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Atlas Academy => Melty Blood: Actress Again => Riesbyfe Stridberg => : Lord Knight October 20, 2008, 10:25:38 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: Riesbyfe Strategy and Tactics Thread
: Lord Knight 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.
: Re: Riesbyfe Strategy and Tactics Thread
: Benny1 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.
: Re: Riesbyfe Strategy and Tactics Thread
: Lord Knight 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.
: Re: Riesbyfe Strategy and Tactics Thread
: pbj_mixxa 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!!!
: Re: Riesbyfe Strategy and Tactics Thread
: Lord Knight October 30, 2008, 04:48:24 PM
Come back when RiesF can run and has 236A.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh 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
: Re: Riesbyfe Strategy and Tactics Thread
: F9|Chibi 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
: Re: Riesbyfe Strategy and Tactics Thread
: pbj_mixxa October 30, 2008, 07:43:05 PM
As slayer would probably say

"Who the fuck needs run when you got pilebunker AND BBU?!"
: Re: Riesbyfe Strategy and Tactics Thread
: Lord Knight 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.
: Re: Riesbyfe Strategy and Tactics Thread
: Lord Knight October 31, 2008, 03:11:30 PM
RiesF:

http://www.nicovideo.jp/watch/sm5106803 OCV!

: Re: Riesbyfe Strategy and Tactics Thread
: AkiraTheMastodon 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
: Re: Riesbyfe Strategy and Tactics Thread
: Dragonthorn 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
: Re: Riesbyfe Strategy and Tactics Thread
: TenSARS 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.
: Re: Riesbyfe Strategy and Tactics Thread
: Irysa August 25, 2009, 06:23:10 PM
It reflects all projectiles

It is hard as shit to time though.
: Re: Riesbyfe Strategy and Tactics Thread
: Exciel 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:
: Re: Riesbyfe Strategy and Tactics Thread
: BurstOfAnger 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
: Re: Riesbyfe Strategy and Tactics Thread
: TenSARS August 26, 2009, 09:45:23 AM
^ Probably autoguard?
: Re: Riesbyfe Strategy and Tactics Thread
: Ultima66 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.
: Re: Riesbyfe Strategy and Tactics Thread
: Langley 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.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh 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


: Re: Riesbyfe Strategy and Tactics Thread
: BurstOfAnger 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.
: Re: Riesbyfe Strategy and Tactics Thread
: COD3player 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?
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh 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.
: Re: Riesbyfe Strategy and Tactics Thread
: 4r5 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?
: Re: Riesbyfe Strategy and Tactics Thread
: neZ September 07, 2009, 01:05:28 PM
I'm picking cellobitch for the mad tiny airdash. Anyone else thing HCB moves have potential?
: Re: Riesbyfe Strategy and Tactics Thread
: 4r5 September 07, 2009, 05:49:53 PM
H and C's Shield Slams? Yes.
: Re: Riesbyfe Strategy and Tactics Thread
: 4r5 September 07, 2009, 07:48:49 PM
"That's what we like to call big damage!"

"A beautiful example in the art of the combination attack"

nevermind

3139-4356
2A-B-C>214B>j.[C]>dj.C-6C, land, j.[C]>dj.C>AT

Does more unreduced damage then #3, and does more reduced damage then #2. Problem solved, the harder combo wins.
: Re: Riesbyfe Strategy and Tactics Thread
: PWS September 09, 2009, 08:06:36 AM
Hey guys. Full 214C. Why should I use this move? I have to be missing something.

It should be noted that 214A charged does a LOT of guard break damage. Nine empties the gauge, compared to 11 arc drives.
: Re: Riesbyfe Strategy and Tactics Thread
: 4r5 September 09, 2009, 10:05:57 AM
shrug, hits overhead. but you don't get anything else without 100% for 236C, or max for the IH.

I never do it unless I have 100%, so I can kara-cancel it to 236C, if I spot someone trying to counter-poke
: Re: Riesbyfe Strategy and Tactics Thread
: 4r5 September 13, 2009, 06:44:33 PM
so f-ries can dash over/through a crouching S.Akiha. someone was being lazy with her collision box

both neco's too, standing or crouching
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh September 13, 2009, 08:35:47 PM
Thats kinda cool

: Re: Riesbyfe Strategy and Tactics Thread
: PWS September 15, 2009, 11:03:32 AM
I'm almost certain I got F. Ries 6[C] > 236C midscreen in a tournament match, but I couldn't get it in training recently. I have the vid of the match on my camera, need to watch it again to make sure I guess. I think I've done it a few times before which is why it came naturally to me in the match, but when I tried to duplicate it the combo wouldn't work.

