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Atlas Academy => Melty Blood: Current Code => Seifuku Akiha => : TheMaster_Rahl November 28, 2011, 02:10:49 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: F-SAkiha v1.07
: TheMaster_Rahl November 28, 2011, 02:10:49 PM
F-Seifuku Basics here:
http://www.youtube.com/watch?v=MrLwX4shojI (http://www.youtube.com/watch?v=MrLwX4shojI)




Old Post:
http://www.youtube.com/watch?v=qX8Lq97TS1k&feature=plcp&context=C211cdUDOEgsToPDskJSByt6FyK1dUewFCq6iV7_ (http://www.youtube.com/watch?v=qX8Lq97TS1k&feature=plcp&context=C211cdUDOEgsToPDskJSByt6FyK1dUewFCq6iV7_)

Kou vs GO1 @ 9:50

22A recovery on hit looks way decreased. 22A loops look way easier to do.
Still looks to be not so good damage on her meter combos and set-ups and command throw.
: Re: F-SAkiha v1.07
: Shiki November 29, 2011, 07:43:31 AM
I was expecting rings to have less recovery but 22A is good since it can be used more in blockstrings.
: Re: F-SAkiha v1.07
: TheMaster_Rahl November 29, 2011, 11:47:13 AM
Well to be honest, I'm not sure if it's actually less recovery on the 22A that is making the loop look way easier. If it is less recovery, it's prolly only on hit and not on block. It could be any number of things, like an improved hit box on one of the moves involved in the loop, or some other property of a move in the loop got tweaked. Regardless, it just looks way easier to do, and I won't know what until I get 1.07... I'm pretty sure something changed, cuz I've never seen JP players do the loop before in a match, let alone 4 reps midscreen.

-TexasTim-
: Re: F-SAkiha v1.07
: ehrik November 29, 2011, 12:37:35 PM
loop into ex ring which way is sick
: Re: F-SAkiha v1.07
: Shiki November 30, 2011, 06:34:12 AM
Well to be honest, I'm not sure if it's actually less recovery on the 22A that is making the loop look way easier. If it is less recovery, it's prolly only on hit and not on block. It could be any number of things, like an improved hit box on one of the moves involved in the loop, or some other property of a move in the loop got tweaked. Regardless, it just looks way easier to do, and I won't know what until I get 1.07... I'm pretty sure something changed, cuz I've never seen JP players do the loop before in a match, let alone 4 reps midscreen.

-TexasTim-

You can only do 4 max midscreen. Corner loops give you like 6 to 7.
: Re: F-SAkiha v1.07
: Kirah December 22, 2011, 08:43:16 PM
http://www.youtube.com/watch?v=8kvnyOMWh-U&feature=related

Player: GO1
: Re: F-SAkiha v1.07
: TheMaster_Rahl December 23, 2011, 10:55:03 AM
http://www.youtube.com/watch?v=8kvnyOMWh-U&feature=related

Player: GO1

I'm pretty sure that's Kou's F-SAkiha, and GO1 is playing C-Arc in this vid.
: Re: F-SAkiha v1.07
: link6616 January 10, 2012, 05:15:35 PM
Hello. I haven't really been playing F-Sei for a while (only recently got into her on the PS2 actress again), but I'm not really sure where I should be looking to improve myself with her in CC, can I assume most of her AA BnBs etc still work, or what?
: Re: F-SAkiha v1.07
: SolNova January 10, 2012, 10:41:58 PM
Well, all I can say is that I've been playing her alot on MBAACC. Her dmg on Ex combos are still pretty low, her loop seems easier, and her BnBs still do good dmg. :/
: Re: F-SAkiha v1.07
: link6616 January 12, 2012, 01:10:50 AM
I keep hearing this 22A loop being mentioned but I've never really seen anywhere that explains it really... Not trying to be much of newb here but briefly flicking through it I couldn't find anything that seemed to describe it clearly enough. Would someone be so kind as to describe it and/or show a clear good example?
: Re: F-SAkiha v1.07
: TheMaster_Rahl January 12, 2012, 02:56:43 AM
I keep hearing this 22A loop being mentioned but I've never really seen anywhere that explains it really... Not trying to be much of newb here but briefly flicking through it I couldn't find anything that seemed to describe it clearly enough. Would someone be so kind as to describe it and/or show a clear good example?

