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

Messages - Sanasanasan

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Satsuki Yumizuka (Yumiduka) / Re: Fatsuki thread
« on: March 27, 2012, 01:27:54 PM »
Tried out that 5ABC 3C thing, it works better than I expected! I thought the 5C might push back far enough for the 3C to not combo at certain ranges, but I guess 5B stops that from happening. I'll have to edit that into the first post later.

About that IH combo though: is it corner only? It seems like 623[B ] is out of range since 5[C] knocks them back a bit.

I'm also going to try more stuff into AAD later, didn't know about j.C 5B or 5C.

2
Satsuki Yumizuka (Yumiduka) / Re: Fatsuki thread
« on: March 27, 2012, 08:52:28 AM »
I'm with Ehrik on this one, although I've never actually played Half beyond "hey look j.C doesn't knock down anymore!". Full moon shielding/shield counter and IH are also pretty convenient, although I haven't found any good IH combos aside from 421 loops and 5A 5B 5C IH 5C 236C.

As air counter hits, IIRC if you air counter hit with j.C back in AA, they'd hit the ground too fast to actually pick them up. In CC, there's longer hitstun on counter hits so you can pick them up now. They've always been untechable until you hit the ground, but the hitstun is a new thing.

3
I finally decided to register after noticing there was no F-Satsuki thread :<
Time to stop being a lurker!(?)

4
Satsuki Yumizuka (Yumiduka) / Fatsuki thread
« on: March 26, 2012, 08:41:42 PM »
Because people play this moon too! :<
I have no idea if these combos are optimal, hopefully they're close enough.

Blockstrings and things
5A, 2A, spaced 5B, 2B, and 5[C] are all pretty good on block. 5B is especially useful since it catches jumpouts quite often, leading to combos if you can confirm them. 2[C] can be good but it takes a while to charge. 22A can be slightly negative to slightly plus, pretty good for making unsafe buttons safe if you're far enough. 22B is negative but can be cancelled into 623C if you catch a jump. If you've got spare meter, 22C can also be handy.

Combos

Max damage into corner, midscreen mixup(100 meter)
5A 5B 2B 5C 236C 2C 3C 623[A] j.[C] 2[C] 2C 3C 623[A] 623A

Max damage from corner to corner, midscreen mixup(100 meter)
5A 5B 2B 5C 236C 2C 3C 623[A] j.[C] dash 2C 3C 623[A] 623A

Max damage into corner, corner mixup(200 meter)
5A 5B 2B 5C 236C 2C 3C 623[A] j.[C] 5[C] 623[B ] OTG 623C

Midscreen into corner, midscreen mixup
5A 5B 2B 2C 3C 623[A] j.[C] sdj.[C] dash 2[C] 2C 3C 623[A] 623A

Corner to corner, midscreen mixup
5A 5B 2B 2C 3C 623[A] j.[C] sdj.[C] dash 2C 3C 623[A] 623A

Midscreen into corner, corner mixup(100 meter) with gap
5A 5B 2B 2C 3C 623[A] j.[C] sdj.[C] dash 5[C] 623[B ] OTG 623C

Corner to corner, corner mixup no gap
5A 5B 2B 2C 3C 623[A] j.[C] sdj.[C] dash 2C 3C 623[A] 421A

OTG
5B: the easiest OTG available midscreen
5C: harder to time than 5B, but slightly more damage.
2A 5B 2C: Only in the corner, make sure to land both hits of 2C.

Situational combos

Air counterhit(Not j.C)
After air counterhit, try to pickup with 5C 623[B ] OTG 623C for great damage. Otherwise, pickup with 2C 3C 623[A].

Air counterhit(j.C)
Thanks to CC's longer hitstun on counterhits, you can pickup j.C counterhits now! 2C 3C 623[A] tends to be the easiest to get, but if you manage to confirm a counterhit in the corner you can use 5B 623C 2C 3C 623[A] for some nice damage.