Mostly, I just want to see some sort of discussion in here lol. Um, what else is mildly interesting...uh, what's the ideal shield counter combo? It's hard to get much.
: Re: Riesbyfe Strategy and Tactics Thread
: Ultima66 September 15, 2009, 11:31:55 AM
I'm almost certain I got F. Ries 6[C] > 236C midscreen in a tournament match, but I couldn't get it in training recently. I have the vid of the match on my camera, need to watch it again to make sure I guess. I think I've done it a few times before which is why it came naturally to me in the match, but when I tried to duplicate it the combo wouldn't work.

Mostly, I just want to see some sort of discussion in here lol. Um, what else is mildly interesting...uh, what's the ideal shield counter combo? It's hard to get much.
It probably hit late as they were getting up or from farther away. Later hit = less time between the hit and you landing = more time while you can 236C while they're still in hitstun. It's not really as relevant in Melty but you see it all over Street Fighter related things. David Sirlin's tutorial video even calls doing a fireball so it hits really late as someone is getting up as "meaty" so that the fireball hits so late you can combo out of it on hit and make it safe on block, as opposed to face to face fireball that's very punishable and not comboable into anything on hit.
: Re: Riesbyfe Strategy and Tactics Thread
: 4r5 September 16, 2009, 09:57:33 AM
what's the ideal shield counter combo? It's hard to get much.

I've just been trying 2C>214X into air combo, F moon. The damage is so nerfed on the shield counter that I think any combo is fine as long as you hit the airthrow. Or just not do a combo at all and let them fall for the knockdown, and do dash over mixups.
: Re: Riesbyfe Strategy and Tactics Thread
: PWS September 17, 2009, 05:21:43 AM
It probably hit late as they were getting up or from farther away. Later hit = less time between the hit and you landing = more time while you can 236C while they're still in hitstun. It's not really as relevant in Melty but you see it all over Street Fighter related things. David Sirlin's tutorial video even calls doing a fireball so it hits really late as someone is getting up as "meaty" so that the fireball hits so late you can combo out of it on hit and make it safe on block, as opposed to face to face fireball that's very punishable and not comboable into anything on hit.

Oh, right, it was meaty I think, probably hit on the last active frame or close to it. Of course...dunno how that slipped my mind.

4r5: yeah.

So I was pondering something else for the sake of forum discussion. Ries' damage output isn't the best, good enough imo but other characters do have better. What I was wondering though, is she less susceptible to damage reduction (mashing) since her combos generally are much shorter/involve fewer hits? i'm not entirely sure how the whole thing works.
: Re: Riesbyfe Strategy and Tactics Thread
: neZ September 17, 2009, 10:59:03 PM
I dunno, 6.3K or so max on a combo from a pretty decent mixup isn't bad.

Oh, speaking of which: You can get corner-like combos from a ways out from the corner by substituting 214B for 214A. For example, B-C-2C-214A, 7C, dj.C-6C, land, j.C, dj.C, AT works from a decent distance back.
: Re: Riesbyfe Strategy and Tactics Thread
: Benny1 September 18, 2009, 04:00:36 AM
Does anybody know optimum Riesbyfe fuzzy guard combos?

Also as I noted on IRC once upon a time, if you are moving upwards while the opponent is on the ground, j.C has 50% absolute prorate, but not if you're hitting an airborne opponent.  Go figure.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh September 18, 2009, 06:03:58 AM
You would probably need to throw in 6B and a super for really good damage off a fuzzy.
: Re: Riesbyfe Strategy and Tactics Thread
: Benny1 September 18, 2009, 03:32:27 PM
Eh, something like j.C (block) dj.C (hit) dj.B land 2ABC 5C j.BC sdj.BC airthrow does like 4.5k with Cries on V.Sion, not terrible damage, but it's not the hardest to read fuzzy too.
: Re: Riesbyfe Strategy and Tactics Thread
: PWS September 19, 2009, 10:20:53 AM
It probably hit late as they were getting up or from farther away. Later hit = less time between the hit and you landing = more time while you can 236C while they're still in hitstun.

