Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


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

Messages - S-Blade

Pages: 1 2 [3] 4 5 ... 11
51
Kohaku's Magical Garage / Re: What's a sandoori?
« on: October 10, 2009, 08:41:15 AM »
I think Ultima's info in the initial post needs a little cleaning up, it's a little more simple than that (and the actual example mentioned is also kinda....yeah.). It's not necessarily wrong, but....sandoori isn't a 7 way mixup lol

Sandoori is a generic type of mixup, independent of a character's moveset, that allows them to crossup (usually) three ways (which is why it is called SAN doori): crossup, no/fake crossup, and a high/low (whatever the other two aren't) or a throw. The moveset of the character can allow them to go from a correct sandoori guess into another sandoori setup, and also determines if that last option is low or throw. A true sandoori can be done anywhere on the screen outside of in the very corner.

Another very notable thing about sandoori that makes it so strong is that the common airdash-back-over option is very safe from all kinds of reversals: if the air attack was meaty, heats often miss and get punished; dodges are usually safe from the air attack but lose to the throw and the low or throw option and rolls kind of lose to everything; stuff usually very reliable like MBAC ciel ex flashkick => cancel to ex knives do not work to the air option.

Examples are, as mentioned, (MBAC) Kouma 214a, (MBAC) Hisui close strong knockdown, and also (MBAC) Sacchin 623c (denpa uses this).

MBAC Kouma:
(From the left side), 214a, and then dash forward, jump straight up. Your momentum will carry you to the other side of the opponent. From here, you're in a position for all three options: Air backdash j.C for a left-side hit, land and 2a for a right side hit, or land and grab (kouma doesn't hit low). The positioning is really what makes the sandoori here: in range to land a ground hit, in range to land a grab (kind of difficult), and in range to combo off of air backdash j.C (also kind of difficult).

http://www.youtube.com/watch?v=ZA0EP-QSHjg This only has one option/instance of the example and some other ambigous crossup off 2c but it gets the job done.

MBAC Hisui (with my limited and possibly incorrect knowledge):
Off of a throw, Hisui has the exact same setup with the exact same options working the same way, except she follows the air j.C differently.

MBAC Sacchin:
623c. Superjump, neutral jump up after you've crossed up, and forward jump momentum back toward where you started. Sacchin then has: Airbackdash j.C high hit, land right side low hit, land left side low hit. Note that this is different than her 4-way.

http://www.youtube.com/watch?v=h8Erg_a4HDo#t=55s

Again, the thing with achieving sandoori with your character, because it is mostly independent of moveset, is more on gaining a nice knockdown and achieving that positioning before the opponent gets up. Getting a usable sandoori is actually dependent on moveset, however: being able to combo off the options and get good damage and, most importantly, being able to go from a sandoori into another sandoori.

I don't understand why people think jumpover air jump air backdash in the corner j.C is a sandoori/real mixup...it's perfectly reactable even when done very cleanly.

A more practical, newer example I recently discovered with F-Kouma (thanks goes to zar for using this back in friggin mbac ps2 days? lol):
(From the left side), 214a -or- 623a, dash superjump, timed airbackdash. Timed early, j.C for left side hit; Timed late, j.A/B/C whiff for less landing recovery, 2aa for right side hit; Timed either way, land 214a. Much harder than what MBAC Kouma had to do but it's still around.

52
Shiki Ryougi / Re: Ryougi combo thread
« on: October 05, 2009, 02:25:33 PM »
i messily updated the first post so that combos are a little less hard to find but shit is still all over the place but whatever. i've got f-ryougi on lockdown, the combos i listed are more or less what anyone needs to know, although there may be some potential in H-F Blade's find that you can connect fryougi j.B after slide. i'd imagine something like slide jump cancel j.b j.c (j.236b/c?) land j.bc dj.b(1) dj.c j.236b might be possible, although one jump cancel kind of limits things here. and yes you only get one jump cancel, you can jump after 22c because it's not a jump cancel, and kusanagi isn't proving anyone wrong, get yo shit together.

anyway c-ryougi players i wish you luck in finding good combos because h-ryougi is looking like a better character right now with better combos that build a ton of meter that ryougi is really good at using for bullshit arc drive and fuck yeah she has parries to shield punish with.

53
Shiki Ryougi / Re: j236 or Airthrow?
« on: October 05, 2009, 10:06:52 AM »
with fryougi i've been doing exclusively j236 enders for a while but i'm finding the few times i do airthrow ender in corner, it serves me pretty well. just because you don't get oki or massive ++frames doesn't mean it isn't advantageous; for fryougi it puts you at a great range for pokes and starting your pressure again safely. it's an advantageous position.

that being said, you being below your opponent in the air after j236 ender can also be an advantageous position because of your 5b and jB. but this is not true 100% of the time....

basically, what is rationally the right answer is probably character dependent; dependent mostly on your opponent's air-to-ground

as for C/H, i know nothing. lol

54
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: October 01, 2009, 02:27:48 PM »
more experimentation, some things to note, probably more useful than all the other stuff:

