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Author Topic: Fatsuki thread  (Read 9571 times)

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Offline Sanasanasan

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Fatsuki thread
« on: March 26, 2012, 08:41:42 PM »
Because people play this moon too! :<
I have no idea if these combos are optimal, hopefully they're close enough.

Blockstrings and things
5A, 2A, spaced 5B, 2B, and 5[C] are all pretty good on block. 5B is especially useful since it catches jumpouts quite often, leading to combos if you can confirm them. 2[C] can be good but it takes a while to charge. 22A can be slightly negative to slightly plus, pretty good for making unsafe buttons safe if you're far enough. 22B is negative but can be cancelled into 623C if you catch a jump. If you've got spare meter, 22C can also be handy.

Combos

Max damage into corner, midscreen mixup(100 meter)
5A 5B 2B 5C 236C 2C 3C 623[A] j.[C] 2[C] 2C 3C 623[A] 623A

Max damage from corner to corner, midscreen mixup(100 meter)
5A 5B 2B 5C 236C 2C 3C 623[A] j.[C] dash 2C 3C 623[A] 623A

Max damage into corner, corner mixup(200 meter)
5A 5B 2B 5C 236C 2C 3C 623[A] j.[C] 5[C] 623[B ] OTG 623C

Midscreen into corner, midscreen mixup
5A 5B 2B 2C 3C 623[A] j.[C] sdj.[C] dash 2[C] 2C 3C 623[A] 623A

Corner to corner, midscreen mixup
5A 5B 2B 2C 3C 623[A] j.[C] sdj.[C] dash 2C 3C 623[A] 623A

Midscreen into corner, corner mixup(100 meter) with gap
5A 5B 2B 2C 3C 623[A] j.[C] sdj.[C] dash 5[C] 623[B ] OTG 623C

Corner to corner, corner mixup no gap
5A 5B 2B 2C 3C 623[A] j.[C] sdj.[C] dash 2C 3C 623[A] 421A

OTG
5B: the easiest OTG available midscreen
5C: harder to time than 5B, but slightly more damage.
2A 5B 2C: Only in the corner, make sure to land both hits of 2C.

Situational combos

Air counterhit(Not j.C)
After air counterhit, try to pickup with 5C 623[B ] OTG 623C for great damage. Otherwise, pickup with 2C 3C 623[A].

Air counterhit(j.C)
Thanks to CC's longer hitstun on counterhits, you can pickup j.C counterhits now! 2C 3C 623[A] tends to be the easiest to get, but if you manage to confirm a counterhit in the corner you can use 5B 623C 2C 3C 623[A] for some nice damage.

3[C]
Depending on the spacing, 3[C] can either cause untechable or techable launch. If you hit with the tips of Sacchin's hands(the end of the active frames), the launch will be techable, otherwise it'll be untechable. 3[C] is cancellable into 22B on block, and since 3[C] reaches so far 22B will be relatively safe, giving you a sort of poverty option select as long as you can confirm the 22B whiffed. You can also sort of option select with 22A, although it only works with the untechable version.

Spaced 3[C]
3[C] 623C 2C 3C 623[A]......
3[C] 22B whiff 623C 2C 3C 623[A]....

3[C]
3[C] 5C 623[B ] OTG 623C 2C 3C 623[A]....
3[C] 22B whiff 623C 2C 3C 623[A]....
3[C] 22A whiff OTG 623C 2C 3C 623[A]...

Raw airthrow
Jump remaining: Airthrow j.[C] dash 2C 3C 623[A].....
No jump remaining: 2C 3C 623[A]....

After shield counter
Anywhere, midscreen mixup
j.[C] j.[C] dash 2C 3C 623[A] 623A

Midscreen into corner, midscreen mixup
2C 3C 623[A] j.[C] sdj.[C] 2[C] 2C 3C 623[A] 623A

Midscreen to corner, corner mixup(100 meter)
2C 3C 623[A] j.[C] sdj.[C] dash 5[C] 623[B ] OTG 623C

214B
214B(far) 623[B ] OTG 623C
214B(close) 623A to mixup
 
2[C] can safely be omitted from every combo. Same goes for 2B, if you don't think you're in range drop the 2B and go right to 2C.
For characters with wonky air hitboxes like Kouma, you might want to consider dashing into 5B/5C/5[C] 623A instead of 2C 3C 623[A] 623A.
On some characters like Kouma or Ries, you have to delay the 623[A] after 3C or you'll dunk them instead. You can also drop the 2C and go straight to 3C 623[A] to get around this.
If you decide to use 421 as an ender instead of 623A, you can IH the 421 series for another 2C 3C 623[A] 623A/421 loop.
Count your ground bounces! There's a limit of 3 in a combo, so if you've used a super that ground bounces or a raw air throw, make sure to only use one j.[C] or else your combo will drop.
If you're in Blood Heat, try to AAD as soon as possible within your combo.

