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ahaha that's no--wait, what?

Messages - Shlowpoke

Pages: 1 [2] 3
26
Shiki Ryougi / Re: NEW C/F Ryougi Combo Video - Reflection
« on: March 28, 2010, 11:41:45 AM »
Bump for a new video.

C/F Ryougi Combo Video - Reflection
http://www.youtube.com/watch?v=dOzQLK6xQhs

27
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 14, 2010, 05:32:13 PM »
What have you H-Ryougi players got to stop jump airdodge after 3C besides knife? Is it a weakness?
I'm fairly sure that a properly-timed 5b will hit before the opponent gets airborne if they try to jump after 3c. Tight timing though. I can't say for sure though unless someone knows exactly how many +frames 3c gives.

Ground sidestep will definitely work though.

EDIT: Okay, I just tested this with a person playing V.Sion holding 8 after 3c connects. I never once got 5b to hit while she was still on the ground, so I'm going to say that 8-jump air-sidestep would probably work if timed well.

28
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 13, 2010, 02:33:17 PM »
What I try to do after 22A, is delay the 3C. I'm not sure if that makes a difference but you're right, it's really hard to tell if I'm too far away vs the opponent being too high.

That'll help, but 3c does send them a little bit higher, and with that few hits in the combo it could be enough to throw it off. I still recommend learning to delay the 623b.

For the corner combo, I always use 8 for the TK j.236B, but I'll try 7 against him. As far as 5BB into 214A is concerned, I didn't know it was possible to do it too early. Because from what I've tried, if I wait even slightly, they tend to tech out. I'm probably waiting too long in that case, but the window seems pretty small either way.

It's definitely possible to do 5bb too early after TKj.236b. It's hard to describe an ideal height with words, so I'm just going to say that you usually have to hit the 5b at the last possible moment before they can tech out. You want them as low as possible when the 5bb connects so it's easier to pick them up with 2c. While you're delaying you could try holding 4 so that you get that little extra distance to make the crossup less likely.

EDIT: I meant TKj.236b instead of 214a when I was talking about 5bb. I fixed it.

29
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 13, 2010, 02:08:54 PM »
I'm having some issues. Sometimes when I do 5BB, 2B, 5C, 2C, 22A, 3C, 623B... midscreen, I'll sometimes be too far away to relaunch with a 2C. What gives?

It's easy to make this mistake when you do 3c directly after 22a. You probably aren't too far away, the problem is more likely that they're too high. It's hard the see the difference.

Delay your 623b after 3c so that it hits just before they hit the ground, but make sure that you tap the b in 623b so you get absolutely no extra forward movement (due to 623b being chargeable). That way you make sure they're low enough and that you're close enough.


Also against Tohno in the corner, if I do ...2C, TK 236B, then try 5BB 214A, I will get crossed up and 236A will come out instead. afaik he's the only one that I have this problem and I can't find away to adjust. And even in the event that the 214A hits him, he's oftentimes too high for a 2C pickup. ??? I'm not using 2A in my ground strings if that makes any difference.

Yeah this happens against Kohaku sometimes too. The best thing you can do is make sure you TKj.236b with 7 or 8 instead of 9 so you stay as far away from the corner as possible. The timing of the 5bb afterward might also have something to do with it, but I'm not sure if that really affects it or not.

I just tested it on Tohno to make sure, and it definitely still works on him. If he's too high for a 2c pickup after 214a, then you probably did 5bb too soon.

30
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 13, 2010, 12:04:19 PM »
Okay, so I've tried adding 2C 3C 623B into my H-Ryougi so my corner combo goes something like:
(j.C) 2A 5BB 2B 5C 2C 22A (TK 236B) 5BB 214C j.Cwhiff 2C 3C 623B 2C 5C 5BB j.BC j.BC airthrow/236B.

I'm going to assume that you meant 214c j.bwhiff, because j.c will almost always hit after a 214c in the corner.
Before I even get into the second part of the question, I'd like to try to discourage you from doing this combo. You're forcing a bunch of tight links on yourself and actually limiting the amount of damage you could be doing.

For example:
When I do the combo you described from 2a, with the TKj.236b, and end with airthrow, I get 5,049 damage on V.Sion. 24 hits for 100% meter and I lose my knife.