-your pokes are absolute. anything shielded can be cancelled to parry on reaction, which especially hurts h-moon since there's not even any high/low guessing involved. in addition, toy around in training mode with blocking and then shield bunker. the shield bunkers do hit you, but as long as you stagger your hits, there's isn't much to worry about as it's kind of hard to time correctly, and if you do get bunkered, so what, very little damage and the round is reset, a situation that f-ryougi does well in.
-according to sabator, dodging doesn't work very well at all versus rekkas. however, DPs and heats and other reversals do, so be careful. 236[ b ] is +++frames, use it.
-auto spark means free arc drive. yep, you heard me. get from 1/3 to 1/2 screen away (enough to avoid the hit from the spark) and 5[c]. when it hits, delay slightly (more if you caught them in the air), and then arc drive. it's unescapable, as the arc drive will catch even people starting to jump up (you can see this sometimes as they suddenly jump up then get smacked down and hit by the arc drive). if they shield you, as said above, cancel to parry and punish their auto-counter. they can't really do anything about this trap unless they stuff your 5[c] with an ex or something, because the response is automatic. pretty funny stuff. oops, allguard wasn't on.
-a good explanation of how an effective ryougi can be played would be dhalsim on a smaller scale. they're in the corner, you're half a screen away, out of range, and if they try and dash in, your poke will stuff them, and if they jump, you need to be hot with 5b and j.B. this goes well with airthrow enders in the corner. if they insist on you coming to them, charge your meter because your arc drive and last arc are scary scary shit, and you can often put them in a 50/50 where they have to guess if you're gonna BHAD or shield for the last arc.
-your other option if they decide to let you come at them, if their character has poor or no reversals, is to just rush them with guard break strings. remember to stagger, and punish any shield attempts.
-last arc hits fucking like everywhere, everyone, even if they're blocking. really useful against people with summons, orbs, etc, and it's fucking 7k dmg.

**

trying to avoid a double post here, but yay, sessions.

-you have to be really good with 5B to actually use it, in that the closer they are, the more you have to anticipate with it. neither the speed nor the angle will allow it to be used like 5AA or even most decent AAs. think more along the lines of using MBAC akiha's 5c as AA. kinda hard to explain but with more play you'll understand what i mean.
-hitconfirming is really important on those random hits because fryougi scores a lot of them. random j.B hits should go into complete aircombos every time for 1.5k-ish damage. 5b is a little harder to confirm because if you jc 5b and they are on the ground you've put yourself in a pretty shitty situation where you will most likely get AAed into combo.
-i discovered 236x236x 236[c] today. lol, nice fast unblockable with great range, but plan it out ahead of time, i never ever ever suggest doing 236{c} to try and score a counter hit because on block that shit gets a nice full punish, veryvery painful.
-never end rekka after the first hit, really unsafe and if continuing the string means getting bunkered, then get bunkered. ending the rekka series with 236a, 236b, or 214a as the third hit are all very safe options.
-the nice thing about rekka pressure is that although there isn't a lot of mixup (really just staggering and one unblockable option and a lot of guard damage), the options are very safe, and after they end, you're in a pretty favorable position, barely in range of your good pokes.
-the better thing about continuing pressure by throwing your knife is that you are way way +++frames on it.
-try your hardest not to be directly above your opponent, especially if he's on the ground. you will lose to AA. for the fuck of it, if you do end up in that situation, you have a better chance landing and throwing their AA shield guess than beating any move that comes out.
-214a and b are great once you condition your opponent to them. 214b is an overhead and hits crouchers and can score CH + combo, and 214a is a crossup versus standing opponents once they're conditioned to block the overhead. both of these are also not as horribly unsafe on block as you'd expect.
-remember to 5[c] your opponent when they're getting patient, and when they become impatient, hit them with your long range pokes. who gives a shit if it gets shielded, parry-cancel that shit, either you'll get 4k from parrying (623a/b) and comboing or you'll get however many 5[c]s plus combos from them being impatient and you counterpoking.

55
I'll confirm whether I'm coming down or not by the 15th but chances are really good, it's just a matter of how I get down there to save like 50ish bux. Then it'll be an international tournament, lol.

Us brown people have nothing cool to be for halloweens :|

56
Shiki Ryougi / Re: C-Ryougi Thoughts Without a Thread
« on: October 01, 2009, 05:59:52 AM »
I was gonna come here to link the sandoori video but looks like someone beat me. anyway:

it's a legit sandoori setup, the guy just doesn't know how to do it well. it works because ryougi gets a ton of time to do whatever she wants after the knockdown, since the EX is a launch and untechable knockdown and ryougi recovers fairly quick. from there you just need to time your jump so that you have a crossup + a high low or throw on your hands, and boom, you got a sandoori.

also people please check if moves hit high or low and do not assume. i saw TK 236 mentioned and from my (f-ryougi) testing, it doesn't hit high, and f-ryougi's 2a doesn't hit low. it's easy to assume these kind of things but checks really need to be done before you strategize.

and even though c-ryougi has weaker mixup and oki, don't push her away. 6C6 is an amazing tool and with reverse beat and some of her other tools she can pressure really hard.

