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Author Topic: 1.07 L of Fryougurt  (Read 14670 times)

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Offline CPhame

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1.07 L of Fryougurt
« on: January 19, 2012, 10:43:16 AM »
Since no one else would make one...here you go.

Changes and data to come later.
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Offline f-wlen ice loop

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Re: 1.07 L of Fryougurt
« Reply #1 on: January 19, 2012, 11:01:45 AM »
was gonna make one with a funny title, why'd you ruin it
<fubarduck> hey bell good shit beating kusoru in melty
<fubarduck> he was like "i lost to a long haired asian"
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Offline CPhame

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Re: 1.07 L of Fryougurt
« Reply #2 on: January 19, 2012, 11:11:34 AM »
My bad dude, have at it.
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Offline Sashi

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Re: 1.07 L of Fryougurt
« Reply #3 on: January 19, 2012, 11:55:52 AM »
No.
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Offline Sashi

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Re: 1.07 L of Fryougurt
« Reply #4 on: January 19, 2012, 11:58:12 AM »
4C too slow.
j.B too mortal.
C ender rekka too super cancelable.

EDIT:

Okay, so what do people actually do with Fryougurt? I just picked up this character on CC, so I really don't know how to play her. This is what I do.

5B 2B 5C 236B 236B 236B 2B 5C j.BC dj.BC
(236B rekka ender to 2B seems easier than before, but it's still fairly tight.)

5B 2B 5C 236A 236B 236C 214C j.B(whiff) 5C j.BC dj.BC
(Midscreen when you're too far for the first combo's rekka launcher to connect.)

5B 2B 5C 236A 236B 236C 214C 8(wait until you almost land) j.C(land) 5B j.BC dj.BC
(Corner when you're too far for the first combo's rekka launcher to connect.)

5B 2B 5C 3C 22A 5C j.BC dj.BC
(Anywhere when you're too far for the first combo's rekka launcher to connect and you have knife.)

5B 2B 5C 3C 236B BE236B 214A
(Midscreen when you have no meter or knife. But you end in 236A rekka, so you have oki~ The 214A is 'cause you are crossing up (or crossing down, rather) during BE236B so you have to input 236 in reverse.)

5B 2B 5C 3C 236B BE236B 236A
(Corner when you have no meter or knife. But you end in 236A rekka, so you have oki~)

[random normals or hard knockdown] 236C j.BC dj.BC
(When you're lazy or netplaying.)

If you want to be flashy, you can go 5A TKj.236B j.BC(land) j.C dj.BC for the third combo instead of 5B j.BC dj.BC. For the first combo, you can do TKj.236B between 2B 5C and j.BC j.BC. For combos that end in 236A rekka ender (or 236B, but you should just do your normal rekka launcher combo in that case), you can add on a 236C j.BC j.BC if you want more damage and less oki. For the knife combo, you can do (delay a bit)2B 5C instead of just 5C after 22A.

End air combos with j.236B so you can charge and look badass. Airthrow if you want, I guess, but you're not gonna get any real oki anyways. It's not like Fryougurt is bad in neutral, so it's totes fine to end in j.236B. If you end in j.236B, you can let one j.B hit twice in most combos. If you go for the airthrow, you're gonna have to cancel it after the first hit. Some combos require a j.236B ender, 'cause you'll be out of range for the airthrow no matter what. AD is pretty lame now with the LONG startup. AAD is still fast, but you're probably always better off safely IHing during a combo and doing like 2k extra damage while recovering health completely safely. Unless you're sure they aren't gonna bait it or you just did a j.236B and wanna look cool. It's fine to do anything if it looks badass.

EDIT:

Blockstring with those rekkas. So safe, it's like you're wearing battle armor. Except C ender. That's dumb dangerous. Charge it fully for the unblockable or don't do it at all. Unless if you've conditioned your opponent so that they'll try to poke you out before you full charge. 22A during blockstrings for mad free frames so you can go back in and do stuff. TKj.236B is not a bad move during blockstrings, but you'll totes lose all your momentum and get trolled if you fail.

