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Atlas Academy > Shiki Ryougi

F-Ryougi Thoughts Without a Thread

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Dipstick:
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 Full-style Shiki Ryougi that one may have, but do not warrant an actual thread. For random discussion about Crescent and Half moon versions of her, please see the appropriate threads. (Crescent-Moon Ryougi thread and Half-Moon Ryougi thread) If you have a more in-depth question, please start a new thread.

S-Blade:
I might as well post some semi-unorganized thoughts here. I really don't wanna write another guide, that kouma one for mbac was a lot of work -_-

F-Ryougi:
-has good abare, because she can cover a lot of area with her normals, and every single one is jump cancellable, as well as 22a, 22c, and 214c being great combo tools. 236b is also quite good when you're close enough for the launcher to connect afterwards.
-has some fuckin RANGE. abuse it like hell.
-has kind of a shitty dash for closer ranges. be careful with it, if you aren't far enough away from them and you dash, you'll be in their face during an uncancellable portion just asking to be eaten up
-has a really long range unblockable. when against crouching people not named white len, nero, or wara, the range gets reduced to about 1/3 screen which is still good for an unblockable of it's speed.
-needs to be smart on pressure. none of her normals are jump cancellable on block, so your main concern is finding a way to make your current blockstring safe. thankfully her range can almost do this on it's own, but with her crappy dash, you're gonna want to get back in and start pressure again as soon as possible. one way to do this is smart rekkaing combined with staggering (the rekkas themselves more than her normals). another way is slide -> 22a/b.
-does not have much for oki/mixup. 4c is a good overhead although you do need to be close and the priority is really meh, and you also need your knife to combo afterwards. someone who knows what's up won't get hit by rekka overhead since there are no low hits on the second hit to mix it up with. one solid way is a deep j.C, then mixup between land 2a -> combo and j.236b -> land 5ab aircombo. if j.236b is blocked, amazingly enough it's actually pretty safe when done that deep. either mixup option should land you 4-5k which is pretty good. deep j.C can either be done meaty off of air/throw or something, or maybe you can get your opponent to respect you enough that you can get in a free IAD. don't count on that too much though, because ryougi's air-to-ground isn't so hot.
-needs to worry about her knife because it's good. i don't know of any combos that involve safe situations where you can pick up the knife, but facing the corner, throwing the knife usually ends up it landing around half a screen away from the corner. the best way to deal with this problem is to use your knife wisely in the first place.
-shouldn't forget about her parries, and with those should never ex-shield unless going for a last arc. and please memorize which one does what.
-should work on keeping her opponent in the corner, where she rapes.
-should be careful about crouchers when poking with 5c and especially 5b.

S-Blade:
eww double post. more/corrected thoughts after play at NWM:

-poke people respecting your offense with 2b. otherwise use 5b when they're jumpy to get them to sit in place.
-that fuzzy doesn't work because you can block that j.236b low. as a result, fryougi doesn't have any character specific mixups (might have neutral jump crossup shenanigans and shit still). in other words no mixup. but this is okay because....
-her pressure is actually way good. she does a shitload of guard bar damage from a nicely safe distance so unlike traditional pressure games the opponent is literally forced to act at some point. this is kind of? where a mixup takes place, what they'll do to escape that guard crush and 50%.
-a lot of her game revolves around the throwing knife. but this is okay because it's actually much easier to get than you'd think despite being unsafe, ESPECIALLY if you are comboing random CHs and j.Bs into j.236b. also if you wanna be a fuckin slick shooter you can cancel into pick-up-my-knife mid blockstring. they may or may not try to take back momentum but if they don't then fuck, give them more blockstring and use the knife for more insane pressure and more blockstring. guard bar damage up the ass.
-ex guarding is a great solution to her then right? stagger your hits on block. there is little necessity for her blockstrings to be airtight (although they most certainly can be which is awesome) because they have so much range that the opponent can't really do much about them in the first place.
-a defender's defensive options when the pressure of the guard bar comes are as follows:
--out prioritize you, probably with an invincible EX or something ~~ going to need a raw bait and punish
--jump ~~ 5b (and 5c at times) catch jumpers nicely, as well as j.B if needed
--shield bunker ~~ depends on bunker but throwing your knife is a great solution if you smell one or want to react to one
--shield ~~ this could very well punish itself. against half moon, depends on their auto-counter. against others, they are gonna have to use their longest range moves to do anything, and regular shield limits them to special moves. ex shielding properly staggered pokes in a blockstring is hard. and if anyone misses said shield and you miss said punish, go for blockstring and guard break their ass.
--dodge ~~ who the fuck cares. chances are they aren't going to be at an advantage with the range you're at. continue as you were. okay, rolls might be an issue. working out that kink still.
-probably more but i'm about to fall asleep

c-nero 5[c]:
i've also been playing f-ryougi all weekend, only against a couple of other EU players so i''m probably at a lower level but i'll throw in some thoughts.

