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Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 11, 2012, 03:03:26 PM »
On Kohaku and Akiha in the corner just do 5B5A623C
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I am having a bit of trouble going for the j.[C] 5[C] link mid screen.
It's a bit tough.
You can use 623B in otgs if the hit count is low. for example if you do combo > 2c 5c 623{b} 5b 2c 623B it wont work but 5b into 623B does.
For 4way off of 623C in the corner after 5b 2c 623c it creates a gap in the corner. When you dash at them and jump straight up your dash momentum carries you to the other side if you dont press a button. A simple 4way is:
jump over, late airbackdash jc
jump over, late airbackdash jc(wiff) 2a/2c (i'm not sure if 2a is a low, also spacing usually requires 2c)
jump over, jump and air backdash towards the corner and jc (the faster you do the IADB the harder it is to react to it)
jump over, jump and air backdash jc (wiff) 2a/2b/2c
you can also do these midscreen, i haven't figured out the timing for IADB jc yet but i've hit it before. I dont buffer 496 by the way, i do 7-6AB. It might be easier to hit by using 496
also i might be completely wrong about 623b in otg and might be confusing it with 623a
I don't think a real 4-way really exists with Satsuki anymore, at least one that can't be blocked on reaction from all 4 sides. It's more like 2 differently timed 3-ways you can do off 623C I believe but I could be wrong.
yeah, i do that ( skip 2[c]), too. But I think it's alittle cool so just want practice it ( too bad I can't do this)
can you send me one replay of this ( want check about frame date)
I thought AAD was always airunblockable for some reason.
It was. It can now be airblocked, but is still unblockable on the ground.
Also this is really stupid but for reference, you can now do 214B 623{B}, any OTG into 623C. I'm 99% sure 623{B} would not combo before and you could only get an airthrow. This is like 4500 off an overhead but you can get 4500 meterless off her other overhead that's not terrible so w/e it's still not useful.
It is a lot easier than it was before. It used to be something like a 2f window and it's definitely much larger now because j.[C] should be faster.
-super double jumps carry Satsuki too far in CC, so you have to do a normal double jump for the second BEj.C to connect.
Remember unlike C-Satsuki's other normals, j.[C] can be cancelled like any regular character's air normals can (double jump, air dash, reverse beat) so you can mix people up who are careless on a blocked j.[C].
In the rare chance you somehow land a j.[C] without having already used your jump cancel, you can tag this ender for extra damage:
[combo] > 2C > 3C > 623[A] > j.[C] > j.B > land > 5B/BE623B/Dunk/etc.
Also this is really stupid but for reference, you can now do 214B 623{B}, any OTG into 623C. I'm 99% sure 623{B} would not combo before and you could only get an airthrow. This is like 4500 off an overhead but you can get 4500 meterless off her other overhead that's not terrible so w/e it's still not useful.
And just for reference, AAD is now airblockable. They took out the corner trap.
http://www.nicovideo.jp/watch/sm16986459
relatively helpful primer video for everything from basic combos, big damage shit, alternate combo routes for midscreen stuffs, mix ups, even a couple blockstrings
covers catsuki and fatsuki
Intel(R) 82945G Express Chipset Family
Hey. New to Sion, just started playing her with the MB:AA:CC demo. Since I started, I've been going through this thread and looking for things to help me. But I am just going to be outright specific right now.
I'm looking to learn how to do her charged j.C loop. I can get the three j.c's out but I can't do the 214a in the air to get to the ground and reset the loop. Is it still possible in this game or do I just really suck?
Put a Once Again : Quick option like in mbaa.
QuoteIn the corner don't have to do a second SJ[C], you can if you want though.
No, the main problem was that you listed the first jump as sj. Which is...wrong.
As for 5C, haven't played enough to test it out, but it had clash frames that you could abuse for AA in MBAC. 5[C] probably has some goofy properties, but it's probably not quite worth it, as in MBAC, it's an incredibly risky AA, and should probably only be used for scaring people, showing off, or being silly.
Guys.
Bite is SO good.Quote
j.632146C - Air EX Bite. Completely worthless for anything as far as I can tell. The only time I've ever seen it hit was when I kept trying to do it against a computer and it hit once. It has 9f startup, 3 post-flash, which means it's much crappier than her airthrow and ground EX bite, without any beneficial properties I believe. It can't be comboed into either. Maybe you can use it as a joke, but this attack may as well as have not been added, because it really has no use. Apparently it's only 15f recovery, but that doesn't matter on whiff because you'll get punished regardless of it being 15 or 20 something. You can OTG afterwards but you don't get any real combo unless you have meter to OTG into 623C.
Also, managed to test whether or not jB (blocked) air bite works. And it totally does. So Air Bite actually has uses.
Corner Combo
2A 5B 2B 2C 236A xx 623A-x6A 2c x 236b x 2C x 236B xx 623A-x6A x 5B 623B j.C x sjc j.A j.B j.C Air Throw
^ Want to keep them low in the air as you're looping them.
Combo Link: http://www.youtube.com/watch?v=Iv4-Fhq6iIA
236B 421C OTG 2C 623A-x6A x 2C x 236B x 2C x 236B xx 623A-x6A x 5A 623B j.B j.C jc j.B j.C Air Throw
6C 623A-x6A 2C 623A-x6A x [ 2C x 236B ] x 3 5A j.B j.2B land 22B
Midscreen Combo
2A 5B 2B 5C 623B-6A x 236A x 623B j.C xx j.A j.B j.C Air Throw
^ The pause between 623B-6A x 236A is just so you make sure you don't hit 236 really fast that it will register as 623A instead.
OTG
OTG 2A 5A 5B 2B 5C 623A
Fuzzy Guard
Instant Air Dash Deep j.C land j.A j.2B land 623A-6A x 5A 623B j.C jc j.B j.C
Haven't really tried out all her options with fuzzy guard yet, but that looks like her most basic followup. I'm sure it's very possible to corner loop.
Shield/Air CH 2C 236B 5B 623B j.B j.C jc j.B j.C Air Throw