Second hit of 236 rekka can be charged. Only really usable when you rekka on a falling enemy or blockstring. End it with 214A instead of 236A when you're midscreen on a falling enemy, 'cause you'll crossup during BE236B if there's room.

Fish for counter hits with 5B for free. j.B is still great as well. Freeyogurt, freedamage. Also Frogurt.

If you're getting pressured, cry. You can 236C on wakeup to troll.

End combos in rekkas if you want anything resembling oki setup time. In the corner, you can combo 236A BE236B 236A after 214C j.B(whiff) 2C 3C and go for oki. So an example would be 5B 2B 5C 236A 236B 236C 214C j.B(whiff) 2C 3C 236A BE236B 236A.

EDIT: Also, someone teach me to play Fryougurt please.

EDIT: Organized version with less information:

Corner:
5B 2B 5C 236A 236B 236C 214C 8(wait until you almost land) j.C(land) 5A TKj.236B j.BC(land) j.C dj.BC
5B 2B 5C 3C 236B BE236B 236A 236C j.BC dj.BC
4C 22A 2C 3C TKj.236B j.BC dj.BC
4C 22A 2C 3C 236B BE236B 236A 236C j.BC dj.BC

Midscreen:
5B 2B 5C 236A 236B 236C 214C j.B(whiff) 5C j.BC dj.BC
5B 2B 5C 3C 236B BE236B 214A 236C j.BC dj.BC

Anywhere:
5B 2B 5C 236A 236B 236C 214C 8(wait until you almost land) j.C(land) 5B j.BC dj.BC
5B 2B 5C 236A 236B 236C 214C j.B(whiff) 2C 3C 236A BE236B 236A 236C j.BC dj.BC
5B 2B 5C 236B 236B 236B 2B 5C j.BC dj.BC
5B 2B 5C 236B 236B 236B 2B 5C TKj.236B j.BC dj.BC
5B 2B 5C 3C 22A 2B 5C j.BC dj.BC
4C 22A 2C 3C 236B BE236B 236A 236C j.BC dj.BC
4C 236B BE236B 236A 236C j.BC dj.BC

Raw Airthrow:
5B j.BC dj.BC
2B 5C j.BC dj.BC

Air Counterhits:
5B j.BC dj.BC
2B 5C j.BC dj.BC
214A j.BC dj.BC
2C 3C 236B BE236B 236A 236C j.BC dj.BC

Toolkit:
After 2C:
3C

After 3C:
22A 2C 3C
236B BE236B 236/214A

After 3C in the corner:
22A 2C 3C
236B BE236B 236/214A
TKj.236B

After TKj.236B in the corner:
5B 214C 2C 3C
5B j.BC dj.BC

After 214C:
8(wait until you almost land) j.C(land) 5B
j.B(whiff) 2C

After 214C in the corner:
8(wait until you almost land) j.C(land) 5A TKj.236B j.BC(land) j.C dj.BC

After 22C:
Anything you want.

Stop after 236A rekka enders for oki. Enter 236A ender in reverse (214A) if you BE236B (second hit) a falling enemy. End air combos with j.236B. End air combos with airthrow if you are boring. You have more room to let j.B hit twice if you end with j.236B. Fish with 5B and j.B.
« Last Edit: January 19, 2012, 09:41:27 PM by Sashi »
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Offline Sashi

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Re: 1.07 L of Fryougurt
« Reply #5 on: January 19, 2012, 09:48:37 PM »
Does stuff like 3C TKj.236B 5B 214A connect? My execution isn't even good enough to do it reliably on C and I haven't been able to do it on F once.
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Offline f-wlen ice loop