Turns out it was a midscreen counterhit. Didn't look like max range either. So, yep, that apparently works, but I wouldn't think it's confirmable.

neZ: You're right, her damage output is plenty good. At the time, I was going off of information from another player who apparently doesn't know what he's talking about lol.
: Re: Riesbyfe Strategy and Tactics Thread
: Irysa September 21, 2009, 02:56:35 AM
Does anybody know optimum Riesbyfe fuzzy guard combos?

Also as I noted on IRC once upon a time, if you are moving upwards while the opponent is on the ground, j.C has 50% absolute prorate, but not if you're hitting an airborne opponent.  Go figure.

Does this apply to any other character fuzzies?
: Re: Riesbyfe Strategy and Tactics Thread
: Benny1 September 21, 2009, 04:34:11 PM
C-Ries infinte:
j.C land [j.AC delay B dj.AC delay B land] x n

It's not that hard, probably practical a few loops, to be honest.

Also, is an infinite blockstring.
: Re: Riesbyfe Strategy and Tactics Thread
: Irysa September 22, 2009, 05:10:25 AM
that's not even remotely tight at all though in terms of a blockstring.
: Re: Riesbyfe Strategy and Tactics Thread
: Benny1 September 22, 2009, 07:10:46 AM
What do you mean?  If you do this properly, on a standing character, and have them set to recover D, they will not shield at any point, meaning it is airtight, right?

EDIT: wait rofl it loses to crouching after basically any hit lol, I fail.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh September 22, 2009, 07:40:37 AM
Still good for mixups
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh October 14, 2009, 10:01:24 PM
(http://i447.photobucket.com/albums/qq200/Kirbeh_MkII/Derp.jpg)
: Re: Riesbyfe Strategy and Tactics Thread
: Benny1 October 15, 2009, 07:27:36 AM
See?  Now it's starting to make sense that I play Cries.
: Re: Riesbyfe Strategy and Tactics Thread
: Chaser November 02, 2009, 09:22:34 AM
Fries - 2A 5B 6B 5C 6C repeat for massive damage
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh November 02, 2009, 04:59:01 PM
.....




lol
: Re: Riesbyfe Strategy and Tactics Thread
: fr49200 November 04, 2009, 05:30:03 AM
does anyone know any good guard break pressure for F-Ries?  one guy who was playing her at BBGXII was doing one that ended in 6C that people couldn't get out of at all. also is it just me or is this girl slow as hell & has a hard time getting in? I think it might be me though wanted to get some other people's opinions.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh November 04, 2009, 06:21:41 AM
lol Chaser was just doing 2A 5B 5C 6C 2A ->
You can bust out before the 2A with reversal or a shield, or if you are H moon, just wait it out until he tries something else.

Ries' movement is not particularly slow, however her moves are. Not only that but she has hitbox throw into her moves, so you need caution and slightly different timing for using your moves when trying to get in. He has the tools thought, just need to use them right.
: Re: Riesbyfe Strategy and Tactics Thread
: fr49200 November 04, 2009, 07:10:41 AM
oh ok thx. I was noticing that alot of the time with her i was using her 5A or 2A poke but it would get beat into combo & death. does her 5A have less priority than other characters so it gets beat?
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh November 04, 2009, 10:57:26 AM
oh ok thx. I was noticing that alot of the time with her i was using her 5A or 2A poke but it would get beat into combo & death. does her 5A have less priority than other characters so it gets beat?

(http://i447.photobucket.com/albums/qq200/Kirbeh_MkII/5a.jpg)

Remember, the really isn't anything called "priority" in fighting games.
Her 5A is big, but you can't mash it and it is somewhat slow. You are probably getting mashed out of it, 2A is definitely superior for simple pokes. As for 2A, I can't see how you would be getting beat out of it... its like the best 2A in the game lol. Maybe you are getting bodied by B/C moves or REALLy carelessly throwing it out.
: Re: Riesbyfe Strategy and Tactics Thread
: PWS November 05, 2009, 04:51:05 AM
Where are you pulling that hitbox data from? Do you have everything?
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh November 05, 2009, 06:09:41 AM
Just get mauve's frame display tool.
: Re: Riesbyfe Strategy and Tactics Thread
: Chaser November 15, 2009, 11:20:00 AM
The dumbest part about the pressure kirby, is that you can change it for the situation:

Say a person is playing H groove, instead of using 2A-B-C-6C you can use 2A-6C to throw off their timing, not only that but it throws them into a situation where they are doing HIGH-LOW-HIGH-LOW which most players will focus on blocking more than shielding or back dashing, and it still chips guard as fast. Plus, they are doing the high lows because you can charge 5 other moves that could either be high or low, because that is necessary. I would like to add that her Arc Drive has a frame of super armor...... I think, I was going through a bunch of different characters moves at LK's place. Also, from the testing I saw F-ries having massive clash with her 2B, not sure if that works on everyone, but I did it to at least 10 different characters aerials.

