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Author Topic: C-Ryougi Thoughts Without a Thread  (Read 54211 times)

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Offline ShinMasaki

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Re: C-Ryougi Thoughts Without a Thread
« Reply #50 on: October 05, 2009, 01:43:03 AM »
I have set Q on my keyboard to be A+B, so I press [6]Q, hold 6, press Q again, and I just 5B D:

keyboard crusher?  :emo:
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Offline Rowanism

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Re: C-Ryougi Thoughts Without a Thread
« Reply #51 on: October 08, 2009, 01:06:05 AM »
Oh yeah, lol. My bad. H-Ryougi only.
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Offline BurstOfAnger

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Re: C-Ryougi Thoughts Without a Thread
« Reply #52 on: October 10, 2009, 10:03:27 PM »
http://www.youtube.com/watch?v=qNbXHTZ0Xis&feature=related

Shows the potential 63214C has in combos.
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Offline Press

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Re: C-Ryougi Thoughts Without a Thread
« Reply #53 on: October 10, 2009, 11:18:04 PM »
Happy Birthday to the GROUND

Offline ShinMasaki

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Re: C-Ryougi Thoughts Without a Thread
« Reply #54 on: October 11, 2009, 11:46:05 PM »
oh shit...good god...what the hell...

whiff canceling out of 63214C to re-combo...I never thought of that. Some of the damage peaks on those combos are just wow...I know it was done on a V.Akiha...but 9k damage? additionally, mid-combo, that 63214C looks like it doesn't prorate damage as much as I thought it would, it seems practical to use during combos for extended damage.

I have to say, I thought the ending to that combo vid was absolute epic win. totally set-up and like 0% chance of that happening in an actual match, but still...full combo kill and it was timed to the music too which gives it even more points. I think I may have to give up and pick up Ryougi's other styles as well.
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Offline Rei

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Re: C-Ryougi Thoughts Without a Thread
« Reply #55 on: November 04, 2009, 11:22:14 PM »
You can do 236B 214B 236B 5B 63214C 5BB jBC jBC 6E

The combo starts with 214B of course, just saying if they get hit by the overhead, that this combo works. You just do the plain rekka loop (8, 6, 8, 6, 8, 4)

currently, the most basic meaty block string I've found with C-Ryougi is 5B 2C 5C 5A(whiff) and repeat. Throw your dagger every once in awhile, or tack on a few more attacks, grab, delay 5C, w/e to mix it up. It works in a lot of situations, but it does limit your combos a bit.
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Offline TPKA

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Re: C-Ryougi Thoughts Without a Thread
« Reply #56 on: December 06, 2009, 08:26:32 PM »
I'm fairly new to the game and I just wanted to make sure if what I'm trying to do isn't impossible.

Ok I'm trying to perform and in corner combo which consist of:

5A,5A,5BB,2B,2C,5C,TK 236C----(if opponent stays in place)5BB,j.BC..etc
                                         -
                                         -(if the wallslam places them behind me)2A,2A,5BB,j.BC..etc

Now the problem is...after the 5bb either way...I can't seem to J.B or C .I mean my feet are glued to the ground.Is it just me?

I also a question about her grab.It always places you at perfect distance to do a 2C,5C,5B/2C,5B,5C/2B,2C,5BB and etc.Is there a frame within any character's down recovery that would make this un-ex(guard or shield)able?

Offline Benny1

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Re: C-Ryougi Thoughts Without a Thread
« Reply #57 on: December 06, 2009, 08:43:05 PM »
In Melty Blood, you are only allowed one jump cancel per combo, so yes, you will not be able to jump cancel 5BB.
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Offline BurstOfAnger

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Offline TPKA

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Re: C-Ryougi Thoughts Without a Thread
« Reply #59 on: December 07, 2009, 06:03:56 AM »
Oh ok.Inducing a whiff isn't have but sometimes I still hit my opponent because I'm so close.I don't feel the combo is efficient enough to now that I know it's impossible.The only real way I can profit off the set is to do her arc or 2A,2A,236B,214B.Even that's techable so it's pointless.It's back to the drawing board.

I'm have an issue with her BnB,I can't seem to get the input for the 5B after 22B right.

And can someone help me out with the last part of my original post?