57
Tournaments and Events / Re: <[- Interest Check for Possible BBGXII -]>
« on: September 25, 2009, 10:55:58 AM »
oh SHIIIEEETTT vampires and blood and scary shiet on halloween, money matches for candy and shit i dunno go wild

58
Tournaments and Events / Re: <[- Interest Check for Possible BBGXII -]>
« on: September 19, 2009, 04:13:25 PM »
Kinda late as interest check but i might as well say it now that i'll be trying my hardest to make it to this. i have a place to stay very close by which is very helpful although transportation is kind of a bitch. i have a few questions though.

how far is the gazebo from the NYSE? also i know shit goes down way late and i don't wanna invite myself to anyone(coughspookycough)'s house for the night but how uh safe is it to walk/travel/however from wherever the gazebo is to the nyse? yeah the nyse is really close to the place i'd be staying.

59
Regional Community / Re: Canadian Eh?
« on: September 19, 2009, 09:53:42 AM »
Calling all Toronto players. I've been living here a couple weeks and almost settled, almost have a laptop and cellphone....have MBAA and ps2 and shit. Let's get this shit going Kaaai + Zansatsu + other fiends. I'm probably gonna head down for the next BBG whenever it is so let's level the fuck up.

EDIT: BBGXII on oct 24th! well still pending final confirm or whatever the fuck but shit lets get going! looking at BBGXI vids we probably have a long way to go! four weeks, four long meets? saturdays/saturday nights? let's get serious.

light, nice avatar. i like it because clearly you're from up here (canada), but that actual what the pho place is just down where i used to live. i used to pass by there all the fucking time. good shit. too bad no one goes to eat there because the placement of it sucks

60
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: September 02, 2009, 03:55:51 PM »
some random tactics/q&a that i'm thinking up here

-approach your opponent air-to-ground with dash/airdash as little as possible
--midscreen game, no momentum anywhere, how do you force the opponent to come at you? charge meter
---why is this a threat? IH makes fryougi very strong because she can really force guard breaks on people
---214b (hits crouchers) IH is a pretty decent approach
--i got my opponent to approach me instead. now what?
---(ground) poke into combo or blockstring, either way you are using their (risky) approach to get momentum, advantage, and a lot more to work with
---opponent is coming at me with projectile cover or some otherwise unpokable or safe approach.
----jump. enter the air because fryougi can do a lot more here defensively. however if they came from the ground, you're gonna have to try to maneuver yourself away because poking air-to-ground isn't really an option. it might very well be worth it to use j.22a/b here if it gets you away from them.
-what do i do with my meter?
--if not for random poke -> 214c -> combo, save it for blood heat and IH. her AD and BHAD are quite excellent, her LA is really good even without the glitch, and IH can lead into guard break.
-when do i air/throw?
--try not to. being that close means you're not utilizing her range and you also made a big risk by getting that close, and if they're blocking a lot, it's better to go for the guard break because one throw does damage which will reset the guard meter into filling back up and stuff.
-i'm starting a blockstring. what exactly should i be doing here?
--stagger to prevent EX guard
--mix in a 5[c] if you choose
--end blockstring with picking up your knife if possible, can be done easily with slide and using 2c over 5c
--if you go into rekkas, end at 2nd hit, or with the low kick if you want to be at a safer range for losing momentum
--watch out for bunkers, punish accordingly and don't go on autopilot/musclememory
--if you smell jumpers, 5c over 2c.
--hitconfirm and combo and profit.

61
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: August 23, 2009, 07:15:32 AM »
*clapclapclap* thank you sabator for snatching up everything i noticed yesterday but forgot about because i was tired.

~yeah i noticed the crappy ground dash was actually good but it just had a weird can'tdoshit window that i am personally not used to yet. but forward dash instant backdash seems like it's fast enough to bait pokes which you can then punish with stupidrange

~nice. 214a rekka sometimes wins sometimes loses totally depending on timing its kinda sketchy sometimes but whatever. 22a 2b in particular though is airtight and that's what starts your second groundstring

~i was doing a fair bit of american reset myself and it does indeed work especially with the new movement options for people on the ground although i'm not sure how usable it is in higher play lol

~i personally haven't fooled around with 236c other than misinputs (lol FUCK YOU BUFFER) but it's nice that it's safe. also more guardbar damage ouch. although this is a little less safe than just regular blockstring. i find that for those easy punishes, 214c works just as well, esp when adding some hits in. also because you go into aircombo your combo gives you options on the ender and all that shit

~yeah, also j.236b is way safe when done that low so.....no fuzzy but another high priority move, sure i'll take it

~all my random air combos i end in j.236b. i also end j.236b if i have a knife sitting out so i can go get it (not really guaranteed safe 100% of the time). in the corners i airthrow just...because. lol, i want them staying in the corner. even though ryougi doesn't really "get anything" off of it, she's not totally neutral and she's at a good range so....meaty 2b whatever

~i noticed this as well with how many times i hit max. i noticed 22c (over 22a) really only has one use, which is off of 4c midscreen (not going to happen often). it's not that it's a bad combo move or anything but it seems like she has better shit, particularly 214c and like you said ending those combos in j.236c which is something i never thought of but will definitely do in the future. also i last arced someone yesterday lols damage

~there are six parries but you only need to know two, 623a for high and 623b for low, the rest do things that give you less possibility for comboing. however 623a/b don't exactly give you forever to combo off of. anyway, ryougi can get 3-4k off of these parries which is much better than 2-3k off of an ex shield while risking i-missed-a-shield-rape-me-please properties. also the parry window is kinda big compared to ex shield. imo very important to remember and use these.

