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Atlas Academy => Melty Blood: Current Code => Satsuki Yumizuka (Yumiduka) => : noradseven December 29, 2011, 07:07:56 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: Catsuki help thread
: noradseven December 29, 2011, 07:07:56 PM
WIKI : http://wiki.mizuumi.net/w/Melty_Blood/Satsuki_Yumiduka/Crescent_Moon

I just wanted to make a thread for people new to C-Satsuki, and wanted to know what the hell to do with her in a nutshell.  This is intended to be just a start please add anything you know to help out new people trying to learn this character.

BnB: 2C,3C,623[A],8j.[C],delay till you almost touch the ground, 9sj.[C],land,5[C],2[C],2C,3C,(623[A],421A)

3C is a hard knockdown that leaves you point blank so just do a sandoori mixup after it.

ABnB: 2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,5C,623[ B],5B,(2A,2C),623C

*On Kouma and Ries you need to delay 623[A].
*Both of these work midscreen and in the corner.
*On some characters you can put no delay on 9sj.[C] and you will switch sides with them, so you can throw them back into the center with 421A  :laffo:

Special 421A/B properties in the corner:
421A/B~2E,j.C(whiff),2C,BnB  *you can only do 1 j.[C] however because the 421A/B sets it to 1 bounce.
Also
(421A/B~2E,j.C(whiff)2C,3C,623[A])xN  does indeed work not very useful outside of combo vids though.

Corner to Corner combo end in 4-way it applies pretty much everything *uses 150 meter but builds like 100 during the combo
PB&J: 2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,3C,623[A],421B~2E,j.C(whiff), 2C,wait,5B,5C,623[ B],5B,2A,2C,623C

If you played MBAC you can still do her old 4-way mixup off 421A/B, or her 623C.

No matter where you do it in a combo 623C (236C, and 421A/B as well) sets the bounce counter to 1 meaning, so for instance 623[A],j.[C],j[C],land 623C,2C,214C,2C does indeed work.

Remember unlike C-Satsuki's other normals, j.[C] can be cancelled like any regular character's air normals can (double jump, air dash, reverse beat) so you can mix people up who are careless on a blocked j.[C].

In the rare chance you somehow land a j.[C] without having already used your jump cancel, you can tag this ender for extra damage:

[combo] > 2C > 3C > 623[A] > j.[C] > j.B > land > 5B/BE623B/Dunk/etc.

Also this is really stupid but for reference, you can now do 214B 623{B}, any OTG into 623C. I'm 99% sure 623{B} would not combo before and you could only get an airthrow. This is like 4500 off an overhead but you can get 4500 meterless off her other overhead that's not terrible so w/e it's still not useful.

And just for reference, AAD is now airblockable. They took out the corner trap.

http://www.nicovideo.jp/watch/sm16986459

relatively helpful primer video for everything from basic combos, big damage shit, alternate combo routes for midscreen stuffs, mix ups, even a couple blockstrings

covers catsuki and fatsuki

WIKI: http://wiki.mizuumi.net/w/Melty_Blood/Satsuki_Yumiduka/Crescent_Moon
: Re: Catsuki help thread
: LordPangTong December 29, 2011, 09:21:31 PM
A few notes about C-Satsuki-

-super double jumps carry Satsuki too far in CC, so you have to do a normal double jump for the second BEj.C to connect.

-combos shouldn't end after 3c ever. Go into 2c 3c 623a 421a or 2c 5c BE623b otg

-half charge 5c mixup is hella good
: Re: Catsuki help thread
: ehrik December 29, 2011, 09:34:28 PM
ending with 623c in the corner leaves space for 4 way as well, you don't need dunk ender
: Re: Catsuki help thread
: Exciel December 29, 2011, 10:28:33 PM
Using 623C uses a ground bounce so you can only get one j.[C] in your combo if you've already used 623C (or 236C for that matter) either to hitconfirm off an anti-air or to just beef up the damage of your combo.

Remember unlike C-Satsuki's other normals, j.[C] can be cancelled like any regular character's air normals can (double jump, air dash, reverse beat) so you can mix people up who are careless on a blocked j.[C].

In the rare chance you somehow land a j.[C] without having already used your jump cancel, you can tag this ender for extra damage:

[combo] > 2C > 3C > 623[A] > j.[C] > j.B > land > 5B/BE623B/Dunk/etc.
: Re: Catsuki help thread
: noradseven December 30, 2011, 09:33:10 AM
I'll add some of that stuff to the top.

