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Atlas Academy => Melty Blood: Actress Again => Shiki Ryougi => Topic started by: Nandeyanen on November 12, 2009, 12:33:28 AM

When's Melty on Steam?
ahaha that's no--wait, what?
Title: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Nandeyanen on November 12, 2009, 12:33:28 AM
Started the thread because the H-Ryougi thread was getting cluttered. Will post if updated.

General Game Play

Strengths
Normals with far reach
Multiple whiffs/ways to reset/end blockstrings
Great air to air normals
Normals deal high guard damage
Decent arc drive
Knife catch tricks/gimmicks
Able to combo off of far counter hits

Weaknesses
Normals are slow to start up
Mediocre air to ground moves
Not much in terms of grounded anti-air moves
No reversals that can be used on wake up
Slow dash/air dash
Very low health


In my opinion, the best way to utilize H-Ryougi is to use her semi-slow, far reaching normals and her 22a knife throw to out zone/punish your opponent and fish for counter hits. Once you get a CH you should be able to combo for moderate damage, and end with an air throw, or some other untechable move (623a/c) for knockdown. Save your meter for auto heat (for her arc drive and health regen), shield bunkers, and for some match ups j.236c.

From a knockdown, or if you manage to get them in block stun while zoning, you can go into a block string and start utilizing Ryougi's normals for their high guard damage (a basic blockstring will probably net around 40% guard damage), and reset your pressure with 3c (short range, safe on block. Seems like it's probably neutral or have slight +frames), 22a/c knife throw (+frames), 2a whiff cancel, 421c whiff cancel, or 22a/b/c knife pickup whiff cancel.

Ryougi's blockstrings cover quite a bit of distance, and from midscreen, you can probably get them in the corner. Once they're in the corner, you can really pressure them and better utilize her knife gimmicks.

If your opponent doesn't respect you, you can stagger your moves a little, or use fake whiff cancels to bait and punish poke outs. You can stuff jump outs with 5a/5b/5c, punish H-moon shield parries (on reaction) with 421a/b/c, and avoid H-moon auto spark by jump canceling your normal to tk j.236c or j. shield.


Basic H-Ryougi Combos

Standard BnB

Basic BnB: 2a 2b 5b 5c 3c 2c 22a j.bc ad j.c dj.bc air throw - 4530 dmg

Midscreen/corner BnB: 2a 2b 5b 5c 3c 623b [2c 3c 623b]x2 2c (you can add a 3c here for meter, but it'll lower the damage by like 30) 5bb j.bc dj.bc air throw

Midscreen/corner loop (char specific): 2a 2b 5b 5c 3c 623b 2c 3c [2a 2c 3c]x4 5b 5c j.bc dj.bc air throw - 5831 dmg (not sure how many reps you can do, might update this later)


Corner Bnb
2a 2b 5b 5c 3c 2c 2369b 5bb 214a j.bc dj.bc air throw - 5040 dmg


Knifeless BnBs

Basic Midscreen: 2a 2b 5b 5c 2c 6aaa j.bc dj.bc air throw

Midscreen to corner/corner: 2a 2b 5b 5c 2c 6aaa 214a j.bc dj.bc air throw - 4184 dmg (for midscreen, you just need to sj.c instead of j.bc)


Combos Off of a Parry

midscreen to corner: parry 3c 2c 6aaa 214a sj.c dj.c air throw - 2313 dmg

anywhere: parry 3c 2c 5b 5c j.bc dj.bc air throw - 2300 dmg

loop: parry 3c [2a 2c 3c]x7 5b 5c j.bc dj.bc air throw - 4013 dmg


Combos tested on V. Sion


Character Specific Notes

Notes on Ciel
can’t loop easily (difficult to get over 18 hits)
can be looped, but needs to be close to the ground during the loop
can't easily be looped off of 4c 22a
can't easily be looped off of 2a 2b 5b 5c 3c 623b 2c 3c
off of 4c 22a go into [2c 3c 623b]x2 2c 3c 236a 236a 236a or 5c 5bb j.bc dj.bc air throw

