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Author Topic: F Moon vs C Moon?  (Read 5072 times)

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Offline Ultima66

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F Moon vs C Moon?
« on: August 20, 2009, 07:13:40 PM »
So now C isn't like F but pretty much better in every way since F is the only moon that can do 623A mixup.

Pros of F:
-22A/B are great. Also you can gimmick 22B and cancel into 623C if they jump out. 22B also combos into 623C if it hits too.
-You get 623A mixups.
-Shield Counter is nice.
-236[A] is sort of cool (just does a hop forward, leaves you free to do whatever after hop)
-236C is great. Time freezes when she is leaping, so will CH and pass through tons of stuff. Not any slower than crescent 236C despite the hop animation, I checked that you can easily do the same 5C 236C link.
-2A hits low.

Cons of F:
-No dodge or airdodge.
-Crappier 5B.
-Full can't activate whenever.
-No 2C 5C in combos.

Will add more later or something.

Offline Abstract Nonsense

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Re: F Moon vs C Moon?
« Reply #1 on: August 21, 2009, 10:12:34 AM »
Most of the credit for this goes to Ultima, since I wouldn't have even known about these if it wasn't for them. 623C corner mixups are done by spacing the 623C in the corner in such way that you'll be able land behind them and throw out 2C. Ideally your spacing will be tight and there's will be very little room between you, the opponent, and the corner.

In CMoon, it's easy as hell. Conveniently, CMoon is the one that needs it most. In C-Moon you simply end your standard BnB with 2C 5C 623C. That's really all there is to it.

In FMoon though it can be little tricky. During the dash in part of your BnB you may need to do anything for:

Cancel it early into 5B 5C 623C or 5B/C 623C
Cancel it early into 2A 623C (This is not needed to often)
Cancel it into early 623C

Now, if you're already in the corner and you want to run it, the only I've found is to delay your second j[C] quite a bit and then walk backwards a bit 2A 623C.

  :psyduck:

So, here's a pro and con:

623C mixup is much much easier in CMoon and can be quite difficult in FMoon. Of course, FMoon has 623A.
[01:46] <@BNAK_OF_AFRIKA> would u get a foot job from mech hisui
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Offline keobas

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Re: F Moon vs C Moon?
« Reply #2 on: August 29, 2009, 12:17:55 PM »
how reliable is  is 421 Commands?

Offline Irysa

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Re: F Moon vs C Moon?
« Reply #3 on: August 29, 2009, 12:36:08 PM »
H Moon.  :slowpoke:
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Offline Ultima66

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Re: F Moon vs C Moon?
« Reply #4 on: August 29, 2009, 01:30:42 PM »
H Moon.  :slowpoke:
F and C are similar characters. H is totally different. I'll play H and either C or F, but I don't really know which one I like more right now.

Offline Tempered

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Re: F Moon vs C Moon?
« Reply #5 on: September 29, 2009, 06:01:31 AM »
how reliable is  is 421 Commands?

They aren't reliable at all. I've been hit and airthrown out of them when it looked like it would easily hit. You don't get much off them either.
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Offline Ultima66

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Re: F Moon vs C Moon?
« Reply #6 on: September 29, 2009, 11:00:37 AM »
They're just for getting hype when you use them like Makoto's dps.

Offline Tempered

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Re: F Moon vs C Moon?
« Reply #7 on: October 03, 2009, 07:02:22 PM »
ok messing around some more ive found her 421 series give her quite the oki. also with C-Satsuki 2c 2a whiff seems to be unsafe, i keep getting stuffed out of shit.

all moons also get 4-way off a j.[c] if they dont continue the normal combo.
« Last Edit: October 03, 2009, 08:57:30 PM by Tempered »
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Offline BlueBlueAquamarine

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Re: F Moon vs C Moon?
« Reply #8 on: October 17, 2010, 08:12:38 AM »
Just tried playing around with Satsuki...

I find C-Satsuki to be definitely much much easier to play. (well crescent chars in general...)
Catsuki has enormous damage potential but she needs to really get in before she can deal damage.

However, F-Satsuki has 236 and 22 series to help her "get in" This is especially useful against zoning happy characters like some Akiha variations, Mech, and Nero. Wait until they throw out a projectile... then 236C your way to victory.

Other than this small difference, as many pointed out, F- and C- feels pretty much the same. (Haven't tried half yet) In fact, my favorite Sacchin player, Hare, uses crescent most of the time but switches to full for better chance against strong zoning characters. I can't say for sure, but his reason is probably what I mentioned above.

Just my two cents, MBAC player who recently got PS2 MBAA.
On that note, Satsuki's page on the MBAA wiki needs some crescent info....

Newbie question: What is "magic circuit" in this forum? I notice people saying things like "+heat" and that seems to be related... Sorry about asking odd question and reviving a dead thread.
« Last Edit: October 17, 2010, 08:22:31 AM by BlueBlueAquamarine »
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Offline Tempered

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Re: F Moon vs C Moon?
« Reply #9 on: October 22, 2010, 12:14:17 AM »
its pretty much reputation.

and since the last real discussion in this thread was like a year ago, Yes we know C and F play very similarly. F slightly edges C out though overall with all around better normals but C has its perks, like mix up outside of 4way.

C 5a can be used as a decent anti air vs some characters and will become better in CC when A trade armor is removed.
C 2a can also be used to anti air and is a great poke. too bad it isnt low.
C 5b has good range and makes tech punishing mindlessly easy.
C 5c has a bigger hit box than people think, gives plus frames when whiff canceled and can be charged to be over head into 6k combo.
her 236 is largly different from Fs. 236a is near useless but is neutral on block so you can use it to push people away in block strings if need be.. 236b is unblockable and leads to great damage. 236c is only really used for hit confirming off 1hit 2c.
her 22 series is gives her mediocre reversals. 22a and b can be used to anti air. 22c is a decent wakeup option, but easily baitable. Kinda hard for some characters to straight up punish.

F 5a is low.
F 2a is low as well.
F 5b is a great anti air and is plus frames.
F 5c is a decent anti air with clash frames when charged. not overhead when charged.
Her 236 series is quite interesting. Both 236a and 236b are like -1 on block, both are blockable, but they can be held to feint the grab portion and be used as dashes, allowing her to get back in the opponents face if they're scared. 236c is fully invulnerable during her leap and will push opponents back making it great to punish projectiles.
Her 22 series is more of a pressure and mind game tool compared to C's. 22a is Plus on block. 22b starts up faster but is minus on block, but is ex cancelable. So you can do psuedo zone with 22b and ex cancel it to your needs. Opponent dashing at you. 22b. They jump 623c. they get hit 236c. they block uhhhhh....... 214c!!
22c is pretty much usless never use it.

During Loser's Finals at NECX:

<Crowd at Jiyuna about to Lose> Na na na naaaa, na na na naaaa, hey hey hey, Goodbyeeee~