-super double jumps carry Satsuki too far in CC, so you have to do a normal double jump for the second BEj.C to connect.

Not True, if you do the 623[A] point blank you have some weird timing but if you start at a range that you will normally hit them at in a real match, super jump works just fine, plus if you don't super jump you can't do 5[C] after you land midscreen.

3C ender is a meterless ender that you can mixup after, when your getting close to the corner but you don't want to 623C.

I just checked you can if you start point blank can just make the second jump normal and 5[C] works on some characters.  But like I said 9 times out of always your starting a bit farther away and if your fill in the combo with 5B/2B or something.

edit: Umm wow in 1.07 you can 2C,3C,623[A],9j.[C],land,9j.[C],5[C],2[C],2C,3C anywhere this is really easy O_o.  This seems better then the one I was doing more consistant at least, though the one I posted first if done at the right time can let you dunk them back to midscreen.
: Re: Catsuki help thread
: Sashi December 31, 2011, 04:14:19 AM
Easy? I can barely get the 623[A] j.[C] to connect a quarter of the time.
: Re: Catsuki help thread
: Ultima66 December 31, 2011, 06:55:18 AM
It is a lot easier than it was before. It used to be something like a 2f window and it's definitely much larger now because j.[C] should be faster.

Also this is really stupid but for reference, you can now do 214B 623{B}, any OTG into 623C. I'm 99% sure 623{B} would not combo before and you could only get an airthrow. This is like 4500 off an overhead but you can get 4500 meterless off her other overhead that's not terrible so w/e it's still not useful.

And just for reference, AAD is now airblockable. They took out the corner trap.
: Re: Catsuki help thread
: noradseven December 31, 2011, 09:25:05 AM
I thought AAD was always airunblockable for some reason.  :nyoro:

It is a lot easier than it was before. It used to be something like a 2f window and it's definitely much larger now because j.[C] should be faster.

This I think it is 4 frames now, regardless it is way easier, the one in the first post works on everyone in the game if timed properly, the rejump one is character specific.
: Re: Catsuki help thread
: Ultima66 December 31, 2011, 03:19:05 PM
I thought AAD was always airunblockable for some reason.  :nyoro:

It was. It can now be airblocked, but is still unblockable on the ground.
: Re: Catsuki help thread
: noradseven December 31, 2011, 08:23:20 PM
So hey guys troll combo found

(2C,3C,623[A],421A~2E,j.C(whiff))xN works

I thought AAD was always airunblockable for some reason.  :nyoro:

It was. It can now be airblocked, but is still unblockable on the ground.

Ohh I can't read

super edit:

Also this is really stupid but for reference, you can now do 214B 623{B}, any OTG into 623C. I'm 99% sure 623{B} would not combo before and you could only get an airthrow. This is like 4500 off an overhead but you can get 4500 meterless off her other overhead that's not terrible so w/e it's still not useful.

In the corner(or on bigs like Nero)
214B,623[ B],5B,421A~2E,BnB, works and it costs 50% less meter  :fap:
: Re: Catsuki help thread
: Axis January 02, 2012, 06:44:19 PM
What's a Sandoori and how do I do it?

I am actually pretty new to this game.
: Re: Catsuki help thread
: Sahgren January 02, 2012, 07:19:00 PM
What's a Sandoori and how do I do it?

I am actually pretty new to this game.

It's a 3+ way safe jump mix up after a knock down. Here (http://www.meltybread.com/forums/game-engine-mechanics/what's-a-sandoori/)'s a thread explaining Sandoori for more detail and examples.

: Re: Catsuki help thread
: Sashi January 03, 2012, 06:22:57 AM
...Did Sacchin's air throw used to combo into itself? It looks like it only works when it's the height of a normal jump or higher. Forget 623 enders. I want to end every combo with double air throws.

EDIT: Can't combo into it, though. Very very sad.
: Re: Catsuki help thread
: Axis January 03, 2012, 07:26:40 AM
I thought Sacchin's air throw can't combo unless you land it raw?

What is the appropriate sandoori off of 3C?
: Re: Catsuki help thread
: babythethao January 03, 2012, 10:22:37 PM
Have some one can be done .... 623[a] j[c]j[c] 5[c] 2[c] 2c... in pc ver?
It't can be done on pc ver? ( I can't do that...)
ah... and 5[c] whiff 2c 2c...
: Re: Catsuki help thread
: noradseven January 03, 2012, 10:27:39 PM
Everyone's air throw can combo if you land it raw.