~ 2ab5c3c 22a 2b5c3c 236b 236/214b 2/3 guard bar right there. didn't try 236c ender instead of double rekka. airtight.

~ lastly, mixing in random 5[c]s in blockstrings will do you wonders. but not like a regular unblockable where you might use it or threaten to use it twice a round. shit is amazing, use it a lot. like 1.5k-2k damage too and you can special cancel it into something useful (whiff rekka first hit, go into overhead? pick up knife?)

62
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: August 23, 2009, 02:38:45 AM »
eww double post. more/corrected thoughts after play at NWM:

-poke people respecting your offense with 2b. otherwise use 5b when they're jumpy to get them to sit in place.
-that fuzzy doesn't work because you can block that j.236b low. as a result, fryougi doesn't have any character specific mixups (might have neutral jump crossup shenanigans and shit still). in other words no mixup. but this is okay because....
-her pressure is actually way good. she does a shitload of guard bar damage from a nicely safe distance so unlike traditional pressure games the opponent is literally forced to act at some point. this is kind of? where a mixup takes place, what they'll do to escape that guard crush and 50%.
-a lot of her game revolves around the throwing knife. but this is okay because it's actually much easier to get than you'd think despite being unsafe, ESPECIALLY if you are comboing random CHs and j.Bs into j.236b. also if you wanna be a fuckin slick shooter you can cancel into pick-up-my-knife mid blockstring. they may or may not try to take back momentum but if they don't then fuck, give them more blockstring and use the knife for more insane pressure and more blockstring. guard bar damage up the ass.
-ex guarding is a great solution to her then right? stagger your hits on block. there is little necessity for her blockstrings to be airtight (although they most certainly can be which is awesome) because they have so much range that the opponent can't really do much about them in the first place.
-a defender's defensive options when the pressure of the guard bar comes are as follows:
--out prioritize you, probably with an invincible EX or something ~~ going to need a raw bait and punish
--jump ~~ 5b (and 5c at times) catch jumpers nicely, as well as j.B if needed
--shield bunker ~~ depends on bunker but throwing your knife is a great solution if you smell one or want to react to one
--shield ~~ this could very well punish itself. against half moon, depends on their auto-counter. against others, they are gonna have to use their longest range moves to do anything, and regular shield limits them to special moves. ex shielding properly staggered pokes in a blockstring is hard. and if anyone misses said shield and you miss said punish, go for blockstring and guard break their ass.
--dodge ~~ who the fuck cares. chances are they aren't going to be at an advantage with the range you're at. continue as you were. okay, rolls might be an issue. working out that kink still.
-probably more but i'm about to fall asleep

63
Shiki Ryougi / Re: Last Arc Glitch?
« on: August 23, 2009, 02:08:27 AM »
hahahahahahah what the fuck are you serious

you can almost guarantee a win this way against half moon. blood heat, last arc, hopefully you are at a good health lead, and then just block. they'll get meter for trying to attack and then they'll enter heat and get owned. also by reducing health down to zero does that actually mean killing them or just blackbarred health?

we need video of this for massive lolol

64
oops i didn't see that post before i made the new thread

65
Shiki Ryougi / Re: Ryougi combo thread
« on: August 21, 2009, 10:46:02 AM »
We also found that you can combo off the 3c into j.b but the timing is pretty fucking strict,

wow shit, nice find, i was trying to do 2b2c3c 22a 2c3c 214c to see if that would get me anything but it didn't, but what you have there could definitely mean something because if you can just jump straight up for j.B then there might be some air-knife rejump combos possible using that.

66
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: August 20, 2009, 12:28:14 AM »
I might as well post some semi-unorganized thoughts here. I really don't wanna write another guide, that kouma one for mbac was a lot of work -_-