You can do it off of things like BE2C, 214C, Shield Counter, and I think Raw air throw.
String is: xx > [2A 2C 22A] x 3 or 4 or up to something like 8 with IH.
Depending on what you did before will determine what part of the loop you go into. (ie. shield counter into 22A/B..., 214C into 2A 2C... ect.)
Example:
http://www.youtube.com/watch?feature=player_detailpage&v=qX8Lq97TS1k#t=644s (http://www.youtube.com/watch?feature=player_detailpage&v=qX8Lq97TS1k#t=644s)
: Re: F-SAkiha v1.07
: Crescent Saber January 13, 2012, 01:17:40 PM
That was actually helpful because I have struggled with that loop for the longest.
: Re: F-SAkiha v1.07
: link6616 January 14, 2012, 01:42:23 PM
Mmmm! Thank you Rahl. Still haven't gotten it quite down but at least i know where im failing with it mostly

oh i found thus topic in my travels, how relevant are shikis tutorial vids to cc do we think? http://www.meltybread.com/forums/seifuku-akiha/f-seifuku-tutorial/
: Re: F-SAkiha v1.07
: TheMaster_Rahl January 31, 2012, 05:22:19 PM
Mmmm! Thank you Rahl. Still haven't gotten it quite down but at least i know where im failing with it mostly

oh i found thus topic in my travels, how relevant are shikis tutorial vids to cc do we think? http://www.meltybread.com/forums/seifuku-akiha/f-seifuku-tutorial/
She is pretty much unchanged in this regard. BE2C is still the same as shown in his vids. Although I think the likelihood of anyone getting hit by BE2C is very low.
Practice the loop a lot on every char. The timing is different from char to char, although I'd say that every char falls into one of 4 categories of timing: Easy, Standard, Difficult, Impossible.
Not sure if it has changed in the PC release, but in PS2, 22A loops did not work on Ryougi, and Maids(Hisui lead).

-TexasTim-
: F-SAkiha v1.07
: Sashi January 31, 2012, 11:20:09 PM
Oh, man, I actually dropped FSei in PS2 'cause I spent an hour trying to do it on Ryougi.
: Re: F-SAkiha v1.07
: Shiki February 01, 2012, 02:51:45 AM
Oh. Lol, I made that tutorial a while back. I added some more stuff to it but never did add it on. You can ask me stuff about that here.
: Re: F-SAkiha v1.07
: link6616 February 01, 2012, 11:40:02 PM
Mmmm! Thank you Rahl. Still haven't gotten it quite down but at least i know where im failing with it mostly

oh i found thus topic in my travels, how relevant are shikis tutorial vids to cc do we think? http://www.meltybread.com/forums/seifuku-akiha/f-seifuku-tutorial/
She is pretty much unchanged in this regard. BE2C is still the same as shown in his vids. Although I think the likelihood of anyone getting hit by BE2C is very low.
Practice the loop a lot on every char. The timing is different from char to char, although I'd say that every char falls into one of 4 categories of timing: Easy, Standard, Difficult, Impossible.
Not sure if it has changed in the PC release, but in PS2, 22A loops did not work on Ryougi, and Maids(Hisui lead).

-TexasTim-

So it doesn't work on the maids (Pair, Hisui lead) but it does work on normal hisui? Interesting.

And thanks Shiki I'll keep that in mind, but presently it's just a case of learning general F Sei stuff... I'm not really sure what I'd even be asking atm other than possible match feedback.
: Re: F-SAkiha v1.07
: TheMaster_Rahl February 03, 2012, 06:31:14 AM
So it doesn't work on the maids (Pair, Hisui lead) but it does work on normal hisui? Interesting.