Compare that to this:
2a, 5bb, 2b, 5c, 2c, 22a, 3c, 5bb, 214a, 2c, 5c, 5bb, j.bc, dj.bc, airthrow.
5,046 damage on V.Sion. 20 hits for no meter and I lose the knife.
Basically the same damage, and you don't use 100% meter. I think you'll find it MUCH easier to pull off as well, since the TKj.236b after 22a and the 2c after 623b aren't there.
If you've got meter to burn, try this:
2a, 5bb, 2b, 5c, 2c, 22a, 3c, 5bb, 214a, 2c, 5c, 5bb, 214c, j.bwhiff, 2c, 3c, 5c, 5bb, j.bc, dj.bc, airthrow.
Does about 100 more damage, 26 hits.

If you want a hard version:
2a, 5bb, 2b, 5c, 2c, TKj.236b, 5bb, 214a, 2c, delay, 5c, 22a, 2c, 3c, 623b, 236a236a236a, knife pickup.
5,503 damage to V.Sion, and you get to pick up the knife.
Meter burn version:
2a, 5bb, 2b, 5c, 2c, TKj.236b, 5bb, 214a, 2c, delay, 5c, 22a, 2c, 3c, 5c, 5bb, 214c, j.bwhiff, 2c, 3c, 623b, 236a236a236a, knife pickup.
5,796 damage to V.Sion.

However, I have a lot of trouble at/after the 3C 623B bit. Sometimes the combo will connect properly and I get a nice beautiful valid 24 hit combo. Other times, the enemy will be able to air-tech from the 623B so my combo ends there. Other times, the enemy will hit the floor before I finish recovering from the 623B so my 2C ends up OTG-ing them.
 Is there any particular reason why this would be happening (eg. timing between 2C/3C/623B)? If so, is there any way I can fix it so that I can get a fairly consistent hitrate?
2c after a 623b in the corner is a pretty tight timing no matter what, and it kind of depends on how you did the 3c to 623b. If there are already a lot of hits in the combo like yours, you'll want 623b to go off asap after the 3c to keep them high so you have enough time to 2c. The trick to that is the input 623b asap after 3c, and make sure you let go of the b button as quickly as possible, so you don't get any charge-up time.

But even then, if you're off by even a little bit they'll get to airtech. If your 623b hit relatively late after the 3c, i.e. right before they hit the ground, then you probably won't have enough time to 2c them after the 623b and they'll groundtech. So the moral of the story is to not try it in the first place when there's a better alternative.

On a related note, that kind of late timing is very good when you have few hits in your combo, like the midscreen 623b combos. Delayed 623b after 3c, tap the b so you don't get any charge, and they should be low enough and you should still be close enough to hit a follow-up 2c.

Btw 3c is definitely untechable knockdown.

31
Shiki Ryougi / Re: C-Ryougi Thoughts Without a Thread
« on: March 09, 2010, 08:21:23 AM »
Oh yeah, definitely. It's not solid at all. Wake-up bunker is the easiest thing I found that beats it. Most DPs and backdashes will work too, though sometimes backdash goes the wrong way and you just end up neutral.

32
Shiki Ryougi / Re: C-Ryougi Thoughts Without a Thread
« on: March 08, 2010, 10:16:18 PM »
I think I just turned C-Ryougi into a troll character:
http://www.youtube.com/watch?v=BuE2YTqUv8Q

33
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: March 08, 2010, 05:13:46 PM »
Found a few cool IH combos:
http://www.youtube.com/watch?v=iT15lmSPEdA

You can end the second one with rekkas if your meter runs out.

34
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 08, 2010, 10:25:09 AM »
Just remember not to use 3C or 4C for the blockstring.

Why not 3C? It gives you frame advantage. I think it's probably one of H's best moves in pressure.

35
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 06, 2010, 04:01:07 PM »
Nice!  Btw grats on breaking top nine at winter brawl.  I watched your vids and was really impressed!  I think I saw you pull out a new combo there too  :o

Back to the video -- wouldn't they be able to jump out after the knife, or backdash cancel during the stagger parts?  I had that problem yesterday a few times where people would just randomly backdash and completely avoid a run up 5B or knife toss.  It was a little frustrating.
Thanks. ^^

Yeah, there are two points in the block string where the opponent gets to move and try to escape. The first point is after the first 3c. You could shield, backdash, or sidestep to avoid 3c -> 5b, but there's definitely not enough time to jump or throw out a move. The second point is after knife throw. Same situation there, except it's usually not a good idea to backdash in the corner.