F-Ryougi:
-has good abare, because she can cover a lot of area with her normals, and every single one is jump cancellable, as well as 22a, 22c, and 214c being great combo tools. 236b is also quite good when you're close enough for the launcher to connect afterwards.
-has some fuckin RANGE. abuse it like hell.
-has kind of a shitty dash for closer ranges. be careful with it, if you aren't far enough away from them and you dash, you'll be in their face during an uncancellable portion just asking to be eaten up
-has a really long range unblockable. when against crouching people not named white len, nero, or wara, the range gets reduced to about 1/3 screen which is still good for an unblockable of it's speed.
-needs to be smart on pressure. none of her normals are jump cancellable on block, so your main concern is finding a way to make your current blockstring safe. thankfully her range can almost do this on it's own, but with her crappy dash, you're gonna want to get back in and start pressure again as soon as possible. one way to do this is smart rekkaing combined with staggering (the rekkas themselves more than her normals). another way is slide -> 22a/b.
-does not have much for oki/mixup. 4c is a good overhead although you do need to be close and the priority is really meh, and you also need your knife to combo afterwards. someone who knows what's up won't get hit by rekka overhead since there are no low hits on the second hit to mix it up with. one solid way is a deep j.C, then mixup between land 2a -> combo and j.236b -> land 5ab aircombo. if j.236b is blocked, amazingly enough it's actually pretty safe when done that deep. either mixup option should land you 4-5k which is pretty good. deep j.C can either be done meaty off of air/throw or something, or maybe you can get your opponent to respect you enough that you can get in a free IAD. don't count on that too much though, because ryougi's air-to-ground isn't so hot.
-needs to worry about her knife because it's good. i don't know of any combos that involve safe situations where you can pick up the knife, but facing the corner, throwing the knife usually ends up it landing around half a screen away from the corner. the best way to deal with this problem is to use your knife wisely in the first place.
-shouldn't forget about her parries, and with those should never ex-shield unless going for a last arc. and please memorize which one does what.
-should work on keeping her opponent in the corner, where she rapes.
-should be careful about crouchers when poking with 5c and especially 5b.

67
Shiki Ryougi / Re: Ryougi combo thread
« on: August 19, 2009, 08:43:17 PM »
I dunno about the others, but rekka launcher to 2b for f-ryougi feels like 2-3 frame window. there's the easier 2a5b alternative but it rapes the damage (for some reason with 2a5b you have to do j.b(1) j.c dj.c airthrow, and you can't get an airthrow any other way). Throwing in a 2a starter with that 2a linker, along with dropping a j.b(1) to fit in the airthrow ends you up at 4k, from 4.8k. Practice up.

68
Shiki Ryougi / Ryougi: Differences between moon phases
« on: August 19, 2009, 07:44:22 PM »
The title is self-explanatory. Discussion on differences between styles of ryougi. I'll list off some simple move differences/similarities:

C-Ryougi:
Decent range
6c crossover move
No ground overhead
22x weak on comboability
Has dash-attack 623x, which is good range, only useful in corner, uncomboable, but quite unsafe
Has 421 and 214 options for her overhead slash, which give crossup options
63214c mixup rush which is very good at forcing damage
Decent AA


F-Ryougi:
Exceptional range
5b and 5c miss crouchers from outside close range
Fast ground overhead with good comboability
Has all three types of parries
22x much easier to combo in and out of
Has a dash with an abnormally large uncancellable window in the beginning
No 63214
Strong AA with 5b and jumping normals

H-Ryougi:
Has C-Ryougi's range, but F-Ryougi's 5C for a little more range
Has a parry and the dash-attack 623x
Has F-Ryougi's 22x comboability
Has F-Ryougi's ground overhead
63214 jumping knife....use is kind of unknown?

69
Shiki Ryougi / Re: Ryougi combo thread
« on: August 19, 2009, 06:01:24 PM »
the thing is, each moon phase is similar. all styles of ryougi are pressure oriented, all would be heavy on rekka pressure.

i would say the meat of a guide (strategy, tactics, setups, etc) are pretty independent of combos. you can have one person write a guide and a completely different person (who might not even play the character) list off useful combos and it'd be as if the one person wrote it all. if that makes any sense. also, only an experienced player can write on tactics but anyone with good execution can find good combos so we can get a lot more people working on the content of this nice introductory post.

and no offense or anything, but this isn't gamefaqs. guides should be guides, not these are all her moves and what they look like and a few useful combos now go. i'm not calling you a scrub or anything but if i was a moderator i wouldn't want to see any character guides for at LEAST 2-3 weeks (like after BBG12) unless the character is very similar to the MBAC version (which there is quite a lot of), or the person writing it was spending time on a cab for the past few months. </offtopic>

also, learning combos kind of starts people off with learning a character. and that's what we're all doing at this point on day 1 of MBAA

70
Shiki Ryougi / Ryougi combo thread
« on: August 19, 2009, 05:28:54 PM »
This is kind of self explanatory, some useful combos you find for any groove of Ryougi Shiki. I'm no combomaestro so I'm not going to be inventing every single combo here and stating each purpose, so everyone submit what you have and I'll add it to the list.

please include:
-the moon style
-approximate damage (i believe v.sion is still the standard dummy we use? unless def mods all changed?)
-positioning requirements
-if it only works on certain characters (if you don't note this we'll assume it works on everyone since this is MB)
-any particular comments on usefulness
-really as long as we don't all have to ask "why would we use this"

Also, hopefully we can discuss and hopefully add a list of useful combo moves, generally ones that are easy to combo into and out of and/or do high damage, so that it can be easier for us to discover new combos.

