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Atlas Academy > Riesbyfe Stridberg

C-Riesbyfe Combos

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MagnusXL:
I'm pretty sure I'm the only one who plays this character. I know F-Ries is baller, but where's the C-Ries love? :emo:

C-Riesbyfe is a pretty easy character to combo with, even for Melty Blood standards. You can change things up quite a bit and still get relatively the same damage all around. All combos were done against V-Sion because she's a faggot and she's the starting position for training mode.

Basic BnB
2B > 5B > 5C > 2C > 214A > j.BC > j.BC Throw - 4815 Damage
Starting with 2A - 4796
Starting with Charge j.C - 5990
Starting with j.C - 5532

American Reset Combo
2A > 2B > 5B > [Charge] 6B > 5C > j.BC j.BC Throw - 1313 + 4817 = 6130 Damage

Wallslam (100% Meter):
2B > 5B > 5C> 214C (wallslam) > 5A j.BC j.BC Throw - 5555 Damage

Riskier, more rewarding variant:
6B > 5C > 6C > 214C (wallslam) - 6010 Damage

Obligatory Arc Drive Combo:
6B > 5C > 6C > 41236C - 5161 Damage

Obligatory Blood Heat Combos:
[Charge] j.C > 2B > 5C > 41236C - 6616 Damage

6B > 5C > 6C > 41236C - 6123 Damage

Leading any normal combo with charge j.C is guaranteed to add over 1000 damage to any combo (pretty obvious). Leading with normal j.C will add about 700 to most combos. j.B doesn't seem to add any real damage. Try not to combo with 236C or 623C, as they always do less damage than just doing the combos normally.

Curbeh:
Yeah, Any time C-Ries has meter to burn dial 214C.

C-Ries has some nice stuff, but its kinda dependent on being kind of... passive?

Other stuff is:

2A 5B 6B 5C 6C 214B
※ Combo for taking okizeme

2A 5B 6B 5C 214C 2B 236A(jc)JC(hjc)JB JC Grab
※ Damage combo when comboing into the corner

2A 5B 6B 5C 214C JA JC J6C(Land)JC(hjc)JB JC Grab

Stuff is also on the wiki

Benny1:
Fuzzy:
j.C dj.CB land 2A 5B 6B 2C 5C 214A j.BC sdj.BC
This is pretty much the simplest corner fuzzy you can do.

Even more okizeme combo:
2A 5B 6B 5C 6C 214B 2B 214B
At this point, either let them land or do a 2C.  Either gives you good oki.

Corner meterless wallslam combo:
2A 5B 6B 5C 2C 214A j.C j.6C land j.[C] dj.BC airthrow
Standard, gives you crappy okizeme because of airthrow

2A 5B 6B 5C 2C 214A j.C j.6C land sj8.ABC sdj.BC airthrow
Does more damage at cost of even worse wakeup game, as you're higher up.  By a lot.

If you're really pro:
2A 5B 6B 5C 2C 214A j.C delay j.6C land delay j.C j.6C land sj8.ABC sdj.BC airthrow
This is just for more meter, and it's totally sick.

MagnusXL:
JC(land)JA JC[..]JB(jc) JA JC[..]JB [land] x N

C-Ries's infinite is hilarious as hell. However, since I can't do more than about two full reps, I think I'll just use the lazier non-infinite variant as a sick blockstring.

Does anyone know if this is even possible against Miyako or Len (or Neko Arc haha)? I'd test it myself, but I don't have the execution of a robot yet.

It can be my secret weapon against scrub Nrvnsqrs. :teach:

Benny1:
I couldn't get it on any of the characters shorter than like, Kouma.  It's probably possible on a few, but not many reps.

Do keep in mind that if you use it as a blockstring, there's a very good chance they will crouch your j.A and you'll need to delay your j.C.

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