Off 3C just neutral jump hold forward. 

I have seen Junpei do nuts stuff like 3C,2949C.  All of those are in relation to your starting position but in reality you do 4 before you jump over them and 9 after, this lets you like instant doublejump>backdash C.


5[C],2[C],2C does after the j.[C] loop does indeed work.  It can be real finicky depending on who you are trying it against though.  Normally if I am playing against a character I'm not used to fighting I just skip the 2[C], because I will probably drop it.
: Re: Catsuki help thread
: babythethao January 03, 2012, 10:44:24 PM
yeah, i do that ( skip 2[c]), too. But I think it's alittle cool so just want practice it ( too bad I can't do this)
can you send me one replay of this ( want check about frame date)
 
: Re: Catsuki help thread
: noradseven January 03, 2012, 10:47:13 PM
yeah, i do that ( skip 2[c]), too. But I think it's alittle cool so just want practice it ( too bad I can't do this)
can you send me one replay of this ( want check about frame date)

My windows is borked right now so, not till maybe late tomorrow I finished all the prep work for reinstalling windows today.  It isn't just cool it actually adds a good bit of damage to the combo 300-500 on average I find.

I always mess up one of 2 things when doing 2[C],2C

1) I mistime 2[C] all that matters is the last hit of 2[C] has to hit them as long as that hits w/e.
2) The link between 2[C] and 2C, to practice this make sure you can hit lets say V.sion or w/e with 2[C],2C,3C raw and do it consistantly, then try to do it off just 5[C], then try to do the whole combo into it.
: Re: Catsuki help thread
: Sashi January 03, 2012, 11:48:27 PM
Everyone's air throw can combo if you land it raw.

Yeah, but I didn't realize her air throw combos straight into her air throw.
: Re: Catsuki help thread
: Axis January 04, 2012, 10:34:00 AM
Shouldn't we make a guide for this character?  :blah:
: Re: Catsuki help thread
: Exciel January 04, 2012, 10:47:08 AM
If someone really wants to I'll step down but I'd be happy to make a more in-depth C-Satsuki guide+thread.
: Re: Catsuki help thread
: Axis January 04, 2012, 11:53:57 AM
I think anyone who knows all this term stuff should do it and also explain this stuff.
I have been at this girl since I got it back in late 2010 and been having trouble with stuff all the way through.
I'd try but I don't know Melty well and I am terrible at write ups.
: Re: Catsuki help thread
: noradseven January 04, 2012, 11:57:29 AM
I would suggest wiki now, thread later.  Because there is no reason to have a thread detailing the properties of every move when you can just shove it on the wiki.  This way everyone can edit it instead of one guy having to do all the work.

If anyone wants to we still need a Hatsuki and a Fatsuki thread as well, though nobody likes Fatsuki  :V.

As for the stuff above I would suggest just either making dummy's and shoving them on mediafire or youtube.  I'm busy putting my windows computer back together right now but I'll try to put some dummy's up at least.
: Re: Catsuki help thread
: Axis January 04, 2012, 12:20:17 PM
I like F-Satsuki I just don't like H-Satsuki.
: Re: Catsuki help thread
: Exciel January 04, 2012, 02:30:22 PM
Sounds good. Here's some useful data for the wiki. A compilation of what otgs work midscreen after BE623B and before 623C on each character. Tested to the best of my ability so it may not be 100% accurate. And without knowledge of a better way to display it I just used google docs.

https://docs.google.com/spreadsheet/ccc?key=0Ag8E40-0FzeZdDU1bjRKQjJnYU0xNU53Wmh4Zi1hakE#gid=0

Team characters are the same as their single counterparts.
: Re: Catsuki help thread
: noradseven January 04, 2012, 04:35:37 PM
Quick question about OTGs can 623B replace 623C in these OTG strings?  I'm assuming that your out of meter and your going for the kill of course.

Someone else please explain the proper 4-way off the 623C I can only think of a 3-way I know I must be forgetting something.
: Re: Catsuki help thread
: Exciel January 04, 2012, 05:24:07 PM
Since 623B's lower hitbox is worse than 623C's it's a bit more strict. It'll still work with any OTG on fat characters like Ciel and Nero but unless you can do 5B 2C (1 hit) 623B on that character then chances are nothing other than 5B 623B will really work.