36
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 06, 2010, 01:28:47 PM »
H-Ryougi Meterless Guard Crush String against H-Moon
http://www.youtube.com/watch?v=k5TR5w6eHko

:slowpoke:

37
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 01, 2010, 07:56:59 PM »
I've recently been playing H-Ryougi (derp) and I watched the combo vids to get an idea of what she can do. Is it really necessary to use meter for her combos? The way I see it, considering her weak defensive options (no reversal and low health), meter is best reserved for shield bunkers (this is Half moon after all), or for Max mode where you can set up her arc drive or auto spark.
Keep in mind that a lot of the combos in the vids are impractical and are just meant to fit the music.

I wouldn't say it's absolutely necessary to use meter in her combos. It's true that meter used in the right places can extend your damage by a decent amount, but in real matches that's almost never why I use it. The main thing I aim for is to keep my meter sitting around 100% so that I have bunker available to me (since her defensive options are awful) and so I don't waste heat when I don't need to heal.

There are two easy places in combos to keep your meter down:
1) End combos with j.236c
2) Use 214c after a 2c, 3c, 5c, 5bb
Example: 2a, 5bb, 2b, 5c, 2c, 22a, 2c, 3c, 5c, 5bb, 214c, j.b(whiff), land, 2c, 3c, 5c, 5bb, j.bc, dj.bc, airthrow

I was wondering about using either 6AAA or 22A for extending combos. I guess it really depends. 6AAA for when you have no knife, 22A when you're staggering strings which makes for a nice and easy hitconfirm.
22a is necessary for pretty much all her big damage combos.

38
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: February 28, 2010, 11:56:24 AM »
2A 5BB 2B 5C 2C 22A > 2C 3C 5C 5BB > j.B j.C > dj.B j.C > 236b

does this combo work on the whole cast?
Yes, it does. However, it's difficult to land on all characters when you start the combo from point blank. If you're really close you have to delay the 2C so that Ryougi's body pushes them forward before it connects, otherwise you'll cross them up. The timing for 2C 3C varies a little per character too. For example, it's extremely delayed against Ries and really weird on Tohno.


2a 2b 5b 5c 3c 2c 22a j.bc ad j.c dj.bc air throw

2A 5BB 2B 5C 2C 6AAA > j.B j.C > dj.B j.C > 236B

anyone know how much meter you gain from both of these combos? Would like to compare
I've played around with ad in her air combos before and wrote it off from some reason. I think it was a lot more inconsistent in H than it is in C. If that actually works, then I have no idea about the meter difference. =/

39
I'll be there for MBAA.

40
Shiki Ryougi / Re: NEW H-Ryougi Combo Video: Perception
« on: February 15, 2010, 03:21:14 PM »
Thanks for the positive feedback, everybody. ^^

If anyone has any questions about stuff in the video, feel free to ask.

41
Shiki Ryougi / Re: NEW H-Ryougi Combo Video: Perception
« on: February 15, 2010, 08:05:26 AM »
I made a new combo video. It focuses more on mixups than the first video, but still has some new heavy-damage combos.

H-Ryougi Combo Video 2: Perception
http://www.youtube.com/watch?v=wdgLfnwjjEQ

42
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: January 30, 2010, 09:24:07 AM »
Shlowpoke, do you know which characters H-Ryougi's 2a 2c 3c loop does not work on? I've tested on a few chars, but haven't gone through the entire cast, and was wondering if you happened to have tested it already.

Yep, I've tested it already. The characters I can't get it to work on at all are VAkiha, Hisui, Mech Hisui, Satsuki, and Ryougi. 2a->2c whiffs on everyone there except VAkiha, who has weird falling properties that make looping it impossible.

Aside from that, there are some characters where the loop ends after 2-3 reps. These are Miyako, Nero, Kohaku, and Ciel. White Len's ends 1 rep early compared to all the characters it works normally on. (Full loop is around 30 hits, so White Len's would be around 27.)

Aoko, Ries, Tohno, and Kouma's loops have extremely awkward delays and random crossups which make it really difficult to do on them. They're not worth trying it on (at least for me).