Notes on V.Sion
corner: 2a 2b 5b 5c 2c tkj.236b 5bb 214a 2c 5c 22a 2c 3c [2a 2c 3c]x3 236a 236a 236a 5.9k (if you have more than 5 hits before the tkj.236b, omit one rep of 2a 2c 3c)
can go into the 2a 2c 3c loop directly after a 4c 22a
can go into a loop off of 3c 623b (23 hits before you need to end the reps)
can go into a loop off of 22a 2c 3c
can go into sweep loop off of 2a 2b 5bb 5c 2c 5a 236a 236a 236a 2a 2c 3c
very easy to loop

Notes on Ries
easily looped midscreen off of 2a 2b 5bb 5c 2c 22a 2c hitting the 2nd 2c is tricky though
can go into loop off of 2a 2b 5b 5a6aa on standing ries
can be looped like 3-5 times after 2a 2b 5b 5c 3c 623b 2c 3c
generally not worth looping; Easy to loop midscreen, hard to loop in corner (weird falling aerial hit box?), and midscreen, you can generally only
get 3-4 reps off before she ends up in the corner
the 2nd 2c from 2a 2b 5bb 5c 2c 22a 2c will often cross up and it's easier to omit it
her falling hitbox is odd: the timing for 3c in combos is a lot different than with other characters
off of 4c (corner): 2c 3c 623b 2c 3c 623b 2c 3c 236a 236a 236a or 5c 5bb aerial

Notes on Akiha
can go into sweep loop off of most things into 22a (there needs to be at least 1 hit before the 22a for her to be easy to loop)
can go directly into sweep loop off of 4c 22a
can do 2a 2b 5bb 5c 2c 5a 236a 236a 236a 2a 2c 3c -> sweep loop
can go into sweep loop off of 2a 2b 5a6aa on standing akiha
might be able to go into sweep loop off of a 2a 2b 5b 5c 3c 623b 2c 3c if close enough to the wall
4c 2c 3c [2a 2c 3c]x8 236a236a236a or 6aaa 214a j.b6bc j.bc air throw (corner only)
2a 2b 5b 5c 3c 623b 2c 3c [2a 2c 3c]x5 236a236a236a or 6aaa 214a j.b6bc dj.bc air throw 5.3k (mid screen)
2a 2b 5bb 5c 2c 22a 2c 3c [2a 2c 3c]x7 236a236a236a or 6aaa 214a j.b6bc dj.bc air throw (anywhere)
wall combo: 2a 2b 5b 5c 2c tkj.236b 5bb 214a 2c 5c 22a 2c 3c (2a 2c 3c)x3 236a 236a 236a 5470 damage (you can fit in 3 reps as long as there are less than 6 hits before the tkj.236b)
easily looped: can easily go into loop midscreen and in corner

Notes on Len
2a 2c 3c loop can be done normally, it is a little more strict
much easier to end the loop with a rekka string and knife pick up
cannot go into loop from 623b
in the advanced corner combo, it’s hard to fit in more than one 2a 2c 3c
the corner rekka’s cross up overhead doesn’t hit
can easily go into loop midscreen and in corner
can’t go into loop off of 4c 22a
can launch but not loop with 2a 2b 5a6aa
Alternative Combos off of 4c: 4c 22a 2c 3c tkj.236b 5bb 214a 2c 22a pick up -> oki 3.8k
4c 22a 2c 3c 623b 2c 3c 623b 2c 3c 5c 5bb j.bc dj.bc air throw ~4.5k
5c 22a 2c 3c 623b 2c 3c 623b 2c 3c 236a 236a 236a 22a oki 4.1k