Midscreen mixups

623A
-Neutral jump airdash forward j.B/j.C/j.[C], depending on the height of the jump before the airdash and when you hit the button, you'll end up on one side or the other.
-IAD forward, the time when you use an air normal changes the side you land on.
-Dash forward neutral jump DI forward
     -land(either direction) 5A/2A
     -air backdash j.C
     -jump forward(crossup) air backdash j.C
     -jump forward(crossup) air backdash j.[C] 2C, or whiffed 2C
     (These last three options will be referred to as sandoori from now on)
-Dash forward stop superjump forward
     -sandoori
-236[B ] 5A
-Delayed 236[B ] 5A

Bite
-236[B ] 5A
-Delayed 236[B ] 5A
-IAD forward j.C whiff 5A
-Delayed IAD forward j.C

421
-Superjump forward j.[C], when you charge changes where you land


Corner mixups with gap

After OTG 623C
-Dash forward neutral jump j.C, you can dash them into the corner or leave a gap to hop into.
    -sandoori (if you choose to leave a gap)
-Superjump forward, neutral double jump, when you double jump changes the way you're facing, usually baits DPs unless your name is Sion
     -"crossup" DI air backdash j.C
     -"crossup" DI land 5A
     -no DI 5A

Other things of note
Apparently if someone blocks 3[C] and you immediately use AAD, it is guaranteed to land(shoutouts to LPT)
All your specials except 214 will completely whiff on F-Kouma's 22C super armor, and your arc drives too. Wait out the super armor :S
236 series does not hop over Arc/Warc(?), her downed hitbox is too tall

Fuzzy: deep j.[C] j.C IH j.C

IH moves:
214A(including whiff)
421 series

EX bite setup
Dash 5AAA 2B 5C 214A bite
The speed of the 5As will change whether or not 214A will whiff, hitting A faster will make 214A hit.
« Last Edit: August 01, 2013, 03:15:09 PM by Sanasanasan »

Offline noradseven

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Re: Fatsuki thread
« Reply #1 on: March 26, 2012, 11:07:54 PM »
It's alot more then just 3[C]>AAD, stuff like 5C, j.C 5B work too.

Also air counter hits are untechable until you hit the ground period not longer hitstun.

Honestly Though, Fatsuki is probably the worst of the three.

*Your stuck with Half's normals without having half's air bullshit or jump cancelable 214A, on top of that no reverse beating.

If you like the bounce dem off the floor combo dunk combos in general play Crescent, if you like 22A alot and like the look of F's normals play half.  Someone may know sometimes I don't, but I honestly don't know why you would play Full.

edit: 623A mixups are pretty nice though.
« Last Edit: March 27, 2012, 12:11:27 AM by noradseven »

Offline Sashi

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Fatsuki thread
« Reply #2 on: March 27, 2012, 04:21:09 AM »
Yeah, 236[B] is the only reason to play her.

EDIT: By the way, I do 5C3C instead of 2C3C as a meterless starter. More flashy. Bit more damage.
« Last Edit: March 27, 2012, 05:14:08 AM by Sashi »
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Offline ehrik

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Re: Fatsuki thread
« Reply #3 on: March 27, 2012, 07:55:25 AM »
Actually I would say H is the worst out of the three. Fatsuki has more consistent dmg than C (no reverse beating), has a godlike anti air (5b), has a meterless knockdown, can punish shit with 236c, really scary fmoon pressure, especially with the new CH system.
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Offline Sashi

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Re: Fatsuki thread
« Reply #4 on: March 27, 2012, 08:39:32 AM »
You get 7k off of j.C. :fraud:
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Offline Sanasanasan

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Re: Fatsuki thread
« Reply #5 on: March 27, 2012, 08:52:28 AM »
I'm with Ehrik on this one, although I've never actually played Half beyond "hey look j.C doesn't knock down anymore!". Full moon shielding/shield counter and IH are also pretty convenient, although I haven't found any good IH combos aside from 421 loops and 5A 5B 5C IH 5C 236C.

