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Atlas Academy => Melty Blood: Actress Again => Shiki Ryougi => : Dipstick August 19, 2009, 08:19:31 AM

When's Melty on Steam?
ahaha that's no--wait, what?
: C-Ryougi Thoughts Without a Thread
: Dipstick August 19, 2009, 08:19:31 AM
I know it's bad form to start a strategy thread without any actual content, but I just locked the only thread in this forum so I figured it would be appropriate to create a couple so people could actually discuss things.

This thread is intended for random questions about playing Crescent-style Shiki Ryougi that one may have, but do not warrant an actual thread. For random discussion about Half and Full moon versions of her, please see the appropriate threads (Half-Moon Ryougi thread (http://www.meltybread.com/forums/shiki-ryougi/h-ryougi-thoughts-without-a-thread/) and Full-Moon Ryougi thread (http://www.meltybread.com/forums/shiki-ryougi/f-ryougi-thoughts-without-a-thread/)). If you have a more in-depth question, please start a new thread.
: Re: C-Ryougi Thoughts Without a Thread
: ShinShom August 19, 2009, 09:42:26 AM
She is a Combo Whore in Crescent moon..... dam.... here r some combos

5BB 2B 5C 236b (x3)

5BB 2B 5C 2C 6C 22B 5B 5C jump BC dj BC grab.

corner
5BB 2B 5C 2C 6C 22B 5B 5C jump C 623C land jump BC dj BC grab

there r some other variations but I am working on something more damagind and stuff...
: Re: C-Ryougi Thoughts Without a Thread
: Van_Artic August 19, 2009, 09:55:19 AM
some shit:
 
with 100/200% meter: 5BB 2B 5C 2C 22C (wallslam) 5A jump BC dj BC 623C/grab
: Re: C-Ryougi Thoughts Without a Thread
: ShinShom August 19, 2009, 10:03:38 AM
another thing is if u hit 6C sucessfully, u can do 624C that she does a different Super.... kinda weird but good damage..... and 6C conected alone (ar after a combo but endinh on it) change sides.


ah another combo without knife (22A/B/C)

Corner
5BB 2B 5C 2C 6C tk 623C 5B jump BC dj BC Grab.
: Re: C-Ryougi Thoughts Without a Thread
: c-nero 5[c] August 19, 2009, 10:07:42 AM
As far as I know, this is her most damaging meterless combo.

2A 5BB 5C 236B 236B 236B 5B 5C j.BC j.BC

Adding a 236C onto the end will only give you an extra 300 dmg or so. I'm still doing tests but this is the best damage I've got so far.
: Re: C-Ryougi Thoughts Without a Thread
: Zero Kyori August 19, 2009, 01:04:00 PM
For awhile I was doing 2B, 5BB, 2B, 5C, 2C, 5AAA, jBC, djBC, throw.

I'm digging the 22B/D combos after 2C.
: Re: C-Ryougi Thoughts Without a Thread
: Press August 19, 2009, 01:17:08 PM
I tried that combo of yours Sabator, I can only seem to do it at point blank and in the corner for it to actually connect the 236b -> 5b part and also have to make sure the 236b parts come out as fast as possible. Do you have any ideas as to how to make it connect without having to be point blank and in corner such as delaying at parts and stuff? If your combo doesn't actually work outside of pointblank then I think the BnB is probably gonna end up being:

whatever -> 5BB 2B 5C 2C 6C -Corner with knife in stock-> 22B 5B 5C [j.BC j.236C land] j.BC j.BC
                                         l
                                         -Corner no knife in stock-> [j.BC j.236C] j.BC j.BC
                                         l
                                         -Mid Screen-> j.BC airdash j.C j.BC

Optional super if you have meter to burn or need the extra damage where the brackets are.
The j.BC j.236C can be replaced with just j.C j.236C if you're having difficulties connecting the combo
If you're ever too far to hit with the second hit of 5BB or with 5C, just leave it out go straight into 2C since it'll hit anything 5B hits and combo from there.
: Re: C-Ryougi Thoughts Without a Thread
: c-nero 5[c] August 19, 2009, 02:01:18 PM
Swapping 5BB with 2B makes it easier to connect but it's still situational.
: Re: C-Ryougi Thoughts Without a Thread
: Press August 19, 2009, 02:33:37 PM
Simple mixup:
236a 214a 236a/b
If you did the b version as an ender and it hit then combo with 5B 5C -> whatever (For reasons unknown, it becomes much easier to combo into 5B when the 214a hits)
If you did the a version as an ender and it hit, then it's a knock down and commence oki
If you did 214a/b as an ender, it pushes you back, but not super far hard. Hard to punish, don't be too optimistic
If they block any of the 2 versions, then you get too far back for many things, but you lose all pressure and situation resets.
If you went ahead and did the c version as ender anyways and it got blocked, LOL EAT FREE COMBO
: Re: C-Ryougi Thoughts Without a Thread
: Atiba August 19, 2009, 05:10:04 PM
As far as I know, this is her most damaging meterless combo.

2A 5BB 5C 236B 236B 236B 5B 5C j.BC j.BC

Adding a 236C onto the end will only give you an extra 300 dmg or so. I'm still doing tests but this is the best damage I've got so far.

Any videos with this combo???

Oh and i realise the 6c done fast enough after 2c will lead to a air combo rather than a cross up...she''s kinda launch the person with her shoulder. If i'm wrong correct me
: Re: C-Ryougi Thoughts Without a Thread
: c-nero 5[c] August 19, 2009, 06:46:04 PM
If I knew how to get fraps working with pcsx2 i'd record it.

EDIT: google-fu is a powerful tool

http://www.youtube.com/watch?v=ZvX5kDKgLbQ
: Re: C-Ryougi Thoughts Without a Thread
: s4itox August 20, 2009, 02:15:12 AM
2AB5C2C5BB j.BC j.BC (airthrow / 236C)
comments?
: Re: C-Ryougi Thoughts Without a Thread
: Ultima66 August 20, 2009, 08:12:47 AM
Dammit I suck too much at fighting games to land that consistently fucking tight 236B into 5B timing.
: Re: C-Ryougi Thoughts Without a Thread
: c-nero 5[c] August 20, 2009, 12:33:57 PM
Dammit I suck too much at fighting games to land that consistently fucking tight 236B into 5B timing.
Of course you fucking can't, you've been trying for just 1 day. Arc's MBAC wallslam/relaunch shit had bigger windows than 3f and it takes a lot of people weeks to get it down.
: Re: C-Ryougi Thoughts Without a Thread
: True_Tech August 20, 2009, 12:42:00 PM
I couldn't decide between f and c and it almost came down to f cause of how easy it is to hit 2b after her rekka. But I'm gonna stick it out with c I need that mashy a and reverse beat for blockstrings. I don't feel safe with her not being able to reverse beat on block like I do with f aoko. Just gotta work on rekka, 5b.
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger August 21, 2009, 12:36:28 AM
Random shit.

After 6C, you can input either 214C or 236C to do an EX where she stabs the opponent for a knockdown.

421 is about the same as her 214. Only difference I see is that if you hold 421A/B, she will run first before doing her overhead slashy-thing.

Her j236A is slower than her j236B.

After 236a/b -> 236a/b, you can input 214a/b/c to do a low kick. Not sure if this is any better than her 236a which also gives a knockdown.
: Re: C-Ryougi Thoughts Without a Thread
: paikmanSTi August 21, 2009, 07:08:51 PM


5BB 2B 5C 2C 6C 22B 5B 5C jump BC dj BC grab.



Anyone have a vid of this? some reason i cant time the knife throw..I can do the rekka combo with 5b follow up more successfully than this one lol
: Re: C-Ryougi Thoughts Without a Thread
: Press August 21, 2009, 07:35:16 PM
Lol knife throw combo is way easier though, just do the knife throw right after the 6c and you'll be fine.
: Re: C-Ryougi Thoughts Without a Thread
: paikmanSTi August 21, 2009, 10:23:29 PM
Yeah got it now. I was like waiting before to try and catch them on fall, thanks.
: Re: C-Ryougi Thoughts Without a Thread
: Dipstick August 24, 2009, 10:48:13 AM
A couple of random thoughts:

: Re: C-Ryougi Thoughts Without a Thread
: Esjihn August 24, 2009, 08:35:43 PM
Dammit I suck too much at fighting games to land that consistently fucking tight 236B into 5B timing.
Of course you fucking can't, you've been trying for just 1 day. Arc's MBAC wallslam/relaunch shit had bigger windows than 3f and it takes a lot of people weeks to get it down.


I dont know man i find this link moderately easy. Hard at first but a good 1-2hr in pmode and im getting about 80% of the time. This is Day 1 rshiki for me. Double tapping is your friend (althought you cant double tap much in the world of melty imo).

Sabator you on mirc alot or aim?  id love ask you a few things about mbaa in general.

And so it begins

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

singapore player rshiki combovid. is that 6k no mtere?!

: Re: C-Ryougi Thoughts Without a Thread
: ShinMasaki August 26, 2009, 02:50:38 AM
And so it begins

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

singapore player rshiki combovid. is that 6k no mtere?!

 :teach: :teach: :teach: must learn  :teach: :teach:  :fap:

i'm struggling to get any dmg amount over 5k (besides AD combos) as a C-Ryougi player, I think I can get by on this without notations. Also, the timing for most of these don't seem too difficult, it's just that I never thought to link some of these in the way they are linked.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow August 26, 2009, 05:41:33 AM
I find it odd that he's ending the combos with a wallslam, I presume an airthrow is also possible.
: Re: C-Ryougi Thoughts Without a Thread
: s4itox August 26, 2009, 06:54:53 AM
Ending with j.236 deals more damage, but on the other hand it's techable, while airthrow is guaranteed knockdown
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow August 26, 2009, 07:06:56 AM
That's what I figured.

Anyone know how good Ryougi's oki game is?
: Re: C-Ryougi Thoughts Without a Thread
: LoliSauce August 26, 2009, 10:34:39 AM
That's what I figured.

Anyone know how good Ryougi's oki game is?
It's kind of pointless.  She doesn't have any really good high/low mixup, air to ground, or any setups either really (except for using basic throw setups for AAD I guess).  She's pretty basic of a character.  All about dat range for pokes and punishes.  So in that regard ending with 236 puts you just as much of advantage as having oki, because it gives you some distance (and in most cases, time to pick up your knife as well).

Oh wait, this is for C.  I thought I was in F for a minute.  Well, points still stand for the most part.  C Ryougi just has better pressure with reverse beat and whiff cancels.  Still, having oki doesn't really benefit her as much as other characters with actual setups or mixups they can run. 
: Re: C-Ryougi Thoughts Without a Thread
: ShinMasaki August 26, 2009, 04:39:22 PM
That's what I figured.

Anyone know how good Ryougi's oki game is?

As far as I've seen with all the hours I've put into it, C-Ryougi has next to nothing for oki. TK 236 for an overhead, but that wallslams and puts us back in the same position, however it does have recovery time allowing for it to be punished...don't do this.

As awesome as her aerial grab looks, I don't use it that much either. The damage output is slightly less than that of the j.236 but I've not found an effective way to follow up on it, plus as loli said, use the time when your opponent gets wallslammed to pick up your knife. that thing is damn useful...wish she had more of them.

the big thing that C-Ryougi has got is her range and ability to combo from long range pokes. 2C is ridiculous for range, not saying her other pokes aren't bad either though.
: Re: C-Ryougi Thoughts Without a Thread
: Rei August 26, 2009, 05:59:41 PM
Well if you end a blockstring with 236B214B236B. The 214B is an overhead and I think it's low immune so 2A poking shouldn't work, then after the 236B launch you can do 5B 5C jBC jBC 6E
: Re: C-Ryougi Thoughts Without a Thread
: ShinMasaki August 27, 2009, 01:59:35 AM
I tried that a couple days ago, the 236B 214B 236B for a finisher on ground block strings, however, I don't know if my timing is off or what, but the 214B does not cleanly connect after the 236B meaning your opponent goes neutral after the block allowing them to pretty much do whatever. It is a real quick drop in pressure, but some opponents will take the opportunity.

If it does work for you, try going with 5C 5BB j.BC IAD j.C j.236C j.BC dj.BC j.236 for a bit of extra damage at the end of the 236B 214B 236B chain. Replace the simple j.BC j.BC Q. The other does a good amount of extra damage at the cost of 100% meter, but might be worth it.
: Re: C-Ryougi Thoughts Without a Thread
: AkiraTheMastodon August 27, 2009, 12:53:45 PM
too lazy to see if this has been posted elsewhere, but stumbled upon this earlier today

Title is
C Shiki Sandori

http://www.youtube.com/watch?v=R2PpkqjyfxE

: Re: C-Ryougi Thoughts Without a Thread
: Ultima66 August 27, 2009, 01:05:38 PM
I find it odd that he's ending the combos with a wallslam, I presume an airthrow is also possible.
It's a combo video and j.236B does more damage. Other than that yeah there's no reason you can't airthrow.
: Re: C-Ryougi Thoughts Without a Thread
: MissedFRC August 28, 2009, 06:25:56 PM
That's what I figured.

