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Author Topic: 1.07 C-Ryougi  (Read 31408 times)

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Offline CPhame

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Re: 1.07 C-Ryougi
« Reply #100 on: March 20, 2012, 06:36:59 PM »
I for one didn't know 63214C 8X OTG'd.  That's a pretty cool thing to have, imo.  Furthering my belief that Crescent is the jack-of-all-trades with plenty of potential...
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Offline Rei

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Re: 1.07 C-Ryougi
« Reply #101 on: March 22, 2012, 05:50:13 AM »
you should never have to OTG unless it's off of something like 421B though :/... But yeah you can mess up your timing for custom combos but still not drop it, though your damage will drop a lot...

Anyway my list of BnBs now, I'm not going for hard stuff anymore...

normal string is any string which uses 5A 2A 5B 2B or 5C.

aerial = j.B j.C dj.B j.C j.236B or airthrow

Midscreen - max damage meterless
normal string -> 2C 6C j.A j.A j.C land aerial

Midscreen - meterless oki
normal string -> 236B 236B 236B walk back IAD j.A(really any jump normal) L/R mixup.

Midscreen - max damage 100% meter
normal string -> 236B 236B 236C 214C j.A(whiff) 2C 5C 5BB aerial

Midscreen - air counterhit confirm with sweep into hard knockdown 100% meter (also works off air throw)

2C 5C 5BB j.B j.C dj.B j.C j.22C land 2C 236A 236A 236A (last rekka input reversed midscreen)
Simple confirm off air counter-hit to the above would be with something like a 5BB pickup into the j.B j.C part.

Global easy corner combo
normal string -> 2C tk.236B 5BB 214A j.9 aerial

This will keep them into the corner and you can throw meter into this at the end for oki or more for a neat left/right mixup.

100% addition to this -> instead of j.236B or airthrow: j.22C 2C A-Rekkas
another 100% addition to the previous -> instead of 2C: 236C dash out of the corner IAD jA(whiff). Depending on the height that they were hit at, it will make corner space the lower the opponent is when they're hit. Higher up there is no corner space. Try to make it look like it's in the middle where it could be either to make it ambiguous.

Corner meterless oki combo
normal string -> 2C tk.236B 5BB 214A 2C 2(A) whiff [optional 2A 236A 236A 236A]
This combo is a little tricky on some characters, you need to delay the 214A to get people to float lower before they can tech, and the optional followup is tricky on some characters, if you can't get it consistently or don't know who it's weird on, you should probably just stop there. Against some characters without the optional followup you get a Left/Right mixup with tk.236B

Midscreen custom combo 150% closer version
normal string -> 63214C (8X 6X 8X 6X 8X 6X 8X 4X(whiff)) 5BB aerial

Midscreen custom combo 150% far version

normal string -> 63214C (5X 8X D 8X 6X 8X 4X(whiff)) 5BB aerial

Corner custom combo 150%
normal string -> 63214C (8X 6X 8X 6X 8X 6X 8X 4X(whiff)) 5BB 214A aerial.

Max damage custom combo
j.C 2B 5B 5C 63214C (8X 6X 8X 6X 8X 6X 8X 4X(whiff)) 5BB 214A aerial
DAMAGE IS CRAAAAAZY
« Last Edit: March 22, 2012, 06:22:37 AM by Rei »
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #102 on: March 22, 2012, 07:54:25 AM »
-combos-
I agree more or less. Some notes:

Quote
Midscreen - max damage 100% meter
You can whiff any air normal, j.a just has the least chance of connecting by accident.

Quote
Corner

Look through my previous posts on info for the spacing for these. Watch out when doing them on Kohaku when you're near the corner.

Quote
Custom Combo

I'd like to add this one:

Custom Combo 150% - Oki Ender

Normal String - 63214c 8x 6x 8x 6x 8x 6x D
You sacrifice about 1k of damage for a mixup. I think there was a more ambiguous version of this, but I'll have to look it up.

