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Author Topic: 1.07 H-Ryougi  (Read 32788 times)

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Offline Theta Sigma

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Re: 1.07 H-Ryougi
« Reply #25 on: January 07, 2012, 04:06:37 PM »


Also, best midscreen, meterless oki combo imo: 2A 2B 5BB 5C 2C 22A 2C 3C 623B 2C 236A 236A 236A does 3.7K on Akiha.

This is slighty better
2A 2B 5BB 5C 2C 22A 2C 3C 623B 2C 623A (Knife Pickup)
after 22A i can't connect 2C...always miss

I have been playing for a while and the "Fusui Corner combo" i miss the part of 5A-22A-3C...can someone explain me the correct timming?

but well in the corner i found this combo:

2A 5BB 5C 2C tk.j236B 5BB 214A (Land) J.BC 22C (Land)3C 623B 623A.

it's not the best option i know it...but works for me.

PD: Can someone explain why 2A 2B? I'm always doing 2A 5BB


Offline Pincher

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Re: 1.07 H-Ryougi
« Reply #26 on: January 07, 2012, 07:39:08 PM »
PD: Can someone explain why 2A 2B? I'm always doing 2A 5BB

2b 5bb prorate is better you get more damage for the combo than doing 5bb 2b
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Offline weika

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Re: 1.07 H-Ryougi
« Reply #27 on: January 07, 2012, 09:24:35 PM »


Also, best midscreen, meterless oki combo imo: 2A 2B 5BB 5C 2C 22A 2C 3C 623B 2C 236A 236A 236A does 3.7K on Akiha.

This is slighty better
2A 2B 5BB 5C 2C 22A 2C 3C 623B 2C 623A (Knife Pickup)
after 22A i can't connect 2C...always miss

I have been playing for a while and the "Fusui Corner combo" i miss the part of 5A-22A-3C...can someone explain me the correct timming?

but well in the corner i found this combo:

2A 5BB 5C 2C tk.j236B 5BB 214A (Land) J.BC 22C (Land)3C 623B 623A.

it's not the best option i know it...but works for me.

PD: Can someone explain why 2A 2B? I'm always doing 2A 5BB

Who did you test it on? After 22A just immediately do 2C into 3C, it connects so far on most of the cast. It you can connect it just do 22A 3C instead.

I think you need to land, walk back a bit and then 5A 22A for the Fuusui corner combo version.


Offline CPhame

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Re: 1.07 H-Ryougi
« Reply #28 on: January 08, 2012, 12:52:58 AM »
Well I think I finally found it.  It needs a j.C to hit over the 5k mark though (total damage 5511 on F Nanaya).

j.C 2A 2B 5BB 5C 2C j.236B > 5A 22A > 2C 3C 6AAA 214A > j.BC > dj.BC air throw

It's really easy to pull off compared to the Fuusui knife-pick up combo (which I just completely went past).  I can't get the timing for the life of me since it's so ridiculously tight.  That particular combo goes something like this:

2A 2B 5BB 5C 2C j.236B > 5A 22A > 2C 3C (pick up knife) 2A 5A 22A > 5C 3C 6AAA > etc

Probably worth the damage, but not worth the trouble unless you're a combo professional (or Japanese). 

Other combos that I've been working with include:

(midscreen)

2A 2B 5BB 5C 2C 5A 22A > 2C 3C 623B > 623 C > 2C 5C 5BB > j.BC dj. BAC 236B

For some characters like V. Sion you don't need to do 623C, as another 2C will hit again fairly easily after the first 623B.  Don't know why it works like that, it just does.  I think it works on Satsuki and Akiha too.  Might have to test it again.

If you don't have the meter to spend or a knife to throw, you can use two alternative midscreen combos.  The damage on both is around 3.8k and leaves you and the other person in two different situations: a forced knockdown, or against the wall. 

2A 2B 5BB 5C 2C 236A 236B (cross under) 214A

This one gives a forced knockdown.  Follow up with j.236B for lulzy which-way guessing games.  You can also continue it with 236C > air combo if you feel like finishing them off, since that OTGs.