I don't think a real 4-way really exists with Satsuki anymore, at least one that can't be blocked on reaction from all 4 sides. It's more like 2 differently timed 3-ways you can do off 623C I believe but I could be wrong.
: Re: Catsuki help thread
: noradseven January 04, 2012, 06:35:12 PM
I don't think a real 4-way really exists with Satsuki anymore, at least one that can't be blocked on reaction from all 4 sides. It's more like 2 differently timed 3-ways you can do off 623C I believe but I could be wrong.

Yeah that is the only one I can think of so I put it on the wiki, you can still do the old 4-way off 421A.

PS: If you do create a F-Satsuki page please call it
Fatsuki Yumiduka - Hungry Demon

For reference http://media.photobucket.com/image/recent/Xenozip/fatsuki.png
: Re: Catsuki help thread
: Waddle January 04, 2012, 08:58:04 PM
You can use 623B in otgs if the hit count is low. for example if you do combo > 2c 5c 623{b} 5b 2c 623B it wont work but 5b into 623B does.
For 4way off of 623C in the corner after 5b 2c 623c it creates a gap in the corner. When you dash at them and jump straight up your dash momentum carries you to the other side if you dont press a button. A simple 4way is:
jump over, late airbackdash jc
jump over, late airbackdash jc(wiff) 2a/2c (i'm not sure if 2a is a low, also spacing usually requires 2c)
jump over, jump and air backdash towards the corner and jc (the faster you do the IADB the harder it is to react to it)
jump over, jump and air backdash jc (wiff) 2a/2b/2c
you can also do these midscreen, i haven't figured out the timing for IADB jc yet but i've hit it before. I dont buffer 496 by the way, i do 7-6AB. It might be easier to hit by using 496

also i might be completely wrong about 623b in otg and might be confusing it with 623a
: Catsuki help thread
: Sashi January 04, 2012, 10:37:15 PM
I don't think a real 4-way really exists with Satsuki anymore, at least one that can't be blocked on reaction from all 4 sides. It's more like 2 differently timed 3-ways you can do off 623C I believe but I could be wrong.

Yeah that is the only one I can think of so I put it on the wiki, you can still do the old 4-way off 421A.

PS: If you do create a F-Satsuki page please call it
Fatsuki Yumiduka - Hungry Demon

For reference http://media.photobucket.com/image/recent/Xenozip/fatsuki.png

If Fatsuki look like that in game, I'd totally main that. With all that weight, 22C must do 11k by itself.
: Re: Catsuki help thread
: noradseven January 04, 2012, 10:47:41 PM
You can use 623B in otgs if the hit count is low. for example if you do combo > 2c 5c 623{b} 5b 2c 623B it wont work but 5b into 623B does.
For 4way off of 623C in the corner after 5b 2c 623c it creates a gap in the corner. When you dash at them and jump straight up your dash momentum carries you to the other side if you dont press a button. A simple 4way is:
jump over, late airbackdash jc
jump over, late airbackdash jc(wiff) 2a/2c (i'm not sure if 2a is a low, also spacing usually requires 2c)
jump over, jump and air backdash towards the corner and jc (the faster you do the IADB the harder it is to react to it)
jump over, jump and air backdash jc (wiff) 2a/2b/2c
you can also do these midscreen, i haven't figured out the timing for IADB jc yet but i've hit it before. I dont buffer 496 by the way, i do 7-6AB. It might be easier to hit by using 496

also i might be completely wrong about 623b in otg and might be confusing it with 623a

623A doesn't seem to work at all as an OTG.

I'll check out the timing to see, exactly how it works then add it to the wiki, and yeah 496 is way easier.



edit:vvvvv yeah it works.
: Re: Catsuki help thread
: Waddle January 05, 2012, 03:04:50 AM
does 496 midscreen work for you consistently? i haven't gotten it consistently but i never tried 496, just my shitty iadb input
: Re: Catsuki help thread
: Exciel January 07, 2012, 04:24:53 PM
Here's a look at some of the hitboxes that changed between PS2 and now.

5B (http://imgur.com/4YI39.png) - these are the latter active frames that were extended lower
j.A (http://i.imgur.com/ziL57.png)
j.B (http://i.imgur.com/XSbS8.png)
j.C (http://i.imgur.com/sTdii.png)
: Re: Catsuki help thread
: Axis January 09, 2012, 01:54:11 PM
I am having a bit of trouble going for the j.[C] 5[C] link mid screen.
It's a bit tough.
: Re: Catsuki help thread
: noradseven January 09, 2012, 02:47:51 PM
I am having a bit of trouble going for the j.[C] 5[C] link mid screen.
It's a bit tough.