Notes on Sion
not too difficult to loop, have to make sure that she’s very low to the ground after the 2c/2c 3c
2a 2c 3c loop can be done normally, timing is not very strict
difficult to go into loop from 623b midscreen (possible?)
can easily go into loop midscreen off of 22a
can go into sweep loop off of 2a 2b 5bb 5c 2c 5a (small delay) 236a 236a 236a 2a 2c 3c
kind of hard to add more than 1 or 2 extra 2a 2c 3c to the corner combo, the timing is a moderately strict
4c 22a -> loop is a tight link and you can only get like 4 reps of [2a 2c 3c]
Alternative combos: 4c 22a 2c 3c 2a 2c 3c 623b 2c 3c [2a 2c 3c]x4 (maybe x5?) (22/25 hits) 236a 236a 236a 22a pick up 4.1k with 3 reps
4c [2c 3c 623b]x2 2c 3c 5c 5bb j.bc dj.bc air throw 3.8k
4c 2c 3c tkj.236b 5bb 214a 2c 22a pick up 3.2k
difficult to end the loop with 6aaa 214 j.b6bc j.bc air throw (Sion is pretty low). Probably better to end with rekkas and knife pick up unless you really need the meter. 5.5k on 5.6k

Notes on Arc
can go into sweep loop off of 2a 2b 5bb 5c 2c 5a 236a 236a 236a 2a 2c 3c -> loop
can pretty easily go into loop midscreen, needs at least 4 hits before 22a 2c 3c -> loop
can sort of loop off of 2a 2b 5b 5c 3c 623b, difficult, with some cross ups
off of 4c 22a, go into 2c 3c 623b -> loop
can go into sweep loop off of 2a 2b 5bb 5c 2c 5a 236a 236a 236a 2a 2c 3c

Notes on Tohno Shiki
easily looped in corner
has a really irritating falling aerial hit box
corner combo is difficult against him because of random cross ups: 5bb 214a will occasionally cross up when close to corner, so you may have to input 214a as 236a
hard to combo to loop midscreen, lots of random crossups
2c can cross up pretty easily off of a 22a launch

Notes on Ryougi Shiki
cannot be looped at all

Notes on Nekos
easily looped
236a 236a 236a rekka can be used to launch after 2c 5c or 2c 5a
to combo into 22a, you need to do 2c 5c or 2c 5a or 3c 2c
Neko specific combos: 2a 2b 5bb 5c 2c 5a cancel to 236a 236a 236a 2a 5a 236a 236a 236a 2a 5a 236a 236a 236a
5bb 2b 2c 5c 236a 236a 236a 2a 2c 3c -> sweep loop or something
2a 2b 5bb 2c 5c 236a 236a 236a 2a 2c 3c -> sweep loop

Notes on Warakia
you can do 2a 2b 5bb 5c 2c 5a 236a 236a/b (if you do b immediately after the 5a, it should connect, otherwise delay the 236a) 236a 2a 2c 3c -> loop
you can do 2a 2b 5b 5a6aa 2c 3c -> loop
looped pretty easily, but can cross up pretty easily midscreen
 
Notes on. Mech-Hisui
cannot be looped
can be launched off of 2a 2b 5b 5a6aa

Notes on. Miyako
can’t seem to be looped (easily). You may have to have her be very close to the ground.
can be launched off of 2a 2b 5b 5a6aa

Notes on Roa
when looping roa, you need to keep him close to the ground
can be easily looped off of 2aa 2b 5bb 5c 2c 22a
can do 2a 2b 5b 5c 3c 623b 2c 3c 22a 2c 3c -> loop
can loop him in the corner easily off of
in the corner, can be looped off of 2a 2b 5bb 5c 2c

Notes on. Red Arc
loop timing is similar to arc's
cannot loop off of 4c 22a
can launch, but not loop off of 2a 2b 5b 5a6aa

notes on. Kouma
can sorta be looped off of 2a 2b 5bb 5c 2c 22a midscreen, but it's probably not worth it most of the time