Offline LivingShadow

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Re: C-Ryougi Thoughts Without a Thread
« Reply #60 on: December 07, 2009, 02:46:58 PM »
Okay, now I can say I have decent experience with Ryougi. Despite what you all saw at NECX which I blame on using pad. So here's my thoughts on C-Ryougi as a whole:

5a:Horrible horrizontal range, probably your best use is as a whiff cancel.

5b/5bb:Good for catching incoming jumpers, it's also a good move for catching off of a counterhit or continuing a juggle.

5c:Good for catching but not as good as 5b/5bb. Charged version is a good choice for blockstrings

6c:A bit harder to work with than 5c but it crossups and sets up an EX. Charged version works in blockstrings.

2a:Good for poking and hitconfirming.

2b:A decent poke but not really that good, probably best used in groundstrings. 2c is a better choice for using randomly.

2c:Primary launcher, quick, long range, excellent for catching. Probably Ryougi's best normal.

j.a:Not bad but not really that useful. Could be potentially used as a jump in.

j.b:Good choice for a jump in, but if your opponent is more in front of you than below j.c is a better choice.

j.c:A good choice for jump in, covers more vertical range than j.b

214 a/b/c

a:Wallslams, if you manage to get a hit it's fairly easy to combo off of. Kind of risky since it doesn't hit most crouchers.

b:Slighly less risky than 214a since it hits crouchers but since it doesn't wallslam it's less useful. With a counterhit or aerial hit it is able to set up a reasonably easy combo. Potentially usable in blockstrings (not really the best option) or setting up an OTG (but why do that if you can combo).

c:For some reason it doens't hit crouchers. Safer to use in blockstrings than 214b/a. If you can predict a superjump whipping this out can easily catch them and set up for a combo.

In general all of them have at least minimal usage in combos but they fail heavily against antiair.

421 a/b/c

a:Basically 214b but with the slash reversed.

b:Almost exactly the same as the a version but with one key difference. You can jump out of it after the slash kind of like Akiha's air flametounges. That difference makes it much more useful in mindgames and increases the safety of the move.

c:Basically 214c with the slash reversed. Can also be jumed out of like 421 b.

Much more useful than 214 a/b/c as a whole and doesn't fail quite as badly to antiair due to the crossup. Also useful for switching sides.

Rekkas

first slash:Same for both a and b.

second slash:The 236 version grounds aerial opponents, 214 is an overhead.

Third slash:236a is a quick knockdown or juggle, 236b is a launcher, 236c seems like a launcher and does more damage than 236b but it has too much lag to be comboable out of. However, 236c does have an advantage over 236b in having more horizontal range and 236b236b236c gets you almost entirely across the screen. 214 hits low and knocks down.

EX:Fair damage, I think it has a fair amount of invincibility. It also hits within a frame or two so it's easy to get in through your opponent's EXs.

The rekkas have good blockstring potential and some combo potential if you can get the timing of the relaunch right. The EX version is a good choice for a combo ender or punisher.

623 a/b/c

a:Knockdown and a fair distance traveled. Can also be charged to turn it into an unblockable.

b:A launcher version of b, easy to combo off of if you have the spacing right. Like a it can be charged to make it unblockable but then it loses its combo potential since you can't relaunch off of the unblockable version.

c:A launcher that's very easy to combo off of if you have the spacing right.

a is more or less useless outside of it's unblockable. b and c can be used interchangeably in combos. You can release the charge early to mess up your opponent's shield or block timing. Also can be used for side switching during blockstrings since you go through your opponent whether they block or not.

22 a/b/c j.22 a/b/c

This attack is kind of strange for the ground versions. The a/b are basically the same attack but with a at a lower angle. Strangely enough both of them hit low no matter what they may look like. Both can be charged for unblockable properties. The EX wallslams and flies perfectly horizontal but doesn't hit low.

The EX is basically the same in the air but a/b change. Now they throw at about 30 degrees down. The difference between the two is that the a version flips towards your opponent and the b version flips away from them.

On the ground 22a/b are good blockstring options. 22c can be used in a blockstring but it has more combo potential due to wallslam.