Yeah, It would work with Kohaku on point, but every time I had it switch to Hisui, it would not work, no matter what timing I used. Regular Hisui fell into the Easy category iirc.
: Re: F-SAkiha v1.07
: Shiki February 03, 2012, 09:51:13 AM
Mmmm! Thank you Rahl. Still haven't gotten it quite down but at least i know where im failing with it mostly

oh i found thus topic in my travels, how relevant are shikis tutorial vids to cc do we think? http://www.meltybread.com/forums/seifuku-akiha/f-seifuku-tutorial/
She is pretty much unchanged in this regard. BE2C is still the same as shown in his vids. Although I think the likelihood of anyone getting hit by BE2C is very low.
Practice the loop a lot on every char. The timing is different from char to char, although I'd say that every char falls into one of 4 categories of timing: Easy, Standard, Difficult, Impossible.
Not sure if it has changed in the PC release, but in PS2, 22A loops did not work on Ryougi, and Maids(Hisui lead).

-TexasTim-

So it doesn't work on the maids (Pair, Hisui lead) but it does work on normal hisui? Interesting.

And thanks Shiki I'll keep that in mind, but presently it's just a case of learning general F Sei stuff... I'm not really sure what I'd even be asking atm other than possible match feedback.

Sure. Just post up your match videos here or so.
: Re: F-SAkiha v1.07
: link6616 February 15, 2012, 04:54:50 PM
Ages later...

A small selection of matches
http://www.youtube.com/watch?v=EPrbKAFW8UY&feature=youtube_gdata

Now before other people catch on to some really obvious stuff
Yes I am dropping my very basic combo in the air a bit and thus doing it sub optimally... that was just stress during those matches...

So yes, comments, suggestions would be great. Sorry they are all against nero, I've had a limited selection of opponents recently
: F-SAkiha v1.07
: Shiki February 15, 2012, 05:20:07 PM
Here's something to start working on:

Don't spam rings. It leaves you prone to counters.

Try to utilize ring mixups when their blocking it.

Block strings should be like 2aaaaaa or 2abc 22a.

I rarely saw you dash with her and normally jump in which is bad against Nero.

Command throws are fun.

I saw that you were spending a lot of meter as well too.

That's all for now. Walking home from class so yeah.
: Re: F-SAkiha v1.07
: TheMaster_Rahl February 15, 2012, 07:42:41 PM
-After AT don't do ring unless you ex cancel. Most chars have moves to hit you out of it from that range.
-Dont use 236A 623C midscreen. It's meant to stop jump outs and pokes in the corner.
-Need to not go into 3C so much and instead use 5C/2C into 22A into ring oki into mix-up more.
-Spend less meter. You don't need to use it to get oki.
-2B is plus, 22B is plus, 2A is plus and super fast. Use these the most in blockstrings. You can end them with BE2C it will generally be safe on block.

-TexasTim-
: Re: F-SAkiha v1.07
: link6616 February 15, 2012, 08:25:16 PM
Thanks for the great advice guys! I'll try and keep all that in mind when I play next and upload some of the results of that.

Meter usage was brought up alot... So obviously yes spend less meter. So should I be keeping it to use heat IH and so on? Or just using it up less.

Yeah... 3C is a really bad habit, Marvel has trained me so much that I always want to launch...

I'll be sure to keep in mind the block strings. They are a huge weakness on my part.

Later on I started working out how good ground dashes were against nero so I'll be sure to work them in much more, along with toning down the amount of semi random rings.

What situations are good for the command throw... I've never really been able to 'get it'
: Re: F-SAkiha v1.07
: TheMaster_Rahl February 15, 2012, 08:54:49 PM
Meter usage was brought up alot... So obviously yes spend less meter. So should I be keeping it to use heat IH and so on? Or just using it up less.
Primary use of meter for her is IH, TK236C mix-ups in max, and 214C/623C escape/reversal.

What situations are good for the command throw... I've never really been able to 'get it'
Any situation where you are at advantage, you can use it. Mostly, in situations where you could choose to 2A or cmd throw, 2A stagger 2A or command throw, ect.
Ex.: after a blocked 22B, you dash back in and 2A or cmd throw, 2A stagger 2A or cmd throw.
Ex.: after ring oki, you mix-up a corss-up jC into 2A or cmd throw.
Ex.: after corner AT, you dash in and 2A or cmd throw, 2A stagger 2A or cmd throw.
Ex.: on wake up if you think they wont meaty and will be in range.
: Re: F-SAkiha v1.07
: TheMaster_Rahl December 17, 2012, 10:31:42 PM
I made an F-SAkiha Basic Tutorial vid.

http://www.youtube.com/watch?v=MrLwX4shojI (http://www.youtube.com/watch?v=MrLwX4shojI)

It covers some move list properties, basic combos and pressure, oki, and some advanced combos.