Offline Rei

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Re: 1.07 C-Ryougi
« Reply #103 on: March 22, 2012, 07:56:48 AM »
I'm pretty sure it's more than 1000 damage though... But if I'm blowing meter for a damage combo, I want damage...
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #104 on: March 22, 2012, 08:13:35 AM »
It's a difference of about 1.2 on Kohaku. I guess I just have different priorities.

I'd also like to bring these up again for my own reference.
http://www.nicovideo.jp/watch/sm12407128

Offline Rei

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Re: 1.07 C-Ryougi
« Reply #105 on: March 22, 2012, 05:14:23 PM »
Also I figured out the corner mixup combo on Kohaku.

Normal String -> 2C tk.236B 5BB 214A j.8{optional j.B}j.C airdash dj.A j.B j.C j.22C 236C

It's a bit harder, but gets the job done.
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #106 on: April 01, 2012, 10:39:58 AM »
Just a random note due to my experimentation with a trap.

The AAD will only grab 5a or 2a in it's recovery frames if the 5/2a is executed out of blockstun.

Offline Sashi

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Re: 1.07 C-Ryougi
« Reply #107 on: April 01, 2012, 11:26:40 AM »
Eh? What do you mean?
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Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #108 on: April 02, 2012, 10:09:59 AM »
Perhaps I worded that weirdly.

Here's the situation:

V.Sion's 5a out of blockstun
frames 1-5 AAD doesn't grab
frames 6+ AAD grabs

For example, try the following two situations with the dummy set to 5a on recovery.

5b ~  AAD
2a ~ AAD

The AAD grabs on the first situation and not the second.

By grabs, I mean the lines show up.

Offline Rei

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Re: 1.07 C-Ryougi
« Reply #109 on: April 02, 2012, 06:52:03 PM »
I would like to say it's throw protection where a mashed 5A will beat out a tick throw (in this case AAD if it was close)
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

Offline Sashi

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Re: 1.07 C-Ryougi
« Reply #110 on: April 02, 2012, 08:13:05 PM »
Is it just that Recovery A is dumb? H/F's command parries don't work on them either.
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Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #111 on: April 03, 2012, 04:48:40 AM »
Good to know, I figured it was something like that. Makes my trap have absurd execution requirements.

Is it just that Recovery A is dumb? H/F's command parries don't work on them either.

For reference, 5b 41236c (AAD) works on H parry.

Offline Sashi

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Re: 1.07 C-Ryougi
« Reply #112 on: April 03, 2012, 05:14:10 PM »
I mean if you do 421A with HRyougi against VSion Recovery 5A, it stops the attack and Ryougi goes through the normal animation, but it doesn't throw them.
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Offline Rei

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Re: 1.07 C-Ryougi
« Reply #113 on: April 04, 2012, 02:01:02 AM »
It's not just recovery 5A, it does it even of 5A when I tested the dummy doing 5A parry and I mashed 5A with Ryougi. It's a buggy move overall, pretty bad.

Either way, this is C-Ryougi topic :/
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #114 on: April 05, 2012, 04:55:54 AM »
Anyway, what I was attempting was (cross-up)623b ~ AAD. It DOES work, but the timing has a window of 1 frame or so. You have to get the AAD to start on exactly the right frame so you get the invul to ignore the 5/2a and you get the AAD throw.

421b land AAD is much easier but I don't see people actually falling for it. You're outside of 2a range for the most part.

Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #115 on: April 15, 2012, 04:27:47 AM »
More of Ieda's Ryougi. I can't believe half the stuff he pulls actually works on human opponents.

http://www.youtube.com/watch?v=n9KPqgS6umU

Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #116 on: June 09, 2012, 06:40:28 PM »
Anybody have any ideas on possible new tech for C-Ryougi? So far all I've been finding have been pointless ex combo extensions that don't add any damage.

Latest one I tried was: 2b5bb5c2c 2369b 5bb 214a 623b 5bb214c j.a (whiff) 2c (about 4k)

You can control what side you end up on by changing the timing on 5bb after 623b. If you want to be silly you can loop the 5bb 214c j.a (whiff) 2c as long as you still have meter, but you won't effect damage much.

Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #117 on: June 12, 2012, 12:54:52 PM »
I'm working on a video about the character specific 214a spacing using my own combos as a reference. Will edit it in here when I'm done.

Offline Suwako_freak314

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Re: 1.07 C-Ryougi
« Reply #118 on: June 14, 2012, 02:04:39 PM »
some mixups:

after 2c:
tk 236b for right left mix up

after 236c in corner:
SJ922b for right left mix up (delaying the SJ will change the side)

after midscreen 236b
walk away and  iad j.a for right left

you can j.22a/b after a 421b, meaning you can return to neutral or apply pressure using the a or b version.

after a midscreen knockdown:
SJ9, backdash, cross up j.b.

well, there are plenty of tricks to do at wake up. being as unpredictable as possible helps. for example, after a knockdown in the corner you can jump, j.b, ad, j.a, land throw, or j.b dash jb j.236a. or backdash 623[a]/. if you want try something new in the middle of a match, do it.

Offline LivingShadow

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Re: 1.07 C-Ryougi
« Reply #119 on: June 14, 2012, 02:47:52 PM »
-snip-
Not really anything new, but I suppose having the compilation is going to help someone.

When using 421b you can just jump strait up and come down with a mixup. It is jump cancelable after all.

Offline Suwako_freak314

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Re: 1.07 C-Ryougi
« Reply #120 on: July 23, 2012, 11:03:22 AM »
Well, I'm looking for some new stuffs with ryougi and her corner tk combo. So far this is what i have:

well, the base combo is:

2a 5c 2b 5b 2c 2369b (delay) 5bb 214a

now from here:
Normal one:
2c 2a (whiff) 2a 236a236a236a
sandoori:
623a (input while you are in the recovery of the 214): it will end with you in the corner, so you can go for a 4-way
damage ender:
after 214a j.bc j.bc at/236b/c

neutral air punish tech:
this is pretty hard and you can be sure of it, but well, 1500 dmg and sandoori for free is always good:
after 214: charge 623b
ONLY WORKS IF: you drop the combo at 214, and your opponent neutral air tech it. Since ryougi running against the wall looks pretty stupid, i think it may work, they would try to tech and punish you. I think it may work when you cant kill them with the combo, and they are mashing for a tech.

well hope it helps somebody. I haven't try that tech punish in a real match yet, so, if anyone can give it a try and tell us how it goes.
« Last Edit: July 23, 2012, 01:15:50 PM by Suwako_freak314 »

Offline Sashi

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Re: 1.07 C-Ryougi
« Reply #121 on: July 23, 2012, 11:38:12 AM »
A human would just shield it. And I don't think anyone would neutral tech that. =[ Looks cool, though.

EDIT: If you want to waste meter, you can do 2C 5C 5BB 214C and catch that into rekka enders for shitty mid screen rekka mixups.
« Last Edit: July 23, 2012, 11:51:46 AM by Sacchin 22A »
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Offline Suwako_freak314

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Re: 1.07 C-Ryougi
« Reply #122 on: July 23, 2012, 01:01:29 PM »
i dont want to waste meter, any of those stuff i posted used meter. go to training and try that tech punish, you'll see its pretty impredicteble and imposible to react. If they tech neutral, they get hit by the charged dp

Offline Sashi

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Re: 1.07 C-Ryougi
« Reply #123 on: July 23, 2012, 01:36:10 PM »
If they don't tech, they mash 2A on wake up for 5k.
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Offline Suwako_freak314

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Re: 1.07 C-Ryougi
« Reply #124 on: July 23, 2012, 05:55:50 PM »
you have to do it in a moment you are sure they are mashing hardly for a tech... its kind of a mindtrick when they are about to die, but you can't kill they with the combo. anyway, it's a random idea, that just may be useful sometime, it may be interesting to someone, since there is not much c-ryougi talk lately..,