You are doing
NEUTRAL JUMP [C], then FORWARD SUPER JUMP(double jump) right before you touch the ground [C],land [C] right.

If it still isn't working record it using training mode dummy and dump the dummy file on mediafire and tell me who you did it on.

edit:
Here is a dummy example I'm lazy and didn't do 2[C] :/
http://www.mediafire.com/download.php?z2z8vcs7243j2vc

The example is the 3rd dummy I did it against Satsuki, the other 2 dummies is me messing around with a dummy to loop the 421A~2E loop
: Re: Catsuki help thread
: Axis January 09, 2012, 02:53:40 PM
I wasn't at first then I slowly started getting it down.
Is it character specific?
I am doing it on P.Ciel and Arc.
: Re: Catsuki help thread
: noradseven January 09, 2012, 02:57:12 PM
It shouldn't be, I mean it works on the neco's even.  I mostly needed to know who you did it on just for safety when I set the dummy because some people have looser timing then others for the 9sj.[C]
: Re: Catsuki help thread
: Axis January 10, 2012, 10:31:45 PM
Different timings!?

I do it the same on everyone.
The only things that mess me up are:

Doing the BnB on Kouma and Rise.
623C 2C on Kohaku and Akiha's.

And blockstrings and pressure in general.
: Re: Catsuki help thread
: Axis January 11, 2012, 08:17:54 AM
My comp doesn't read DMR files.
: Re: Catsuki help thread
: Sashi January 11, 2012, 02:00:30 PM
Put it in the dummy folder in your MBAACC folder, then go in training mode against Cacchin.
: Re: Catsuki help thread
: noradseven January 11, 2012, 03:03:26 PM
On Kohaku and Akiha in the corner just do 5B5A623C
: Re: Catsuki help thread
: Axis January 11, 2012, 03:44:34 PM
Thanks, I understand how to do it now.

I can start optimizing my damage with this.
: Re: Catsuki help thread
: Axis January 28, 2012, 03:27:08 PM
Question:

Are we gonna have a Tutorial video for Sacchin on oki and mix ups?
I'd be nice if we do this.
Just curious.

I know we have 18 minutes of Sacchin but I'd like a update to it or something.
: Re: Catsuki help thread
: Elec January 28, 2012, 04:35:50 PM
On the wiki I see some stuff that has 2A listed as a low option, but is it really low? It seems like I've had people block it both high and low(plus visually it looks like a mid).

Also, in matches people can just keep mashing out of my mixup attempts, does that mean I'm just doing everything too slowly?
: Re: Catsuki help thread
: Exciel January 28, 2012, 04:59:01 PM
^2A isn't a low for C-Satsuki. If they can mash out of your oki on wake up then you're timing something off. Depends which set up you're going for, but you'll want to make sure your main options (usually left/right 2C) hit meaty otherwise the opponent can mash or shield and stuff.

I'm working on a C-Satsuki video but due to some circumstances (and school) it might not be finished for a while.
: Re: Catsuki help thread
: noradseven January 28, 2012, 09:27:40 PM
Help write the wiki too man, there is too much stuff :bricks:, plus I need some double checking.

On the wiki I see some stuff that has 2A listed as a low option, but is it really low? It seems like I've had people block it both high and low(plus visually it looks like a mid).

Yeah I knew that derp, fixing now
 
edit: Can't wiki seems to be down for me someone else can fix it if they can connect to it before I get around to checking again.

Also, in matches people can just keep mashing out of my mixup attempts, does that mean I'm just doing everything too slowly?

Which mixups specifically and what exactly are you going for if your getting hit out of j.C you are messing up your timing.  If I have some mixups listed as unsafe that pretty much means that yeah you gotta worry about people mashing out.
: Re: Catsuki help thread
: Exciel January 28, 2012, 09:49:51 PM
Fine fine. :prinny: While we're at it we may as well start H/F-Satsuki stuff as well... whenever Mizuumi's back.
: Re: Catsuki help thread
: Elec January 28, 2012, 10:20:58 PM
Which mixups specifically and what exactly are you going for if your getting hit out of j.C you are messing up your timing.  If I have some mixups listed as unsafe that pretty much means that yeah you gotta worry about people mashing out.
Ones after 412B, mainly. j.C has been fine for the most part, but I almost always get hit when I go for 2A, 2C, or 63214C.
: Re: Catsuki help thread
: noradseven January 28, 2012, 10:52:55 PM
Fixed yeah it looks like I wrote 2A/63214C the first time and just copy pasted it for a while, the stuff I added in later was using 2C/63214C like it should of been.

