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

Messages - Shlowpoke

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51
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: January 03, 2010, 11:43:58 PM »
Heeey Shlowpoke taking the .gif i made for his avatar :(. lol It's awesome.

I made this gif myself and had no idea you had made a similar one. =(

I'm gonna go with 'great minds think alike.' Yeah. >.>

I'm finding that I really like air throw since it puts them in range of 5b/2b/5c and puts you in a pretty ideal range.

Careful with that. Airthrow is pretty meh as a midscreen combo ender once your opponent learns to backdash on wakeup. A lot of Ryougi's pokes are good but have really bad lag on whiff (prime example is 5b). Hell, sidestep even works. It's still really useful in the corner though whether you decide to keep them in the corner or airthrow the other way to stay close to them.

There were a bunch of things I liked about your Ryougi, but I'm only going to the post the criticism to save time/space. I apologize if any of these things were due to the lag:

1. Your combos need some work. Your stuff is reliable, but Ryougi can do a lot more damage than 3.5k. You seem to really like your knife and that's fine, but there are ways to get much higher damage and still keep it/get back to it.

2. You almost always go for the air dash catch after 22a. If you can react to a random knife hit and you're close enough, you can combo with 2c for some decent damage. If you've got enough room, you can even combo back to the knife and pick it up. Try 22a, 2c, 3c, 623b, 2c, 3c, 5c, 5bb, j.bc, dj.bc, 236b. You may have to super doublejump and/or throw in an extra move in the air string, but it should get you back to the knife with plenty of time to pick it up.

3. When you're guard-crushing you can start your rekkas with 236b instead of 236a to get closer so the last rekka doesn't whiff before 22c.

4. Careful with your arc drives. xD Throwing them out there is fun, I know. I do like the 2c, 2a, arc drive setup though. Another decent setup is to combo into a corner airthrow (putting yourself in the corner), and then sort of tickthrow them with 2a/arc drive.

I enjoyed your pre-game SF footsies against Satsuki. xD

52
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: December 29, 2009, 01:50:57 AM »
The B version seems to be strictly better than the a version

B is definitely much faster, but if these are parallels to j.236a/b then the A version might be a high, which is at least something it would have over B/C.

53
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: December 29, 2009, 01:21:47 AM »
You also might not know that off of an aerial tech, you can do 22/44/66 a/b/c for a move similar to the j.236 moves. They have some invulnerability, and you can combo off of the EX version if they wallslam.

So that's how you do those. I've done them myself but always by accident. Happen to know if any of them are safe on block?

54
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: December 29, 2009, 01:05:39 AM »
you're probably better off air throwing or using 5a/5b or j.6b/j.c as anti-air

Lol, this whole time I had no idea that she had a j.6b. I can't believe it. Back to training mode for me...

Edit:
If you're learning the sweep loop, keep in mind that these are the characters that it's impossible on (as far as I can tell): VAkiha, Hisui, Mech Hisui, Satsuki, Ryougi.

I also can't get the loop to go for more than 2-3 reps against Kohaku, Miyako, Nero, or Ciel. Seems to always end 1 rep early on White Len, and has very strange timings/easy accidental crossups on Aoko, Ries, and Tohno but otherwise works on them.

55
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: December 29, 2009, 12:29:16 AM »
I'm going to start learning H-Ryougi combos now. I'll do some experimenting and report on my findings. I'll probably play against a few people soon and I'll try her out.

I'm interested in seeing what you think about the switch from C to H. Record matches if you can, please.

56
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: December 28, 2009, 12:49:28 AM »
And a semi-important note. 5bb 214a will not connect if you have more than 10 hits before 214a.
It also seems like any use of 623b makes linking 5bb to 214a impossible. Correct me if I'm wrong, anyone.

On a completely different topic, I've been experimenting with knife catch mixups and found some cool stuff. If you end a combo with 2c or 3c (for the untechable knockdown) you can whiff a knife throw to create a really hard-to-block mixup. 22a/b and 63214a are the best throws for this. 63214c works in the corner and looks awesome, but there are probably better uses for your meter.