Another trick I noticed for her pressure, is a bunch of people will sit and watch what you are doing, so instead of continuing the pressure with x move, you can just hop forward and grab because the person is so focused on blocking. A lot of people will backdash, just continue the 2A - B - C - 6C, it will hit them even if a move whiffs, just be careful with her, eventually you can do charge mix ups and if a move whiffs you'll get punished because you are stuck in the charge animation.

If a person is shielding you a lot here is a good tip, just do one rep of 2A-B-C-6C, then jump when you expect the shield and come down with a JC. If they start shielding that JC, and are not in H groove, just block afterwards. If they are in H groove whiff the JC with the animation still coming out, and continue with pressure.

The biggest part about these "gimmicks" is making the person think you are going to do the reps of 2A-B-C-6C again, but you really don't have to, you could even just block after the 6C or back dash there are plenty of options she has.  :bleh:

: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh November 15, 2009, 11:45:22 AM
Not not particularly, that entire F-Ries string can be blocked LOW. the long thing one would need to look for is 6[C] and 214C. Also, the best place to back dash would be after the 6C is blocked (midscreen). Of course the Ries could punish the backdash with 236A/B.

The best thing to do against it is to sit tight and wait for something else.
: Re: Riesbyfe Strategy and Tactics Thread
: Chaser November 15, 2009, 11:48:14 AM
I still think it is really hard to deal with in general, everyone hates playing my Ries lol
So much salt and rage...
: Re: Riesbyfe Strategy and Tactics Thread
: Chaser November 15, 2009, 11:55:07 AM
Fries - 2A 5B 6B 5C 6C repeat for massive damage

This isn't the ONLY thing she has, but it is a good tool, something to start off with, many of her good damage combos can link in and out of this.
: Re: Riesbyfe Strategy and Tactics Thread
: fr49200 November 25, 2009, 08:57:25 AM
damn lots of good info guys. i need to use this. i usually play kohaku in AC, so i try to play Ries like that but she's too slow. im so used to it. gotta learn to play patient with her. is she space reliant? from what i see i need to learn to space my opponent to punish them. is this correct or am i just high?
: Re: Riesbyfe Strategy and Tactics Thread
: Chaser November 25, 2009, 01:14:38 PM
damn lots of good info guys. i need to use this. i usually play kohaku in AC, so i try to play Ries like that but she's too slow. im so used to it. gotta learn to play patient with her. is she space reliant? from what i see i need to learn to space my opponent to punish them. is this correct or am i just high?

For F ries spacing is very important, you have to space her JB and JC with good timing otherwise you will be punished for it, I would imagine it works in the same way that H and C do. This goes along with the movement options of whatever groove you picked, I know F ries has a hop backwards and forwards, just try to be smart about things and you will see the holes in your opponent's style.
: Re: Riesbyfe Strategy and Tactics Thread
: Benny1 November 25, 2009, 01:21:29 PM
Spacing is a must for every character, in the sense you must know the tip of the range of the range of your attacks and the like.

Riesbyfe has giant attacks, so spacing is a little different for her, you don't need to be very close to hit.  Her attacks tend to have good hitboxes, too, so get to a good, distant range, and try poking at them.  When they get pushed to the corner, that's really when you get in close.

And as Chaser said, use her j.B and j.C well.  You will pay if you whiff.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh November 25, 2009, 09:45:08 PM
I'd like to agree with that, except with more caution. while they are good well, well ranged moves, the often have Ries' hitboxes mixed it, making for some bad trades and beat outs. For example Kohaku's or Ryougi's jB will out right beat ours 9/10 times. Good but not perfect, keeping that in mind you can get some good results.
: Re: Riesbyfe Strategy and Tactics Thread
: Chaser November 28, 2009, 09:21:51 AM
I'd like to agree with that, except with more caution. while they are good well, well ranged moves, the often have Ries' hitboxes mixed it, making for some bad trades and beat outs. For example Kohaku's or Ryougi's jB will out right beat ours 9/10 times. Good but not perfect, keeping that in mind you can get some good results.