2A 2B 5BB 5C 2C 6AAA > j.BC > dj. BAC 236B

This one pushes to the wall, but has no forced knockdown.  It does more damage, however, as a simple staple.  Use at your own discretion.  You can forgo 236B for 22C if you have the meter to extend the combo with 2C 3C > whatever for another forced knockdown. 

And lastly, I'm hearing stories on 2ch that people are getting fed up with all the Full moon Ryoug players and are beginning to focus their attention on Half, lol.  Someone discovered a knife pickup throw loop too.  I won't believe it until I see it in a video though.  Might be too good to be true.  But if it is true...
« Last Edit: January 08, 2012, 12:57:23 AM by CPhame »
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Offline weika

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Re: 1.07 H-Ryougi
« Reply #29 on: January 08, 2012, 03:43:59 AM »
Good stuff CPhame. I'm starting to use alot of 5A 22A after tk now too myself.

I noticed you can pick up the knife after 3C tk j.236B in the corner. For example: 2A 2B 5BB 5C 2C 22A 3C j.236B If you delay the tk she picks the knife again which looks pretty cool but I've yet to find a use to it. (5A tends to high pretty high after the tk so it's pretty hard to follow up with 22A) Problem is, I think knife prorates alot so it might not be as helpful.

Oh man, knife pickup loop would be hype as hell. :fap:

Hmmm, I didn't know about 2A 2B 5BB 5C 2C j.236B > 5A 22A > 2C 3C (pick up knife) 2A 5A 22A > 5C 3C 6AAA > etc Seems fairly easy, I'll test it on more characters and see if it's char specific.


Offline Theta Sigma

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Re: 1.07 H-Ryougi
« Reply #30 on: January 08, 2012, 05:07:49 AM »
I test all of my combos and things on Archetype Earth.

Any good blockstring? my blockstring is a meter waste

Offline weika

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Re: 1.07 H-Ryougi
« Reply #31 on: January 08, 2012, 01:07:36 PM »
Here's a lulzy midscreen combo.

2A 2B 5BB 5C 2C tk.j236B (land) 22C BE623B 2C 3C 623B 623A

other variations after BE623A:

-5C j.BC j.BC AT/j.236B
-2C 3C 5A6AA 214A j.BC j.BC AT/j.236B

http://www.youtube.com/watch?v=9bmuSLiXjAk

It's not really worth it (100 meter and knife is pretty far) so yeah :nyoro:
« Last Edit: January 15, 2012, 01:57:45 AM by weika »

Offline LuminAbyss

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Re: 1.07 H-Ryougi
« Reply #32 on: January 08, 2012, 03:05:19 PM »
I personally can't seem to get the 5A 22A to connect after TK 236B. Is it just hilarious tight, or character specific, or what? ; __ ;
Shout outs to hitboxes the size of walls.

Offline Nandeyanen

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Re: 1.07 H-Ryougi
« Reply #33 on: January 08, 2012, 05:32:16 PM »
Just got around to playing around with Ryougi in CC. Wanted to mention that for her corner combo, you can still set up mix-ups after her corner combo.

2a 2b 5bb 5c 2c tkj.236b 5bb 214a 2c 2a/421c -> mix-up

After the 214a, if you just stay still, or walk away from the corner and 2c, you will 2c into the corner. If you walk towards the corner, you will 2c away from the corner. This can be useful for mix-up.

If you 2c'd into the corner, you are very close to them, so you can do a neutral jump mix-up.

If you 2c'd away from the corner, you can do a roll mix-up, or you can super jump into a 3-way.

The knockdown from 2c 2a feels shorter in CC though, though that could be my imagination.

Edit: Also wanted to mention that you can still do:

2a 2b 5bb 5c 2c tkj.236b 5bb 214a (walk towards corner) 2c 5c 22a 2c 623b 236a236a236a
« Last Edit: January 08, 2012, 05:52:44 PM by Nandeyanen »

Offline Rei

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Re: 1.07 H-Ryougi
« Reply #34 on: January 08, 2012, 05:35:47 PM »
Just got around to playing around with Ryougi in CC. Wanted to mention that for her corner combo, you can still set up mix-ups after her corner combo.