Anyone know how good Ryougi's oki game is?

As far as I've seen with all the hours I've put into it, C-Ryougi has next to nothing for oki. TK 236 for an overhead, but that wallslams and puts us back in the same position, however it does have recovery time allowing for it to be punished...don't do this.

Actually C-Ryougi has a really good mixup with her 421C. You can cancel normals out of it and go into an airdash. Things like 421C j.B airdash j.B 236A/land 2A are very useful mixups. She can also randomly cross-up during the airdash.

 :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke:
: Re: C-Ryougi Thoughts Without a Thread
: Irysa August 28, 2009, 06:58:22 PM
too lazy to see if this has been posted elsewhere, but stumbled upon this earlier today

Title is
C Shiki Sandori

http://www.youtube.com/watch?v=R2PpkqjyfxE



That looks kind of slow compared to the average sandoori tbh. If you spend any time shoving them in it looks like most people would just chickenblock out.
: Re: C-Ryougi Thoughts Without a Thread
: Eschaton August 29, 2009, 01:02:52 PM
I tried that a couple days ago, the 236B 214B 236B for a finisher on ground block strings, however, I don't know if my timing is off or what, but the 214B does not cleanly connect after the 236B meaning your opponent goes neutral after the block allowing them to pretty much do whatever. It is a real quick drop in pressure, but some opponents will take the opportunity.
There's an obvious delay between the 236B and the 214B. It's hardly your timing being off, they simply can't be connected at all from my experience.

too lazy to see if this has been posted elsewhere, but stumbled upon this earlier today

Title is
C Shiki Sandori

http://www.youtube.com/watch?v=R2PpkqjyfxE
Tbh both of those combos appear kinda lame to me.
: Re: C-Ryougi Thoughts Without a Thread
: AkiraTheMastodon August 29, 2009, 05:22:17 PM
lol oops
i forgot to read the movie descrip
it says it "looks like a sandoori, but he isn't that good at performing something like that so he is hoping that a person who is good at it can perform one in the future hopefully"
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow September 24, 2009, 07:58:18 AM
Anyone planning on playing Ryougi at NECX or another big tournament? I might try it for fun sometime but I'd need to get some practice in first.
: Re: C-Ryougi Thoughts Without a Thread
: ShinMasaki September 24, 2009, 06:38:18 PM
I definitely would...if I was going to make it to NECX. Fricken' work restrictions make it so I can't go. I want to see some Ryougi gameplay from other people in person rather than just via youtube.
: Re: C-Ryougi Thoughts Without a Thread
: abitofBaileys September 28, 2009, 07:41:19 AM
Haven't seen it mentioned before but you can double-dash (by double hitting the dash quickbutton) with C-Ryougi, resulting in a ground roll that gets you behind the opponent, rather quick.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow September 28, 2009, 12:43:36 PM
Now that's interesting. C-Ryougi is definitely going to be my sub.
: Re: C-Ryougi Thoughts Without a Thread
: S-Blade October 01, 2009, 05:59:52 AM
I was gonna come here to link the sandoori video but looks like someone beat me. anyway:

it's a legit sandoori setup, the guy just doesn't know how to do it well. it works because ryougi gets a ton of time to do whatever she wants after the knockdown, since the EX is a launch and untechable knockdown and ryougi recovers fairly quick. from there you just need to time your jump so that you have a crossup + a high low or throw on your hands, and boom, you got a sandoori.

also people please check if moves hit high or low and do not assume. i saw TK 236 mentioned and from my (f-ryougi) testing, it doesn't hit high, and f-ryougi's 2a doesn't hit low. it's easy to assume these kind of things but checks really need to be done before you strategize.

and even though c-ryougi has weaker mixup and oki, don't push her away. 6C6 is an amazing tool and with reverse beat and some of her other tools she can pressure really hard.
: Re: C-Ryougi Thoughts Without a Thread
: Benny1 October 01, 2009, 09:29:31 AM
I'm pretty sure that tk.236A hits high for any style, I guess I could be wrong though.

Also Rowanism how in god's name do you get her to hop behind them because it's not working for me.
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger October 01, 2009, 09:45:58 PM
j236a hits high. j236b hits mid. j236c hits high. Applies for all styles.

And that roll after dashing is simple. Just do 66, then 6A+B. Double tapping 6 again won't help.
: Re: C-Ryougi Thoughts Without a Thread
: abitofBaileys October 02, 2009, 04:18:22 AM
Yeah, either first dash with 66 and then do the command dash or just hit the dash button twice while holding 6.
: Re: C-Ryougi Thoughts Without a Thread
: Benny1 October 02, 2009, 04:33:44 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:
: Re: C-Ryougi Thoughts Without a Thread
: abitofBaileys October 02, 2009, 06:07:37 AM
And you're sure you're playing C-Ryougi? (points at topic title) Cause H and F don't have it.
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger October 02, 2009, 04:39:41 PM
H has it.
: Re: C-Ryougi Thoughts Without a Thread
: s4itox October 03, 2009, 07:33:24 AM
And you're sure you're playing C-Ryougi? (points at topic title) Cause H and F don't have it.

I can't do it on C-Ryougi, but I can do it on H-Ryougi? Either one of us is confused or something foul is afoot.
: Re: C-Ryougi Thoughts Without a Thread
: ShinMasaki 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:
: Re: C-Ryougi Thoughts Without a Thread
: abitofBaileys October 08, 2009, 01:06:05 AM
Oh yeah, lol. My bad. H-Ryougi only.
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger October 10, 2009, 10:03:27 PM
http://www.youtube.com/watch?v=qNbXHTZ0Xis&feature=related

Shows the potential 63214C has in combos.
: Re: C-Ryougi Thoughts Without a Thread
: Press October 10, 2009, 11:18:04 PM
http://www.youtube.com/watch?v=a4it40115Lc
 :slowpoke:
: Re: C-Ryougi Thoughts Without a Thread
: ShinMasaki 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.
: Re: C-Ryougi Thoughts Without a Thread
: Rei November 04, 2009, 10:22:14 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.
: Re: C-Ryougi Thoughts Without a Thread
: TPKA December 06, 2009, 07:26:32 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?
: Re: C-Ryougi Thoughts Without a Thread
: Benny1 December 06, 2009, 07:43:05 PM
In Melty Blood, you are only allowed one jump cancel per combo, so yes, you will not be able to jump cancel 5BB.
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger December 07, 2009, 01:03:57 AM
^ http://www.meltybread.com/forums/game-engine-mechanics/what-system-mechanic-is-this/
: Re: C-Ryougi Thoughts Without a Thread
: TPKA December 07, 2009, 05:03:56 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?
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow December 07, 2009, 01:46:58 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
: Re: C-Ryougi Thoughts Without a Thread
: Rei December 07, 2009, 02:05:38 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.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow December 07, 2009, 03:55:17 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.
: Re: C-Ryougi Thoughts Without a Thread
: Rei December 08, 2009, 01:36:42 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.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow December 08, 2009, 07:14:28 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.
: Re: C-Ryougi Thoughts Without a Thread
: Rei December 08, 2009, 10:50:30 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
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow December 08, 2009, 11:58:03 AM
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
: Re: C-Ryougi Thoughts Without a Thread
: Rei December 08, 2009, 01:12:03 PM
Just practice, it's not hard.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow December 09, 2009, 05:54:06 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
: Re: C-Ryougi Thoughts Without a Thread
: Dipstick December 17, 2009, 02:45:49 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:


An aside: I feel really dumb; how are the knives unblockable? Are they chargeable?
: Re: C-Ryougi Thoughts Without a Thread
: Rei December 17, 2009, 03:08:41 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.
: Re: C-Ryougi Thoughts Without a Thread
: MagnusXL January 07, 2010, 11:42:05 AM
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.
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 07, 2010, 04:16:18 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.
: Re: C-Ryougi Thoughts Without a Thread
: Dipstick January 07, 2010, 04:59:35 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.
: Re: C-Ryougi Thoughts Without a Thread
: MagnusXL January 07, 2010, 06:43:27 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.
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 07, 2010, 06:49:28 PM
C and F Ryougi are pretty solid, I prefer C just due to the high damage for barely trying reason. Though now I've been working on her setups, and I think i need to use 421A as a gimmick every once in awhile.
: Re: C-Ryougi Thoughts Without a Thread
: MagnusXL January 07, 2010, 07:00:17 PM
I mostly like the unblockable setups. The fact that I'm biased towards Crescent Styles already helps.
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 07, 2010, 07:57:17 PM
Well unblockables are good for certain things but they don't do all that much damage and it's only true knockdown for 623[ A ]/[ B ]/[ C ] so you don't get too much of an oki off of it.
: Re: C-Ryougi Thoughts Without a Thread
: Cantabile January 08, 2010, 08:26:24 PM
The fact that I'm biased towards Crescent Styles already helps.

Lol, me too.
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke January 09, 2010, 07:46:58 AM
I was playing around with C-Ryougi and found some cool knife combos that I haven't seen anyone use. All damage is on V.Sion

Anywhere on Screen

Basic Knife BnB:
2a, 5bb, 2b, 5c, 2c, 6c, 22a, 5bb, 5c, j.bc, dj.bc236b
(4,508 damage)
If you airdash between the j.bc and dj.bc you can get on the other side of them and should have enough time to run up to the knife and grab it before they land. Compare to the basic knifeless bnb: 2a, 5bb, 2b, 5c, 2c, 6c, j.bc, airdash c, dj.bc236b, which does 4,310 damage.

Full Screen to Midscreen

High Damage + Knife Pickup
2a, 5bb, 2b, 5c, 2c, 6c, 22a, 2a, 2c, 623b, 2c, 5c, 5bb, j.bc, sdj.abc236b
(4,720 damage)
Does pretty good damage and you end up landing close enough to the knife to dash forward quickly and pick it up. Unfortunately, 22a -> 2a -> 2c doesn't work on all of the cast.

Knife Pickup + Oki
2a, 5bb, 2b, 5c, 2c, 6c, 22a, 2a, 2c, 623b, 2c, 623a.
(4,041 damage)
Lands you right on the knife with just enough time to pick it up and IAD j.c at them on wakeup. You can also choose to end the combo with 236c or 623c for more damage and different oki options, like leaving the knife and going for a sandoori.

Corner

All of the corner combos start with this:
2a, 5bb, 2b, 5c, 2c, TKj.236b, 5bb, 214a, 2c, (delay)5c, 22a...
There are a variety of ways to end it.

Meterless High Damage + Oki
... 2a, 2c, 236a, 236a, 236a
(5,250 Damage)
Doesn't work on the entire cast. Omit the 2c to get it to work on everyone for 5,100 damage.

High Damage + Better Oki
...2a, 2c, (slight delay)5c, 236c
(5,525 damage)
Possibility for sandoori afterward. Doesn't work on the entire cast. Omit the 2c and 5c to get it to work on everyone for 5,259 damage.

High Damage + Airthrow
...2a, 2c, 5c, 5bb, 214c, dj.bc, airthrow
(5,547 damage)
In case you wanted to try an arc drive setup afterward or wanted the airthrow for whatever reason. You can omit the 2c to get it to work on everyone for 5,424 damage.

63214c Ender + Oki
...2a, 2c, 5c, 63214c, 8c, 6c, 8c, 6c, 8c, 6c, 4c.
(5,780 damage)
Even higher damage and looks awesome. Omit 2c to get it to work on everyone for 5,692 damage.
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 09, 2010, 08:57:34 PM
I'm not a big fan of using knives in combos since I like to have Oki and prefer to just use them in pressure/blockstrings. The combos look pretty good.
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke January 11, 2010, 07:53:06 PM
This is really something that works for all Ryougi styles, but I'm just going to post it here anyway.

You know how Ryougi's forward air dash is really long and takes forever to come down unless you cancel it with a move? Well, you can fake an IAD aerial by canceling the air dash with grab. It drops Ryougi straight down, and if you hold forward for a frame as you land you won't have any lag and you can go right into 2a. Seems to work great after a 623a knockdown or after j.c -> airdash pressure.
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 11, 2010, 08:46:06 PM
This is really something that works for all Ryougi styles, but I'm just going to post it here anyway.

You know how Ryougi's forward air dash is really long and takes forever to come down unless you cancel it with a move? Well, you can fake an IAD aerial by canceling the air dash with grab. It drops Ryougi straight down, and if you hold forward for a frame as you land you won't have any lag and you can go right into 2a. Seems to work great after a 623a knockdown or after j.c -> airdash pressure.

Interesting find Shlowpoke, I'll do some testing.

and that holding forward trick didn't work for me. vids of it?
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke January 11, 2010, 09:50:36 PM
I don't have any way to record. =/

I should have been more specific when I said "forward." It doesn't work if you hold 3 as you land. You have to go to 6 when you're actually on the ground. The easiest way to see it is to try it like this: IAD and hold 6, grab to cancel the air dash, then land and grab again. Hold 6 the whole time and you should be able to grab as soon as you land.

The input for doing a fake IAD to 2a is like this: 6896, slight delay, 6e, (land), 632a. You could also think of the last part as 6e32a, since it can be done in one motion.
: Re: C-Ryougi Thoughts Without a Thread
: Sima Matty January 14, 2010, 02:45:32 PM
This is really something that works for all Ryougi styles, but I'm just going to post it here anyway.

