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When's Melty on Steam?
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Topics - Shizuka

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1
Satsuki Yumizuka (Yumiduka) / H-Satsuki Guide
« on: February 10, 2010, 02:30:39 AM »
Satsuki's Game plan revolves around getting a knockdown and setting up her strong 4-way okizeme. Satsuki loses out on some of the crazier damage that C and F can pull off. In exchange however she get's the ability to use multiple air normals, which really helps with her neutral game, as well as a Fuzzy guard which helps her get those knockdowns in the first place.

Why Play H-Sacchin?
Pros:
 *Strong Okizeme
 *Good Pressure
 *A good Sandoori and Fuzzy Guard.
 *Crazy awesome character specific basketball combos
 *Great Defensive options (Shield, Bunker)
 *Sacchin Snake
Cons:
 *Gets zoned very badly
 *Needs a knockdown for her to really shine
 *Anti-pressure options can be baited very easily if the enemy is wary.


Basics.
Throws:
Ground Throw Sacchin grabs the opponent and lifts them above her head throwing them in the direction of your choice. they can airtech however.
Airthrow Sacchin Grabs them in the air and punches them into the ground, not techable.

Normals:
5a Satsuki does a backhand swipe to slightly above her head. The move is fast, and can sometimes be used as an anti-air
5b Satsuki moves forward one step and swipes horizontally in front of her. Used in pressure and combos.
5c Satsuki Brings her arm in a hammerfist type motion.

2a satsuki reaches down in front of her, hitting at the opponent's feet. Very fast move, the range however isn't very good.
2b Satsuki does a crouching Left Straight.
2c Satsuki Swipes down towords the oppoenent's ankles,2 hits has good range and can be charged.
Air Normals:
j.a satsuki puts her arm straight out in front of her.She is very vertical while doing this move.
j.b satsuki swings both her arms across her chest, range is longer than J.a, with slower startup
j.c Satsuki does a half airiel summersault while swinging her hand downwards, This move is very important to her, being used in many parts of her game. Chargable.
j.[c] J.c on drugs, on hit it causes groundbounce. It's used in some of her more situational combos, and can be used for faking people out.

Command Normals:
6aaa 5a then she pushes her arm forward with a palm strike, this section moves her forward, then she does a ground smash.
This move can be used in certain combos, and it can also be used in pressure, it should be treated like a rekka in pressure, where you don't really wanna finish the whole string, but rather use it for it's ability to move you forward.
2[c] Hits 3 times instead of 2, It can be used in pressure, and is often used in her meter combos.
3c The sacchin snake! Sacchin does a stomach slide on her stomach towards her opponent's legs, knocksdown on hit. The move is chargeable.
3[c] Sacchin delays a bit as she charges and then bounces forward as she does in 3c. On hit this move laucnhes into the air, allowing her to follow up with a j.[c] ground bounce combo.
5[c] Sacchin does her 5c with a charge, it's not an overhead, but it does crazy guard damage, in my experience most people don't poke out here, but if they try to, you can start half charging for a stagger.

Special Moves:
236a Sacchin dashes forward quickly and reaches out to grab the opponent. Blockable, only grabs them if they flinch. On grab throws them behind her and they can airtech, making the move fairly useless.
236b Longer dash animation than 236b, however this actually grabs. Untechable and It can be OTGed.
236c Sacchin dashes forward after the superflash grabbing her opponent if he is in long recovery state/not blocking. On hit causes ground bounce. Blockable, sacchin generally has better uses for her meter.

214a sacchin does a quick wind-up and throws her arm forward, This move moves her forward and is used as a launcher if the enemy is already in the air but not high enough to combo.
214b sacchin winds up like a pitcher and then throws herself forward, this move hits high, however it's easily blockable on reaction. It moves you forward and careful use of her charge moves can make it more likely to hit.
214c EX wind up, Similar to 214b but a lot faster, does not hit high. can be used in combos or occasionally as a get off me move. On hit causes the enemy to fly across the screen causing wallslam.

22a Sacchin punches the ground, causing a power wave to come off the ground.
22b Same as above, however she punches slightly faster. on hit can be confirmed into 623c
22c EX ground punch, she punches the ground with both her hands one after the other. Used in some fun, but not practical combos.

