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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.
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.
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.
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?
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.
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.
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.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.
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?
Just remember not to use 3C or 4C for the blockstring.
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 tooThanks. ^^
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.
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 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.
2A 5BB 2B 5C 2C 22A > 2C 3C 5C 5BB > j.B j.C > dj.B j.C > 236bYes, 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.
does this combo work on the whole cast?
2a 2b 5b 5c 3c 2c 22a j.bc ad j.c dj.bc air throwI'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. =/
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
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.
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.
Now since you can record show mexD
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.
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.