~crappy ground dash doesn't really mean anything. i find myself moving around by IAD exclusively. sometimes from fullscreen, ground dash into 2C 3C can be useful, but the majority of the time you just want to spam IAD j.B to make yourself a gigantic fast-moving offensive hitbox.

~like s-blade said, no mixups, but her guard dmg is disgusting. 2C 3C 236B 236(B) 236A will take off 1/3rd of crescent guard bar. if they're getting mash-happy when you charge, change to half-charge. if they have a good move for interrupting rekkas, either make them airtight or introduce very small gaps, depending on what kind of reversal we're talking about. another option is to do 236A 214A rekka, with no delay, to beat all low pokes and almost all slow pokes

~unlike s-blade i never use the throwing knife, mostly because i keep forgetting i have it. eu scrub melty represent

~ryougi was literally made for american reset. you can end combo in airthrow or j.236, or you can simply end it in fucking j.C, land, neutral superjump and keep hounding them in the air. i'm fairly sure noone in the cast can deal with ryougi j.C when she's below them, and i very doubt anyone has a good way of dealing with her j.B in horizontal terms

~236C is atrociously fast, and can punish a lot of f-moon string enders that leave people at very slight frame advantage. you can also use it as a reversal, but it has no i-frames, so make sure you know what you're doing. experiment with it, because it punishes so much. block a satsuki 22b? help yourself to free damage! some fag jumping in on you? free damage! sick of nero and his doing EX crows and then sealing your movement with some gay move? free damage! this move is ridiculously good and you can afford to spam it just for the purpose of experimenting, since it's almost totally safe on block. the only thing they can do is bunker the last hit. they absolutely cannot punish you with any kind of regular combo. no bunker cancels in this game. so whenever you see something that looks like slight disadvantage on block, throw out 236C and just find out for yourself. the worst that could happen is you'll eat a bunker

~TKing is a lot easier in this game, and you might find j.236 works well for beating shit out. if you got some fag spamming low pokes and your 214 goes over him, try giving him a taste of TK j.236

~back to combo enders, i personally never end my combo in airthrow, partly because its a sucky airthrow, and partly because ryougi really cant do much from it even if it didn't suck.  since i play ryougi by constantly running the fuck away and trolling people with j.B, j.C, and 236C, i end all my aircombos in j.236B, and then charge meter until they get near me

~speaking of meter, ryougi has a lot of choices on how to use her meter. j.236C is not worth it after a full combo, but if you landed a random abare j.B j.C j.B j.C and do 236C, you can get an extra 1k or so, and you will land j.B in air-to-air a LOT. 236C is good for practically anything except combos. 214c is probably good idk i dont use it. same for 22c. but, if you're playing F, you need to choose between using these awesome EXs, or using her fucking awesome BHAD, because her arc drives are fucking amazing. here imma put them in a seperate section

~ARC DRIVE: okay, here is the best way to think of her arc drive: it's a command throw with fucking gigantic range and more startup. once the flash hits and the lines appear, they can't do anything. it's 0f after flash, or maybe i should say they get hit during EX flash? either way, if they're in a throwable state when the arc drive flash happens, and they're in range, that is guaranteed damage. absolutely guaranteed. the BHAD is a LOT faster. I told you to think of it as a throw, so do some throw setups. C and H can do some whiff cancel shit to tick into it, but F has to be more creative. Here's an example, if you've been doing a lot of 2C 3C into rekkas, try doing 2C 3C, let it recover, then BHAD. or do 2 rekkas, stop, then BHAD. pretty much any setup that you would use to setup a throw, will also work for setting up this. the regular AD's longer startup makes it much harder to use, but you can do some fucking amazingly gay shit like 5A tick into AD. If you do this then your opponent will probably pick up his stick and lodge it into your skull so watch out!

~ properly spaced, j.B will beat warui ne clean in air-to-air. this is important since f-nanaya seems to be the most popular char for scrubs atm. if you have very good react speed, 5B can beat warui ne from the ground, but you need to do that shit EARLY, son. other options include 236C, but it needs careful timing. the aa parry might beat it, who knows

~havent messed around with the parries at all. i guess they're okay but they'll take a lot of skill and experience to use properly. considering f ryougi has no "real" reversal, and can't rely on heat activation, being good with the parries will probably become a requirement to play a good f ryougi.



also i'll be uploading MATCH VIDEOS later so watch this space, my f-ryougi is really bad but at least you'll get an idea of some of the concepts behind her basic play

Irysa:
fuck f ryougi aerials

it's like playing against nero and warc rolled into one and they don't have a hitbox on the fucking attacks.


--- Quote ---~ properly spaced, j.B will beat warui ne clean in air-to-air. this is important since f-nanaya seems to be the most popular char for scrubs atm. if you have very good react speed, 5B can beat warui ne from the ground, but you need to do that shit EARLY, son. other options include 236C, but it needs careful timing. the aa parry might beat it, who knows

--- End quote ---
anything beats warui ne air to air if properly spaced tbh. It's just awkward to space it properly since the move can angle itself so weirdly. If you're below it it's nearly impossible to beat it out but anything horizontal will probably trade at worst.

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