Notes on Aoko
midscreen 2c off of 22a will nearly always cross up. Omit it from most combos
can be looped midscreen off of 2a 2b 5bb 5c 22a 2c 3c
can be looped in the corner of of 2a 2b 5bb 5c 2c 22a 2c 3c
can launch, but not loop with 2a 2b 5b 5a6aa

Notes on Nanaya
pretty easy to loop midscreen
can launch, but not loop off of 2a 2b 5b 5a6aa
cannot go into loop off of any 623b launch
cannot go into loop off of 4c 22a

Notes on W.Len
sweep loop can be done, but the timing is a little strict. Easier midscreen than in corner. Generally not worth it.
midscreen/corner: can do 2a 2b 5b 5c 3c 623b [2c 3c 623b]x3 2c 3c 5c 5bb j.bc dj.bc j.236b

Notes on Satsuki
cannot loop easily
can launch standing satsuki with 2a 2b 5b 5a6aa
can do 2a 2b 5b 5c 3c 623b [2c 3c 623b]x3 2c 3c 5c 5bb j.bc dj.bc j.236b

Notes on Kohaku
timing is mildly strict for a sweep loop
midscreen, the easiest way to go into the loop is 2a 2b 5b 5c 3c 2c 3c [2a 2c 3c]3-5x 236a 236a 236a (can probably hit more reps, but generally not worth it)
can do a partial loop in corner: 2a 2b 5bb 5c 2c 22a 2c 3c [2a 2c 3c]x3 236a 236a 236a
corner combo crosses up on occasion
the 2c in 2a 2b 5bb 5c 2c 22a 2c will cross up midscreen, nearly all the time if you start with a close 2a, so omit it

Notes on Nero
j.6b and sometimes j.c and j.a can CH his j.c if timed and positioned well
j.b and j.c can CH his 4c
cannot loop
knife can punish some whiffed moves
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Nandeyanen on December 29, 2009, 09:07:07 PM
Updated with more info.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Shiki on January 03, 2010, 02:01:53 PM
Well I was playing with Ryougi for a bit and found this out. Don't think it really has any use but yeah.

http://www.youtube.com/watch?v=4FZ88DSipOM
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Nandeyanen on June 21, 2010, 05:08:59 AM
Updated w/some character specific information that I tested a while ago. Should be more or less accurate. Too lazy to retest. If you find something that seems incorrect, let me know. Might also  update/redo combo section (eventually).
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: CPhame on June 21, 2010, 01:46:25 PM
Just a few changes:


I'll also add some of my own notes in here.  

Projectile moves that can be dashed under:
Only ground based, horizontal projectiles were tested.  Feel free to add any more findings here too.


Other random note:

C Nanaya's 236A_B can be hit.  You can j236B the blades and still hit the main body.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on July 07, 2010, 06:33:50 AM
To be honest, ending sweep loop with 236A 236A 236A (input last as 214A midscreen) for the best knockdown. You want to keep the sweep loop around 25 hits so they don't gain too much meter and you still end up doing around 5.5k-6k damage which is plenty. But yeah, A Rekkas give the best knockdown to where you can set something up (Though usually meaty spaced 5B is good enough just because it beats several DPs due to clash frames (like Nanaya's godlike DP)

I'll have to experiment later, but there are hit requirements before you can sweep loop certain characters. Some of them need a full j.B/j.C 2A 5BB 2B 5C 2C 22A 2C 3C Before starting the loop or else 2A 2C won't connect. Also initial timing of the first 2C 3C is very important. Try to delay 3C as much as possible so you hit them with the 2C after the 2A instead of the enemy landing on your 2C during the active frames. This ensures that it connects.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Tonberry on July 07, 2010, 03:29:50 PM
Projectile moves that can be dashed under:
Only ground based, horizontal projectiles were tested.  Feel free to add any more findings here too.