2a 2b 5bb 5c 2c tkj.236b 5bb 214a 2c 2a/421c -> mix-up

After the 214a, if you just stay still, or walk away from the corner and 2c, you will 2c into the corner. If you walk towards the corner, you will 2c away from the corner. This can be useful for mix-up.

If you 2c'd into the corner, you are very close to them, so you can do a neutral jump mix-up.

If you 2c'd away from the corner, you can do a roll mix-up, or you can super jump into a 3-way.

The knockdown from 2c 2a feels shorter in CC though, though that could be my imagination.

Sadly it's also character specific on where opponents go after 214A. they all have different wall bouncing hitboxes.
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Offline Nandeyanen

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Re: 1.07 H-Ryougi
« Reply #35 on: January 08, 2012, 05:46:19 PM »
Just got around to playing around with Ryougi in CC. Wanted to mention that for her corner combo, you can still set up mix-ups after her corner combo.

2a 2b 5bb 5c 2c tkj.236b 5bb 214a 2c 2a/421c -> mix-up

After the 214a, if you just stay still, or walk away from the corner and 2c, you will 2c into the corner. If you walk towards the corner, you will 2c away from the corner. This can be useful for mix-up.

If you 2c'd into the corner, you are very close to them, so you can do a neutral jump mix-up.

If you 2c'd away from the corner, you can do a roll mix-up, or you can super jump into a 3-way.

The knockdown from 2c 2a feels shorter in CC though, though that could be my imagination.

Sadly it's also character specific on where opponents go after 214A. they all have different wall bouncing hitboxes.

Well, that's new... Are there specific characters that are good for testing on? Or do I actually need to go through the whole cast?
« Last Edit: January 08, 2012, 05:48:28 PM by Nandeyanen »

Offline Rei

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Re: 1.07 H-Ryougi
« Reply #36 on: January 08, 2012, 06:35:19 PM »
Just got around to playing around with Ryougi in CC. Wanted to mention that for her corner combo, you can still set up mix-ups after her corner combo.

2a 2b 5bb 5c 2c tkj.236b 5bb 214a 2c 2a/421c -> mix-up

After the 214a, if you just stay still, or walk away from the corner and 2c, you will 2c into the corner. If you walk towards the corner, you will 2c away from the corner. This can be useful for mix-up.

If you 2c'd into the corner, you are very close to them, so you can do a neutral jump mix-up.

If you 2c'd away from the corner, you can do a roll mix-up, or you can super jump into a 3-way.

The knockdown from 2c 2a feels shorter in CC though, though that could be my imagination.

Sadly it's also character specific on where opponents go after 214A. they all have different wall bouncing hitboxes.

Well, that's new... Are there specific characters that are good for testing on? Or do I actually need to go through the whole cast?

I don't have a list yet, cause some of them also depend on how low you get the 5BB 214A and some switch after a certain frame on which side your 2C ends up on. It's really annoying...
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Offline weika

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Re: 1.07 H-Ryougi
« Reply #37 on: January 08, 2012, 08:01:07 PM »
Edit: Also wanted to mention that you can still do:

2a 2b 5bb 5c 2c tkj.236b 5bb 214a (walk towards corner) 2c 5c 22a 2c 623b 236a236a236a

Yeah, it still can be done but I think it's also character specific. Second 236A tends to whiff on some characters.

Offline Nandeyanen

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Re: 1.07 H-Ryougi
« Reply #38 on: January 09, 2012, 04:30:18 AM »
And lastly, I'm hearing stories on 2ch that people are getting fed up with all the Full moon Ryoug players and are beginning to focus their attention on Half, lol.  Someone discovered a knife pickup throw loop too.  I won't believe it until I see it in a video though.  Might be too good to be true.  But if it is true...

I actually remember seeing some knife pick-up combo a while back. Don't remember where I saw it, and it might've been a previous patch (?) of CC as well.