As air counter hits, IIRC if you air counter hit with j.C back in AA, they'd hit the ground too fast to actually pick them up. In CC, there's longer hitstun on counter hits so you can pick them up now. They've always been untechable until you hit the ground, but the hitstun is a new thing.

Offline Remzi

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Re: Fatsuki thread
« Reply #6 on: March 27, 2012, 09:03:38 AM »
Actually I would say H is the worst out of the three. Fatsuki has more consistent dmg than C (no reverse beating), has a godlike anti air (5b), has a meterless knockdown, can punish shit with 236c, really scary fmoon pressure, especially with the new CH system.
H has better 5A/5B/j.C than F, has a fuzzy, 214A can jumpcancel on block, confirm off any j.B with dj.ABC Airthrow, and all of that stuff. 236C on H is almost as good as it is on F. The argument could last for days though.

So what are the mixups with Fatsuki anyways. Just the generic Catsuki sandoori?

Offline Sashi

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Re: Fatsuki thread
« Reply #7 on: March 27, 2012, 09:20:45 AM »
After 236A or 623A, you can do 5A236[B]. Depending on when you 236[B], it either crosses over or doesn't. Froaesque mixup.

Anyways, like I said, 5ABC3C bnb does more and is flashier than 5AB2BC3C. Also works perfectly on Kouma and Beef.

j.C5B2B5C236C2C3C623[A]j.[C]2[C]2C3C623[A]623A for a neat 6k with hard knockdown.

5ABC22B IH 5[C]623[B]5C623C2C3C623Aj.[C]2[C]2C3C623[A]623A for IH combo. lol8k. Delay the 623[B] slightly.

Basically, she does 5-6k and hard knockdown from everything.

EDIT: Obviously, you can 623C after 2[C] at any time for corner gap. You can also do 2[C]5AA623[B] for the same corner gap. You can also do 236[A] instead of jumping to cross over after hard knockdown. So instead of 668 drift mixup (WHERE'S MAH SAAAAAAAANNNNNDOOOORIII?!), you can do 661236[A]. Depending on whether you pushed their body far enough and whether you did it early enough, 236[A] crosses. Looks cooler than jumping. I like using 22A22B to end blockstrings. Catches jumps and pokes. If they poke, 2C(1)236C or 5B5C3C for 5-6k, depending on distance. If they jump, cancel into 623C for 5-6k.
« Last Edit: March 27, 2012, 03:12:44 PM by Sacchin 22A »
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Offline noradseven

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Re: Fatsuki thread
« Reply #8 on: March 27, 2012, 09:47:28 AM »
Actually I would say H is the worst out of the three. Fatsuki has more consistent dmg than C (no reverse beating), has a godlike anti air (5b), has a meterless knockdown, can punish shit with 236c, really scary fmoon pressure, especially with the new CH system.

Hmm I looked up some Fmoon pressure shit, interesting I didn't know it could go on for that long.  Too bad local guys got used to F/C-maids pressure and know how to block forever >:(.  I'll probably start messing around with full again and test some of this shit out and see if I can get it working I havn't played full since the PS2 version.

Also come on guys what are these 6-8k combos off of a V.sion not reducing you know that ain't gonna happen.
« Last Edit: March 27, 2012, 09:50:47 AM by noradseven »

Offline Sashi

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Re: Fatsuki thread
« Reply #9 on: March 27, 2012, 09:50:38 AM »
Yeah, but then there's nothing hype about Fatsuki, 'cause Catsuki gets Heat, reverse beat, 22A, and easy combos.
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Offline noradseven

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Re: Fatsuki thread
« Reply #10 on: March 27, 2012, 09:56:28 AM »
easy combos.

Fatsuki combos are like shorter versions of Catsuki combos though  :psyduck:.  Hatsuki has the actually hard combos.


I like the look of Fatsuki's normals better if we are going to talk about hype levels.

Offline Sashi

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Re: Fatsuki thread
« Reply #11 on: March 27, 2012, 09:58:40 AM »
Eh? What do you mean? Fatsuki combos are pretty much the same length as Catsuki combos, except tighter.

And then Catsuki has this. That's just dirty.

