oh, thinking about it, I've fooled people in the past (like mbac days) by training them to block high with 623b (in this case, only c/h have the overhead 623b) and then laughing as they block 623c high.  Any really competent player will know to just block low at the super flash though.