C-Ryougi

Corner:
2a(?) 2b 5c 2c 5bb j.bc 22c (EX Knife Throw, Land)-> j.bc j.bc AT or 236 of any Variant, 236c is not worth wasting meter on IMO.
IAD j.c j.236c 5a 2c (don't do the 2c if its too tricky for you) 5bb j.bc j.bc AT or 236 Variant.  You can try the knife relaunch combo like in the first one but I don't consider combos that waste 200 meter to be practical.

Midscreen: 2a(?) 2b 5c 2c 5bb j.bc j.bc AT or 236 of any Variant, 236c does most damage, you can even do a knife throw of any variant but its pointless since they can tech out of it and the damage is basically the same.

Both of these can of course be started with an IAD j.c.  The 2a is optional but I would try to avoid it unless you need it to confirm your hits, since it makes the BnB do less damage overall.
C-Ryougi combos a friend of mine figured out.

w/knife anywhere [2A] 5BB 2B 5C 2C 22C 2C 5C j.BC dj.BC airthrow - 4839 damage, 1 EX

w/knife corner/near corner [2A] 5BB 2B 5C 2C 22C 2C 5C j.BC j.236C land neutral-j.BC dj.BC airthrow - 5436 damage, 2 EX's

w/o knife corner [2A] 5BB 2B 5C 2C 2369B 5BB 214A j.BC dj.BC airthrow - 4927 damage

F-Ryougi

(2a) 5b2b5c 236b 236b 236b 2b5c j.b(1) j.c dj.b(1) j.c airthrow - 4.8k, meterless
must be close enough for the third rekka (launcher) to land. also note that if you land 236a/b 214a/b jumping overhead, you can do the rekka launcher and then continue with the rest of this combo. 236c ender with j.b(2)s instead makes it 5k. you can sacrifice some damage for range by taking off some of the moves in the ground string, i.e. 2b5c will end in a complete combo from farther ranges than 2a5b2b5c. pretty much a BnB. the 2b link/catch is tough but you can also use 2a5b ya scrub

poke 214c slight delay j.c land j.b(2) j.c dj.b(2) dj.c j.236b - 4.2k, 100% meter
misses crouchers but combos off of practically every poke so use this when you AA from the ground if you want (i.e. 5b). useful but not critical

2b2c3c 22a 5c j.b(2) j.c dj.b(2) dj.c j.236b - 4.2k, no meter, need throwing knife
solid combo with lots of range, you use this when you're out of range for the last rekka hit to hit, usually. the tradeoff is that you need your throwing knife. more or less a BnB.

4c 22c 5c j.b(2) j.c dj.b(2) dj.c j.236b - 3.2k, 100% meter, off of 4c overhead, need throwing knife
you can also do 22a instead of 22c if you are in the corner and cancel early in the window, which is quite a bit more useful, but in the end fryougi isn't going to get to use this a lot because of the range of 4c.

H-Ryougi
Corner: Alot.
2b 5b 6aaa 2c 3c 5c 5bb(skip if its too hard to link the next part) j.bc j.bc AT or 236 of any variant, even 236c will add alot of damage in this bnb.
2b 6aaa 2c 3c 5c 5bb(skip the if its too hard) j.bc j.22c (Ex Throw Knife, if you did the 5bb connecting the next part will be pretty hard) j.bc(She might catch the knife again) j.bc AT or 236 of any variant.
if you can catch the knife again try to do 22b first then a j.bc relaunch into 22c for yet another relaunch.  Knife relaunches whats good.
6aaa 214a(Do this shit right away, the timing is strict) when you land-> time 2c 5c(This will cross you up, dont get confused just do-> j.bc into:
j.bc AT
j.bc 236a/b/c
j.22c -> land j.bc j.bc into AT or 236 variant.  The double knife might work on this one aswell not too sure.  You can do 2b at the beginning but it will eat damage overall in the BnB.

These can be started with IAD j.c of course.
4079 dmg
Close range, works everywhere
2a 5b 5b 2b 5c 2c 6aa jc j.b j.c djc j.b j.c 236b
Easy knifeless bnb with 2a starter

4353 dmg
Close range, works everywhere
2a 5b 5b 2b 5c 2c 22a 5c jc (catch knife) j.b j.c djc j.b j.c 236b
Knife combos avoid reverse beat proration and look sexy.  Pretty sure you can catch the knife wherever you start the combo.  Sub 5b for 5c after the 22a to make it easier to catch the knife for a little less dmg.  It helps to jump straight up when catching the knife.

5021 dmg
Close range, works everywhere
j.c 5b 5b 2b 5c 2c 22a 5c jc (catch knife) j.b j.c djc j.b j.c 236b
Same as above but starts with j.c aerial instead of 2a.  5k meterless with knife catching!
More combos:

BnB
2a 2b 5bb 5c 2c 22a 5c j.bc ad j.c dj.bc 236b 4778 dmg

Meterless midscreen/corner
2a 2b 5bb 5c 2c 6aaa 214a j.bc dj.bc 236a 4602 dmg

100 meter combos for corner/midscreen
2a 2b 5bb 5c 2c 22a 5b tk 236c (land) 623b j.abc dj.bc 236b 4530 dmg
2a 2b 5bb 5c 2c 22a 5b tk 236c (catch knife) 5a 22a j.abc dj.bc 236b 4648 dmg
2a 2b 5bb 5c 2c 22a 5c j.c ad j.c j.236c (land) j.bc dj.bc 236b 5275 dmg

etc.
4c 22a 5b j.bc (catch knife) ad j.c dj.bc 236b
2a 2b 5bb 5c 2c 22a 5b tk 236c tk 236c j.abc dj.bc 236b 5077 dmg

Sorry if any of the combos are repost. Damage for combos is on a crouching V. Sion.