EDIT: I do like Fatsuki normals a lot better, though.
« Last Edit: March 27, 2012, 10:08:00 AM by Sashi »
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Offline Sanasanasan

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Re: Fatsuki thread
« Reply #12 on: March 27, 2012, 01:27:54 PM »
Tried out that 5ABC 3C thing, it works better than I expected! I thought the 5C might push back far enough for the 3C to not combo at certain ranges, but I guess 5B stops that from happening. I'll have to edit that into the first post later.

About that IH combo though: is it corner only? It seems like 623[B ] is out of range since 5[C] knocks them back a bit.

I'm also going to try more stuff into AAD later, didn't know about j.C 5B or 5C.

Offline Sashi

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Re: Fatsuki thread
« Reply #13 on: March 27, 2012, 03:01:51 PM »
Nah, works midscreen. Just tight. I can't do it consistently, so I just do 623C instead and go from there. Not as much damage, but I can actually do it.

EDIT: As for AAD setups, pretty much all B and C moves work. I think 214A works as well if you're close enough.

EDIT: Forgot to say that you delay the 623[B] a tiny bit.
« Last Edit: March 27, 2012, 03:11:22 PM by Sacchin 22A »
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Offline noradseven

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Re: Fatsuki thread
« Reply #14 on: March 27, 2012, 04:43:47 PM »
Yeah 214A works, honestly the whole block>AAD feels gimmicky but it is a really strong options and I have won a good number of matches with it, probably even more from just activating dash in 623C because they jump in shear panic of 214A>AAD.  Just don't forget you can do the blah blah j.[C] stuff land blood heat>stuf 623C>AAD to combo into it just like Catsuki as well.

Eh? What do you mean? Fatsuki combos are pretty much the same length as Catsuki combos, except tighter.

Mostly talking about the optimized 2C,5B,5C finishers and stuff, the jump part of the combo doesn't have an awkward delayed super jump either just jump forward twice and don't think about it, heck midscreen all you can do is dash 2C, so you don't have to worry about 5[C],2[C],2C,5B,5C,623[ B] midscreen which acts a bit wonkier midscreen then in the corner.  Her raw airthrow combo doesn't have the wonky j.[C],j.B in it either.

« Last Edit: March 27, 2012, 05:00:17 PM by noradseven »

Offline Sashi

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Re: Fatsuki thread
« Reply #15 on: March 29, 2012, 12:00:22 PM »
Hey, hey, you should change the title of this thread to A Tale of Fat's Key.

EDIT: Also, you can do 3[C] instead of dash 2C midscreen into 623C2C3C623[A]j.[C]2[C]C3C623[A]623A for full stage carry. Or do 421A instead for easy mode meter less option.

EDIT: Now that I've had some sleep, this seems like a stupid combo. 623A will side switch and thrown them into the corner. If you're too far for that, you'd just do normal combo and bring them to the other corner regardless. Maybe if 5AA623[B] works after the last 2[C], but there's probably too much gravity and I can't be bothered to check.

Did some testing and 22C is now massively positive at ranges where you would consider using it. Used to be as negative as 22B, I believe. Man, this is scary. You can just 5B or 66 5A back after it. Infinite blockstrings, np.
« Last Edit: March 30, 2012, 07:08:28 AM by Sacchin 22A »
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Offline Axis

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Re: Fatsuki thread
« Reply #16 on: March 30, 2012, 07:50:51 AM »
I love you and thank you for making this thread.
A life filled with unrequited love and tragedy.
A life with no happy ending.
A life that will not be recognized for how precious it truly is.
Isn't it sad...Sacchin.

Offline Sashi

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Re: Fatsuki thread
« Reply #17 on: March 30, 2012, 09:36:27 AM »
Why do you want to be suffering? =[
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Offline noradseven

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Re: Fatsuki thread
« Reply #18 on: June 26, 2012, 08:54:10 AM »
Been playing random moon Satsuki lately and holy crap Full moon 5B is the most hype thing every time I press 5B just  :fap:.

Offline Sashi

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Re: Fatsuki thread
« Reply #19 on: June 26, 2012, 11:28:15 PM »
Right, right? Not as good of a tech punish as C, though.
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Offline Kane Blueriver

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Re: Fatsuki thread
« Reply #20 on: August 01, 2013, 04:02:31 PM »
Hi everyone, I'll be sticking around here to learn!