If there are any questions about any of the combos, of mix-ups, feel free to post here.

I'm going to update the first post.
: Re: F-SAkiha v1.07
: Fishduck December 18, 2012, 02:19:33 PM
Eek,  too fast!
: Re: F-SAkiha v1.07
: TheMaster_Rahl December 18, 2012, 06:41:06 PM
Paws man!
: Re: F-SAkiha v1.07
: Qpunch December 19, 2012, 07:48:29 AM
Secret to Tim's videos: you gotta mash pause to get out of pressure
: Re: F-SAkiha v1.07
: hipikachu April 20, 2013, 07:33:31 AM
Dropped Sion in favor of Seifuku (j.C loops in lag argh). I assume this character in simplified format is:
<1> hitconfirm>22C>236A/TK j.236A for oki
<2> hitconfirm>3C>air combo for damage
<3> stagger with 2A, 2B, end blockstrings with 22B whenever possible
<4> cool people do 22A loops for both oki and damage unless
<5>  :emo: if you're up against Ryougi

This leaves two things unanswered for me:
<1> This is a Full Moon character. What do I do with all this meter?
<2> I know the Tim's tutorial mentioned the minimum amount of combos needed for tournament play, but I want to see more:
<2a> Advanced (universal) combos I should know? Preferably ones that use meter.
<2b> Corner combos?
<3> How about practically combo'ing into her AD? That thing is like, point blank, and even then I still get shanked out by Ciels.
: Re: F-SAkiha v1.07
: Crusayer April 20, 2013, 09:25:23 AM
For meter,
- use TK 236C for a really complex mixup.
- 214C is a safe reversal as well as being an overhead and +frames.  It can also lead you to 22A loop.
- Initiative heat off 22A into the 22A loop.

That's all I really know anyway.
: Re: F-SAkiha v1.07
: hipikachu April 20, 2013, 09:30:32 AM
- use TK 236C for a really complex mixup.
Right, this is cool.
- 214C is a safe reversal as well as being an overhead and +frames.  It can also lead you to 22A loop.
Full invul on startup? What's the universal optimal followup for 214C? (Everyone I know is a tier whore, so I'm bound to encounter an unhealthy amount of Ryougis)
- Initiative heat off 22A into the 22A loop.
Would she uhh...happen to have anything aside from the 22A loop? I saw some H-Seifukus pulling off some swag IAD combos. Please tell me we can do that too.
: Re: F-SAkiha v1.07
: Crusayer April 20, 2013, 09:52:54 AM
Practically?  No, 22A is optimal I believe lol.  I've never seen anything really cool looking with F-Sei unfortunately.

Universal off 214C -> 5A/B/C 3C air combo
: Re: F-SAkiha v1.07
: hipikachu April 20, 2013, 10:08:22 AM
...but...but Ryougi...
: Re: F-SAkiha v1.07
: TheMaster_Rahl April 20, 2013, 11:31:10 AM
- 214C is a safe reversal as well as being an overhead and +frames.  It can also lead you to 22A loop.
Full invul on startup? What's the universal optimal followup for 214C? (Everyone I know is a tier whore, so I'm bound to encounter an unhealthy amount of Ryougis)
It has inviln on frame 1, but the invuln does not last until the active frames come out. It's mostly not used as a reversal that you hit the opponent with, but more likely to just get out of the corner. If they block it though, you are plus. And if they get hit buy it, you can easily confirm into something like 5B 3C aircombo, or 2A 2C 22A Oki. You can do loops, but less that other confirms, so like normal is 2 reps. I think max is 3, but I have not landed 3 reps in a long time.

- Initiative heat off 22A into the 22A loop.
Would she uhh...happen to have anything aside from the 22A loop? I saw some H-Seifukus pulling off some swag IAD combos. Please tell me we can do that too.