Other things

-If you catch a knife while air dashing, it'll stop your forward momentum, and you'll drop down. Could be useful in blockstrings for high/low mixup.

Edit: you can use the ricocheting knife off of 22a/b/c and 63214a/b/c in conjunction with airdashes to create some relatively ambiguous mixup/crossup.

-I noticed that I deal more damage when the dummy is set to crouch. ???

After many hours of practicing H-Ryougi, here are my thoughts:

The Sweep Loop
combo starter --> [delay 2A, 2C, delay 3C]x3 > [2A, 2C, 3C,]x3 > 5BB > air combo

I was surprised that this loop isn't too difficult and it can be done from anywhere and from many different setups.  It is worth the effort in learning this.  So far, I can pull at least 3 reps of the loop on Akiha and Sion 80% of the time (still does like 4k damage).  Timing for the delay on all the characters varies greatly.  Tried to do the loop on Nanaya, but it looks impossible so far.  If you mess up during the loop after a 2C, it still knocks them down so you still have many safe options afterward.

The sweep loop may crossup midscreen, which makes it very difficult to continue the loop.  A way to prevent this is to use 623B in the combo, preventing 2C from crossing up.

Setups for the sweep loop I have tried so far:
2A> 2B > 5BB > 5C > 2C > 22A > 2C > 3C > sweep loop
This works best on the corner (if done midscreen, theres a chance of crossing over).  Requires knife.  I would use this as my BNB.

2A > 5B > 6AAA > delay 2C > 3C > sweep loop
Knifeless.  The timing of the sweep loop also changes.

Counterhit in the air > land > 2C > 3C > sweep loop
May crossover during the loop.

5C > 3C > 623B > 2C > 3C> sweep loop
Works best in midscreen.  The 623B puts you at a good distance away, which will later prevent a crossup during the sweep loop.

22A/22C (midrange) > 2C > 3C > sweep loop
Works anywhere.  A delayed knife throw (hit) after a pressure string can result in some nice damage.

4C > 22A > 2C > 3C > sweep loop
Overhead into the loop.  Corner only.

4C > 22A > 2C > 3C > 623B > 2C > 3C > sweep loop
Overhead into the loop.  Midscreen.

General strategy
-Catching the knife while air dashing stops the momentum.  This sets up some good high/low/throw mixups
-Blockstring > 22A > jump > air dash foward (catch knife) lets you reset your pressure.  22A can be delayed and if it hits --> sweep loop
-The only way to combo off the 4C overhead is 22A.
-Ending a combo with j.236B allows some time to pick up your knife if you used it.
-Midscreen blockstring > 63214B will cause the knife to ricochet against the ground and wall back to you, giving you an easy catch.
-combo starter > 22A > 5C > jump (catch) > j.BC > j.BC > j.236C/airthrow is the easy BNB without losing your knife.
-Losing your knife removes a lot of what H-Ryougi can do in pressure/mixups.
-combo starter > 3C > 623B > BNB or sweep loop for a knifeless combo.

71
Kouma Kishima / Re: Actress Again Kouma Discussion
« on: October 15, 2008, 07:42:28 AM »
nice find. whoever is playing that koumaF is showing pretty well how his gameplay is gonna look like (without cool otg grabs in the corner a la sacchin). he's also pretty damn good

anyway i noticed a couple other things in that video

-first, i was wrong about that uppercut thing. at least for koumaF, it does look like it's some odd hit portion of 623x that looks like it sometimes doesn't like to grab. thing is, koumaC still has it yet he doesn't have the AA grabs. so it might very well still be separate moves (seems unlikely judging by the use of the move shown in the video) same sprite. anyway, weird oddity not going to mean too much hopefully
-koumaF third hit rekka. he actually has two options for that third hit, the regular jumping hit and it looks like when charged (or maybe the option is just chargable) does one of his new rekkas. seeing how its charged i have a feeling it'll have some weird extra property.....anyway i have a feeling the command would look like aoko's 123 (i.e. 236b236b236b and 236b236b214b or something)
-you can still link 5a after 236c
-you can seriously get sandoori oki off anything not in the corner....scary shit

72
Kouma Kishima / Re: Actress Again Kouma Discussion
« on: September 30, 2008, 11:02:29 AM »
not necessarily, it's probably about the same or maybe a bit worse (new 5a doesn't miss certain crouchers anymore so you can't do 5a whiff 214a tricks anymore)

and yeah even though it doesn't pass all that high above him, it's high for most 5a's and can still be used to control the general area just on top of him because the opponent's hitbox comes into it. next time someone comes in from a high angle with a less than decent jumpin, mash 5a. this won't work with the new 5a

also, Xie corrected me like a week ago, his new 5a only seems to apply to crescent, and not full which is cool

in the end it doesn't really matter since it's all pretty minor and it doesn't look like there's going to be a way to make this seem at least fairly significant

73
Kouma Kishima / Re: Actress Again Kouma Discussion
« on: September 25, 2008, 08:46:00 PM »
Yeah, koumaC still has a 623 but has the uppercut as well. In addition, 2c rekka rekka uppercut has already been demonstrated in videos and if that was the AA grab, it would grab (and not launch)

It's probably either 3c or 4c.