You know how Ryougi's forward air dash is really long and takes forever to come down unless you cancel it with a move? Well, you can fake an IAD aerial by canceling the air dash with grab. It drops Ryougi straight down, and if you hold forward for a frame as you land you won't have any lag and you can go right into 2a. Seems to work great after a 623a knockdown or after j.c -> airdash pressure.
Does this work for every character or is it Ryougi exclusive?

Also, I'm too lazy to test it out, but does ex rekka loop work on everyone?
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 15, 2010, 10:24:02 AM
I don't have any way to record. =/

I should have been more specific when I said "forward." It doesn't work if you hold 3 as you land. You have to go to 6 when you're actually on the ground. The easiest way to see it is to try it like this: IAD and hold 6, grab to cancel the air dash, then land and grab again. Hold 6 the whole time and you should be able to grab as soon as you land.

The input for doing a fake IAD to 2a is like this: 6896, slight delay, 6e, (land), 632a. You could also think of the last part as 6e32a, since it can be done in one motion.

Now since you can record show me :D
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke January 15, 2010, 10:39:27 AM
Now since you can record show me :D
xD

I do it at 1:55 in my combo video, though it's a fraction of a second slower than it could be. That was a hard clip to make so I didn't kill myself to get a frame-perfect 2a after landing.

Does this work for every character or is it Ryougi exclusive? Also, I'm too lazy to test it out, but does ex rekka loop work on everyone?
The principle should work for other chars, but it would only be really useful if they have an extremely long air dash like Ryougi.
What's ex rekka loop? :slowpoke:
: Re: C-Ryougi Thoughts Without a Thread
: Sima Matty January 15, 2010, 03:03:44 PM
ex rekka loop is 2B 5BB 5C 63214C (8 6 8 6 8 4) 5BB jBC jBC > air throw/236B/236C
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 18, 2010, 02:44:06 AM
ex rekka loop is 2B 5BB 5C 63214C (8 6 8 6 8 4) 5BB jBC jBC > air throw/236B/236C
This or if you can get the height right every time, replace 5BB with 5A 5C cause it does a little bit more damage, though 5BB is the easiest to start out with. The damage is almost negligible.

Shlowpoke, not to be a dick, but a fraction of a second can mean everything, I would have to see a video where it completely cancels, or I can just get poked out of it.
: Re: C-Ryougi Thoughts Without a Thread
: Lane January 29, 2010, 05:32:58 PM
Question, are the knives effective at fishing counter hits while grounded against aerial opponents? Like in training mode I could get dash up anti air 5b --> air combo. Just wondering cuz that's the only use I've gotten from knives besides combos. Why do you use them during pressure strings, btw?  ???
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 29, 2010, 09:00:52 PM
Question, are the knives effective at fishing counter hits while grounded against aerial opponents? Like in training mode I could get dash up anti air 5b --> air combo. Just wondering cuz that's the only use I've gotten from knives besides combos. Why do you use them during pressure strings, btw?  ???

Unless the knife is ex, it only throws down, that's not efficient for anti-air. Might as well use 5B/5C which are your best bets for AA.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow January 30, 2010, 05:16:11 AM
Question, are the knives effective at fishing counter hits while grounded against aerial opponents? Like in training mode I could get dash up anti air 5b --> air combo. Just wondering cuz that's the only use I've gotten from knives besides combos. Why do you use them during pressure strings, btw?  ???

They are fairly fast but Knives just don't go high enough to be used as antiair. In my opinion, they're used in pressure strings because they hit low at range.

I've been using 214c for antiair (although not often, I'll need to test more to see how effective it actually is), the huge horizontal hitbox makes it kind of hard to miss with and on counterhit 5b->aircombo is fairly easy to land.
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger January 30, 2010, 05:22:58 AM
Question, are the knives effective at fishing counter hits while grounded against aerial opponents? Like in training mode I could get dash up anti air 5b --> air combo. Just wondering cuz that's the only use I've gotten from knives besides combos. Why do you use them during pressure strings, btw?  ???

They are fairly fast but Knives just don't go high enough to be used as antiair. In my opinion, they're used in pressure strings because they hit low at range.

I've been using 214c for antiair (although not often, I'll need to test more to see how effective it actually is), the huge horizontal hitbox makes it kind of hard to miss with and on counterhit 5b->aircombo is fairly easy to land.

Why not 214A? It doesn't have invincibility, but it's air-unblockable and has awesome range like the EX but it doesn't use meter, wallslams and makes for easy followup as hitstun is hella long.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow January 30, 2010, 05:55:16 AM
I suppose 214a would work but the wallslam makes it harder to follow up on while 214c basically just drops them into your 5bb -> aircombo and while 214a does have good horizontal range 214c covers something around twice as much.

After a little more testing, it seems the entire 214/421 series is air unblockable.
: Re: C-Ryougi Thoughts Without a Thread
: Lane January 30, 2010, 09:25:34 AM
63214C (8 6 8 6 8 4)

for this what's the timing like for the moves in the parenthesis? Like the most I've gotten to was 8 6 because I usually do the 6 too early. Like do I just press the direction immediately after I see the hit for each? Or is their a certain height they have to be at for each rep or whatever.

Also, any follow ups for charged 5c? Dumb question most likely.


2A 5BB 2B 5C 2C 6C > j.B > air dash > j.B dj.B dj.C > 236C

for this combo do I just press Forward AB for the air dash. Like do they have to be at a certain height or something?
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow January 30, 2010, 10:11:10 AM
Charged 5c doesn't have a followup. However it does set you up for oki. I'm not sure about the other two because I don't use those combos.
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 30, 2010, 10:49:07 AM
I made up a new trick for mixup after 236C in corner on the spot.
http://www.youtube.com/watch?v=HKVQWa30ue0#t=7m23s

I got him earlier with airdashing into the corner so he thinks I'm going to go into the corner again.
: Re: C-Ryougi Thoughts Without a Thread
: Lane January 30, 2010, 11:24:25 AM
Charged 5c doesn't have a followup. However it does set you up for oki. I'm not sure about the other two because I don't use those combos.

I just learn the ones on the wiki for characters, which ones do you recommend then?
: Re: C-Ryougi Thoughts Without a Thread
: Rei January 30, 2010, 11:30:40 AM
63214C (8 6 8 6 8 4)

for this what's the timing like for the moves in the parenthesis? Like the most I've gotten to was 8 6 because I usually do the 6 too early. Like do I just press the direction immediately after I see the hit for each? Or is their a certain height they have to be at for each rep or whatever.

Also, any follow ups for charged 5c? Dumb question most likely.


2A 5BB 2B 5C 2C 6C > j.B > air dash > j.B dj.B dj.C > 236C

for this combo do I just press Forward AB for the air dash. Like do they have to be at a certain height or something?

You just need to know the timing for the gravity on the CC loop.

No follow ups for 5[C] or 6[C], but both can be tech punished. 5C lets them tech in the air so you can follow with dash 5B for two tech options or standing 5B for the other. 6[C] lets them ground tech, which dash 2A/5B work well for it.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow January 31, 2010, 04:18:05 AM
Charged 5c doesn't have a followup. However it does set you up for oki. I'm not sure about the other two because I don't use those combos.

I just learn the ones on the wiki for characters, which ones do you recommend then?
I use 2b 5bb 5c 2c 6c jc dj jb jc j236b/c/airthrow as my BnB which hits for around 4k. I use 2b 5bb 5c 2c 6c 22c 5bb 214a 2c 5c 236c/aircombo for my corner combo which does around 5k.
: Re: C-Ryougi Thoughts Without a Thread
: Lane February 05, 2010, 01:20:40 PM
Do you do that BnB because it works on everyone?
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow February 05, 2010, 02:17:15 PM
I haven't dropped it on anyone yet, so yes. j.c is easier to combo into than j.b because it has more vertical range.
: Re: C-Ryougi Thoughts Without a Thread
: Rei February 05, 2010, 04:19:58 PM
The more advanced version I've gotten to work on everyone is 2B 5BB 5C 2C 6C j.BC airdash j.C sdj.BC 6E/236B
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow February 07, 2010, 11:12:47 AM
Some more musings from playing around:

214b:

I've been trying out using it in blockstrings. It isn't too bad as a hi-lo mixup but if they block it you'd better be ready. My usual blockstring using 214b is: 2b5bb5c2c6c... 214b/2c. It's not amazing but it gets the job done for me.

214c:

As I said earlier 214c is probably your best choice for antiair. It absolutely rapes characters who airdash (ex. Kohaku, Nero) but it's a bit harder to get in against those with a momentum airdash (for lack of a better word, ex. V.Sion, Sacchin). If you can predict a superjump you're basically guaranteed a combo.

The 421 series:

Gimmicks but don't underestimate their usefulness since they're all overheads and air unblockable. They can also get you out of the corner if you need it. 421b and c don't force you to land so you can pull some tricks like Akiha's flametounges or throw in a j.b before you land. Warning: When using 421c at long range it strikes just before your opponent so if they're just crouching in place it will whiff. Blame Ryougi for jumping too early.

Midscreen blockstrings:

Ryougi has some rather long blockstrings to begin with. Although when outside the corner she has a few more options. 236b214b236c crosses up and adds a stagger to the blockstring, although the recovery from the third hit might be a problem. 623a/b cross up and hit low but again the recovery might be a problem even though you should be out of their range after crossing up (Except against Nero).

Feel free to critique/berate/make fun of any of this.
: Re: C-Ryougi Thoughts Without a Thread
: Lane February 08, 2010, 09:06:57 AM
for her rekkas is their anything really useful there? I mean some of these look mediocre when tied in between blockstrings. Also, are there any real uses for 623 A/b/C? Long range punisher? Is their even anything to punish from afar in this game? lol Do you guys know how safe it is on block though?




Also, corner combos? I see various ones listed, which are recommended? I notice instead of going into air combos for some you can start mixups.
: Re: C-Ryougi Thoughts Without a Thread
: LordPangTong February 08, 2010, 09:17:19 AM
I'm picking up C-Ryougi as an alt. Good shit in this thread so far, fellas.

I pretty much know 2 combos with Ryougi so far:

Mid-screen bnb: 2A 2B 5BB 5C 2C 6C J.BC air dash J.C J.BC J.236B (4.4k)
Corner bnb: 2A 2B 5BB 5C 2C TK J.236B 5BB 214A 623B 236C (4.7k w/ good knockdown)

In response to Lane's post, I don't know much about this character, but the corner bnb above is probably the best/most practical, so try that one out.

I'm noticing C-Ryougi's J.236B seems to always add a shit ton of damage. Off of one deep J.C in the corner, she gets close to 5k meterless.
Silly combo: J.C J.236B land 5A 5C J.BC J.BC J.236B does like 4.8k.  :o This character has some pretty ridiculous damage.

Silly combos aside, what combos should I look into learning next?
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow February 08, 2010, 09:45:42 AM
The corner setups are a good choice. A simple one is 2b 5bb 5c 2c 6c 236c, More advanced (corner) is 2b 5bb 5c 2c 6c 2369b 5bb 214a 2c 5c 236c.

@Rekkas: They aren't bad in blockstrings, if fully blocked it's at worst a reset most of the time. As Rei said earlier it's a launcher that's easy to go into from a blockstring.

@623: I think they have blockstring potential since they hit low. I personally use them as a dash-in/launcher (623b 2c5c j.bc j.bc j.236b does around 3k). It's not overly risky on block but that doesn't mean that there is no risk to it. A 2a could probably catch you while you're still recovering.
: Re: C-Ryougi Thoughts Without a Thread
: Lane February 08, 2010, 10:16:14 AM
my bad I meant the overhead part in the rekkas, and the sweep.


Also, yah, Lord, I guess its either that corner combo or the one that goes into an air combo.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow February 08, 2010, 10:43:47 AM
Ah.

The overhead is actually fairly good. For some reason people still forget to block it high sometimes. The sweep is less useful and I hardly use it; however, I think it has potential as a blockstring ender.
: Re: C-Ryougi Thoughts Without a Thread
: Rei February 08, 2010, 11:49:28 AM
Ah.

The overhead is actually fairly good. For some reason people still forget to block it high sometimes. The sweep is less useful and I hardly use it; however, I think it has potential as a blockstring ender.
No, it's not good. Only people who have no experience against C-Ryougi will miss the block. Otherwise, they'll know that you can only have a mid OR high attack on the 2nd attack for the rekka. it's VERY easy to block or even MASH it. I advise not using rekkas in your normal blockstrings.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow February 08, 2010, 12:00:30 PM
Ah.

The overhead is actually fairly good. For some reason people still forget to block it high sometimes. The sweep is less useful and I hardly use it; however, I think it has potential as a blockstring ender.
No, it's not good. Only people who have no experience against C-Ryougi will miss the block. Otherwise, they'll know that you can only have a mid OR high attack on the 2nd attack for the rekka. it's VERY easy to block or even MASH it. I advise not using rekkas in your normal blockstrings.

