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Author Topic: Riesbyfe Strategy and Tactics Thread  (Read 43800 times)

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Offline Lord Knight

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Riesbyfe Strategy and Tactics Thread
« on: October 20, 2008, 10:25:38 PM »
Sup.

Here's what I got on Riesbyfe so far. I only played RiesH.

Normals

5A -Tiny little pointless shin kick, Tohno style. The range is EXTREMELY small. It is very effective in whiff chains however, and it goes into 6AA.


5B - Long range poke, she steps forward, like a lunge. Can be canceled into normal/special extremely late (maybe even WHENEVER), and is one of her prime tools for continuing pressure. Also when spaced properly you can use it as a ghetto anti-air. It's also pretty fast so you can use it at close range if you want. Just think of it as a better Warakia 5B and you'll have the right idea. EXCELLENT stagger tool.

2B - Long range poke, but low. I need to test if it actually hits low. Like 5B though, it can be canceled extremely late, making it another great tool for blockstrings. However any uses you have for it in neutral, 5B does much better.

5C - Similar to her 6B, but steps forward more drastically. Has decent AA potential. Unlike her B normals, there is a defined point where it cannot be canceled - think Warc 5B. Taking advantage of the C blockstun is great for staggering when used properly. I *think* BE5C is an overhead, and it's useful when combining it with 5C staggers. This would make 5{C} an effective mixup with the overhead.

2C - Sliding kick forward, really really late cancel point, but it's not whenever you want. You can use this exactly like Nanaya's 2C (to a point). You can do similar strings and again this a tool to keep you nice and close. Example - 2A 2C 5A *whiff* grab. Even on hit this works because of Ries' MASSIVE grab range.

JA - Kind of sucks in face of JB, but still has its uses from coming down. Usually used most in hitconfirms or sideswap combo. It has pretty good priority though, and you can use it for hierarchy stuff if you aren't spaced for JB or JC.

JB - Big horizontal range. Probably her best air to air. On CH, land 5B aircombo.

JC - Big swipe through the air, easy to camp, huge hitbox. Hitbox goes below her body. On CH, land, 5B aircombo. You can use this for fuzzy guard setup, and because of how

Command normals:

6B - Big step forward. Need to test this move more.

6C - Not as big a step forward, but the move is angled upward. Need to test more.

J6C - Potential combo ender, and used in her corner combo. Has more horizontal range than jB, but it always wallslams on hit.

BEJC - Used in okizeme and combos generally, not too much in neutral. Has more blockstun/hitstun than JC.

5A6AA - 123 punch that is universal to H. Solid in strings and for hitconfirming. You can do strings like 5A6A2A5A6AA thanks to the properties of A moves, and they have very late cancels, except for the third hit. On hit, combo into 2C 236A.

Specials:
236A - This move is GDLK. Her prime anti-air. OOOOOOOOOOMMMMG words cannot describe how useful this move is and is probably one of the best reasons for picking H in the first place. It's a rather long dash that has upper body invulnerability. It's really useful for dealing with projectiles or single hit moves that have very high recovery on block or on whiff (236A CH 2a *whiff* 2c 236A aircombo). I'm sure you can do some cool kind of whiff combo on counter, but I haven't tried it yet. It's jump cancelable on hit.

236B - I believe this has mid/lower body invul. Knocksdown on hit, I don't know if you can jump cancel off it.

236C - Ex command dash. I haven't even inputted this move yet lol.  :psyduck:

214A/B/C - Drill that I don't know the properties of. 214B is used in her corner combo.

623/A/B/C - Huge DP. The hitbox is more in front of her body than above, making 623B her wakeup of choice.

624A/B/C - Uh. ..  gold sheild? Didn't really see what this did. EDIT: This move has quite a bit of super armor, apparently.

She has this fire punch thing but I don't remember the input.

General strategy -  abuse long range moves, then lockdown once you get them to block. She's REALLY good at this.

Basic okizeme - jC has a ton of blockstun, so most mixups come off this. It's basically your standard IAD stuff. She can jC dj jC for a game winning fuzzy. JC from high enough can be cancellable into JB, standard 2 hit oki. Throw seems to have long range. Anti-backstep is 2A(Whiff) 5B, followup varies from char to char.

Combo's:

Midscreen

5B 2B 5C 2C 236A JBC dj JBC airthrow - level 1.

5B 2B 6C 2C 236A JBC airdash jump JAC airthrow - level 2. (sideswap)

5B 2B 5C 2C 214A JBC dj JBC airthrow - apparently SII says this combos, w/e.

Corner Combo:

5B 2B 2C 5C JC J6C land JC sdj JBC airthrow 

5B 2B 5C 2C 214B wallslams J[C] dj jBC dj JBC airthrow

Air CH Combo:

CH JB land 5B 236A JBC dj JBC airthrow. - 236A can be omitted if needed.

Situational Combos:

5B 2B 5C 2C 236A JBC aidash jump JAC - sideswap.