Yeah I agree with Curbeh here, they can shield your jump-ins as well, another trick you can use with the whiff of the hitbox,do JB and JC as low to the group as you can, to make the animation come out but not the hitbox, then proceed to tick throw or go into a block string. Another opinion with a player who might be spamming JB and JC at you, would be to 2B -> DP. H-len's J2C I think will beat Ries everytime in the air because of the disjointedness of the hitbox.
: Re: Riesbyfe Strategy and Tactics Thread
: Chaser January 04, 2010, 06:25:55 PM
Remember kids, if you are in a jam, 236 C followed by a 236 C may be the only way out.  :fap:
: Re: Riesbyfe Strategy and Tactics Thread
: COD3player February 10, 2010, 02:59:31 PM
Speaking of j.B, when I play matches against Kohaku, yes hers is pretty damn fast and it will win if you are not spaced properly. From what I can tell, her j.B wins more often when she's below you and likewise the other way around. If you're both at the same height in the air, then it depends on who got theirs out first.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 10, 2010, 03:21:09 PM
Yeah, its really important for H/F-Ries to get that jB out early. Its more of am attempt to yomi the opponents air zoning in my opinion.
: Re: Riesbyfe Strategy and Tactics Thread
: NoNo February 10, 2010, 09:44:55 PM
Ok, i feel dumb...

Why am i the only one who has trouble to do even basic links on ries ?

Even 2A 5B 6B fails so easily...
: Re: Riesbyfe Strategy and Tactics Thread
: COD3player February 11, 2010, 01:08:55 AM
When you say that 2A 5B 6B is failing, I assume you're referring to F-Ries? Where exactly is it failing? If you're missing 2A into 5B, then I can understand why. Ries's 2A in F has shorter hitstun than it does in C/H so you need to press that 5B faster than you would in the other two modes. I haven't played C-Ries in forever but iirc, that same string 2A>5B would fail for me a lot but that's moreso because C-Ries's 5B is slower than 5B in H/F.

Since we're discussing the topic of j.Bs, F-Ryougi's j.B is quite possibly the best air-to-air attack in the entire game. It's damn near unbeatable if they do it jumping backwards (fadeaway j.B). I play F-Ryougi but I haven't fought against one with Ries so I can't necessarily provide too much input. But it's ludicrously fast and has absurd range to boot. I probably wouldn't try to jump at Ryougi with j.B especially when she jumps back with her own j.B. Neutral j.B and fadeaway j.B with H/F-Ries is probably the safest way to use it against her. I really wanna start a matchup thread because there's quite a bit of information I have to share on a few matchups but this subforum looks a tad cluttered in its current state. :|
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 11, 2010, 05:33:16 AM
Yeah, people with more dangerous air-to-air's pose a problem for Ries. F-Ryougi jB is one of those, probably the most dangerous (think MBAC Warc jB, but better).I'd only jump at people like that if I knew that I'd CH them or be getting my jB out first.

As for 2A 5B chains... are you on emulator? That's the only place I'd have trouble with that.
: Re: Riesbyfe Strategy and Tactics Thread
: LordPangTong February 11, 2010, 05:56:48 AM
Ok, i feel dumb...

Why am i the only one who has trouble to do even basic links on ries ?

Even 2A 5B 6B fails so easily...

Make sure to input 6B as quick as you can after 5B, otherwise it tends to drop. This applies for all Ries grooves.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 11, 2010, 08:29:56 AM
Honestly though, I skip 6B mostly (unless I tag it after 5C for 6B 6AA 6C ->).
This makes it easier to confirm putting 2C in or not for far confirms (Since I take a more zoning approach)
: Re: Riesbyfe Strategy and Tactics Thread
: LordPangTong February 11, 2010, 08:55:21 AM
I think 6B is worth inputting because it does good guard bar damage when charged and blocked, and it's a pretty nice low. Seems like it's better for staggering than 5C too.
: Re: Riesbyfe Strategy and Tactics Thread
: NoNo February 11, 2010, 09:16:38 AM
Thanks for the advice here =)

btw, 6B is low ? i thought only 6 [ B ] was ? ( i didn't check though).
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 11, 2010, 09:32:45 AM
I said for hit confirms LPT, not blockstirings.
: Re: Riesbyfe Strategy and Tactics Thread
: PWS February 11, 2010, 11:06:02 AM
Honestly though, I skip 6B mostly (unless I tag it after 5C for 6B 6AA 6C ->)

6AA? I'm lost on what string you mean here.
: Re: Riesbyfe Strategy and Tactics Thread
: COD3player February 11, 2010, 01:26:00 PM
He's referring to the universal 6AAA string that is only applicable to Half Moon.
: Re: Riesbyfe Strategy and Tactics Thread
: LordPangTong February 11, 2010, 04:16:34 PM
Oh my bad.