When used in the air 22a/b are not really that useful, maybe as a poke. 22c can be used as a combo ender.

j.236 a/b/c

Huge hitbox with a lot of room for error. It could conceivably be used for air-to-air but it's a little slow to start up. It also has potential as an aerial jump lengthener to keep your landing time unpredictable. The a version is actually a little slower than the b or c versions and because of that it isn't as practical for aircombos.

j.44/22/66 a/b/c (instead of air teching)

At first I had no idea what this was, it would randomly pop out against the CPU and I would pull it off by accident occasionally. It's a little tricky to pull off and not exactly easy to hit with. My best thought of how to use it is anti-antiair or air-tech-punish punish.

63214 c

I think of this as an extended rekka string, My thoughts on it are more or less the same as the Rekkas. However, due to the increased number of hits it has more combo and damage potential.

Arc Drives:

Not much of a difference between the two except for damage. Both have some potential as a combo finisher. If you're close enough they are unblockable.

Last Arc:

About as useful as any last arc, but it gets bonus points for the glitch.

As you can probably guess, my way of playing Ryougi is very gimmicky. I figure that since  214 and 421 look almost exactly the same and the dash in for 623 and 421 look the same it's possible to confuse your opponent with them. Basically 6-4 mindgames into combos.

Speaking of combos, I use these:

Air combo:j.bc j.bc j.236c/b or airthrow

Combo 1:2b5bb2c5c air combo
Combo 2:2b5bb5c2c6c air combo (I'm currently inconsistent on this one, for some reason my 2c-6c connection doesn't always work)
Combo 3 (corner):2b5bb5c22c214a2c5c air combo (adding 2c before 22c is possible but I find it doesn't make much of a difference in damage)
Combo 4 (Non-Corner):2b5bb5c22c2c5c air combo

Offline Rei

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Re: C-Ryougi Thoughts Without a Thread
« Reply #61 on: December 07, 2009, 03:05:38 PM »
:/ you got last Living. I messed up an input for 63214C against Chaz and got knocked out at 17th place :(

either way.

5B isn't all that great of an anti-air. Not too much range and priority. 5C has more priority and clash frames if needed, though it's a fairly slow attack. 5C is godlike when you half-charge it or use it as an unblockable.

On 5C fully charged, your opponent CAN air tech so be prepared to follow with a quick d.5BB to air combo them. If they wait a bit they can tech on the floor which 2B is a great move for tech traps with it's range.

You forgot the fact that 2C moves Ryougi forward, allowing her to do whiff cancel pressure and making 5C not whiff on pressure...

2C also has more recovery than 2B, so no, it wouldn't be that great for "randomly" using. Either way, that's a dumb idea :/. 2B/2C are great at tech punishing, but 2B will rack up more damage.

j.A has a really tiny hitbox. Not really worth using most of the time since your j.B is godly.
j.B is godlike. It has hitboxes on both sides allowing you to do ambiguous 50/50s on oki. It also has nice horizontal range and is good for air to air combat.
j.C has good vertical range and good damage. Also combos into j.236B for godlike damage on corner combos.

your using pretty much level 1 combos... You should try to start using that meter since C has great meter management.

Your EX corner combo should be 2B 5BB 5C 2C 2369B 5BB 214A 623B 236C. It puts them near teh corner, in knockdown, and there are several setups for ambiguous 50/50s.

Also, the best use for knives are in pressure strings

You also completely forgot to mention that you can have unblockable throwing knives.
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Offline LivingShadow

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Re: C-Ryougi Thoughts Without a Thread
« Reply #62 on: December 07, 2009, 04:55:17 PM »
That's why I said despite what happened at NEC. I'm usually much better than that and had to drop after the first round.

Thanks for the corrections, and yes I did forget to mention the knife unblockable.

Most of it's from my experience, which I might add isn't very good at the moment. I haven't had enough time to learn Ryougi's more advanced combos.
« Last Edit: December 07, 2009, 05:04:01 PM by LivingShadow »

Offline Rei

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Re: C-Ryougi Thoughts Without a Thread
« Reply #63 on: December 08, 2009, 02:36:42 AM »
Well, I don't know too many advanced combos since you really don't need most of them, but the ones I know are pretty useful given the situations. I know the advanced 63214C combos, but I don't do them since they're strict on timing, I just stick with the basic one which still does good damage (2B 5BB 5C 63214C 8A/B/C 6A/B/C  8A/B/C  6A/B/C  8A/B/C  4A/B/C  5BB jBC jBC 6E/236B) And with proper spacing works midscreen too.