Well throw will get stuff by mashing always so that is to be expected, but 2C after 421B/A is completely safe unless they are using a reversal.

Fine fine. :prinny: While we're at it we may as well start H/F-Satsuki stuff as well... whenever Mizuumi's back.

Someone started a Hatsuki wiki by c/ping alot of stuff from the old wiki.  I don't know much about Hatsuki/Fatsuki.  I don't even sub them.  There are other characters I would prefer to work on then H/F Satsuki, plus I'm not done with this one yet :V .  So other people are going to have to pick up the slack if anyone even cares.
: Re: Catsuki help thread
: Elec January 29, 2012, 03:04:49 PM
Got hitbox images for the moves in the spacing section of the wiki, but I guess since my account is <24 hours old, I can't add them myself(or I am just blind and can't see where to upload them). Here they are if someone else wants to add them.
(http://photo.diadu.net/albums/userpics/10003/623C.png)
(http://photo.diadu.net/albums/userpics/10003/214A.png)
(http://photo.diadu.net/albums/userpics/10003/22A.png)
(http://photo.diadu.net/albums/userpics/10003/5A.png)
(http://photo.diadu.net/albums/userpics/10003/2C.png)
: Re: Catsuki help thread
: noradseven January 30, 2012, 08:56:33 AM
Thanks I put them up, while I normally love lists and stuff I don't think the Pros/Cons format looks nice, maybe I'll fix it up later  :nyoro:
: Re: Catsuki help thread
: Axis February 07, 2012, 06:48:18 AM
Question: What is the timing on hitting Ryougi after 623C?

This is murdering me and makes following up off 5[C] a pain too.

Do we have updated frame data for CC?
: Re: Catsuki help thread
: karapalm February 09, 2012, 06:35:29 PM
I just use normal 3c 623[a] timing after hitting ryougi with 623c. What setup are you trying specifically or what followup are you going for? If you just do 623c I don't have any problem doing dash -> jump 496 or really any setup. 2c during juggle is almost always 1 hit for me against her. I do have to skip 5[c] midscreen vs her so I just do 623[a] j.[c] dj j.[c] 2[c] 2c 5b 623{b}

Kouma on the other hand... is giving me MAJOR problems! 623[a] almost always gives me the grab rather than the launcher. Any suggestions??

I started using 2a2b2c 623[a] instead of 2a2b2c3c 623[a] and that works but I don't have anything after 623c to go into 623[a] for a launch.
: Catsuki help thread
: Sashi February 09, 2012, 08:04:02 PM
Normal starter works, but you gotta delay the 623 a bit.
: Re: Catsuki help thread
: Axis February 11, 2012, 08:24:06 AM
My problem is after 623C I can't get the follow up to consistently hit Ryougi.
strangely 5[C] 2[C] is just fine.
: Re: Catsuki help thread
: noradseven February 15, 2012, 06:59:45 AM
You have to do it right before she hits the ground for some reason the first hit can hit and the second can miss you could also just skip 2C and just do 3C which might be better if your in a tourney setting and don't practice against her.
: Re: Catsuki help thread
: bbq sauce February 17, 2012, 04:12:52 PM
Kouma on the other hand... is giving me MAJOR problems! 623[a] almost always gives me the grab rather than the launcher. Any suggestions??

I started using 2a2b2c 623[a] instead of 2a2b2c3c 623[a] and that works but I don't have anything after 623c to go into 623[a] for a launch.

For starter, you can delay the 623 like said above, or you can replace 2C with 5C in most cases, IE 2A 5B 5C 3C BE623A etc
: Re: Catsuki help thread
: noradseven February 17, 2012, 04:33:27 PM
For starter, you can delay the 623 like said above, or you can replace 2C with 5C in most cases, IE 2A 5B 5C 3C BE623A etc

Yeah but that is only off 2A starter, off air counter hit or raw 623[C] you still need to know how to do the delay version.

