- 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> 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=z776adpEqicAlso 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=113sKeep 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.