I'll respectfully disagree, while it is easy to block that isn't a reason to stop using it.
: Re: C-Ryougi Thoughts Without a Thread
: Nandeyanen February 08, 2010, 12:11:15 PM
Ah.

The overhead is actually fairly good. For some reason people still forget to block it high sometimes. The sweep is less useful and I hardly use it; however, I think it has potential as a blockstring ender.
No, it's not good. Only people who have no experience against C-Ryougi will miss the block. Otherwise, they'll know that you can only have a mid OR high attack on the 2nd attack for the rekka. it's VERY easy to block or even MASH it. I advise not using rekkas in your normal blockstrings.

I'll respectfully disagree, while it is easy to block that isn't a reason to stop using it.

Not only is it easy to shield and block (even on reaction), but you also lose all your momentum and reset to a neutral situation.
: Re: C-Ryougi Thoughts Without a Thread
: Rei February 08, 2010, 12:12:49 PM
Ah.

The overhead is actually fairly good. For some reason people still forget to block it high sometimes. The sweep is less useful and I hardly use it; however, I think it has potential as a blockstring ender.
No, it's not good. Only people who have no experience against C-Ryougi will miss the block. Otherwise, they'll know that you can only have a mid OR high attack on the 2nd attack for the rekka. it's VERY easy to block or even MASH it. I advise not using rekkas in your normal blockstrings.

I'll respectfully disagree, while it is easy to block that isn't a reason to stop using it.
You can get mashed out of (2)214A/B/C and all it does is leave you in neutral if they block all of your rekkas. (3)236C is unsafe on block though :(. Remember, C-Ryougi is a pressure based character. She's not very sturdy, you might as well do whiff cancels and do more sexy pressure and guard bar damage since she's REALLY good at it. It's better if you're on offense

For earlier posts:

As for 623A/B. they're good for punishing backdash on wakeup and random neutral stuff like if Mecha is spamming jetpacks or a lot of other stuff. Use very sparingly, but use 623B. It knocks them into the air and you can relaunch whether or not it's a counter hit. 623A just knocks them to the ground.

As for how safe 623A/B are, well... They aren't if you're next to your opponent. The only way to make them safe is to perfectly cancel it into 236C (which I've actually done and got a counter hit off of  :toot:) Do it too late and they can poke you.

I'm picking up C-Ryougi as an alt. Good shit in this thread so far, fellas.

I pretty much know 2 combos with Ryougi so far:

Mid-screen bnb: 2A 2B 5BB 5C 2C 6C J.BC air dash J.C J.BC J.236B (4.4k)
Corner bnb: 2A 2B 5BB 5C 2C TK J.236B 5BB 214A 623B 236C (4.7k w/ good knockdown)

In response to Lane's post, I don't know much about this character, but the corner bnb above is probably the best/most practical, so try that one out.

I'm noticing C-Ryougi's J.236B seems to always add a shit ton of damage. Off of one deep J.C in the corner, she gets close to 5k meterless.
Silly combo: J.C J.236B land 5A 5C J.BC J.BC J.236B does like 4.8k.  :o This character has some pretty ridiculous damage.

Silly combos aside, what combos should I look into learning next?

Nigga didn't I teach you that shit at NEC? lol

Also yes, that corner BnB is the best one for oki setup and I suggest you use it almost EVERY time, but if you need the damage for the kill, use the Custom combo loop. which will do about 6k damage.

j.236B is a good ender for damage, but I tend to do air grab because you CAN do meaty d.5B or 2C on their wakeup. d.5B is safe from heat as well, haven't tested burst though. Though you can still use j.236B as an ender and try to chase them in the air, but any good player can get away and the game will be in neutral again instead of ideally on offense.

For what you should learn next are the Sandoori setups for the corner combo. I'm currently writing it up for the wiki, but there are SEVERAL ways to perform sandoori in the corner after 236C. A lot of it is height dependant (where you need to watch the height at which you 5BB in the combo and where they are vertically after 236C). Also learn corner -> corner combos. Like if you're in the corner and do 5BB 2B 5C 2C 6C 22A 5BB 214A sj9.BC dj.BC airthrow puts them in the corner with the use of your knife. Though I'm currently working on some different midscreen combos that will probably do less damage, but give you better position.

I'm also re-writing the C-Ryougi wiki. I have hitbox screenshots for all attacks and frame data for a lot of them. I just don't know the +/- on blocks, but I'll say what I do know on there.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow February 08, 2010, 12:28:34 PM
Most of the time I use the rekkas to end a blockstring (the standard 236b236b236b(maybe a)). (3)236c is rather unsafe on block but it becomes safer (in my opinion at least) when used midscreen.

I'll agree with you on 623a/b, but again things change at midscreen due to the crossup properties.

Of course, I've probably been playing less than you two so... you're probably more accurate.

Rei, I'm going to need to get some matches against you sometime.
: Re: C-Ryougi Thoughts Without a Thread
: Lane February 08, 2010, 01:19:56 PM
yaaah, I gotta practice that genei jin thingy. I actually do it better midscreen  ???

Also, yah I 623B up close didn't seem like a good idea :D As far as knives go, is it good to blow during blockstrings or should I just keep them at hand for scoring CHs?

: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow February 08, 2010, 01:23:24 PM
I'd suggest using the knife for keeping pressure up in blockstrings.
: Re: C-Ryougi Thoughts Without a Thread
: Rei February 08, 2010, 01:50:35 PM
yaaah, I gotta practice that genei jin thingy. I actually do it better midscreen  ???

Also, yah I 623B up close didn't seem like a good idea :D As far as knives go, is it good to blow during blockstrings or should I just keep them at hand for scoring CHs?



Blockstrings and keeping the enemy afraid. Hitting people with 22[A] is hilarious
: Re: C-Ryougi Thoughts Without a Thread
: Rei February 09, 2010, 12:30:56 AM
Sorry to double post, but I have all of the data up for C-Ryougi's normals and specials (except for 421C and I guessed the red damage on Last arc to be 10k since it kills ALL red HP, bite me)

http://mbaa.mizuumi.net/index.php/Shiki_Ryougi

Please go ahead and read + edit anything I may have overlooked.

Currently working on the combos section.

edit: I also added hitboxes for EVERY normal and just about every special.
: Re: C-Ryougi Thoughts Without a Thread
: Rei March 02, 2010, 08:26:44 PM
Triple post
http://www.youtube.com/watch?v=EmMKZ_dy4Rw#t=1m44s

Gotta work on this timing... 5BB clash C-Nanaya shoryu :o

Later on with 236C, I did 29 44 8 (superjump airdash back double jump)to cross up his DP input.
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke March 08, 2010, 10:16:18 PM
I think I just turned C-Ryougi into a troll character:
http://www.youtube.com/watch?v=BuE2YTqUv8Q
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger March 08, 2010, 11:30:52 PM
I'm certain that's not DP proof. Wakeup backdash should beat that too.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow March 09, 2010, 02:42:16 AM
Wakeup shield could also cause problems for that strategy.

That said, I don't know if shielding would actually work. My best guess is that any EX with invincibility would allow you to get out of it.
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke March 09, 2010, 08:21:23 AM
Oh yeah, definitely. It's not solid at all. Wake-up bunker is the easiest thing I found that beats it. Most DPs and backdashes will work too, though sometimes backdash goes the wrong way and you just end up neutral.
: Re: C-Ryougi Thoughts Without a Thread
: Rei March 09, 2010, 02:04:20 PM
Shield, backdash, dp, reversal, all beat it. Bad idea, but funny lol
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow April 02, 2010, 06:04:32 PM
After seeing it used in Shlopoke's vid 421c looks very safe for use in blockstrings. You can jump out of it if you need to on both shield and block (although that won't save you from everything).

I also tested a bit, it is possible to combo off of, 421c j.c dj. j.b j.c j236b/c works and does around 3.9 k.
: Re: C-Ryougi Thoughts Without a Thread
: Rei April 03, 2010, 11:42:42 AM
After seeing it used in Shlopoke's vid 421c looks very safe for use in blockstrings. You can jump out of it if you need to on both shield and block (although that won't save you from everything).

I also tested a bit, it is possible to combo off of, 421c j.c dj. j.b j.c j236b/c works and does around 3.9 k.

Not it's not safe. People can dodge (2AB) and it whiffs. no jump cancelling. You can 421B in block strings as well, but it's REALLY gimmicky and VERY risky
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow April 03, 2010, 12:23:49 PM
421b leaves a larger opening than 421c and you can't cancel it into an aerial attack. On dodge you have enough time to block after landing, at least from the testing I've been doing.
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke April 03, 2010, 12:49:35 PM
Are you guys absolutely sure that 421c can be sidestepped? I haven't done extensive testing or anything, but did you try it after 214 rekka ender like I did in my vid? It really felt like they were stuck in block stun until after I landed, since the 200%-meter H-moon dummy only went into heat after I landed.

Noticed you can do some weird tricks with that move if the opponent is near the corner when I found that blockstring. After 421c hits you can delay the cancel and do j.c to get a weird crossup since it drags them in. Maybe that was only for a short character like White Len though.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow April 03, 2010, 01:05:56 PM
Now that I think of it I don't think they were out of blockstun until after 421c connected. The EX flash makes it look like it takes more frames than it actually does.

I've been testing the string 2b5bb5c2c421c j.c (They get out of blockstun about here) into whatever blockstring. If they miss the block on 421c go into that combo I mentioned earlier.

I don't know about that crossup though, 421c does have a vaccum effect on block. The way it looks I think it would only work on short characters.
: Re: C-Ryougi Thoughts Without a Thread
: FataCon April 03, 2010, 06:41:12 PM
Regarding blockstrings, would it be bad to use whatever blockstring > 236A 236A 214A > 22C > repeat blockstring? Is it interruptable by 2A mashing or can it be shielded midway through? I've gotten used to implementing it, and I'd hate to form a bad habit if it's not technically viable at higher levels of play. Testing sucks when you need another active player around. Dummy doesn't help much.  :(

Thanks for all the help and tips you guys have dished out so far. Good stuff. Trying to break out of my old Miyako ways...
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow April 04, 2010, 03:58:18 AM
It doesn't look too bad but I don't recommend it. I don't think dropping the knife is worth it in that situation.
: Re: C-Ryougi Thoughts Without a Thread
: Rei April 04, 2010, 08:54:48 AM
Regarding blockstrings, would it be bad to use whatever blockstring > 236A 236A 214A > 22C > repeat blockstring? Is it interruptable by 2A mashing or can it be shielded midway through? I've gotten used to implementing it, and I'd hate to form a bad habit if it's not technically viable at higher levels of play. Testing sucks when you need another active player around. Dummy doesn't help much.  :(

Thanks for all the help and tips you guys have dished out so far. Good stuff. Trying to break out of my old Miyako ways...

Actually, I do this. And the training mode is pretty good. You can tell it to do recover A as the action, and the dummy will do A (5a if standing, 2a if crouching) after blockstun is over.

Usually a blockstring like that would involve 2A 5BB 2B 5C 2C 6C 236A 236A 214C 22C then I usually go into d.2A repeat, or if I know I'm a little slow, d.5BB so I keep some distance and can't get poked or dp'd. There's also the grab option.

I think using the knife in this situation is great. And if the enemy blocks the whole thing and they're in the corner (and you threw you knife while they were there) then ending with 236B 236B 236B will leave you on top of your knife.

I support using your knife for pressure strings than to add like 200-500 damage to your combo
: Re: C-Ryougi Thoughts Without a Thread
: FataCon April 04, 2010, 09:17:42 AM
Thanks Rei! I also use 236B to end blockstrings in the corner to grab the knife, but is it punishable by far reaching normals? Or does it leave you +?

Also, has anyone really gone over Ryougi's character matchups? Since she's a new character to the series, and since I didn't play much of MBAC (most of my experience comes from ReAct), I'm curious as to how her game changes vs specific/commonly used characters like Shiki and VSion. I'm guessing this would be better suited to it's own thread? Just throwing it out there, guys. :D
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke April 04, 2010, 10:30:20 AM
Usually a blockstring like that would involve 2A 5BB 2B 5C 2C 6C 236A 236A 214C 22C then I usually go into d.2A repeat, or if I know I'm a little slow, d.5BB so I keep some distance and can't get poked or dp'd. There's also the grab option.

This is part of a really easy guardcrush string against H-Moon that I've been meaning to post.

If you're in MAX and have them in the corner:
2a, 5bb, 2b, 5c, 2c, 6c, 236b, 236b, 214b, 22c, 5b, 2b, 5c, 63214c, 5c5c5c5c... etc. until guard crush.

If you do it right you'll activate 63214c right before MAX runs out and get to keep your meter. The only place in the string where they can try to shield/dodge/dp is right after 22c. And they could bunker too, of course.

I support using your knife for pressure strings than to add like 200-500 damage to your combo

I think that if you're midscreen, using the knife in combos is the only way to get better-than-average damage, except for using 63214c, which is really hard midscreen.