Another good idea since you will still mess up sometimes, I know I do, is learning that off the 623[A], you can get a sick 2-way crossup that people don't probably know exists. 

just 623[A], walk forward, 29
*496 crossup
*backdash uncrossup

I'm going to try to figure out how to use that hitbox viewing stuff this weekend and get images of j.A,j.B,j.C and the 421 series, and 214B/C.
: Re: Catsuki help thread
: Tempered February 20, 2012, 10:20:34 AM
For kouma and ries you have to either, as discussed, delay something. Either the 3c or 623[a]. You can also alter the confirm by doing 5c3c 623[a] or just 2c 623[a] if close enough. But if you forget you get decent oki vs them off 623[a] dashup jump up j.c and you can drift to make it ambiguous.
: Re: Catsuki help thread
: TrueGunnerShadow April 14, 2012, 06:38:44 PM
I think you have the delay the 623[A] after 3C in order to get that uppercut to Ries and Kouma. I'll tell you it's a pain.

Slight delay i think.

I got one question.
I have a problem connecting 2[C], 2C

2C,3C,623[A],8j.[C],delay till you almost touch the ground, 9sj.[C],land,5[C],2[C],2C,3C,(623[A],421A).

Is there like specific timing or something?

EDIT: I don't know if you guys don't know this but the timing of ( 3C > delay 623[A] ) link is different with Kouma and Riesbyfe. Just showing you what I mean by that.
http://www.youtube.com/watch?v=rq1_NqvLCxo

2nd EDIT: You really don't need to delay 623[A].
Like Tempered Said, you can do 2C > 623[A], or you can get that right spacing between Satsuki and Riesbyfe (not Kouma).
Well....Maybe Kouma.
http://www.youtube.com/watch?v=vEhGcA6t8dM
: Re: Catsuki help thread
: noradseven May 07, 2012, 08:35:40 AM
I got one question.
I have a problem connecting 2[C], 2C

2C,3C,623[A],8j.[C],delay till you almost touch the ground, 9sj.[C],land,5[C],2[C],2C,3C,(623[A],421A).

Is there like specific timing or something?

Yeah it is wonky on some characters, if you think you might drop it just don't do it.
: Re: Catsuki help thread
: TheMaster_Rahl May 07, 2012, 10:09:16 AM
I got one question.
I have a problem connecting 2[C], 2C

2C,3C,623[A],8j.[C],delay till you almost touch the ground, 9sj.[C],land,5[C],2[C],2C,3C,(623[A],421A).

Is there like specific timing or something?

Yeah it is wonky on some characters, if you think you might drop it just don't do it.
Like he said, I pretty sure it's char specific. Also, the link can change depending on the BEjC>BEjC timing. Been a while since I messed with this combo, but I wana say that there is a sweet spot where delay between the 2 BEjCs will work for BE2C 2C, and a sweet spot where almost no delay will work, but in between the sweet spots the link will fail.
: Re: Catsuki help thread
: Waddle May 10, 2012, 02:53:56 AM
key is getting last hit of BE2c to connect for untechable knockdown. you can get away with connecting just the last one or two hits instead of trying to get all three
: Re: Catsuki help thread
: Epilogue May 29, 2012, 11:09:26 AM
So I've been trying to learn Satsuki and have a few questions.

I adjusted the bnb to make it easier, after 2nd j[C], land 5[C] 2[C] 3C 421A
Am I messing up anything here/missing sone easy damage etc? And what moves  hard knockdown?

Also I'm kind of confused starting combos with 2C, feels unnatural. Are there any like typical 2A start into 623 launcher?

Finally, how much damage should these combos be doing? They feel extremely weak for their execution.
: Re: Catsuki help thread
: Sashi May 29, 2012, 12:02:35 PM
For the most part, you can just do 2A5B2C and go from there. You'll want to end in ExBite, 623C or 421s. Or 3C, I guess (Why you do this?). Damage is generic Melty combo damage. 4k+ ish.
: Re: Catsuki help thread
: noradseven June 26, 2012, 08:44:16 AM
So I've been trying to learn Satsuki and have a few questions.

I adjusted the bnb to make it easier, after 2nd j[C], land 5[C] 2[C] 3C 421A
Am I messing up anything here/missing sone easy damage etc? And what moves  hard knockdown?

Also I'm kind of confused starting combos with 2C, feels unnatural. Are there any like typical 2A start into 623 launcher?

Finally, how much damage should these combos be doing? They feel extremely weak for their execution.

5B,5C,3C is a good non 2C starter and I honestly recommend doing this against Kouma/Reis until your confident.  Don't worry about omiting the second 2C after 2[C] I do that, I see jp players doing that, having 100% consistancy on setting up and executing your oki is wayyy more important.  Something else I might want to point out is practice with air/ground teching on random and if you drop a combo anywhere punish it.  Most of the time I drop a combo I'm able to reset it to the point where sometimes I'm able to get invalid combos because of the reset threat.