She does have a combo that involves IAD, but it requires gravity. So it would be something like:
2AAAA 5B 2B 5/2C 3C IAD j.C Land j.BC dj.BC AT.

Dropped Sion in favor of Seifuku (j.C loops in lag argh). I assume this character in simplified format is:
<1> hitconfirm>22C>236A/TK j.236A for oki
<2> hitconfirm>3C>air combo for damage
<3> stagger with 2A, 2B, end blockstrings with 22B whenever possible
<4> cool people do 22A loops for both oki and damage unless
<5>  :emo: if you're up against Ryougi

This leaves two things unanswered for me:
<1> This is a Full Moon character. What do I do with all this meter?
<2> I know the Tim's tutorial mentioned the minimum amount of combos needed for tournament play, but I want to see more:
<2a> Advanced (universal) combos I should know? Preferably ones that use meter.
<2b> Corner combos?
<3> How about practically combo'ing into her AD? That thing is like, point blank, and even then I still get shanked out by Ciels.

Your assumptions are pretty much correct.

For meter, it's like crusayer said. 214C reversals, 623C safe ring set-ups (ie. Post airthrow in the corner into 236A into 623C to make it safe.), IH, and tk236C Oki mix-ups.

Metered combos will net you less damage. The only time to use meter in a combo is if you are going for 236A Oki. You would do 2A 5B 2B 5C 214C 2A 2C 22A 2A 2C 22A 236A. That will get you more damage than not using the meter. (About 3.5k or so.) There is also stuff like ground combo > 22A 22C 3C aircombo, which will get you more damage, but no oki.

For the advanced BnBs and corner combos, those are also included in my video, it's just that I don't talk about them. I just show them. The video I made is really pretty comprehensive for her combos, aside from the IAD combo I mentioned earlier. There may be more, but there can't be that much more.

Comboing into her AD is way easier that it looks. Since it hits all around her collision box, in front, behind & above, you can otg into it from things like 2C no delay 236A(hits otg) dash up AD and some other ways involving landing a j.C otg and comboing into AD.

This is an old AA video, so some of the stuff involving the AD, and 623C, and the 214C loops are not valid anymore, but most of it is still good.
http://www.youtube.com/watch?v=z776adpEqic (http://www.youtube.com/watch?v=z776adpEqic)
Also this one is an old AA one, but may give you some ideas:
http://www.youtube.com/watch?feature=player_detailpage&v=UxEzSL-nies#t=113s (http://www.youtube.com/watch?feature=player_detailpage&v=UxEzSL-nies#t=113s)

Keep in mind that these are combo vids, and from AA some I'm not totally sure on how practical or valid they are anymore.

Hope that helps a bit.

-TexasTim-

edit:
Dropped Sion in favor of Seifuku (j.C loops in lag argh). I assume this character in simplified format is:
<1> hitconfirm>22C>236A/TK j.236A for oki
Sry, I did not see this earlier, but this is 22A and not 22C.
: Re: F-SAkiha v1.07
: hipikachu April 20, 2013, 01:07:05 PM
Sry, I did not see this earlier, but this is 22A and not 22C.
Yeah that was a blunder on my part. I was thinking about other things.

Thanks for the info, it's sure to be a great help to anyone else coming in here for help on F-Seifuku. Sadly though, turns out I'm not here to stay after all. I like her air normals and amazing oki potential, but characters who heavily depend on loops do not appeal to me too much, and I'm more of an IAD person as opposed to a TK person. I met the same frustration with H-Vakiha despite how much I liked her character, but turns out the solution was simple: combine these two characters together. See you guys in the H-Seifuku forums!
: Re: F-SAkiha v1.07
: pmgbove December 02, 2015, 11:16:09 AM
Does anybody have F Sei's frame data?
: Re: F-SAkiha v1.07
: TheMaster_Rahl December 03, 2015, 07:02:35 PM
I never did calculate the exact frame data for her, but the vid I posted in the 1st post goes over what's plus. Basically, her plus moves are:
2A
5A
BE5B (can be air tight into 2/5A)
22B
214C

5B is neutral at best.

Hope that helps.