Offline CPhame

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Re: 1.07 H-Ryougi
« Reply #39 on: January 09, 2012, 11:16:36 AM »
I actually remember seeing some knife pick-up combo a while back. Don't remember where I saw it, and it might've been a previous patch (?) of CC as well.

That was probably from Fuusui's combo I posted above, but this other knife throw combo is an actual loop.  The basic notation is:

For Akiha, V Akiha, Tohno, Powerd Ciel, Len, White Len, Roa, Satsuki only:

2A*4 > 5A 6A 2B 5BB 2C 5C 22A > 2C 3C 22A > [2A 2C 3C 22A]*n

For Warachia, Kouma, Riesbyfe, Aoko only:

2A*4 > 5A 6A 5BB 2B 2C 5C 22A > 2C delay 3C 22A > [2A 2C delay 5C 22A > 2A 2C delay 3C 22A]*2

Notation added verbatim.  I haven't tried these yet, as my execution isn't all that great but if someone else could test them and post their results, please do.  Man, where's Slowpoke when you need him?  :psyduck:
« Last Edit: January 09, 2012, 11:19:51 AM by CPhame »
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Offline Greg

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Re: 1.07 H-Ryougi
« Reply #40 on: January 09, 2012, 12:16:35 PM »
Edit: Also wanted to mention that you can still do:

2a 2b 5bb 5c 2c tkj.236b 5bb 214a (walk towards corner) 2c 5c 22a 2c 623b 236a236a236a

Yeah, it still can be done but I think it's also character specific. Second 236A tends to whiff on some characters.

If that's whiffing you just need more delay before/during your rekkas
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Offline weika

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Re: 1.07 H-Ryougi
« Reply #41 on: January 09, 2012, 12:25:57 PM »
I actually remember seeing some knife pick-up combo a while back. Don't remember where I saw it, and it might've been a previous patch (?) of CC as well.

That was probably from Fuusui's combo I posted above, but this other knife throw combo is an actual loop.  The basic notation is:

For Akiha, V Akiha, Tohno, Powerd Ciel, Len, White Len, Roa, Satsuki only:

2A*4 > 5A 6A 2B 5BB 2C 5C 22A > 2C 3C 22A > [2A 2C 3C 22A]*n

For Warachia, Kouma, Riesbyfe, Aoko only:

2A*4 > 5A 6A 5BB 2B 2C 5C 22A > 2C delay 3C 22A > [2A 2C delay 5C 22A > 2A 2C delay 3C 22A]*2

Notation added verbatim.  I haven't tried these yet, as my execution isn't all that great but if someone else could test them and post their results, please do.  Man, where's Slowpoke when you need him?  :psyduck:

Hmm... I'll gonna try/grind them out tonight.

If that's whiffing you just need more delay before/during your rekkas

Oh, so it's universal? I still need to get the timing down then.

Offline CPhame

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Re: 1.07 H-Ryougi
« Reply #42 on: January 09, 2012, 12:40:20 PM »
I personally can't seem to get the 5A 22A to connect after TK 236B. Is it just hilarious tight, or character specific, or what? ; __ ;

Just 5A when you see the other character fall at around roughly head height, and mash 22A right after.  Everything else should fall in place.
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Offline CPhame

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Re: 1.07 H-Ryougi
« Reply #43 on: January 09, 2012, 01:28:06 PM »
One hour of training mode later...

I was only able to get three loops on Akiha.  The timing gets incredibly difficult by the end of the second rep, and the damage was so so (about 4.1k without a jump in).  On the bright side, I found an alternate method without having to resort to 2AAA 5AA, which is awesome. 

You can do the tk j.236B > 5A 22A into the loop.  That makes it much more simplistic to execute in matches, imo.  You can probably stick in a 214A_214C > air combo in there somewhere most definitely.  Not sure how yet, need to test it more.  I stuck in the rekka enders instead to get a forced knockdown into oki for about 4451 damage on Akiha.

tl;dr

2A 2B 5BB 5C 2C tk j.236B > 5A 22A > 2C 3C 22A > 2A 2C delay 5C 22A > 2C 3C...
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Offline weika

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Re: 1.07 H-Ryougi
« Reply #44 on: January 09, 2012, 03:46:45 PM »
Here is how it looks like: http://www.youtube.com/watch?v=AAhH9-hbXXo

Didn't do reps, you could say it's the simplified version.