This is a really easy midscreen combo that does 5.1k to V.Sion for knife and 100% meter.
2a, 5bb, 2b, 5c, 2c, 22c, 2c, 5c, 5bb, j.bc, dj.bc, j.236b

Compare that to the normal ground string, 2c, 6c, j.bc, airdash j.c, dj.bc, j.236b combo, which does 4.3k to V.Sion.
: Re: C-Ryougi Thoughts Without a Thread
: FataCon April 04, 2010, 11:38:46 PM
This is a really easy midscreen combo that does 5.1k to V.Sion for knife and 100% meter.
2a, 5bb, 2b, 5c, 2c, 22c, 2c, 5c, 5bb, j.bc, dj.bc, j.236b

Is there a reason for people using 5BB, 2B, 5C, 2C over 5BB, 5C, 2B, 2C? I find myself using the latter habitually, just found myself a bit curious as it does a tiny bit more, albeit negligible, damage.

Two noticeably useless things I found that i didn't see in any threads or on the MBAA wiki:

1) If the opponent is knocked off their feet (using 2C as an example), following up with the rekka chain (236) using A, the 3rd input is reversed: 236A/B/C does 214A/B/C and vice versa.

Seems pretty useless since most people 22C or 6C into combo after a 2C, but it's interesting to note regardless (maybe good if you want to force oki/techtrap midscreen?).

Note that this only works outside of the corner. When done in a corner, inputs are as usual. Also, this only happens if the first two inputs of the rekka chain are done with 236A. Tested on Sion.

2) If you cross under an opponent with 63214C (whether from the opponent's jump or a wallslam), the screen will stay black as if the EX was still active. If done from a wallslam in the corner, the effect is less consistent, though if you jump over the opponent after the run has ended, the darkened effect tends to stay active. I haven't noticed any affects on gameplay as far as damage or guard break capabilities, so I'm assuming it's purely cosmetic. Figured it was interesting enough to share anyway.
: Re: C-Ryougi Thoughts Without a Thread
: s4itox April 05, 2010, 08:09:03 AM
: FataCon
1) If the opponent is knocked off their feet (using 2C as an example), following up with the rekka chain (236) using A, the 3rd input is reversed: 236A/B/C does 214A/B/C and vice versa.

Seems pretty useless since most people 22C or 6C into combo after a 2C, but it's interesting to note regardless (maybe good if you want to force oki/techtrap midscreen?).

Not consistently. It mostly depends on your distance from the opponent when you start into the rekka; if you're a reasonable distance, it stays 236 236 236, but at a certain point close to the enemy (or perhaps, even against wall) it turns into 236 236 214. This is also applicable to all moon-styles. I generally combo into 6C or tk 236B for C-Ryougi, and 22A or 6AAA for H-Ryougi.
: Re: C-Ryougi Thoughts Without a Thread
: Rei April 05, 2010, 08:29:25 AM
No, you never have to reverse the last rekka in the corner. You don't force yourself behind them.

I tend to use the rekkas in my blockstring which if I hit them with 2C I know midscreen that I should reverse the last rekka (though I use the A series for the oki in this case). I suck at hit confirming anything in the middle of my blockstrings. But i have a few tricks.
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke May 03, 2010, 08:05:47 PM
Could somebody with framedisplay post the hitboxes for C-Ryougi's 5b next to H-Ryougi's 5b? I'd like to see if there's a difference.
: Re: C-Ryougi Thoughts Without a Thread
: Rei May 03, 2010, 10:12:11 PM
Could somebody with framedisplay post the hitboxes for C-Ryougi's 5b next to H-Ryougi's 5b? I'd like to see if there's a difference.

They are exactly the same. Clash frames, speed, everything. I overlayed the H Ryougi 5B over the C Ryougi one. Everything matches up pixel perfect.
: Re: C-Ryougi Thoughts Without a Thread
: Rei May 25, 2010, 08:02:38 PM
New Advanced BnB for C-Ryougi. Midscreen only

2A 5BB 2B 5C 2C 6C 22B 2A 2C 623B 2C (delay) 6C j.BC airdash j.C dj.BC 236B. Land on your knife and pick up. 4590 vs VSion. The normal 2A 5BB 2B 5C 2C 6C j.BC airdash j.C dj.BC 236B does 4310. Meter gain is also 146.8 vs 98 meter. Adding a 236C at the end only nets 38 more damage and and you gain 115 less meter, so no point in using an EX ender.

But yeah, you do 280 more damage and gain 48.8 more meter for quite a bit of effort though. If you can do it, then do it. The only hard part of the combo (for me that is) is the airdash j.C because the timing is tight, but without the airdash; you do not land on your knife.

I know the whole argument of difficulty vs damage in a combo is, but I believe if you can do the harder one with a better reward, then do it.

This combo is actually based off something I saw in a video (http://www.youtube.com/watch?v=F6bjJmKJ1Fk) which this is midscreen combo into a fancy custom combo (8 D 8 6 8 6 8 4) But the timing to get two 623B is hard.

Going back to training mode for more goodies.
: Re: C-Ryougi Thoughts Without a Thread
: Shlowpoke May 26, 2010, 09:30:09 AM
New Advanced BnB for C-Ryougi. Midscreen only

That's pretty sweet that it lines right up on the knife like that. That is definitely the combo I'd use if I was desperate for meter gain, but this one does a bit more damage and still gets you close to the knife:

2a, 5bb, 2b, 5c, 2c, 6c, 22b, 2a, 2c, 623b, 2c, 5c, 5bb, j.bc, sdj.abc, j.236b, dash forward a tiny bit and pick up the knife
(4,720 damage to V.Sion)
+126.3% meter

I find this one a bit easier and it still gives you a decent amount of meter.
: Re: C-Ryougi Thoughts Without a Thread
: Rei May 27, 2010, 01:37:35 PM
New Advanced BnB for C-Ryougi. Midscreen only

That's pretty sweet that it lines right up on the knife like that. That is definitely the combo I'd use if I was desperate for meter gain, but this one does a bit more damage and still gets you close to the knife:

2a, 5bb, 2b, 5c, 2c, 6c, 22b, 2a, 2c, 623b, 2c, 5c, 5bb, j.bc, sdj.abc, j.236b, dash forward a tiny bit and pick up the knife
(4,720 damage to V.Sion)
+126.3% meter

I find this one a bit easier and it still gives you a decent amount of meter.

Yes, that one is definitely easier to do since you don't need to worry about the airdash.

Definitely using new Ryougi combos for that godlike meter gain + little more damage. Also, an easy way to delay the 6C is just to half charge it if you like pressing buttons all the time
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow May 29, 2010, 05:16:37 PM
Posting here to avoid filling up Sholpoke's thread.

Regarding 6c->236c

Combo: 2b5bb5c6c->236c into whatever you feel like doing with the plus frames and knockdown. 3.4k and huge setup options.

The rest of this is probably completely useless. Feel free to disregard.

I was playing around with 6c otg and found something gimicky. Off of say... 623a hit a grounded opponent with 6c and a few things can happen:


Now, I doubt this is worth it at all. It looks like it could be some kind of mixup or tech punish but I doubt using the EX is worth it. At least the whiff doesn't seem to cause that many - frames.
: Re: C-Ryougi Thoughts Without a Thread
: Rei June 01, 2010, 02:56:16 AM
Currently ripping and formatting all of the frame data for EVERY moon.

Starting with C then F then H (that's how it's listed in the mook)

So far nothing is too different than what I've seen except for a few things in the other moons.

22C is +8 on block... It's kinda gay though cause 22A for H is +9  :psyduck:
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow June 05, 2010, 09:15:58 AM
Noticed you can do some weird tricks with that move if the opponent is near the corner when I found that blockstring. After 421c hits you can delay the cancel and do j.c to get a weird crossup since it drags them in. Maybe that was only for a short character like White Len though.

More info on this.

I just pulled it on Ries (epic looking crossup BTW) and I think it relies on spacing. I think it requires the opponent to be pulled into the corner and right underneath Ryougi for it to work. That positioning is only possible if you space it so that the 421c's crossup jump is cut short by the wall and the opponent is on edge of the slash's range.
: Re: C-Ryougi Thoughts Without a Thread
: Rei June 10, 2010, 08:06:16 PM
All frame data for EVERY Ryougi translated.

I found out that C-Ryougi has a non-ex 22C

It's like 22B but the knife doesn't bounce far from the wall. Only useable under 100 heat obviously.

Still a worthless move  :V

: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow June 11, 2010, 01:31:57 PM
That's interesting.

I'm not noticing any differences in the ground version other than lack of chargability. The air version has about half the rebound distance.
: Re: C-Ryougi Thoughts Without a Thread
: ShinMasaki June 18, 2010, 06:36:39 PM
5BB 2B 5C 2C 22C 2C 5BB jBC dj BC 236B (4975)

 100% meter, knife throw, executable from anywhere on stage. If within 50% of the stage, your opponent will wallslam and you'll have to time your 2C correctly in order to continue the combo. If past 50% of the stage (wall), you need to time your second 2C or your opponent will fly out of range of your second 2C.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow June 18, 2010, 08:31:25 PM
That's what I use most of the time. You can sub out 5bb for 5c after the ex to skip the reverse beat but it doesn't effect the damage much.
: Re: C-Ryougi Thoughts Without a Thread
: Rei June 19, 2010, 12:47:07 AM
IMO it's not worth the meter nor losing your knife to do the easy EX knife combo :/
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger June 19, 2010, 02:00:42 AM
IMO it's not worth the meter nor losing your knife to do the easy EX knife combo :/

Seconded. Ryougi has albeit slightly harder but more rewarding options.
: Re: C-Ryougi Thoughts Without a Thread
: capsuletoyco June 23, 2010, 09:50:51 PM
sorry if this is a dumb question, but i'm super new to melty blood.
i'm having alot of trouble with the air dash jc in the middle of the bnb combo.
anytime i try she will just air dash and no jc or just go under the other character, i honestly have no idea of the timing, i've watched videos but nothing.
any help would be greatly appreciated.
: Re: C-Ryougi Thoughts Without a Thread
: ShinMasaki June 23, 2010, 11:41:58 PM
just keep at it. the timing for some moves is a bit difficult, but once you see yourself get it the first time, remember that feeling, the timing you used to hit it and just keep practicing it. Me? I don't use the dash jC connector...i find it flashy and not guaranteed, so I just continue with jbc djbc 623b every time.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow June 25, 2010, 04:15:11 PM
Same here. I don't think the extra damage is really that worth it for extra execution.
: Re: C-Ryougi Thoughts Without a Thread
: Rei June 26, 2010, 12:48:50 AM
It's free meter and more free damage for trying a little harder. adding the dash isn't too hard. You literally just j.BC after 6C as fast as you can then airdash to get the best height.

Also working on uploading the C-Ryougi frames on the wiki. Currently the normals are done.

http://mbaa.mizuumi.net/index.php/Shiki_Ryougi#Frame_Data
: Re: C-Ryougi Thoughts Without a Thread
: s4itox June 26, 2010, 05:03:30 AM
You literally input the dash immediately after you input the jC. Consider start doing the input right after you input the jC and before the hit even connects.
: Re: C-Ryougi Thoughts Without a Thread
: Rei June 26, 2010, 05:32:44 PM
You literally input the dash immediately after you input the jC. Consider start doing the input right after you input the jC and before the hit even connects.

Yeah you can put the input before the move comes out, just queuing up the commands making things pretty easy. Hardest part of the basic combo is hitting the 2nd j.C because the airdash has a delay.
: Re: C-Ryougi Thoughts Without a Thread
: Benny1 June 26, 2010, 06:32:33 PM
Using command airdash (6AB) can also be a better way to constantly cancel the j.C during hitstop.
: Re: C-Ryougi Thoughts Without a Thread
: Rei June 26, 2010, 07:37:24 PM
Eh I personally use 66 right after I input the first j.C

Also, I just came up with a way to do custom combos from a far 5B hit. If you aren't close enough for 8X to hit after doing 63214C, you can just start it with 5X then 8X.

For midscreen, I do

whatever moves into -> 5C or 2B 63214C 5X 8X D 8X 6X 8X 4X 5BB j.BC j.BC j.236B

also for those who don't know the 3 main option after the 236C sandoori setup (2A 5BB 2B 5C 2C 2369B 5BB 214A 623B 236C)

dash past their floating body superjump forward
-> land 2A/2B  reverse low option
-> double jump airdash back j.B/j.C reverse high option
-> (optional airdash forward) j.B/C high option

And all can go into a custom combo loop or fullscreen combos (if they can be hit by 2C 6C 22B)

Your meterless corner mixup combo is the same as before except after 214A, you do 2C 2A(whiff) then 2369B for a left/right mixup.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow June 27, 2010, 04:37:58 AM
For the Sandoori: I presume it's also possible to whiff  the j.b/j.c and then hit low.

Some other things I've been trying out.

236b236b236b oki: You have a fair amount of knockdown after the last rekka so you have time to setup something. I usually go with a 9 jump and a crossup j.b.

In a blockstring when you use the knife ending with 421b 27 puts you almost right on top of your knife in most cases. The only case where this doesn't work at all is when they dodge.

623a/b/c: I've been looking through the framedisplay and it seems that the dash in for these is slower than the normal dash (1400 where the dash is 2000). However, the strike itself is faster (Anywhere from 2600 to 3000 depending on which version you use). I've been playing around with some half-charge gimmicks which are turning out rather fun but impractical.