As far as damage Satsuki is very much a "vortex" style character where everything she does leads to stupid mixups which often lead to more damage.  So while her damage is 4k, nailing a single combo tends to lead to more combos.
: Re: Catsuki help thread
: Axis June 28, 2012, 07:35:15 AM
I did record a FT5 set with Brandino but I don't think it should be posted here.
I reviewed it and realized I had plenty of flaws to work out so all is good.

: Re: Catsuki help thread
: noradseven June 29, 2012, 11:54:25 AM
I did record a FT5 set with Brandino but I don't think it should be posted here.
I reviewed it and realized I had plenty of flaws to work out so all is good.

How well you did against Brandino is a linear chart to how salty he is.  FT5 isn't much,  know I lost a match or two the first time I fought black key/command throw to him just derpin around  :psyduck:...well not to mention I wasn't as good  :V
: Re: Catsuki help thread
: Axis June 30, 2012, 07:10:34 AM
I did record a FT5 set with Brandino but I don't think it should be posted here.
I reviewed it and realized I had plenty of flaws to work out so all is good.

How well you did against Brandino is a linear chart to how salty he is.  FT5 isn't much,  know I lost a match or two the first time I fought black key/command throw to him just derpin around  :psyduck:...well not to mention I wasn't as good  :V

I can actually hold my own a bit against Brandino.
It's his play style and my lack of knowledge that gets me killed.
I do ok against Shardz but he doesn't play much anymore.
: Re: Catsuki help thread
: Axis July 18, 2012, 04:56:12 PM
Does the 421A/B corner loop still work in the corner?
I haven't been able to do it since post 1.4 patch.
: Re: Catsuki help thread
: Sashi July 29, 2012, 03:37:47 AM
This?

http://www.youtube.com/watch?v=nSaDseFY-jU#t=2m
: Re: Catsuki help thread
: TrueGunnerShadow September 27, 2012, 10:13:17 PM
Does the 421A/B corner loop still work in the corner?
I haven't been able to do it since post 1.4 patch.

I manage to do 2 reps on 1.4.
After the second 421A/B, you can't pick them up with 2C or anything.
Tested on Ciel.
: Re: Catsuki help thread
: TrueGunnerShadow December 30, 2012, 02:38:59 PM
I don't know if this was old news or is this something new?
But I was messing around with C-Satsuki a bit and doing 214A Whiff Crossunder from a 5B OTG.
http://t.co/bWMWhua8

It looks like she's on the safe side. IF you look at the end (http://youtu.be/M6w3cVPhsiE?t=3m4s), you see that you can poke them with 5A before he recovers.
: Re: Catsuki help thread
: GoogleMuffin April 04, 2013, 04:36:30 PM
For the 496 do you have to go to neutral between each inputs?

Ex.) 45956
: Re: Catsuki help thread
: Sashi April 04, 2013, 05:36:37 PM
You need to return to neutral once some time during the entire motion. Don't think you have to do it between each input.

EDIT: Thinking it through, 4956 is the most reasonable input.
: Re: Catsuki help thread
: Crusayer April 12, 2013, 05:33:54 PM
Does sacchin have any OS strats?  I know some for nanaya but I have no idea for sacchin other than some of the universal backdash, burst/heat strats.
: Re: Catsuki help thread
: Sashi April 12, 2013, 07:21:43 PM
I know Catsuki has that 5[C] 2C whiff 2C thing. If 5[C] hits, 2C whiffs and recovers in time for the second 2C to hit so you can go straight to bnb. If 5[C] is blocked, well, they have to block an airtight 6f low now. Basically, you confirm an overhead without thinking about it. Can't semi-charge the 2C, though.
: Re: Catsuki help thread
: noradseven April 14, 2013, 10:39:43 AM
Mash 5A while holding 5[C], if they clash the charging for some reason you throw out a 4frame jab instantly and basically always win.
: Re: Catsuki help thread
: noradseven April 26, 2013, 12:20:16 PM
Probably old for most people, but in the corner vs most of the cast you can blah blah 623[A] j.[C], blood heat 2C super throw arc drive for comedy damage.  I got 8.5k on non reducing V.akiha off instant air dash j.C

You can only j.[C]>blood heat>2C if it's the first bounce though so you can't start this off 421X or 623C, just a good too to have against people who know you can just shield>shield/jump out of her unblockable, or have a reversal that can move out of the way of it.