623a Sacchin reaches her arm upword, if she grabs she throws them behind her, they can tech before hititng the ground, making this move basically useless.
623b Same as 623a but slower, on grab she smashes them on the ground in front of her causing untechable knockdown, which can be otged.
623c Sacchin arm, This is her most useful EX move, and almost all of her meter will be spent here. This move can be used as a psychic anti-air, although it's not as good as in mbac so don't over use it.
Great in combos, and can set-up her 4-way okizeme, uses 1 groundbounce, adds a ton of damage, when a character is in otg stae, it can be combo'ed into causing you to be able to continue the combo, or just setup.

63214c Sacchin grabs the opponent and bites them. This move gains her hp back, and causes knockdown. I personally like it, as her throw can be teched in the air, making it the best tick throw option she has. Most people would probably argue that meter is better spent on 6223c, which is true.

41236c Arc-drive Not very practical, but can catch people sometimes, after the AD the flow is set to neutral, so don't use it very often.

Combos
Standard BnB, works on everyone:
2A 5B (2B) 5C 2C 3C > 214A > j.B j.C > dj.B dj.C > air throw
Can replace 214a with 623c instead for setup/or an ex-combo of your choice.


6aa Combo, does more damage:
2A 5B 5C 5A 6AA 2[C] 2c 3C > 214A > j.B j.C > dj.B dj.C > air throw
This does not work on: Sion/V.sion Roa Arc Warc Mech Sacchin and Hisui.
For these characters drop 2[c]
3[C] Combos:
3[C] j.[C] sdj. j.[C] dash 5[C] 623C j.AC j.BC j.throw

    * Works on every character to my knowledge midscreen.

3[C] j.[C] j.[C] 2[C] 2C 3C 623C j.AC j.BC j.throw

    * Corner, works on most characters. The only case I found where you had to use 5[C] was on Warachia where he simply is impossible to hit with 2C/2[C] after the second j.[C] for whatever reason. However, I only tested on a few characters, so use at your discretion.

Character Specific combos, To be updated.

Shield COmbos

Midscreen:

5D > J.[c] sjc j.[c] Dash 2c 5c 623b {5b 2b 623c}

5D > j.[C] J.[C] SJ9 j.bc > j.bc Airthrow

Mixups!
Fuzzy Guard, This is what makes H-sacchin special, because she has the ability to do multiple air moves, she can do a proper fuzzy guard.

Late J.C dj j.C j.b 2a Combo, This is a basic fuzzy guard, the idea is to trick the opponent into getting hit by a second overhead.
Late J.C land 2a, this is the counterpart to the above mixup, making the person guess whether a low or second over head is coming.
J.C (whiff) Land 2a, This makes the opponent think twice about blocking high.
These are some examples, and are easy to setup, you can perform it after an IAD or a jump.

Sandoori
Dash j9 over the head of the opponent, iadb j.b or land 2c
Sacchin's sandoori is mad easy to execute.

4-Way Okizeme, Ok so this is why people pick sacchin, the ability to make an opponent guess which direction and whether to block high or low, instills fear into the opponent.

The 4-way can be done in multiple ways and off different set-ups, but the basic setup is off of 623c,
after 623c delay for a second and then super jump over the opponents head and j8, depending on where you hit the j8 is whcih side you're going to land on, your next choice is j.c or land 2.c

Pressure:
Satsuki lacks a high low game outside of her fuzzy guard and 214b(which is not very reliable), her throws are also quite sub-par, thankfully she does a good amount of guard bar damage, so the general idea is to run long high guard damage strings, with some staggers peppered in to make the opponent try to poke out. People tend to freak when they start flashing purple, so it's a good time to start in on those staggers.

Anything in her C series does a ton of guard damage, even more so when charged, with smart whiff cancels you can get in quite a bit of guard damage very quickly.

Some example strings to get started:

2a 5b 5[c] 2c 5a (whiff) Dash, you can follow this up with 3c if you think that the opponent is gonna try to get cute when you re-dash.
If they are cowed you can go for a 2[c] in there as well.
You could also IAD after the 5a to try to get fuzzy guard mixed in there.

5a 5b 5c 2b IAD, Keep that pressure on with an IAD!

5aa 5b 2b 2a(whiff) dash, Mix in short strings like this to keep them from getting to used to what you're trying to pull.

