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
) 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. 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.