3[C]
Depending on the spacing, 3[C] can either cause untechable or techable launch. If you hit with the tips of Sacchin's hands(the end of the active frames), the launch will be techable, otherwise it'll be untechable. 3[C] is cancellable into 22B on block, and since 3[C] reaches so far 22B will be relatively safe, giving you a sort of poverty option select as long as you can confirm the 22B whiffed. You can also sort of option select with 22A, although it only works with the untechable version.

Spaced 3[C]
3[C] 623C 2C 3C 623[A]......
3[C] 22B whiff 623C 2C 3C 623[A]....

3[C]
3[C] 5C 623[B ] OTG 623C 2C 3C 623[A]....
3[C] 22B whiff 623C 2C 3C 623[A]....
3[C] 22A whiff OTG 623C 2C 3C 623[A]...

Raw airthrow
Jump remaining: Airthrow j.[C] dash 2C 3C 623[A].....
No jump remaining: 2C 3C 623[A]....

After shield counter
Anywhere, midscreen mixup
j.[C] j.[C] dash 2C 3C 623[A] 623A

Midscreen into corner, midscreen mixup
2C 3C 623[A] j.[C] sdj.[C] 2[C] 2C 3C 623[A] 623A

Midscreen to corner, corner mixup(100 meter)
2C 3C 623[A] j.[C] sdj.[C] dash 5[C] 623[B ] OTG 623C

214B
214B(far) 623[B ] OTG 623C
214B(close) 623A to mixup
 
2[C] can safely be omitted from every combo. Same goes for 2B, if you don't think you're in range drop the 2B and go right to 2C.
For characters with wonky air hitboxes like Kouma, you might want to consider dashing into 5B/5C/5[C] 623A instead of 2C 3C 623[A] 623A.
On some characters like Kouma or Ries, you have to delay the 623[A] after 3C or you'll dunk them instead. You can also drop the 2C and go straight to 3C 623[A] to get around this.
If you decide to use 421 as an ender instead of 623A, you can IH the 421 series for another 2C 3C 623[A] 623A/421 loop.
Count your ground bounces! There's a limit of 3 in a combo, so if you've used a super that ground bounces or a raw air throw, make sure to only use one j.[C] or else your combo will drop.
If you're in Blood Heat, try to AAD as soon as possible within your combo.

Midscreen mixups

623A
-Neutral jump airdash forward j.B/j.C/j.[C], depending on the height of the jump before the airdash and when you hit the button, you'll end up on one side or the other.
-IAD forward, the time when you use an air normal changes the side you land on.
-Dash forward neutral jump DI forward
     -land(either direction) 5A/2A
     -air backdash j.C
     -jump forward(crossup) air backdash j.C
     -jump forward(crossup) air backdash j.[C] 2C, or whiffed 2C
     (These last three options will be referred to as sandoori from now on)
-Dash forward stop superjump forward
     -sandoori
-236[B ] 5A
-Delayed 236[B ] 5A

Bite
-236[B ] 5A
-Delayed 236[B ] 5A
-IAD forward j.C whiff 5A
-Delayed IAD forward j.C

421
-Superjump forward j.[C], when you charge changes where you land


Corner mixups with gap

After OTG 623C
-Dash forward neutral jump j.C, you can dash them into the corner or leave a gap to hop into.
    -sandoori (if you choose to leave a gap)
-Superjump forward, neutral double jump, when you double jump changes the way you're facing, usually baits DPs unless your name is Sion
     -"crossup" DI air backdash j.C
     -"crossup" DI land 5A
     -no DI 5A

Other things of note
Apparently if someone blocks 3[C] and you immediately use AAD, it is guaranteed to land(shoutouts to LPT)
All your specials except 214 will completely whiff on F-Kouma's 22C super armor, and your arc drives too. Wait out the super armor :S
236 series does not hop over Arc/Warc(?), her downed hitbox is too tall

Fuzzy: deep j.[C] j.C IH j.C

IH moves:
214A(including whiff)
421 series

EX bite setup
Dash 5AAA 2B 5C 214A bite
The speed of the 5As will change whether or not 214A will whiff, hitting A faster will make 214A hit.

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