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Re: 1.07 L of Fryougurt
« Reply #6 on: January 19, 2012, 09:51:57 PM »
how to play froogy:

neutral jump
every string you do is safe
every normal you have has like a 20f+ cancel window
neutral jump and [4]
iad
you can't mash 2a
ittou isn't invincible, just forward and airborne
neutral jump and [6]
dash is godlike
apply sf footsies + convert every hit
neutral jump
<fubarduck> hey bell good shit beating kusoru in melty
<fubarduck> he was like "i lost to a long haired asian"
<fubarduck> aaaaaaaaa

Offline Tackle

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Re: 1.07 L of Fryougurt
« Reply #7 on: January 19, 2012, 11:09:43 PM »
http://www.youtube.com/watch?v=IVglXKGAeds
does it belong here?
sry, in that video "day 1-2" combos

Offline weika

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Re: 1.07 L of Fryougurt
« Reply #8 on: January 19, 2012, 11:19:53 PM »
Does stuff like 3C TKj.236B 5B 214A connect? My execution isn't even good enough to do it reliably on C and I haven't been able to do it on F once.

Nah, it doesn't. 214C connects though.

Let's talk impractical, unneeded, flashy stuff...  :V

Offline f-wlen ice loop

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Re: 1.07 L of Fryougurt
« Reply #9 on: January 19, 2012, 11:24:33 PM »
what you are missing:

(any combo) ... -> j.22c -> 2c 3c 236a 236[ b ] 236a ender
(air ch) (walk forward or back) 2b 5{c} (or just 5b for easy version) j.b (pause) j.c (land) j.c dj.c AT/j.236b
IH combo: ... -> 236b 236b 236c IH 214a 66 (out of corner) 5a 5{c} tk j.236b j.b (pause) j.c (land) j.c dj.c AT/j.236b
<fubarduck> hey bell good shit beating kusoru in melty
<fubarduck> he was like "i lost to a long haired asian"
<fubarduck> aaaaaaaaa

Offline abitofBaileys

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Re: 1.07 L of Fryougurt
« Reply #10 on: January 20, 2012, 07:32:14 AM »
You can do:
golden airthrow -> 2C 3C 236A 236A (whiff) 236A 5A -> whatever you want.

also
http://www.youtube.com/watch?v=j1r_eOiCMZE

Offline CPhame

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Re: 1.07 L of Fryougurt
« Reply #11 on: January 22, 2012, 09:23:48 AM »
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Offline Sashi

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Re: 1.07 L of Fryougurt
« Reply #12 on: January 30, 2012, 10:53:55 PM »
Anyone have a video of this being done with the loop? It sounds real hype. That's a TKj.236C, I believe, for those who don't understand elementary moon runes.

5A*2>5B>2B>5C>3C>低空236C>(5A>2C>236A*3)*1~2>5A>2C>3C>236A>BE236A>236A
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Offline Class Real

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Re: 1.07 L of Fryougurt
« Reply #13 on: February 12, 2012, 09:03:30 AM »
Don't know if this is the right place to ask, but I'm new to the game and so far I really like the looks of F-Ryougi. But I noticed a lot more people use C and H with her, is F that much worse?

Offline Sashi

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1.07 L of Fryougurt
« Reply #14 on: February 12, 2012, 10:03:07 AM »
F is the strongest, but it's really boring and braindead.

Edit: But you gotta space well.
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Offline Class Real

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Re: 1.07 L of Fryougurt
« Reply #15 on: February 12, 2012, 10:20:40 AM »
Ah, I see. I thought C would've been the most straightforward one. H looks like the flashiest one to me, is that right?

Offline Red Leather Jacket

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Re: 1.07 L of Fryougurt
« Reply #16 on: February 12, 2012, 10:55:50 AM »
From my limited experience, H is definitely the most flashy.

I have been sticking with C so far and have found her quite easy to pick up.
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Offline Sashi

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Re: 1.07 L of Fryougurt
« Reply #17 on: February 12, 2012, 11:09:30 AM »
I'd say C is more like other characters. Combos are fairly easy, damage is great, but your normals aren't ridiculously long ranged like the other moons. You have a heat reversal, but that's pretty much it for your defensive options. You've got like a billion unblockables, though. Unfortunately, they're slow enough that you'll get exshielded and punished by a good player.