22a: Fastest throw. You have to delay a bit after the knockdown move so you don't accidentally combo. There are two ways to catch the knife after 22a. The first and easiest is to jump back and air dash into the knife, then fall on your opponent with j.c. The input is 22a, 766c. The second way is to wait after throwing it, then instant air dash at just the right time. Input is 22a, delay, 6896c. Of course, you can choose to omit the j.c and land with a 2a once your opponent gets used to it.

22b: Slower throw. You have to delay a bit against most characters so you don't get an OTG combo. The throw is just laggy enough that if you IAD as soon as you can, you'll instantly cancel your air dash. Example: 22b, 6896c.

63214a: Pretty much the same options as 22a here, except the timing is much more straightforward.

All of these are usable anywhere on screen, and sometimes cross up from certain distances if the opponent blocks low. I wish I had recording equipment so I could make a video to explain these better. =/

While I was messing with this IAD cancel stuff I found a flashy midscreen knife-catch combo:
2a, 5bb, 2b, 5c, 2c, 22a, 5b, 6896(catch)c, land, j.bc, dj.bc, 236b
(4,453 damage to V.Sion)
Not very practical, but it looks sweet.

57
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: December 26, 2009, 11:10:27 AM »
Here are some practical non-character-specific combos for H-Ryougi that I've found.

Anywhere on Screen

Standard BnB:
2a, 5bb, 2b, 5c, 2c, 22a, 2c, 3c, 5c, 5bb, j.bc, dj.bc, 236b
(5023 damage to V.Sion)
For when you don’t know what else to do.

From Full-screen to Mid-Screen

High Damage + Knife Pickup:
2a, 5bb, 2b, 5c, 2c, 22a, 2c, 3c, 623b, 2c, 3c, 5c, 5bb, j.bc, sdj.abc, 236b
(5,245 damage to V.Sion)
If you did the super double jump, you should land right on the knife after j.236b

Knife Pickup + Oki:
2a, 5bb, 2b, 5c, 2c, 22a, 2c, 3c, 623b, 2c, 3c, 623a
(4,462 damage to V.Sion)
Should put you right on the knife, with just enough time to pick it up and IAD j.c at them on wakeup.

From Mid-Screen

High Damage + Knife Pickup:
2a, 5bb, 2b, 5c, 2c, 22a, 3c, 623b, 2c, 3c, 5c, 5bb, j.bc, dj.bc, 236b
(5,035 damage to V.Sion)
If you're too far into the corner you might accidentally cross up with 2c. Should land you on the knife.

High Damage + Knife Pickup (alternate):
2a, 5bb, 2b, 3c, 623b, 2c, 3c, 22a, 2c, 3c, 623b, 2c, 3c, 5c, 5bb, j.bc, sdj.abc, 236b
(5,143 damage to V.Sion)
If you did the super double jump, you should land right on the knife after j.236b

Knife Pickup + Oki:
2a, 5bb, 2b, 3c, 623b, 2c, 3c, 22a, 2c, 3c, 623b, 2c, 3c, 623a
(4,588 damage to V.Sion)
Should put you right on the knife, with just enough time to pick it up and IAD j.c at them on wakeup

In the Corner

High Damage + Knife Catch:
2a, 5bb, 2b, 5c, 2c, TK236b, 5bb, 214a, 22a, j.c, AD(catch), c, dj.abc, 236b
(5,176 damage to V.Sion)
The knife catch cancels your air dash so you can hit the second j.c.

Knife Pickup + Oki:
2a, 5bb, 2b, 5c, 2c, 22a, 3c, 5bb, 214a, 3c, 236a, 236a, 214a
(4,556 damage to V.Sion)
Use 214a instead of 236a at the end because you'll be on the other side of them. Lands you right on the knife.

Knife Pickup + Oki (alternate):
2a, 5bb, 2b, 5c, 2c, 22a, 3c, 5bb, 214a, 2c, 22a
(4,050 damage to V.Sion)
Cancels the untechable 2c with knife pickup. This version keeps them in the corner. Follow up with the slow-ass dash 6a+b roll crossup for the lulz.
High Damage + Knife Pickup + Oki:  :slowpoke:
2a, 5bb, 2b, 5c, 2c, TK236b, 5bb, 214a, 2c, (delay), 5c, 22a, 2c, 3c, 623b, 236a, 236a, 236a
(5,503 damage to V.Sion)
Nice damage, keeps them in the corner, gives you time to pick up the knife and still have advantage on oki.  


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