236A CH JCB dj JBC airthrow

5B CH - have some ideas, gonna test it out.

EDIT: Making this much better.
« Last Edit: October 30, 2008, 04:47:42 PM by Lord Knight »
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Offline Benny1

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #1 on: October 21, 2008, 05:37:29 AM »
Isn't her gold shield a counter move or something?  I thought it was or something, or at least I thought she had one in C/H.

How does the range on her 623A/B look?  It LOOKS enormous, so I'm curious.  Probably really really unsafe on block in particular for a DP though.

How is her air movement?  Videos have made it look like her jump is really short or something, or she falls really fast, or something, because people just drop in the air with her.
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Offline Lord Knight

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #2 on: October 22, 2008, 10:17:49 AM »
DP is huge LOOKING, but I'm not to sure if it's as big as it looks. I think it's big on top and in front, and depending on whether you use A B or C, you move more horizontally.

Her air movement is lackluster, she falls like a rock. Her airdash is solidy. Falling fast helps her for oki somewhat, seeing how she does jCB off a double jump. If you don't time a move properly off an IAD, it whiffs, it's weird until you get used to it. Probably need to high airdash with her a lot more. Her ground speed is pretty good.
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Offline pbj_mixxa

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #3 on: October 30, 2008, 04:44:00 PM »
SCRUBS, ALL OF YOU! F-RIESE IS WHAT'S UP!!!


http://www.nicovideo.jp/watch/sm4926157  -> 1:20 = 4 hits, 4.2k dmg!!!
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Offline Lord Knight

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #4 on: October 30, 2008, 04:48:24 PM »
Come back when RiesF can run and has 236A.
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Offline Curbeh

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #5 on: October 30, 2008, 05:04:44 PM »
SCRUBS, ALL OF YOU! F-RIESE IS WHAT'S UP!!!


http://www.nicovideo.jp/watch/sm4926157  -> 1:20 = 4 hits, 4.2k dmg!!!

Told you LK

I saved a bunch of F joybox vids
I'll fetch them later
« Last Edit: October 30, 2008, 05:08:54 PM by Kirbeh »
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Offline F9|Chibi

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #6 on: October 30, 2008, 06:52:01 PM »
Come back when RiesF can run and has 236A.

lol at thinking running is more important then footsies

go ahead and reverse beat your shit until you land a combo for half the damage, while i can hit 4 times and get 3.5k

have fun
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Offline pbj_mixxa

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #7 on: October 30, 2008, 07:43:05 PM »
As slayer would probably say

"Who the fuck needs run when you got pilebunker AND BBU?!"
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Offline Lord Knight

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #8 on: October 30, 2008, 08:03:48 PM »
SII RiesH:

http://uk.youtube.com/watch?v=mP-Bk3FplYc&feature=related
http://uk.youtube.com/watch?v=RVihm7Y3skI&feature=related

----

Once I look through all the relevant joybox vids I'll post up the best RiesH play too.
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Offline Lord Knight

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #9 on: October 31, 2008, 03:11:30 PM »
Keep climbin', gotta get to the top

Offline AkiraTheMastodon

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #10 on: November 05, 2008, 08:56:50 PM »
SCRUBS, ALL OF YOU! F-RIESE IS WHAT'S UP!!!


http://www.nicovideo.jp/watch/sm4926157  -> 1:20 = 4 hits, 4.2k dmg!!!
that is on Roa, Roa is made of paper
other charas it would deal maybe 3.5kish
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Offline Dragonthorn

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #11 on: August 25, 2009, 04:45:11 PM »
I don't know if this has been mentioned before but Rief's 6B can deflect Ciel's blades:

http://www.youtube.com/watch?v=4ABPkOxhMfk

Offline TenSARS

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #12 on: August 25, 2009, 05:51:13 PM »
Does that work with anything else? Because it would be hilarious if you could deflect Kohaku's Bombs with that.

Offline Irysa

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #13 on: August 25, 2009, 06:23:10 PM »
It reflects all projectiles

It is hard as shit to time though.
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Offline Exciel

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #14 on: August 25, 2009, 09:12:45 PM »
http://www.youtube.com/watch?v=btqVf5IXcDU

Recorded a vid shedding some light upon C-Ries with a few demonstration combo variations. She has a lot of variety for her combos but narrowing it down her most damaging (at least from what I've found) combos are:

Off 5/2A
5/2A 5B 5C 6B 6C 236A jB jC dj jB jC throw 4.8k

Off 2B
2B 5C 5B 6B 236A jB jC dj jB jC throw 4.97k

Just found this one now so not shown in vid. If you're ever lucky enough to start with 6B
6B 5C 5B 6C 236A jB jC dj jB jC throw 5.2k

If you're ever in the corner trade switch the aircombo ender to jC delay j6C land j[C] dj jB jC air throw

In a corner off 214C follow with 5A/jA and then the same corner ender.