You omit it from combos? I guess it doesn't really matter if you're just making sure that the 2C connects, you're just missing out on free damage.  :V

If you're trying to set up for the corner combo and you're out of range for 2C to connect, you can just cancel 5C into 236A and do a 6C relaunch off of that, kinda like this:

5B(tip) 6B 5C 236A J.AC J.C 6C land SJ.AC J.AC throw

Does about the same damage as the 214B combo, so I guess it's a matter of opinion here.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 11, 2010, 06:03:27 PM
No, I'm making sure that I have a full combo no matter what the range is. Whether I need to drop 2C for or not.

It's easier (for me) to make sure of my distance by dropping 6B. If I confirm close, I add it to the end of a combo with 6AA as well. Also, 236A + j6C combo definitely do less damage than 236B combos (5K vs 4.2K perse).
: Re: Riesbyfe Strategy and Tactics Thread
: PWS February 12, 2010, 05:29:57 AM
He's referring to the universal 6AAA string that is only applicable to Half Moon.

My bad, I always assume we're talking about F if I don't see anything marked, probably because that's what I play =/

I remember that about Half now, it's been a while.
: Re: Riesbyfe Strategy and Tactics Thread
: PWS February 16, 2010, 10:51:55 AM
Sorry for the double post, but this isn't worth a new thread either. Can anyone tell me what projectiles F. Ries' 6B does and does not reflect? Specifically, does it work against any of C-Mech's projectiles? I'll be doing a MM against a Mech player this weekend and I'll of course need all the random move properties I can get to deal with the character.

The only projectiles I've been able to effectively utilize this with is against Ciel's knives. I'm thinking 6B works against "physical" projectiles only, i.e. knives and random Hisui shit, but probably not energy projectiles.
: Re: Riesbyfe Strategy and Tactics Thread
: COD3player February 16, 2010, 10:56:40 AM
iirc vs Mech, Ries's 6B will reflect the drill hands but NOT the missiles.

Ries's 6B can reflect energy projectiles like F-W.Len's and F-Aoko's fireballs.
: Re: Riesbyfe Strategy and Tactics Thread
: LordPangTong February 16, 2010, 01:20:09 PM
If Ries' 6B is like F-Len's relflectors, (which I think it is) it cannot reflect any of C-Mech's projectiles.  :psyduck:
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 16, 2010, 05:18:08 PM
If Ries' 6B is like F-Len's relflectors, (which I think it is) it cannot reflect any of C-Mech's projectiles.  :psyduck:

Yeah, none... lol

But H/C can move through/past them with 236A/B, its quite useful against that character.
: Re: Riesbyfe Strategy and Tactics Thread
: LordPangTong February 16, 2010, 05:34:01 PM
Hm, yeah I remember you doing that way long ago at BBG XII. What other shit can she dash through? I haven't used that much.
: Re: Riesbyfe Strategy and Tactics Thread
: PWS February 16, 2010, 10:49:13 PM
If Ries' 6B is like F-Len's relflectors, (which I think it is) it cannot reflect any of C-Mech's projectiles.  :psyduck:

lol, I was afraid of that. Thanks.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 17, 2010, 07:38:47 AM
You can run charge through any projectile... Akiha ribbons, Ciel Black keys, Hisui lasers,  I'm pretty sure you could run through Hisui's AD too. The problem is the duration of the rush, you must time it right.
: Re: Riesbyfe Strategy and Tactics Thread
: PWS February 23, 2010, 06:39:02 AM
What's the best thing to tech punish with? Slides are usually good but hers is kinda slow and short ranged.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 23, 2010, 08:34:53 AM
That is a tough question in my opinion lol. Ries' slide... is not that great of a slide, you COULD use it for tech punishes but its nowhere near as good as Nanaya's or Sion's. 5B is kinda good (H/F) but if they tech really close behind them, Ries will not turn around. 2B seems like it would be good, but I've not really used it for that.