6c236c otg gimmicks: Not really that amazing, but you can get a random kill off of it. 6c is kinda strange; no matter your distance, if you hit you're right next to them.

Now that I think of it we never discussed Ryougi's matchups that much. Here's my thoughts (from K.O.ing the CPU repeatedly :emo:)

Aoko: Ryougi's advantage.
Tohno: Even.
Nanaya: Even.
Kouma: Heavily Ryougi's advantage.
Miyako: Even, slightly in Miyako's favor.
Ciel: Unsure, seems like even but it could also be in Ciel's favor.
Sion: Ryougi's advantage... I think.
Ries: Ries advantage.
VSion: Probably VSion's advantage, but Akiha summon isn't quite as effective against Ryougi.
Wara: Even, it would be Wara's favor if he had less lag on his moves.
Roa: Roa's advantage, especially H.
Akiha: Ryougi's advantage.
Arc: Arcuied's advantage.
Warc: Warc's advantage.
VAkiha: Even.
Mech: I think Ryougi's advantage. It mostly depends on how well you shield.
sAkiha: Ryougi's advantage.
Sacchin: Ryougi's advantage slightly.
Len: Ryougi's advantage.
WLen: Unsure, the CPU is crud and I know WLen plays way better than it did.
Nero: Nero's advantage
Hisui: Even.
Kohaku: Kohaku's advantage.
: Re: C-Ryougi Thoughts Without a Thread
: Rei June 27, 2010, 05:37:40 AM
236B ender in the rekka is a launcher... you meant 236A right? Also jump 9 j.B isn't a true crossup since there is protection in the game. You can go for a high-low mixup, but they're usually pretty obvious. After 236A 236A 236A oki, I just dash and run their corpse towards the corner. If I expect a DP or some shit, you can bait it with backdash.

you should only use 421B in blockstrings against F-Moon. And you can do neutral air dodge to push them to the other side for some gimmicks.

6C-> 236C is not that good, and it's hard to hit confirm into if your opponent decides not to block it.

Now that I think of it we never discussed Ryougi's matchups that much. Here's my thoughts (from K.O.ing the CPU repeatedly :emo:)
I'm sorry, but you fighting against the CPU alot doesn't count as matchup experience.

These are from my experience with playing at majors and against some decent people and at tournaments. This is for C-Ryougi only.

Aoko: 6-4 Ryougi (I've played mostly against H moon)
Tohno: 4-6 Tohno (H-Moon)
Nanaya: 5-5 (Against C and F)
Kouma: 6.5-3.5 Ryougi (F-Kouma) Though he's like, the hardest to combo :(
Miyako: 6-4 Miyako (Mostly against C, but F would be more annoying. Her mobility is soo good and her angles that she comes in at :/)
Ciel: 4-6 Ciel (Zar destroys me with superior spacing and has answers to jump-ins with 22B, C also does a fairly good job, and around 5.5k+ to Ryougi with 100 meter)
Sion: 5-5 (H-Sion from Rayza)
Ries: 5-5 (F-Ries) you can tag the normals, but she does have those angles
VSion: 6.5-3.5 V-Sion (sp00ky and Rayza tend to knock me over pretty easily once they get in my ass)
Wara: No say. I've played Ehrik once, but that was like it. Didn't give me enough impression of the matchup
Roa: 6-4 Ryougi (H-Roa, C-Roa)
Akiha: 5-5 (F-Akiha)
Arc: 6-4 Ryougi (F-Arc, C-Arc) Arc has nothing on your normals and 5B poke outs... true F's 236 series are godlike, but 236B has quite a lot of startup
Warc: Not enough experience
VAkiha: Not enough experience
Mech: 5-5 (C-Mech, F-Mech) I play against Rayza's C-mech which yeah... Mech can shoot projectiles all day and poke with 2B all day outranging you and stopping jump ins with jetpacks. You really have to be sneaky to get in, but once you're in :D. As for F... I've yet to beat Zar's in a set. Then again, it's Zar.
sAkiha: 6-4 Ryougi
Sacchin: Not enough experience
Len: 6.5-3.5 (H-Len) It's always your turn
WLen: 5.5-4.5 WLen (C-WLen) Played against XAQ's in tourney a few times. I've taken matches off of him, getting in and getting around the pillars + traps are the hard part. Also safe DP is annoying to deal with.
Nero: Not enough Experience (though I've played against a few Neros here and there.)
Hisui: Not enough Experience
Kohaku: 7-3 H-Kohaku. This matchup is gay as fuck. 6-4 Other Kohakus
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow June 27, 2010, 08:19:52 AM
236B ender in the rekka is a launcher... you meant 236A right? Also jump 9 j.B isn't a true crossup since there is protection in the game. You can go for a high-low mixup, but they're usually pretty obvious. After 236A 236A 236A oki, I just dash and run their corpse towards the corner. If I expect a DP or some shit, you can bait it with backdash.
No, I meant 236b. The only requirement is that you get enough gravity that they can't tech before they hit the ground. It gives you slightly less time than 236c.

you should only use 421B in blockstrings against F-Moon. And you can do neutral air dodge to push them to the other side for some gimmicks.
I'll admit that 421b isn't the best choice if they can dodge since it's horrible on whiff but I was just thinking of the knife pickup options. I'll have to remember the neutral air dodge.

6C-> 236C is not that good, and it's hard to hit confirm into if your opponent decides not to block it.
I'm talking OTG. Pulling out 6c without a setup is just asking to be punished.

Now that I think of it we never discussed Ryougi's matchups that much. Here's my thoughts (from K.O.ing the CPU repeatedly :emo:)
I'm sorry, but you fighting against the CPU alot doesn't count as matchup experience.
I'm quite aware of that, hence the emote. It was more or less guesswork.

These are from my experience with playing at majors and against some decent people and at tournaments. This is for C-Ryougi only.

Aoko: 6-4 Ryougi (I've played mostly against H moon)
Tohno: 4-6 Tohno (H-Moon)
Nanaya: 5-5 (Against C and F)
Kouma: 6.5-3.5 Ryougi (F-Kouma) Though he's like, the hardest to combo :(
Miyako: 6-4 Miyako (Mostly against C, but F would be more annoying. Her mobility is soo good and her angles that she comes in at :/)
Ciel: 4-6 Ciel (Zar destroys me with superior spacing and has answers to jump-ins with 22B, C also does a fairly good job, and around 5.5k+ to Ryougi with 100 meter)
Sion: 5-5 (H-Sion from Rayza)
Ries: 5-5 (F-Ries) you can tag the normals, but she does have those angles
VSion: 6.5-3.5 V-Sion (sp00ky and Rayza tend to knock me over pretty easily once they get in my ass)
Wara: No say. I've played Ehrik once, but that was like it. Didn't give me enough impression of the matchup
Roa: 6-4 Ryougi (H-Roa, C-Roa)
Akiha: 5-5 (F-Akiha)
Arc: 6-4 Ryougi (F-Arc, C-Arc) Arc has nothing on your normals and 5B poke outs... true F's 236 series are godlike, but 236B has quite a lot of startup
Warc: Not enough experience
VAkiha: Not enough experience
Mech: 5-5 (C-Mech, F-Mech) I play against Rayza's C-mech which yeah... Mech can shoot projectiles all day and poke with 2B all day outranging you and stopping jump ins with jetpacks. You really have to be sneaky to get in, but once you're in :D. As for F... I've yet to beat Zar's in a set. Then again, it's Zar.
sAkiha: 6-4 Ryougi
Sacchin: Not enough experience
Len: 6.5-3.5 (H-Len) It's always your turn
WLen: 5.5-4.5 WLen (C-WLen) Played against XAQ's in tourney a few times. I've taken matches off of him, getting in and getting around the pillars + traps are the hard part. Also safe DP is annoying to deal with.
Nero: Not enough Experience (though I've played against a few Neros here and there.)
Hisui: Not enough Experience
Kohaku: 7-3 H-Kohaku. This matchup is gay as fuck. 6-4 Other Kohakus

I agree with most of those, the only one I don't completely agree with is Ries. I think it may be 6-4 Ries favor, but I'm not entirely sure. With regards to Wara, I think it's 5.5-4.5 wara's favor. He does have an advantage but it isn't that huge. (From experience playing Ehrik.) Mech's matchup becomes a little easier once you start shielding those jet-packs and missiles.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow July 05, 2010, 04:31:47 AM
I just pulled 4.5 off of a meterless combo on H-Aoko. :slowpoke:

11 hits. All I can remember is 6c jbc jbc j236b. That leaves 5 hits which means that it was 5bb, 2b, 2c, and 5c in some strange order (It can't be either of the strings we normally use). To training mode to try to figure it out.

For reference, my normal BnB does about 4.3 to Aoko and 3.9 to VSion and ends the same way.

It may not be worth it, but I'm just curious what I pulled off.
: Re: C-Ryougi Thoughts Without a Thread
: Rei July 05, 2010, 07:11:07 AM
Nah, Ries' attacks are slow and you have ways of getting out of pressure because you're Ryougi. You can read a lot of what Ries is doing just because most of it can be reacted to.
: Re: C-Ryougi Thoughts Without a Thread
: Rei July 18, 2010, 04:13:14 PM
important discovery!!!

2A 5C meaty beats out most backdashes and most heats. Also, 2A 5C 5BB 2B does more damage than 2A 5BB 2B 5C, so it's also increasing out damage output by a little bit even though there's a reverse beat in the start.

The option select works on
Heat Only: Kouma
Backdash only: Red Arc, Arcueid, Len, Kohaku
Both: Mech, Nero, Ryougi, Nanaya, Ries, VSion, Sion, Akiha, Warakia, Hisui,
Doesn't work: White Len

still testing, bear with me
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow July 23, 2010, 02:08:53 PM
important discovery!!!

2A 5C meaty beats out most backdashes and most heats. Also, 2A 5C 5BB 2B does more damage than 2A 5BB 2B 5C, so it's also increasing out damage output by a little bit even though there's a reverse beat in the start.

That string sounds like the one I did accidentally earlier.
: Re: C-Ryougi Thoughts Without a Thread
: Rei August 15, 2010, 11:13:44 PM
This is what I was talking about

http://www.justin.tv/a/ehrikirhe/b/268378882 1:05:27

I did it in the team tournament. I messed up the followup but I showed that meaty 2A 5C beats wakeup heat. Slower heats can be clashed if you slightly delay your 5C
: Re: C-Ryougi Thoughts Without a Thread
: s4itox October 03, 2010, 09:21:14 AM
Random combo inspired by F-Ryougi:
(j.C)standard bnb intro -> tk236B 5BB 214A 5BB 214C jumpcancel j.C land j.BC j.BC airthrow/236B

63214C combo probably beats it in damage and normal 623B 236C ender probably beats it in oki but thoughts?
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow October 03, 2010, 09:46:30 AM
I think we already knew about that one. (If you guys didn't, I did.)

I use 22c instead of tk236b but for the purposes of this combo it doesn't change the timing that much.
I would suggest: tk236b 5bb 214a 2c5c 214c (whiff j.b) 5bb j.bc j.bc airthrow/236b/236c

It can be extended to: tk236b 5bb 214a 2c5c 214c (whiff j.b) 5bb 214c (whiff j.b) 5bb j.bc j.bc airthrow/236b/236c (not really practical for the meter it uses)

I've been using those for a while and what I've been finding is that it doesn't actually increase the damage output that much. But they are hype to watch.

Also: after playing around a bit more and remembering what Shlopoke did in his vid I came up with:

2b5bb5b2c22c(dash backwards)2c5bb214a2c(delay)5c5bb j.bc j.bc airthrow/236b/236c for 5.5ish against VSion
It should also be possible to substitute 236c for 5bb aircombo if you want better oki.
: Re: C-Ryougi Thoughts Without a Thread
: s4itox October 03, 2010, 08:41:28 PM
I think you would HAVE to use 22C instead of tk236B in the first two that you listed, because the tk236B counts as a jump cancel and thus you would be unable to jump cancel the 5BBs into aircombo. Unless I'm wrong and 214C whiff j.B resets the string?

And yeah, I've reasoned that most of my longass C-Ryougi combos are actually a lot more effort than they are worth for the damage and meter gained/use as compared to basic bnb. The thing is that all Ryougi combos are hype to watch  :D

The second one looks viable though, and I assume it's a corner combo. I'll check that one out when I get a proper opportunity.
: Re: C-Ryougi Thoughts Without a Thread
: Rei October 04, 2010, 04:42:33 AM
I don't like using 214C in combos. It prorates the damage to hell :/ 50% relative proration is ouch...
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow October 04, 2010, 05:33:50 AM
I think you would HAVE to use 22C instead of tk236B in the first two that you listed, because the tk236B counts as a jump cancel and thus you would be unable to jump cancel the 5BBs into aircombo. Unless I'm wrong and 214C whiff j.B resets the string?