Might do one with reps... or not.  :prinny:

Offline Nandeyanen

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Re: 1.07 H-Ryougi
« Reply #45 on: January 09, 2012, 04:44:41 PM »
One hour of training mode later...

I was only able to get three loops on Akiha.  The timing gets incredibly difficult by the end of the second rep, and the damage was so so (about 4.1k without a jump in).  On the bright side, I found an alternate method without having to resort to 2AAA 5AA, which is awesome. 

You can do the tk j.236B > 5A 22A into the loop.  That makes it much more simplistic to execute in matches, imo.  You can probably stick in a 214A_214C > air combo in there somewhere most definitely.  Not sure how yet, need to test it more.  I stuck in the rekka enders instead to get a forced knockdown into oki for about 4451 damage on Akiha.

tl;dr

2A 2B 5BB 5C 2C tk j.236B > 5A 22A > 2C 3C 22A > 2A 2C delay 5C 22A > 2C 3C...

Tested it out (this is without a rekka ender, though, I think the damage added would be pretty negligible anyway.)

~3 reps on V. Sion did 5.1k (23 hits)
~4 reps on V. Sion did 5.3k (30 hits)

~3 reps on Akiha did around 4.7k (26 hits)
~4 reps on Akiha did 4.8k (30 hits)

And for comparison, a standard corner bnb on Akiha does 4.5k

Not sure if you can do more than 4 reps. Damage scaling rapes you after the 3rd rep or so. Also, if this is like MBAA, then having it be a 30 hit combo gives your opponent like a million meter, so it's probably not worth it to go over ~20 hits or so.

Edit: think I miscounted my rep numbers. Adjusted my numbers to reflect that. I'll probably retest this stuff when I'm less lazy.
« Last Edit: January 09, 2012, 08:17:18 PM by Nandeyanen »

Offline Nandeyanen

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Re: 1.07 H-Ryougi
« Reply #46 on: January 09, 2012, 08:25:34 PM »
Also wanted to add that you can actually go into the loop off of her overhead. Might be the most damaging option.

It's just 4c -> [22a 2c 3c 22a 2a 2c 3c 5c]*n

2 reps on V. Sion is around 3.2k damage.
3 reps on V. Sion is around 3.5k damage.

Edit: fixed rep numbers, and combo notation
« Last Edit: January 09, 2012, 11:24:00 PM by Nandeyanen »

Offline CPhame

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Re: 1.07 H-Ryougi
« Reply #47 on: January 09, 2012, 09:14:12 PM »
Hey, that's good to know.  And also, instead of 4c -> [22a 2c 3c 22a 2c 3c 5c]*n, did you mean 4c -> [22a 2c 3c 22a 2a 2c 3c 5c]*n?

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Offline Rei

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Re: 1.07 H-Ryougi
« Reply #48 on: January 09, 2012, 09:47:24 PM »
Only problem I really have with H-Ryougi right now is damage nerf up the ass :/...
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Offline COD3player

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Re: 1.07 H-Ryougi
« Reply #49 on: January 09, 2012, 10:52:28 PM »
http://www.youtube.com/watch?v=7hp5ZzSrLEA
The 4th clip shows the loop in action. That same variant also works on Ries as well.

It's kinda silly how F-Ryougi got these damage buffs and H-Ryougi got damage nerfs and they fucked her 214A combos up so hard. I don't mind the removal of 3C loop but messing with 214A was going overboard imo. It's so annoying. But what can you do? I still find H infinitely more enjoyable to play than F but seeing F makes me go mreh and I wonder if investing all the time into this character will be worth it down the road. Fusui is the only H-Ryougi player I've seen so far and all we can use for reference it seems.
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