74
Kohaku's Magical Garage / Re: Getting out of blockstrings
« on: September 25, 2008, 06:58:52 PM »
Know the gaps in your opponent's offense. Most times they're character dependent but they're also person-dependent sometimes as well. Getting out involves knowing your options. Most of us can recognize mixups and remember our options but the number of us who know our options of getting out during a blockstring is smaller. Often great options that aren't backdash/jump/bara/dodge/whatever are options with superarmor, range, clash, invincibility, etc. Wara 5b is a good example of this: a move with great range, decent speed, good clash, and nicely leads into other things on hit or block. In addition, a good opponent will try to bait a certain few of these attempts so you need to be a step ahead of them. Someone a step ahead of wara in this example will jump cancel and IAD when they use their usual "gap" in offense and punish.

It really does come down to experience. But it helps if you really concentrate and focus on it during blockstrings instead of it being a sort of mental "tune out" time.

75
Kouma Kishima / Re: Actress Again Kouma Discussion
« on: September 22, 2008, 08:48:28 PM »
Time for a formal change post.

Note: I will not be commenting on koumaH. He's clearly supposed to be easy to learn and easy to play at lower levels of play and there isn't enough footage of him released yet. He looks pretty crappy so far, with a weird almost unorganized mix of koumaC and koumaF moves and heavily, heavily nerfed damage.

New moves for both koumaC and koumaF
-j.214x. His downward flame kick. We already know a lot about this move, that one version pops him back up, another continues him to the ground, and the EX version does a lot more damage. An addition is that it's confirmed that you can follow this up on CH.
-Uppercut launcher. He does an uppercut launcher that looks a lot like an AA grab, but launches, and is much faster and a lot better than 6c (which both versions still have). I'm not sure if this is a command normal or a special because so far it's been done in various points in combos, particularly after koumaC's rekkas, and even after his 6c.
-Command airdash. It is what it is. It's probably most useful as your first airdash to get in, or your second airdash to get out.
-Modified 22x. 22c is WAY bigger and will -definitely- hit your opponent. 22b supposedly has no dash afterwards.
-236c does a lot less damage now. It might be useless.

Kouma: Full Moon
New move- AA grabs. 623x. These are interesting. 623a is fast, less damage, and gives you oki. 623b is slower, but does more damage and a weird techable groundbounce. 623c is fast and has the extra damage and techable groundslam. Here's basically how it goes down: Midscreen, you groundstring into 623a and do a sandoori-type oki. In the corner, you can actually get a tech punish setup off the B and C versions, and if they don't tech you can OTG....into 623a or 623c. So, with meter, a corner combo would look like.... groundstring 623b OTG 623c OTG 623a corner oki. It's a lot of damage, and you get an oki. Not 100% sure if 623c is still like heavenly pot buster and sucks in a huge amount of stuff above and in front of it.

Basically, koumaH is the most like MBAC Kouma. However, he loses a lot on his pressure game despite being mostly unchanged. This is because Full Moon style doesn't let you rebeat, which Kouma heavily depended on to have a great pressure game.

Kouma: Crescent Moon
New move- new rekkas, two hits with a pretty good hitbox. Can be followed up with that uppercut move.
New move- j.B. Gogo aircombos.
New move- 5bb. It has a weird follow up like that. More hits, more damage, more pressure, etc.etc.
Modified move- 623x. j.236x and 623c look to be totally the same, but if you look carefully in the videos, his old non-EX ground hotfoot is still there.....but he doesn't leave the ground. It's just the kick. Hella weird.

koumaC is much less dependent on grappling (214a is heavily nerfed, much less damage and no oki) and much more dependent on pressure and frametraps. Like someone in irc mentioned, he's Nanaya on steroids. He was given more moves so that he could keep up pressure longer before having to restart the pressure. His movement is faster and overall better in order to accommodate this. His damage per move is nerfed but his overall damage is more or less unchanged because of air combos. Typical combos in recent videos have looked like so: groundstring (like, 2aa 5bb 2b 5c) 2c rekka rekka uppercut jumpcancel j.bc dj.bc j.214x. I haven't seen an airthrow ender on an aircombo yet, I'm not too sure why (half the time they don't get that far lol). koumaC will probably also get more meter (but not as much as koumaF in the corner)

Pages: 1 2 [3] 4 5 ... 11