I just guess the tech and use 2A honestly lol
: Re: Riesbyfe Strategy and Tactics Thread
: COD3player February 23, 2010, 09:23:00 AM
Tech punishing has been giving me some issues lately. I would normally try 5B but you have to time it PERFECTLY to actually punish. There have been one too many times where if I was even slightly off, they would DP me from their tech (wtf is this, BlazBlue?!?!?) or backdash. I was thinking about 2C since it was a slide but yeah, it doesn't go very far and doesn't seem to stay out for that long. I'm not sure about active frames, but if it's more than 5B then it might be a better choice if you're within range. But yeah, if all else fails, 2A mash.
: Re: Riesbyfe Strategy and Tactics Thread
: 4r5 February 23, 2010, 10:55:25 AM
I remember trying to figure out some tech-traps with F-Ries. Off CH 623A/B you get a 2C if they tech forward or back, but get punished if they tech neutral. I couldn't find anything that satisfied me, so I gave up and just settled for trying to dash through them for a crossup. IIRC you get a dash-through crossup if they tech towards you.
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 23, 2010, 11:20:33 AM
Haha, I'm some what glad I'm not the only one...

Yeah, tech punishing with Ries is pretty hard.
: Re: Riesbyfe Strategy and Tactics Thread
: Crosseyes12 February 24, 2010, 06:53:52 PM
So I started this game out about 2 months (and 3 plays) ago, and I started out with the glasses knife guy, but then out of no where my friend randomly states that there's a cellist who battles Con Strumento (wow that phrase was not worth the time it took to look up)

The short of the long of it is that I've played her(him? No, it's her) for a good hour and a half (broken into two weeks) and I'm looking to get to know how she ticks a little better. I can understand numpad notation, but anything past that goes a little over my head (mix-up, bb, otg, whaaa?)

I play half moon, and against Twin and his disciple who are both already very good (last set of matches ended 22L-2W) . Any help you can give would be appreciated, thnx ;D
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh February 24, 2010, 09:38:13 PM
Check the mix I poured my blood into. It should have just about everything that someone just starting out might like to know.
: Re: Riesbyfe Strategy and Tactics Thread
: Crosseyes12 February 25, 2010, 12:47:02 PM
... Right, and which one would that be?
: Re: Riesbyfe Strategy and Tactics Thread
: PWS February 26, 2010, 05:41:15 AM
http://www.meltybread.com/forums/riesbyfe-stridberg/wiki-mbaa-ries-wiki/

Should really be a sticky. The first two links are a Japanese wiki and the translations of it, the third is a more detailed breakdown of everything.
: Re: Riesbyfe Strategy and Tactics Thread
: Crosseyes12 February 26, 2010, 11:59:35 PM
Much thanks  ;D I'll have their asses in my hands in no time >:D ... wait... :psyduck:

Also, she has a really crappy forward dash, but from what I've seen in the vids she can do an actual run, what's the input for that? (as far as I've seen she's the only one who does it)
: Re: Riesbyfe Strategy and Tactics Thread
: 4r5 February 27, 2010, 12:26:18 AM
When F-Ries does a charged 214B, she 'runs'.

edit: fourm code ate my post
: Re: Riesbyfe Strategy and Tactics Thread
: Crosseyes12 February 27, 2010, 12:31:40 AM
Is it the same for H?
: Re: Riesbyfe Strategy and Tactics Thread
: COD3player February 27, 2010, 08:27:14 AM
The 214 series in H does not cause her to run since she can already run by default in that mode.
: Re: Riesbyfe Strategy and Tactics Thread
: Crosseyes12 February 27, 2010, 10:16:08 AM
... So how do I get her to run in H? I played her for a good half-hour on Wednsday, and (as far as I remember :psyduck:) she didn't run at all, and forward dash is just the little skip, almost slower than the normal walking...
: Re: Riesbyfe Strategy and Tactics Thread
: COD3player February 27, 2010, 10:41:34 AM
You're completely mistaken. You're talking about Full moon where she has a short dash. In Half moon she can run by tapping 66 and holding that direction.
: Re: Riesbyfe Strategy and Tactics Thread
: Crosseyes12 February 27, 2010, 06:17:05 PM
... So all you have to do is hold forward and she keeps going? :slowpoke:

I only ever tapped it, which is probably why it seemed so useless (since it only takes you like half an inch when you do it that way) Dx



I feel pretty dumb.
: Re: Riesbyfe Strategy and Tactics Thread
: PWS February 28, 2010, 02:39:57 PM
Well...if you didn't have to hold it, she would run forever. I guess the "proper" notation would be 6[6] lol. Full runs for a charged 214A too, by the way, but you'll use that less. It does a whole lot of guard bar damage, but is still negative on guard and pretty hard to combo off of on it. By this I mean the fully charged version. 214C is the flashless overhead, no run there, and you have to cancel that into an EX or IH to combo after it.