And yeah, I've reasoned that most of my longass C-Ryougi combos are actually a lot more effort than they are worth for the damage and meter gained/use as compared to basic bnb. The thing is that all Ryougi combos are hype to watch  :D

The second one looks viable though, and I assume it's a corner combo. I'll check that one out when I get a proper opportunity.


I believe that 214c resets the the string. But then again I don't use tk236b.

And yeah, 214c kills your damage, try using 421c instead since it prorates better, 85% proration.
: Re: C-Ryougi Thoughts Without a Thread
: Rei October 04, 2010, 08:49:15 AM
421C isn't used in combos because it's MUCH slower and tends to whiff in a combo.

Also as long as you have a combo counter up in a combo you've jump cancelled already, you cannot jump cancel again.

There is no reset.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow October 04, 2010, 09:37:57 AM
421C isn't used in combos because it's MUCH slower and tends to whiff in a combo.

Also as long as you have a combo counter up in a combo you've jump cancelled already, you cannot jump cancel again.

There is no reset.
421c isn't that hard to get in just change it to 2b5bb5c2c22c5bb214a2c (delay) 5c421c (cancel strait to j.b) j.bc j.bc airthrow/j236b/j236c (5.2 on V.Sion) The reason it's whiffing is actually because 5c was input too early so the hitbox is too high.

In general it isn't worth it to use 214c/421c. All you need to do is use 2c5c5bb after 214a and you get the same damage. Adding in the extra 2c after 22c gives about 300 more damage.

Thanks for the corrections on the jump cancel.
: Re: C-Ryougi Thoughts Without a Thread
: MissedFRC October 05, 2010, 02:32:20 AM
Warc: Not enough experience

For C-Warc:

I just noticed this so it's a pretty late reply but I'd say this is 5.5-4.5 in Warc's favor. Neutral game seems pretty tough for C-Ryougi to me as j.B, blood rings and aerial teleports make it really hard for Ryougi to get close. Getting CH by j.B or rings is obviously not too fun.

Both characters on defense seem pretty similar to each other. Warc and Ryougi both lack free reversals (236C for Warc and I believe it's 421C for Ryougi? both cost meter). Both characters have some pretty mean staggers, although I believe Warc's offense edges C-Ryougi's out due to the threat of Warc's throw and 63214C. She also gets rewarded with more damage in almost all situations, considering Warc doesn't require meter to get her best damage.
: Re: C-Ryougi Thoughts Without a Thread
: s4itox October 05, 2010, 08:46:14 AM
2A 5BB 2B 5C [2C tk236B] 5BB 214A 2C (delay) 5C 421C j.B dj.BC 236B

I like my tks.
Hits higher (I think) than using ... [2C 22C 5BB] ... and saves you 100% meter / puts you 10.5% higher than your starting point, given you started with over 100%. 236C ender is not worth the meter (6144 vs 6198).
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow October 05, 2010, 09:37:42 AM
It does do more damage since tk236b is 85% proration while 22c is 60%. There's a 600 damage difference between the two.

Comparing:
2b5bb5c2c22c(backdash may be required)2c5bb214a2c(delay)5c421cj.b j.bc j.236b (about 5.5k)
to your:
2a5bb2b5c2ctk236b5bb214a2c (delay) 5c421c j.b j.bc 236b (6.1k)

Yours is probably better out of the two. Although, the 22c combo can be done from a little farther than midscreen.
: Re: C-Ryougi Thoughts Without a Thread
: s4itox October 05, 2010, 06:52:30 PM
Ah shit, forgot to say.
That damage was done against F-Ryougi, so realistically it may only be about 5.5~5.6k ish against VSion or something.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow October 05, 2010, 07:00:11 PM
Okay then, by comparison my string does 5.8ish on F-Ryougi.
: Re: C-Ryougi Thoughts Without a Thread
: Rei October 05, 2010, 07:24:56 PM
2A 5BB 2B 5C [2C tk236B] 5BB 214A 2C (delay) 5C 421C j.B dj.BC 236B

I like my tks.
Hits higher (I think) than using ... [2C 22C 5BB] ... and saves you 100% meter / puts you 10.5% higher than your starting point, given you started with over 100%. 236C ender is not worth the meter (6144 vs 6198).


236C ender gives you the best oki. It's DEFINITELY worth it. Especially since C-Ryougi always has meter to work with unless you burst.

edit: wow I thought you mean 236C cause I only read the end of the combo... not j.236C. herp derp

j.236C is never worth the extra damage unless it will kill.
: Re: C-Ryougi Thoughts Without a Thread
: Rei October 13, 2010, 12:08:01 AM
all I have to say.

LOL421C

http://www.youtube.com/watch?v=O23BhmF3o5k
: Re: C-Ryougi Thoughts Without a Thread
: CPhame October 13, 2010, 12:35:10 AM
lol indeed wowwwww

Ryougi is the queen of glitched characters
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow October 13, 2010, 05:41:02 AM
So getting poked out of 421c has no hitstun? I'll have to remember that.
: Re: C-Ryougi Thoughts Without a Thread
: Rei October 13, 2010, 07:39:49 AM
I believe it freezes the opponent for the duration of the superflash. I don't see how it would work otherwise unless they had magical numbers there  :V
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow October 13, 2010, 09:27:26 AM
Okay, I think this is what's going on.

First off, their attack hits before the freeze for the EX takes effect and thus knocks you out of it.
Second, the freeze triggers a state change which removes hitstun.
They're frozen during/after the active frames of their attack and you have about 1 second to move before the freeze ends (if you weren't countered out of it this would be used to jump past your opponent).
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow November 15, 2010, 04:36:18 AM
No one seems to be using this combo so I figured I'd bring it up.

2b5b5c2c (delay) (5a 236a236a236a) (loop) 5a5bb214a2c (delay) 5c421c(airdash back) j.c (land) j.bc j.bc ender

I saw it on a combo video back when Ryougi was first coming out. Anyone know what the timing for that loop is?
: Re: C-Ryougi Thoughts Without a Thread
: Rei November 15, 2010, 05:07:42 AM
No one seems to be using this combo so I figured I'd bring it up.

2b5b5c2c (delay) (5a 236a236a236a) (loop) 5a5bb214a2c (delay) 5c421c(airdash back) j.c (land) j.bc j.bc ender

I saw it on a combo video back when Ryougi was first coming out. Anyone know what the timing for that loop is?

It's character specific. Extremely character specific and very hard to do consistently (which is why no one uses it).
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow November 15, 2010, 06:22:24 AM
No wonder. I tried it a few times and the 5a 236a link was absurdly hard to get right (not the link itself, the height afterwards).
: Re: C-Ryougi Thoughts Without a Thread
: Rei November 15, 2010, 01:24:30 PM
No wonder. I tried it a few times and the 5a 236a link was absurdly hard to get right (not the link itself, the height afterwards).

That part hits everyone, 5A 236A hits everyone no matter what, but getting the 2nd hit to whiff and then being able to do something like 5A or 2A after the last rekka (which you also have to reverse the input mid-screen). The combo nets a lot of meter, a good amount of damage (more than your BnB), but is really hard to do. Best I've done with it is something along the lines of

2A 2B 5BB 5C 2C 5A 236A 236A(whiff) 236A 2A 2C 236A 236A(whiff) 236A 2A 2C 5C(half charge or delayed) 5BB j.BC dj.BC j.236B on VSion
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow November 15, 2010, 02:39:51 PM
Yeah, that's more or less what I already said.

I presume it isn't worth the effort despite the payoff.
: Re: C-Ryougi Thoughts Without a Thread
: SilverPhyX December 02, 2010, 08:35:02 PM
Super scrubby Ryougi here. (Go to college in Vermont, no one plays this game, beating up on CPU all day. :emo:)

I've basically been trying to get the TK236B combo down, and I don't know if it's just that I need practice, but I either whiff the 5BB after TK236B or whiff the 214A after 5BB. They're either too high after the 5BB or tech before I can hit, I'm not quite sure which.

I'm thinking its probably just a matter of timing, but any advice would be awesome.  :)
: Re: C-Ryougi Thoughts Without a Thread
: ehrik December 02, 2010, 08:48:21 PM
You're not inputting either (5bb and 214a) fast enough if it keeps whiffing
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow December 03, 2010, 05:01:30 AM
Super scrubby Ryougi here. (Go to college in Vermont, no one plays this game, beating up on CPU all day. :emo:)

I've basically been trying to get the TK236B combo down, and I don't know if it's just that I need practice, but I either whiff the 5BB after TK236B or whiff the 214A after 5BB. They're either too high after the 5BB or tech before I can hit, I'm not quite sure which.

I'm thinking its probably just a matter of timing, but any advice would be awesome.  :)

With 5bb the timing is a little tight just do it right after you land from the tk and you should catch them.

The timing for 214a not as hard, but you need to get it out before they tech.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow December 21, 2010, 07:51:52 PM
I just remembered to post this up.

In the casuals Dec 3, I was up against Brandino and doing a mixup or something. I land right in front of him and 2c. Somehow I end up crossing him up after he crouchblocks it. :slowpoke: Any clue how this works?

Here's one situation where I know it has worked at least once on Kouma:

Knockdown sj9 backdash j.c (whiff) land 2c (crossup)
: Re: C-Ryougi Thoughts Without a Thread
: CPhame December 21, 2010, 08:07:41 PM
That sounds incredible.  I've had something similar happen to me, but in a different setting.  Is there a link to a video of it anywhere? 
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow December 22, 2010, 04:15:27 AM
I don't think so. My best bet at getting one is to grind CPU Kouma while recording and hope it happens again.

Edit: My theory is that they pressed 7, 8, or 9 and had the jumping hitbox for a frame which is just high enough for 2c to get under.  :mystery:

Edit 2: Either character specific or absurdly tight timing.

2b5bb5c2c tk236b 5bb214a 623b 623a
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow February 12, 2011, 07:47:57 AM
Another random C-Ryougi player. http://www.youtube.com/watch?v=8RJ7t9RqdtM

For some reason they insist on using j.abc in combos, I know it's valid but I don't think there's actually an advantage to it.
: Re: C-Ryougi Thoughts Without a Thread
: dumba989 February 12, 2011, 07:41:20 PM
Another random C-Ryougi player. http://www.youtube.com/watch?v=8RJ7t9RqdtM

For some reason they insist on using j.abc in combos, I know it's valid but I don't think there's actually an advantage to it.

I use it, but just for guaranteed damage.
: Re: C-Ryougi Thoughts Without a Thread
: Rei February 13, 2011, 12:12:58 AM
Another random C-Ryougi player. http://www.youtube.com/watch?v=8RJ7t9RqdtM

For some reason they insist on using j.abc in combos, I know it's valid but I don't think there's actually an advantage to it.

He was trying to style with the reverse beat rekka combos, but those are all character specific height and just plain annoying to do. I give him props for trying to style with the BnBs. Though i don't like a lot of his choices. Like MASHING 2A when he can literally just press 2A once to punish shit like dodge.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow March 13, 2011, 07:49:44 AM
I just remembered to post this up.

In the casuals Dec 3, I was up against Brandino and doing a mixup or something. I land right in front of him and 2c. Somehow I end up crossing him up after he crouchblocks it. :slowpoke: Any clue how this works?

Here's one situation where I know it has worked at least once on Kouma:

Knockdown sj9 backdash j.c (whiff) land 2c (crossup)

I now have footage of this.

It wasn't a setup and it wasn't blocked but it still crosses up.

http://www.youtube.com/watch?v=iRYBAWZWu48
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow May 02, 2011, 08:20:59 PM
I pulled some strange crossup off after ending a combo on the second rekka. I know how it works (it's a grounding hit when they're sprite is almost behind you) but I'm trying to figure out how to do the spacing consistently.

Edit:

Also, this applies to all moons:

If you have your opponent at the wall right before you end a combo and you choose to airthrow, use 4 airthrow for better meaty. The wall blocks the "backdash" after the throw so you don't move as far away.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow July 05, 2011, 12:50:15 PM
And Ryougi's 421b gets even better. As demonstrated by Ieda you can IAD off of a blocked 421b making it completely safe on block and allowing for a continued blockstring (this works in PS2, I just did it several times). But be careful, you 4/6 inputs are reversed.

Also, they changed the animation for Ryougi's airthrow when done outside of combos.

http://www.youtube.com/watch?v=UW1yQw2UQIM
http://www.youtube.com/watch?v=QoDetQVTfQ8
http://www.youtube.com/watch?v=mkYA5Z3EFHM


Ieda's Ryougi is so much fun to watch. I'm wondering where the term Kaimaato Special came from.
: Re: C-Ryougi Thoughts Without a Thread
: Rei July 07, 2011, 06:28:34 PM
I think it was when Kaimaato played C-Ryougi. He did a lot of random activations.

Also I like that one corner setup he did. w/e into 236C push them into corner, jump into it j.B and then IAD j.B double overhead.

Ieda's Ryougi is absolutely hilarious. Though all of those 421s can be dodged and punished....

Anyway, Ryougi BnB I try to go for everytime now.