The corner combo I mentioned earlier is probably one of the most useful combos you have in the corner for the reasons I already stated. Pfhor randomly started to play C-Ryougi at NECX in the hotel room, and got most of the combo down in a few minutes, just messed up the timing.

Also you should know that 623C can become unblockable too.

The arc drive properties are a bit different than what you mentioned. If they are close to you on the ground, not in the air or in recovery frames (teching, getting up, block stun) then they'll be frozen on the screen and you can see their lines. You can still hit them if they're not blocking (duh) and you can hit people in the air as well, but the vertical reach isn't very high.

The last arc is amazing... 7k damage is ridiculous damage, with the glitch instant KO. I'm a troll and pull off my last arc all of the time.
<@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: C-Ryougi Thoughts Without a Thread
« Reply #64 on: December 08, 2009, 08:14:28 AM »
I'm not used to TKing yet so my version of the corner combo is 2b5bb5c2c22c214a236c which nets around 4.1-4.4k and has about the same setup as the one you mentioned. I know it's not as good as the one you mentioned but it's what I can pull off so I have to work with it for now.
« Last Edit: December 08, 2009, 08:16:17 AM by LivingShadow »

Offline Rei

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Re: C-Ryougi Thoughts Without a Thread
« Reply #65 on: December 08, 2009, 11:50:30 AM »
I'm not used to TKing yet so my version of the corner combo is 2b5bb5c2c22c214a236c which nets around 4.1-4.4k and has about the same setup as the one you mentioned. I know it's not as good as the one you mentioned but it's what I can pull off so I have to work with it for now.

It uses 200% meter, and doesn't put you in the corner for the 50/50
<@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: C-Ryougi Thoughts Without a Thread
« Reply #66 on: December 08, 2009, 12:58:03 PM »
Ah, I misread you.

In that case the combo is simpler: 2b5bb5c2c(6c)236c for around 3.8k and 100 meter.

I'm having 2 problems with the combo you're using:
1:2369b since I don't TK I'm substituting 22c (I know this costs extra meter but I work with what I can do)
2:the 214a-623b link

Offline Rei

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Re: C-Ryougi Thoughts Without a Thread
« Reply #67 on: December 08, 2009, 02:12:03 PM »
Just practice, it's not hard.
<@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: C-Ryougi Thoughts Without a Thread
« Reply #68 on: December 09, 2009, 06:54:06 AM »
I'll work on it.

I'm curious as to what you all think of 421b.

Edit:I've found that using 2c5c is easier than 623b

Edit2:Apparently 421c is an overhead
« Last Edit: December 14, 2009, 07:45:48 AM by LivingShadow »

Offline Dipstick

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Re: C-Ryougi Thoughts Without a Thread
« Reply #69 on: December 17, 2009, 03:45:49 PM »
Just some random thoughts of my own:

For whatever reason, both hits of 5BB can be staggered. This can lead to some real lulzy blockstrings (like 2B..5B..5B...5A(whiff)2C...5C...2A(whiff)236Bx3).

A couple of other combos worth learning for mid-screen use include:

  • Whatever into 2C 22C 2C 5C. Obviously, this requires the knife. Just end the combo with j.236B and pick up the damn knife. Gives good damage (4500-5000 depending on the character) for 100 meter (and the way C-Ryougi plays, that isn't hard to come by).
  • Learning the 5BC relaunch after 236Bx3 rekkas. It's important in some more advanced blockstrings, where it's the only launcher you can hitconfirm into.

An aside: I feel really dumb; how are the knives unblockable? Are they chargeable?
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Offline Rei

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Re: C-Ryougi Thoughts Without a Thread
« Reply #70 on: December 17, 2009, 04:08:41 PM »
Just some random thoughts of my own:

For whatever reason, both hits of 5BB can be staggered. This can lead to some real lulzy blockstrings (like 2B..5B..5B...5A(whiff)2C...5C...2A(whiff)236Bx3).