So put all the best parts together to get:

6B 5C 5B 6C 214C jA jC j6C land j[C] dj jB jC throw to get 6240 damage :prinny:

Offline BurstOfAnger

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #15 on: August 25, 2009, 10:54:41 PM »
I don't know if this has been mentioned before but Rief's 6B can deflect Ciel's blades:

http://www.youtube.com/watch?v=4ABPkOxhMfk

I'm more interested in why Ciel's EX Blade Sinker failed at 3:28
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Offline TenSARS

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #16 on: August 26, 2009, 09:45:23 AM »
^ Probably autoguard?

Offline Ultima66

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #17 on: August 27, 2009, 01:03:00 PM »
I don't know if this has been mentioned before but Rief's 6B can deflect Ciel's blades:

http://www.youtube.com/watch?v=4ABPkOxhMfk

I'm more interested in why Ciel's EX Blade Sinker failed at 3:28
C/H Ries 236 have guard points just like Tager's 421B and Bang's D moves in BB. I believe both A and B automatically guard all mid attacks for the duration of the charge, and 236A blocks overheads while 236B blocks low attacks.

Offline Langley

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #18 on: September 01, 2009, 03:05:41 PM »
On a tactics note, I've taken to using 5B 6B 5C 2C 63214A mid-screen since it does about 3k and leaves them knocked down in the corner, which gives me an opportunity for corner pressure that isn't almost strictly 5B tagging. Would I be better off just taking the extra 1k damage and putting them back at neutral via a BnB, or is the Oki worth it?

Edit: I originally posted a combo along with this, but Curbeh's combo posted below is easier and does more damage, so uh.... use that one.
« Last Edit: September 01, 2009, 07:52:38 PM by Langley »
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Offline Curbeh

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #19 on: September 01, 2009, 07:28:16 PM »
5A 5B 6B 5C 2C 214B J[C] (jc) JC J6C (land) JC (jc) JC Grab 
Works on everyone


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Offline BurstOfAnger

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #20 on: September 05, 2009, 08:29:12 PM »
After trying out a few combos, I realized something. In general, using j6C to extend combos in the corner merits LESS damage than doing the combo normally. For example (F-Moon):

2a5b6b2c214a jbc djbc airthrow

does 4321 on Aoko.

2a5b6b2c214a jcj6c land jc djbc airthrow

does 4273.

However, using j[c ] after landing is an exception.

2a5b6b2c214a jcj6c land j[c ] djbc airthrow

does 4422.

Of course, there are other variants.

2a5b6b2c214b j[c ] djcj6c land jc djc airthrow

does 4670.

So it's up to you to decide which combo is most worth doing.
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Offline COD3player

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #21 on: September 06, 2009, 01:40:01 AM »
So I've played a lot of H-Ries and decided to try F-Ries. You can get some good damage for some relatively short combos but one thing that's kinda bugging me is that chaining 2A into 5B feels more strict. If I had to guess, it's because her 2A in F probably has less hit stun. So what I do instead is 2Axn 5A 5B and it's easier.

But anyway, from what I've seen and have played, F-Ries seems to be most effective when you do combos that allow you to charge the meter afterwards. So far the methods I've used are:

- ground string...236A > charge
- ground string...2C > 214B > charge
- air string...j.6C > charge

What else works? I assume that if the opponent is cornered and you're comboing them, then ending air strings with air throw is probably the preferable option since wallslams in the corner barely give you any time to really charge?
« Last Edit: September 06, 2009, 02:06:00 AM by Azure Macabre »
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Offline Curbeh

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #22 on: September 07, 2009, 06:51:50 AM »
Pretty much, if you are in the corner you are comboing into an air throw... unless you would really like the meter, then you could probably do:
~214 B (jc9) J[C] (land) JC (jc) JC J6C

When you land after doing a charge jump C into the opponent, you'd end up on the other side of the opponent. Then you'd jump again to finish the combo into J6C... I don't think its techable into air, so you would have just as much time.
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Offline 4r5

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #23 on: September 07, 2009, 12:50:56 PM »
"That's what we like to call big damage!"

All on Akiha, standing. Using F-Ries

##
all reduce - no reduce
combo

#1
2599-3634
2A-B-C>214B>j.C-6C, land, j.C>dj.C>AT

#2
3052-3989
2A-B-C>214B>j.[C]-6C, land, j.[C]>dj.C>AT

#3
2755-4232
2A-B-C>214B>j.B-C>dj.B-C>AT

#3 does more damage, unreduced. While #2 does more reduced damage. I guess #2 would be the combo to do, since we can only expect people to get better and better at reducing damage.

edit: also, why do people always list the unreduced damage, as if reducing doesn't exist?
« Last Edit: September 07, 2009, 12:58:11 PM by 4r5 »

Offline neZ

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Re: Riesbyfe Strategy and Tactics Thread
« Reply #24 on: September 07, 2009, 01:05:28 PM »
I'm picking cellobitch for the mad tiny airdash. Anyone else thing HCB moves have potential?