  • C Hisui 236A (only certain projectiles, aka vase)

I'm guessing this is a typo and you meant 214a since 236a is ladles and the same would apply to FHisui as well. 
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: CPhame on July 08, 2010, 10:32:15 AM
Whoops, fixed it.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MrQuotes on July 18, 2010, 05:06:51 PM
ok I for the life of me cannot get the sweep loop to work on Tohno Shiki from anywhere, he just flies at in between 2a 2c. someone have a trick or method to help me with?
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on July 18, 2010, 05:11:49 PM
ok I for the life of me cannot get the sweep loop to work on Tohno Shiki from anywhere, he just flies at in between 2a 2c. someone have a trick or method to help me with?

delay the first 3C. Should keep them lower to the ground and it should make 2A 2C connect.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MrQuotes on July 19, 2010, 02:46:00 PM
got it just now thanks. actually the reason i wasnt getting it before was i cause i didnt know that comboing a grounded opponent still adds to gravity. not something i'm use to.  :psyduck:
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MissedFRC on August 21, 2010, 01:33:08 PM
To be honest, ending sweep loop with 236A 236A 236A (input last as 214A midscreen) for the best knockdown.

I actually think forgoing whatever extra meter you get and ending the sweep loop with 3C is best knockdown. The knockdown is lengthier than rekkas and you can't groundbounce, giving you time to better space yourself or set up knife-catch mixup more easily.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Komidol on November 11, 2010, 02:04:27 PM
H-Ryougi Scrub Strategy

BNB: 2AAA Slash Slash Slash 2Slash 6AAA Slash j.HITBOXES_EVERYWHERE Slash Slash EX Slash (100%)
(You can also end with an untechable airthrow)

Midscreen Strategy: Throw knife to get into slash range.  (Half Screen should be fine.)  

Corner: Slash...etc...
------------> Guard Broken?
       ------------>Yes: Fuck yeah, 8k
       ------------>No: Do some rekka, grab, or overhead mixup.  
              ------------>Did it work?
                     ------------>Yes: Fuck yeah, 6k.  
                     ------------>No:  Do some crazy shlowpoke bullshit.  Win round.  

Neutral: Slash somewhere.  If they are a MBAC-sized screen away from you, it will hit them.  

When in doubt, rely on your half a dozen clash frames to do the work for you.  
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on November 11, 2010, 09:48:55 PM
F-Kohaku Pro Strategy

d. 5C -> win.

Also learn to respect shit Komidol. If you're good, you can punish some of the stuff Ryougi does. Especially on whiff. That and your 5C is faster than any non-A move H-Ryougi has.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: THCxWADE on November 14, 2010, 12:27:42 AM
im having trouble getting this combo to not whiff the J.b

Corner

2A 5BB 2B 5C 2C 6AAA > 214A > j.B j.C > dj.B j.C > airthrow

for some odd reason i could do this combo yesterday, but today the J.b whiffs like a whore
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: s4itox on November 14, 2010, 06:45:59 AM
try doing 2a 5bb 2b 5c 2c 6aaa 214a 5bb jbc jbc airthrow/236b/236c instead. Linking 214A to 5BB might be more annoying, but you get extra damage + extra meter.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: LivingShadow on November 14, 2010, 07:57:10 AM
If that works like C-Ryougi you could try:

2a 5bb 2b 5c 2c 6aaa 214a 2c 5c jbc jbc airthrow/236b/236c
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: s4itox on November 14, 2010, 08:30:43 AM
Don't forget to add a slight delay in between the 6AAA and 214A. Otherwise your 214A will push the enemy up too high and will tech before you can hit with 2C.