2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka input if midscreen) 2A 2C 236Ax3 (reverse last rekka input if midscreen) 2A 2C 5C 5BB j.B j.C dj.B j.C j.236B - 5138 on VSion +157 meter

works on: Arc, VSion, Sion, Ries, Akiha, Warc,
1 rep on Ciel

Variant 1:
2A 5BB 2B 5C 2C 6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B - 5227 on Aoko +170.5 meter
works on: Aoko, Tohno, Nanaya, Miyako
(not worth doing 2nd rep on Miyako though, really hard)

Variant 2:
2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 5A 236Ax3 (reverse last rekka if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B
works on: Kouma, Warakia, VAkiha

Variant 3: the hybrid
2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B
works on: Roa
: Re: C-Ryougi Thoughts Without a Thread
: dumba989 July 07, 2011, 08:09:40 PM
I think it was when Kaimaato played C-Ryougi. He did a lot of random activations.

Also I like that one corner setup he did. w/e into 236C push them into corner, jump into it j.B and then IAD j.B double overhead.

Ieda's Ryougi is absolutely hilarious. Though all of those 421s can be dodged and punished....

Anyway, Ryougi BnB I try to go for everytime now.

2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka input if midscreen) 2A 2C 236Ax3 (reverse last rekka input if midscreen) 2A 2C 5C 5BB j.B j.C dj.B j.C j.236B - 5138 on VSion +157 meter

works on: Arc, VSion, Sion, Kouma
1 rep on Ciel

Variant 1:
2A 5BB 2B 5C 2C 6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B - 5227 on Aoko +170.5 meter
works on: Aoko, Tohno, Nanaya, Miyako
(not worth doing 2nd rep on Miyako though, really hard)

Variant 2:
2A 5BB 2B 5c 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 5C 236Ax3 (reverse last rekka if midscreen) 2A 5A 5C j.B j.C dj.B j.C j.236B

edit: still testing, but yeeeeah... 500+ more damage than normal BnB and like 60 meter more...

So would the default variant work on Warc & the first one work on Shiki since Nanaya & him are "shoto clones"?
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow July 07, 2011, 10:23:24 PM
I think it was when Kaimaato played C-Ryougi. He did a lot of random activations.

Also I like that one corner setup he did. w/e into 236C push them into corner, jump into it j.B and then IAD j.B double overhead.

Ieda's Ryougi is absolutely hilarious. Though all of those 421s can be dodged and punished....

Dodge can be used to punish just about anything that isn't tight, 421b included. I don't think I've actually seen anyone do it yet.

-snip-

Finally decided to research those rekka loops? The damage looks impressive and you could probably extend then even further by continuing them into a wallbounce combo. Can't say the damage increase would be worth it but you never know.
: Re: C-Ryougi Thoughts Without a Thread
: Rei July 08, 2011, 06:42:50 AM
I think it was when Kaimaato played C-Ryougi. He did a lot of random activations.

Also I like that one corner setup he did. w/e into 236C push them into corner, jump into it j.B and then IAD j.B double overhead.

Ieda's Ryougi is absolutely hilarious. Though all of those 421s can be dodged and punished....

Dodge can be used to punish just about anything that isn't tight, 421b included. I don't think I've actually seen anyone do it yet.

-snip-

Finally decided to research those rekka loops? The damage looks impressive and you could probably extend then even further by continuing them into a wallbounce combo. Can't say the damage increase would be worth it but you never know.
That's because C-Ryougi has mad gimmicks. If someone knows about her gimmicks and how to beat them, she just becomes any other char with good ranged normals.

Wallbounce combos won't really work. You can't get 5BB 214A to hit, so you won't get too much off of it.
: Re: C-Ryougi Thoughts Without a Thread
: Greg July 08, 2011, 04:14:33 PM
I think it was when Kaimaato played C-Ryougi. He did a lot of random activations.

Also I like that one corner setup he did. w/e into 236C push them into corner, jump into it j.B and then IAD j.B double overhead.

Ieda's Ryougi is absolutely hilarious. Though all of those 421s can be dodged and punished....

Anyway, Ryougi BnB I try to go for everytime now.

2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka input if midscreen) 2A 2C 236Ax3 (reverse last rekka input if midscreen) 2A 2C 5C 5BB j.B j.C dj.B j.C j.236B - 5138 on VSion +157 meter

works on: Arc, VSion, Sion, Kouma
1 rep on Ciel

Variant 1:
2A 5BB 2B 5C 2C 6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B - 5227 on Aoko +170.5 meter
works on: Aoko, Tohno, Nanaya, Miyako
(not worth doing 2nd rep on Miyako though, really hard)

Variant 2:
2A 5BB 2B 5c 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 5C 236Ax3 (reverse last rekka if midscreen) 2A 5A 5C j.B j.C dj.B j.C j.236B

edit: still testing, but yeeeeah... 500+ more damage than normal BnB and like 60 meter more...

Why not go 2A 2B 5BB to start it? Doesn't it prorate better? Might pick up an extra hundred damage or whatnot.
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger July 08, 2011, 07:10:24 PM
The 2A2B link is tighter than 2A5B, I find. Good timing is required, can't mash 2A into 2B.
: Re: C-Ryougi Thoughts Without a Thread
: Greg July 08, 2011, 09:17:06 PM
The 2A2B link is tighter than 2A5B, I find. Good timing is required, can't mash 2A into 2B.

meh.. it doesn't seem any harder to me.. I didn't have any trouble mashing 2A a couple times before it.

I don't really play Crescent though.. only know the BnB.
: Re: C-Ryougi Thoughts Without a Thread
: Rei July 10, 2011, 12:08:33 AM
Why not go 2A 2B 5BB to start it? Doesn't it prorate better? Might pick up an extra hundred damage or whatnot.

If you want max damage do 2A 5C 2B 5BB 2C

does more damage than 2A 2B 5BB even though it's an extra reverse beat

2A 5C 2B 5BB 2C 5A 236Ax3 2A 2C 5C 5BB j.BC dj.BC j.236B - 4508 on Ciel.

2A 2B 5BB 5C 2C 5A 236Ax3 2A 2C 5C 5BB j.BC dj.BC j.236B - 4467 on Ciel.

tbh, I do meaty 2A 5C most of the time I have a meaty
: Re: C-Ryougi Thoughts Without a Thread
: BurstOfAnger July 10, 2011, 12:28:18 AM
Why not go 2A 2B 5BB to start it? Doesn't it prorate better? Might pick up an extra hundred damage or whatnot.

If you want max damage do 2A 5C 2B 5BB 2C

does more damage than 2A 2B 5BB even though it's an extra reverse beat

2A 5C 2B 5BB 2C 5A 236Ax3 2A 2C 5C 5BB j.BC dj.BC j.236B - 4508 on Ciel.

2A 2B 5BB 5C 2C 5A 236Ax3 2A 2C 5C 5BB j.BC dj.BC j.236B - 4467 on Ciel.

tbh, I do meaty 2A 5C most of the time I have a meaty


Range-wise, which combination is possible from the furthest distance?
: Re: C-Ryougi Thoughts Without a Thread
: Rei July 10, 2011, 12:36:00 AM
depends on the range. you don't want to do both parts of 5BB since that pushes you out quite a bit. 5C falls short a lot too so doing that early will save you the trouble of maybe whiffing it later. You really just gotta mess with it to see which is best for what range and get a feeling for it. If I think 5C will whiff, I just go straight into 2C from 2B/5BB

Also finished testing on Aoko, Tohno, Nanaya, Kouma, Miyako, Ciel, Sion, Ries, VSion, Wara, Roa, Akiha, Arc, Red arc, and VAkiha.

just 9 more real characters to check.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow July 18, 2011, 07:07:26 AM
http://www.nicovideo.jp/watch/sm14940516

I think this is still Masao, but he pulled some interesting staggers with 63214c.
: Re: C-Ryougi Thoughts Without a Thread
: Rei July 21, 2011, 05:33:00 PM
It's Masao yeah (under Tai Masao)

Custom Combo time has been increased... You can do 8x 6x 8x 6x 8x 6x 8x 4x now.

2C 63214C 8x 6x 8x 6x 8x 6x 8x 4x 5BB. 2499 against FAkiha, got bursted after this. 1/2 of it was reduced but yeah... dunno about that CC damage now though. 2190 with full reduce on F-Akiha in console port with 868684
: Re: C-Ryougi Thoughts Without a Thread
: dumba989 September 04, 2011, 12:47:31 PM
I think it was when Kaimaato played C-Ryougi. He did a lot of random activations.

Also I like that one corner setup he did. w/e into 236C push them into corner, jump into it j.B and then IAD j.B double overhead.

Ieda's Ryougi is absolutely hilarious. Though all of those 421s can be dodged and punished....

Anyway, Ryougi BnB I try to go for everytime now.

2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka input if midscreen) 2A 2C 236Ax3 (reverse last rekka input if midscreen) 2A 2C 5C 5BB j.B j.C dj.B j.C j.236B - 5138 on VSion +157 meter

works on: Arc, VSion, Sion, Ries, Akiha, Warc,
1 rep on Ciel

Variant 1:
2A 5BB 2B 5C 2C 6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B - 5227 on Aoko +170.5 meter
works on: Aoko, Tohno, Nanaya, Miyako
(not worth doing 2nd rep on Miyako though, really hard)

Variant 2:
2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 5A 236Ax3 (reverse last rekka if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B
works on: Kouma, Warakia, VAkiha

Variant 3: the hybrid
2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B
works on: Roa

Was practicing this today & before the first rekkas, do you have to delay the 5A Reverse Beat because if I don't they usually drop. Also since you went to Summer Jam, were you able to test this out & see if this works in CC still?
: Re: C-Ryougi Thoughts Without a Thread
: Rei September 07, 2011, 02:52:12 PM
I think it was when Kaimaato played C-Ryougi. He did a lot of random activations.

Also I like that one corner setup he did. w/e into 236C push them into corner, jump into it j.B and then IAD j.B double overhead.

Ieda's Ryougi is absolutely hilarious. Though all of those 421s can be dodged and punished....

Anyway, Ryougi BnB I try to go for everytime now.

2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka input if midscreen) 2A 2C 236Ax3 (reverse last rekka input if midscreen) 2A 2C 5C 5BB j.B j.C dj.B j.C j.236B - 5138 on VSion +157 meter

works on: Arc, VSion, Sion, Ries, Akiha, Warc,
1 rep on Ciel

Variant 1:
2A 5BB 2B 5C 2C 6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B - 5227 on Aoko +170.5 meter
works on: Aoko, Tohno, Nanaya, Miyako
(not worth doing 2nd rep on Miyako though, really hard)

Variant 2:
2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 5A 236Ax3 (reverse last rekka if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B
works on: Kouma, Warakia, VAkiha

Variant 3: the hybrid
2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B
works on: Roa

Was practicing this today & before the first rekkas, do you have to delay the 5A Reverse Beat because if I don't they usually drop. Also since you went to Summer Jam, were you able to test this out & see if this works in CC still?

still works in CC, even the 2 loop variant. Was extremely hard since the setup was laggy.
: Re: C-Ryougi Thoughts Without a Thread
: dumba989 September 07, 2011, 03:54:03 PM
I think it was when Kaimaato played C-Ryougi. He did a lot of random activations.

Also I like that one corner setup he did. w/e into 236C push them into corner, jump into it j.B and then IAD j.B double overhead.

Ieda's Ryougi is absolutely hilarious. Though all of those 421s can be dodged and punished....

Anyway, Ryougi BnB I try to go for everytime now.

2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka input if midscreen) 2A 2C 236Ax3 (reverse last rekka input if midscreen) 2A 2C 5C 5BB j.B j.C dj.B j.C j.236B - 5138 on VSion +157 meter

works on: Arc, VSion, Sion, Ries, Akiha, Warc,
1 rep on Ciel

Variant 1:
2A 5BB 2B 5C 2C 6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka input if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B - 5227 on Aoko +170.5 meter
works on: Aoko, Tohno, Nanaya, Miyako
(not worth doing 2nd rep on Miyako though, really hard)

Variant 2:
2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 5A 236Ax3 (reverse last rekka if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B
works on: Kouma, Warakia, VAkiha

Variant 3: the hybrid
2A 5BB 2B 5C 2C 5A 236Ax3 (reverse last rekka if midscreen) 2A 2C (halfcharge)6C 236Ax3 (reverse last rekka if midscreen) 2A 2C (half charge)5C 5BB j.B j.C dj.B j.C j.236B
works on: Roa

Was practicing this today & before the first rekkas, do you have to delay the 5A Reverse Beat because if I don't they usually drop. Also since you went to Summer Jam, were you able to test this out & see if this works in CC still?

still works in CC, even the 2 loop variant. Was extremely hard since the setup was laggy.

Ok thanks.
: Re: C-Ryougi Thoughts Without a Thread
: LivingShadow October 01, 2011, 11:17:46 AM
I got a bit bored and ended up researching Ryougi's LA. Here's some interesting things I found.

Wara's AD and AAD will not trigger it properly.
Aoko's AD and AAD cause it to whiff if you shield the first beam, it goes off correctly if you shield the second beam.
Ries AD will not trigger it properly. Will trigger on AAD only if you shield it late in the animation.
V.Akiha's AD glitches a bit, but the LA goes off.
LA whiffs against WLen's AAD.