There are some timing variations but it generally works on everyone else. Something to keep in mind with the sweep loop is that it is very number-of-hits-specific. If you have too few or too many starting hits, it often won't work. If anybody has trouble starting the loop on any characters I didn't mention above, just ask.

Also noticed that you can go for a sandoori if you end it early: 2a 5bb 2b 5c 2c tkj.236b 5bb 214a 2c 2a (whiff) = meterless 4300 dmg + mix-up. Could be useful.

This does seem like a pretty solid knifeless, meterless corner setup. If you're fast and your opponent respects it, you could even 22a after the 2a whiff for a crossup knife catch mixup... something you can't do with the corner setup I posted about above. Nice, Nandeyanen.

An option I'm thinking about but haven't tested could be to dash at them and push them very close to the corner on oki, then IAD j.c to hit behind them as they're waking up. You could also fake it and push them too far into the corner so you can't crossup. It could be a pretty good knifeless mixup.

The gimmicky roll crossup after the 2a whiff could work too. xD

43
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: January 29, 2010, 04:48:42 PM »
So guys, I found a ~5k corner combo that leads to knife mixup. :slowpoke:

2a, 5bb, 2b, 5c, 2c, TKj.236b, 5bb, 214a, 2c, (slight delay), 5c, 5bb, (slight delay*), 214c, j.b(whiff), (land and hold 4 for a few frames), 2c, (delay), 22a(whiff) -> knife catch mixup

*you'll need this against most characters, so that they get closer to the corner so you don't cross up with 2c

Here's an easier version that does about 1k less damage:

2a, 5bb, 2b, 3c, 623b, 2c, 3c, 5c, 5bb, 214c, j.b(whiff), 2c, (delay), 22a(whiff) -> knife catch mixup

44
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: January 24, 2010, 11:22:40 AM »
Good to see you trying out some more difficult combos. :toot:

There are two tricks to make it easier to hit the 2c after a midscreen 22a, 2c, 3c, 623b combo:

1. The opponent should be as low as possible to the ground when the 623b hits. You can put the delay between the 2c and 3c or between the 3c and 623b, or even delay both a little. Whatever works for you. It'll take some getting used to.

2. When you input 623b, make sure you let go of the 'b' as soon as you possibly can. Since this is a charge move, Ryougi will run forward a bit if you hold the button for any length of time. Therefore, in order to be close enough to hit the 2c after 623b, you have to make sure the move goes off as quickly as possible.

If you're really good at this you can fit 3 or 4 623b's in one combo, but I find any more than 2 to be especially difficult. Seems even more difficult if you start the combo with 2a, 5bb, 2b, 3c, 623b instead of using 22a, for some reason.

45
Shiki Ryougi / Re: C-Ryougi Thoughts Without a Thread
« on: January 15, 2010, 10:39:27 AM »
Now since you can record show me :D
xD

I do it at 1:55 in my combo video, though it's a fraction of a second slower than it could be. That was a hard clip to make so I didn't kill myself to get a frame-perfect 2a after landing.

Does this work for every character or is it Ryougi exclusive? Also, I'm too lazy to test it out, but does ex rekka loop work on everyone?
The principle should work for other chars, but it would only be really useful if they have an extremely long air dash like Ryougi.
What's ex rekka loop? :slowpoke:

46
Shiki Ryougi / Re: H-Ryougi Combo Video: Godslayer
« on: January 15, 2010, 10:01:19 AM »
If I'm seeing correctly you can use the knife catch to cancel an airdash, jump, or attack. For example the combo at 2:30.

Mm, that's not quite right. The only thing it really cancels is airdash. You won't catch the knife during an attack and jumps will just keep moving normally.

Thanks for the positive feedback, everybody. ^^

47
Shiki Ryougi / Ryougi Combo Videos
« on: January 15, 2010, 03:53:09 AM »
I finally got some recording equipment and couldn't resist making a combo video!

H-Ryougi Combo Video 1: Origin
http://www.youtube.com/watch?v=-zNEgWsyMsY (Had to take down because of music)
Download link: http://www.mediafire.com/download.php?dlowjjnnwjh

Enjoy!
EDIT: I changed the name of the first combo video because I can.