PS: Are double knife combos (i.e throw knife, catch it, throw it again in the same combo) viable? I found one that I can do, although since I usually set meter to unlimited in practice mode I am not aware of its meter gain. I know, however, that it hits less than other combos for more effort (seemingly a recurring trend in shit I invent) but still.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: LivingShadow on November 14, 2010, 09:03:02 AM
I know double knife catch combos are possible, but I don't know how effective they are.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: THCxWADE on November 14, 2010, 04:05:32 PM
DOH  :-X !! i realized what the problem i was using 214B not 214A!!!
but i couldn't EVER get 214a - to 2c to work. i dont think that's even possible for H-Ryougi.

but i did get the 5BB to work after 214a. it isn't too tedious. now on to the next advanced corner staple!


2A 5BB 2B 5C 2C TK236B > 5BB 214A > 22A j.C AD(catch) j.C > dj.A j.B j.C > 236B !!! (im actually suprised that the part leading to the 22A isn't that hard)

P.S. sometimes the 5BB whiffs. any consistency tips?
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on November 14, 2010, 04:22:32 PM
I know double knife catch combos are possible, but I don't know how effective they are.

Not too effective, but look really cool.

corner 2A 2B 5BB 5C 2C 22A 2C 2369B (catches before the hit) 5BB 214A 22A j.C airdash (catch) j.C dj.BC j.236B

Standard corner combos are better anyway, like 2A 2B 5BB 5C 2C 2369B 5BB 214A 2C delay5C 22A 2C 3C 623B 236A 236A 236A (pickup knife) and still have corner oki.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: s4itox on November 14, 2010, 11:41:11 PM
@WADE: the thing with 214A is you need to delay it after 6AAA. It's something like half a sec delay, but your 214A needs to hit the enemy lower so that the enemy doesn't have enough time in the air to tech before your 2C connects. I'll upload a vid later.


on another note:
http://www.youtube.com/watch?v=qAYpy2RNkbA
captioned for my friend haha
The thought of double catch never even crossed my mind. You must be some sort of genius.
Is there any significant difference in between using 2c tk236B and 3c tk236B?
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on November 15, 2010, 06:15:22 AM
@WADE: the thing with 214A is you need to delay it after 6AAA. It's something like half a sec delay, but your 214A needs to hit the enemy lower so that the enemy doesn't have enough time in the air to tech before your 2C connects. I'll upload a vid later.


on another note:
http://www.youtube.com/watch?v=qAYpy2RNkbA
captioned for my friend haha
The thought of double catch never even crossed my mind. You must be some sort of genius.
Is there any significant difference in between using 2c tk236B and 3c tk236B?


Double catch combos have been known since about a month after the game came out. It was in some combo vid, gotta find it again.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: CPhame on November 15, 2010, 01:55:32 PM
Triple catch combos, let's goooo
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Nandeyanen on November 15, 2010, 02:13:16 PM
@WADE: the thing with 214A is you need to delay it after 6AAA. It's something like half a sec delay, but your 214A needs to hit the enemy lower so that the enemy doesn't have enough time in the air to tech before your 2C connects. I'll upload a vid later.


on another note:
http://www.youtube.com/watch?v=qAYpy2RNkbA
captioned for my friend haha
The thought of double catch never even crossed my mind. You must be some sort of genius.
Is there any significant difference in between using 2c tk236B and 3c tk236B?


@wade I always feel like I delay for quite a while before I hit 2c. So if it's constantly whiffing, you might be doing it too early. Just mess around with it in practice mode.

As for 2c and 3c, I'm pretty sure 3c prorates more. In addition, each move might cause you to be spaced differently, which could matter when doing a corner combo on a character like Kohaku or Tohno Shiki.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on November 15, 2010, 02:21:29 PM
Triple catch combos, let's goooo

Yeah I've seen that in a JP combo vid too, was hilarious
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: THCxWADE on November 15, 2010, 07:12:20 PM
@WADE: the thing with 214A is you need to delay it after 6AAA. It's something like half a sec delay, but your 214A needs to hit the enemy lower so that the enemy doesn't have enough time in the air to tech before your 2C connects. I'll upload a vid later.


on another note:
http://www.youtube.com/watch?v=qAYpy2RNkbA
captioned for my friend haha
The thought of double catch never even crossed my mind. You must be some sort of genius.
Is there any significant difference in between using 2c tk236B and 3c tk236B?