Uncharged Full 214B comes out surprisingly fast, allowing you to link to it after a 6C in certain spacing/combos.
: Re: Riesbyfe Strategy and Tactics Thread
: Crosseyes12 March 01, 2010, 06:04:31 PM
Cool, only two more days until I get to try it out :P
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh March 12, 2010, 08:09:49 AM
Alright, I think I'm going to make a H-Ries vid this weekend.

Is there anything I'd probably forget to explain?
: Re: Riesbyfe Strategy and Tactics Thread
: Chaser June 17, 2010, 10:55:46 AM
How awesome F ries is?  :mystery:
: Re: Riesbyfe Strategy and Tactics Thread
: Saikyo Joe June 24, 2010, 09:14:03 PM
I would hope she's awesome, I'm spending lots of time in training with her.

A beginner F-Ries video would be great. Yes, I just started playing this game.
: Re: Riesbyfe Strategy and Tactics Thread
: Dintrao June 25, 2010, 05:46:25 AM
I would hope she's awesome, I'm spending lots of time in training with her.

A beginner F-Ries video would be great. Yes, I just started playing this game.

Well, glad to see another Ries then  :prinny:
: Re: Riesbyfe Strategy and Tactics Thread
: Chaser June 25, 2010, 10:51:10 AM
I would recommend more play experience than watching videos, there are a bunch of things about F ries that you won't learn without another person behind the control of player 2. She can be a very slow character so you'll have to learn spacing to avoid attacks and counterattack with your own moves. That's just off the top of my head. She has a bunch of tricks and traps you can use on the opponent as well. One is the use of her lower body invulnerability on her 6 c which can also be used for a semi "wavedash" her other moves are good too like 5 c or 6 b to move her forward they just have a bit more recovery time than 6 c does. (Just try using a dash and then following it up with a 6C and see how far you move).
: Re: Riesbyfe Strategy and Tactics Thread
: Dintrao June 25, 2010, 10:57:38 AM
I would recommend more play experience than watching videos, there are a bunch of things about F ries that you won't learn without another person behind the control of player 2. She can be a very slow character so you'll have to learn spacing to avoid attacks and counterattack with your own moves. That's just off the top of my head. She has a bunch of tricks and traps you can use on the opponent as well. One is the use of her lower body invulnerability on her 6 c which can also be used for a semi "wavedash" her other moves are good too like 5 c or 6 b to move her forward they just have a bit more recovery time than 6 c does. (Just try using a dash and then following it up with a 6C and see how far you move).

Never thought about dash -> 6c...... I'll have to try that out now, thanks  :toot:
: Re: Riesbyfe Strategy and Tactics Thread
: Saikyo Joe June 25, 2010, 12:41:42 PM
I get to go play some casuals tonight I'll see what I can do with F Ries though its rough starting out. I'll just play it and get a feel for things more or less, its all a learning experience. I'm also messing with C-Hisui and the difference is astounding. Ries is much slower.

I still can't combo to launchers or pilebunker reliably yet apart from chopping the combo in half but hell I'll have fun doing it. I guess F-Ries has to play a little more patient if she has to rely on counters and spacing.

I guess the best place to ask would be here but for her jump combos you can do j.A j.C dj. j.A. j.C or do B instead of A, I'm assuming the B does more damage. But is there anything wrong with using A for now if I find it easier? I don't think it really matters at this point but I'm pretty sure later on I need to go for more damage.
: Re: Riesbyfe Strategy and Tactics Thread
: f-wlen ice loop June 25, 2010, 01:17:57 PM
i think my f-ries is pretty decent.
: Re: Riesbyfe Strategy and Tactics Thread
: LordPangTong July 25, 2010, 12:24:11 PM
H-Ries ashie combo (with 100 meter)

(in corner) 2A 5B 6B 5C 2C 214B J.[C] land 63214C J.AC J.AC Throw

Does about 500 more damage than standard wallslam bnb
: Re: Riesbyfe Strategy and Tactics Thread
: Curbeh July 26, 2010, 08:25:58 AM
H-Ries ashie combo (with 100 meter)

(in corner) 2A 5B 6B 5C 2C 214B J.[C] land 63214C J.AC J.AC Throw

Does about 500 more damage than standard wallslam bnb

Been known : http://www.youtube.com/watch?v=XG4wE3iqWzE#t=15s