H-Ryougi Combo Video 2: Perception
http://www.youtube.com/watch?v=wdgLfnwjjEQ
Download link: http://www.mediafire.com/download.php?0yol2huyxad

This video focuses more on mixups than the last one, but still has some new heavy damage combos.

C/F Ryougi Combo Video - Reflection
http://www.youtube.com/watch?v=dOzQLK6xQhs
Download link: http://www.mediafire.com/download.php?jmtdizlnmjm


48
Shiki Ryougi / Re: C-Ryougi Thoughts Without a Thread
« on: January 11, 2010, 09:50:36 PM »
I don't have any way to record. =/

I should have been more specific when I said "forward." It doesn't work if you hold 3 as you land. You have to go to 6 when you're actually on the ground. The easiest way to see it is to try it like this: IAD and hold 6, grab to cancel the air dash, then land and grab again. Hold 6 the whole time and you should be able to grab as soon as you land.

The input for doing a fake IAD to 2a is like this: 6896, slight delay, 6e, (land), 632a. You could also think of the last part as 6e32a, since it can be done in one motion.

49
Shiki Ryougi / Re: C-Ryougi Thoughts Without a Thread
« on: January 11, 2010, 07:53:06 PM »
This is really something that works for all Ryougi styles, but I'm just going to post it here anyway.

You know how Ryougi's forward air dash is really long and takes forever to come down unless you cancel it with a move? Well, you can fake an IAD aerial by canceling the air dash with grab. It drops Ryougi straight down, and if you hold forward for a frame as you land you won't have any lag and you can go right into 2a. Seems to work great after a 623a knockdown or after j.c -> airdash pressure.

50
Shiki Ryougi / Re: C-Ryougi Thoughts Without a Thread
« on: January 09, 2010, 07:46:58 AM »
I was playing around with C-Ryougi and found some cool knife combos that I haven't seen anyone use. All damage is on V.Sion

Anywhere on Screen

Basic Knife BnB:
2a, 5bb, 2b, 5c, 2c, 6c, 22a, 5bb, 5c, j.bc, dj.bc236b
(4,508 damage)
If you airdash between the j.bc and dj.bc you can get on the other side of them and should have enough time to run up to the knife and grab it before they land. Compare to the basic knifeless bnb: 2a, 5bb, 2b, 5c, 2c, 6c, j.bc, airdash c, dj.bc236b, which does 4,310 damage.

Full Screen to Midscreen

High Damage + Knife Pickup
2a, 5bb, 2b, 5c, 2c, 6c, 22a, 2a, 2c, 623b, 2c, 5c, 5bb, j.bc, sdj.abc236b
(4,720 damage)
Does pretty good damage and you end up landing close enough to the knife to dash forward quickly and pick it up. Unfortunately, 22a -> 2a -> 2c doesn't work on all of the cast.

Knife Pickup + Oki
2a, 5bb, 2b, 5c, 2c, 6c, 22a, 2a, 2c, 623b, 2c, 623a.
(4,041 damage)
Lands you right on the knife with just enough time to pick it up and IAD j.c at them on wakeup. You can also choose to end the combo with 236c or 623c for more damage and different oki options, like leaving the knife and going for a sandoori.

Corner

All of the corner combos start with this:
2a, 5bb, 2b, 5c, 2c, TKj.236b, 5bb, 214a, 2c, (delay)5c, 22a...
There are a variety of ways to end it.

Meterless High Damage + Oki
... 2a, 2c, 236a, 236a, 236a
(5,250 Damage)
Doesn't work on the entire cast. Omit the 2c to get it to work on everyone for 5,100 damage.

High Damage + Better Oki
...2a, 2c, (slight delay)5c, 236c
(5,525 damage)
Possibility for sandoori afterward. Doesn't work on the entire cast. Omit the 2c and 5c to get it to work on everyone for 5,259 damage.

High Damage + Airthrow
...2a, 2c, 5c, 5bb, 214c, dj.bc, airthrow
(5,547 damage)
In case you wanted to try an arc drive setup afterward or wanted the airthrow for whatever reason. You can omit the 2c to get it to work on everyone for 5,424 damage.

63214c Ender + Oki
...2a, 2c, 5c, 63214c, 8c, 6c, 8c, 6c, 8c, 6c, 4c.
(5,780 damage)
Even higher damage and looks awesome. Omit 2c to get it to work on everyone for 5,692 damage.

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