H is just flashy loops and knife combos. Better range than C, knife use is more free, good guard crush opportunities. You have a HBunker, so it's better defensively than the other two moons. You can do fancy knife oki, which looks really hype. Catching knife in the air is great. Loops are slightly hard and her main way of doing significant damage.

F is landing random hits and confirming it for 4k. Better range than C, good damage from easy combos, good guard damage, badass parries. I love Full moon parries. Enemy exshield your normals? No problems, cancel into 623 parry and punish their punish for 4k. Especially fun against Half Moon. It's not a bad idea to throw out 5[C] unblockable often for this alone. If you get stuck in the corner, you have to cry for an hour before they push themselves away and you can get out. Unless you have full meter, the best thing you have for a "reversal" is 236C, which is terrible and will probably get beat out by just 2A spam.
« Last Edit: February 12, 2012, 11:12:15 AM by Sashi »
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Re: 1.07 L of Fryougurt
« Reply #18 on: February 12, 2012, 11:12:47 AM »
Thanks guys, I think I'll give all of them a shot and decide after a few days. One last question, is it possible/practical to combo into her Arc Drive? I'm a sucker for anything to do with the eyes but it seems a bit slow.

Offline Sashi

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Re: 1.07 L of Fryougurt
« Reply #19 on: February 12, 2012, 11:18:46 AM »
Eh, her Arc Drive is pretty terrible. You can combo into it from untechable knockdown, like 2C or 236B236B236B, but it adds minimal damage and you'd be better off doing normal combos with the meter. Your best bet at landing it is if they're throwing out a slow, relatively short range poke. Otherwise, they can just jump and laugh at you.

Her Another Arc Drive, though, is great and is so much faster. You can basically use it as a really long range throw.
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Offline abitofBaileys

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Re: 1.07 L of Fryougurt
« Reply #20 on: April 16, 2012, 11:17:12 AM »
Hohooo, F-Ryougi is so fun =3

http://www.youtube.com/watch?v=VM9SkG9jqlQ

You can even spend 300% meter to replace the airthrow with a j.22C so you can 2C the opponent again, and end with a typical rekka finish.
« Last Edit: April 16, 2012, 11:19:55 AM by Rowanism »

Offline Sashi

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1.07 L of Fryougurt
« Reply #21 on: April 16, 2012, 02:14:45 PM »
Every Ryougi is Swag Moon Ryougi~
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Offline Razgriz450

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1.07 L of Fryougurt
« Reply #22 on: April 18, 2012, 11:37:33 AM »
What combos are good when your not close enough to combo the rekka B ender? I imagine there might be something with 22a but I can't figure it out.

Offline abitofBaileys

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Re: 1.07 L of Fryougurt
« Reply #23 on: April 18, 2012, 11:56:53 AM »
Either go into rekka C ender and continue with EX cancels, iHEAT or simply jumpcancel it?

Offline Sashi

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Re: 1.07 L of Fryougurt
« Reply #24 on: April 18, 2012, 12:34:46 PM »
Totes all in the wiki. =[

You can go for something into 3C 22A 5C j.BC j.BC j.236B (4k ish). If you don't have knife, gotta go for rekka C ender into 214C. If you're at the corner, do something like 236B236B236C 214C j.B(whiff)2C3C 236A236[A]236A (4.5k ish) for corner mixups and safe jump opportunity. Midscreen, do something like 236B236B236C 214C8 j.C(delayed as much as possible) 5B j.BC j.BC j.236B (4.5k ish, but a tiny bit more than before). If you don't have knife or meter, just do 3C 236A236[A]236A (3.5k ish) for the knockdown. Change the last 236A to 214A if you're midscreen 'cause you'll cross under during the 236[A].

EDIT: Approximate damages are assuming 5B2B5C starter.
« Last Edit: April 18, 2012, 12:42:06 PM by Sacchin 22A »
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