A couple of other combos worth learning for mid-screen use include:

  • Whatever into 2C 22C 2C 5C. Obviously, this requires the knife. Just end the combo with j.236B and pick up the damn knife. Gives good damage (4500-5000 depending on the character) for 100 meter (and the way C-Ryougi plays, that isn't hard to come by).
  • Learning the 5BC relaunch after 236Bx3 rekkas. It's important in some more advanced blockstrings, where it's the only launcher you can hitconfirm into.

An aside: I feel really dumb; how are the knives unblockable? Are they chargeable?

Yes, i do it in tourney here.
http://www.youtube.com/watch?v=vuzA8ThAu3M#t=2m7s - 22B charged

you can only follow up the 236Bx3 rekkas if you do up to 2 attacks before it. if you do 2B 5B 5C Rekkas, you can't follow up afterwards due to gravity. Either way, the link is a bit tough after the third rekka, but just takes timing.
« Last Edit: December 17, 2009, 04:10:15 PM 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 MagnusXL

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Re: C-Ryougi Thoughts Without a Thread
« Reply #71 on: January 07, 2010, 12:42:05 PM »
PICK UP THE UNBARACKABARE KNIFE REI.

I'm too lazy to learn the 63214 combos for Ryougi (or anything optimal, really). When I feel like comboing with the knife I simply dial:

2B 5BB 5C 2C 22C [delay] 5c j.BC 236C [land] j.BC j.BC Finished with either 236 or a throw.

I'm noticing more and more that Ryougi can do whatever the hell she wants and still deal decent combo damage.
Honorary BC Player.

Offline Rei

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Re: C-Ryougi Thoughts Without a Thread
« Reply #72 on: January 07, 2010, 05:16:18 PM »
PICK UP THE UNBARACKABARE KNIFE REI.

I'm too lazy to learn the 63214 combos for Ryougi (or anything optimal, really). When I feel like comboing with the knife I simply dial:

2B 5BB 5C 2C 22C [delay] 5c j.BC 236C [land] j.BC j.BC Finished with either 236 or a throw.

I'm noticing more and more that Ryougi can do whatever the hell she wants and still deal decent combo damage.

You honestly don't need 63214C combos even though they do shitloads of damage.

IMO this is my favorite Ryougi combo.

Combo can start from where 2P stands at the start of the round up to the corner (2A optional) 5BB 2B 5C 2C 2369B 5BB 214A 623B 236C

Afterwards dash through them and you can do a sandoori. It depends on how you delay your dash or not, but yeah... just 9jump then doublejump dash to the corner and depending on your timing of that initial dash, it could hit them in the front or back, or you can whiff j.B/C and hit low.
<@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 Dipstick

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Re: C-Ryougi Thoughts Without a Thread
« Reply #73 on: January 07, 2010, 05:59:35 PM »
PICK UP THE UNBARACKABARE KNIFE REI.

I'm too lazy to learn the 63214 combos for Ryougi (or anything optimal, really). When I feel like comboing with the knife I simply dial:

2B 5BB 5C 2C 22C [delay] 5c j.BC 236C [land] j.BC j.BC Finished with either 236 or a throw.

I'm noticing more and more that Ryougi can do whatever the hell she wants and still deal decent combo damage.
Two questions about that:

Why use 22C AND 236C? I would figure that with the two EX cancels, your damage is going to shit. One or the other certainly makes sense, but both? Is it really worth 200% meter?

Why not do 2C after 22C 5C? Will the follow-up after j.236C not land? Is it to avoid the damage scaling off of 2C (never mind that you accrued a bunch to begin with from the EX cancels)? I would have to diddle with it to find optimal combos, but that's getting overly nitty.
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Offline MagnusXL

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Re: C-Ryougi Thoughts Without a Thread
« Reply #74 on: January 07, 2010, 07:43:27 PM »
@Dippy: I'm lazy and like to waste meter in casuals. I would generally only use it with MAX anyways.

To be completely honest, I haven't toyed with Ryougi enough to know the answer to your questions. She's not a character I actually play (and I usually like to save the knife for unblockables, thus a lack of use in my BnBs), though I've been thinking about picking her up.

I'll certainly play with it more in practice mode, though.
« Last Edit: January 07, 2010, 07:45:07 PM by MagnusXL »
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