3[c] 5b 5a6a ... 2a (whiff) There is a link between 3[c] and 5b to make it a solid string, very useful for getting people to try to poke.
You could also do 3[c] 5b 2a ... 5a (whiff) Keep in mind that something MUST whiff to allow you to re-use all of her normals in one ground chain.

J.[c] dj J.[c] 2a Ground string, starting with double j.[c] may be easy to see and block, but it does a crazy amount of guard damage!

When they are truly trained, you have more freedom to go for fuzzy guard or using 63214c to set-up okizeme.

*Note: Some info is taken from the other threads and the wiki! I'm putting this up here before I put it up on the mizuumi wiki so that it can be edited. I'd really appreciate if someone could write a better description of the 4-way, I had a lot of trouble trying to write it. More example strings, and info on the basketball combos would be really appreciated (I'm working on the Basketball combos myself as well).*

*Note2: First guide, be gentle  ;)*

2
Aoko Aozaki / Actress Again Aoko (it needs to be done)
« on: September 12, 2008, 09:09:33 AM »
F-Aoko

5A  2B


BE4C/4[C]


JB  JC


  Moonsault


  236


  Slider
Artillery Orb    Artillery>Raining


  214C


Charge


New installments
  • New JC (energy lance). Angled very low with fairly sized hitbox. Possibly utilized for fuzzy guard setups as well as crossups
  • 45 Degree angled Held Floating orb (421). Strength appears to determine distance and height. Artillery>Raining is a followup command that allows Aoko to launch a projectile from Held Floating orbs.
  • "Slider" (of Aoko123>236C) can now be done independently. Possible low hit (?)
  • Moonsault: New DP/Flashkick-esque attack. Properties unknown.
  • Chargeable J214 orbs. Unknown properties
  • BE4C. Chargeable 4C
  • Traveling projectlie. Has the same look as her mbac 236A but is now a projectile the rapidly travels across the screen. The chargeable version has more start up but travels faster and is multiple hits.

H-Aoko


  >  >    Shifting Orb


New installments
  • New ground projectile that travels full screen.
  • Charged J214 orbs. unknown properties
  • Shifting Held Floating Orb. Aoko is now able to reposition (or configure) held orbs when placing them. At the moment, the repositioning seems to correspond with her movement or possibly directional inputs. Appears to resemble Millia's "bubble" technique.

C-Aoko

  • A mirror (63214A) hits once now

New installments
  • Air Keri/WheelKick (623A). can now be performed in air and cancelable from jumping normals. Possible overhead(?)
  • EX Shifting Held Orb. Allows Aoko to "reposition" a held orb several times.
  • Gains EX Ground wave (22C?). Appears to have +F on guard
  • 4C is now cancelable into special on hit/guard (eg 4C>623A)
  • 6A now special cancelable on hit/guard!(eg 6A>623A)
  • Also has chargeable J214 orbs.



All aoko related MBAA vids go here untill further notice for discussion.

Now then I'll post what ive observed so far about Full-Moon Sensei.

2a is now a low straight punch which range looks alot better then her current, however it doesn't look as spamable.
5c goes more horizontally now, which should result in less 5c whiffing, however it probably means more pushback.
J.c is a downward beam sword slash thing, not much that I can really say about this, couldn't get a good sence of it's effectiveness.
j.b looks like it moves more vertically, and comes out faster.
The slider ending to 123 is now standalone and seemingly safe on block.
The wheel kick is now a guile-esqe flash kick.
Her airdash forward properties look the same, I couldn't tell from the video if she still had 2 airdashes, it did however look like she lost a jump, if the player's combo is any indication. He also ended the combo with a flash kick rather then an airthrow, which leads me to think that airthrows are either way harder to link or they dont at all.
She has a vertical orb place, I assume its the held orb because it bursted immediately.
Her aerial orb placement has charge properties, I have no idea what that is about.
Charge fireball is alot faster then charge 236b, however im not sure if its unblockable or not.
Lack of rebeat made pressure almost non-exsistant.

Lastly her voice. I'm going to go weep at the loss of my beloved sensei's beautiful voice.  :emo:

http://www.youtube.com/watch?v=TsYnD4P-s20&feature=user *Full Moon*
2 New Videos to watch.
http://www.youtube.com/watch?v=Xfvk5nFnqE4  *Full Moon*
http://www.youtube.com/watch?v=bgmf3SWuKxM&feature=user *Half-Moon Sensei*

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