@wade I always feel like I delay for quite a while before I hit 2c. So if it's constantly whiffing, you might be doing it too early. Just mess around with it in practice mode.

As for 2c and 3c, I'm pretty sure 3c prorates more. In addition, each move might cause you to be spaced differently, which could matter when doing a corner combo on a character like Kohaku or Tohno Shiki.

okay, the only time i can get a 2c or 3c to connect after 214a is i do it clean from 6aaa. so basically just normal 2a 6aaa 214a 2c j.b-j.a-j.c j.b-j.c slam/air slice.  does it not work on certain characters?

it seems damn near impossible for them to be low enough for me to 2c them.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MissedFRC on November 15, 2010, 07:50:14 PM
5BB 2B 5C 2C tk.236B 5BB 214A 2C works. That's pretty basic for H-Ryougi.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MrQuotes on November 15, 2010, 10:16:11 PM
@WADE: the thing with 214A is you need to delay it after 6AAA. It's something like half a sec delay, but your 214A needs to hit the enemy lower so that the enemy doesn't have enough time in the air to tech before your 2C connects. I'll upload a vid later.


on another note:
http://www.youtube.com/watch?v=qAYpy2RNkbA
captioned for my friend haha
The thought of double catch never even crossed my mind. You must be some sort of genius.
Is there any significant difference in between using 2c tk236B and 3c tk236B?


@wade I always feel like I delay for quite a while before I hit 2c. So if it's constantly whiffing, you might be doing it too early. Just mess around with it in practice mode.

As for 2c and 3c, I'm pretty sure 3c prorates more. In addition, each move might cause you to be spaced differently, which could matter when doing a corner combo on a character like Kohaku or Tohno Shiki.

okay, the only time i can get a 2c or 3c to connect after 214a is i do it clean from 6aaa. so basically just normal 2a 6aaa 214a 2c j.b-j.a-j.c j.b-j.c slam/air slice.  does it not work on certain characters?

it seems damn near impossible for them to be low enough for me to 2c them.

im still new to the game but i think i might know whats going on. there's a certain amount of hits which will changed the gravity of a character, when i was trying the corner staple that Rei posted, i realized that if i put in too many hits before i got to the 214A 2C part, 2C would whiff. lower the amount of hits by the time you get to the 2C and it should connect alright.

5BB 2B 5C 2C tk.236B 5BB 214A 2C works. That's pretty basic for H-Ryougi.

at that point u might as well put in the ender with the knife toss and the rekkas, thats probably the less harder part.
 
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: s4itox on November 15, 2010, 10:18:28 PM

-snip-

okay, the only time i can get a 2c or 3c to connect after 214a is i do it clean from 6aaa. so basically just normal 2a 6aaa 214a 2c j.b-j.a-j.c j.b-j.c slam/air slice.  does it not work on certain characters?

it seems damn near impossible for them to be low enough for me to 2c them.

Again, you just need to delay the 214A after 6AAA.

Sample: http://www.youtube.com/watch?v=_bG2XqZSp3I
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: THCxWADE on November 16, 2010, 01:07:35 AM

im still new to the game but i think i might know whats going on. there's a certain amount of hits which will changed the gravity of a character, when i was trying the corner staple that Rei posted, i realized that if i put in too many hits before i got to the 214A 2C part, 2C would whiff. lower the amount of hits by the time you get to the 2C and it should connect alright.

it has nothing to do with my timing. this guy had the answer!!!

s4itox you didn't press 5BB you pressed 5b. you completely took out a hit. (not to mention the extra added flair in the vid)
if you try it with 5bb it isn't gonna work. i tried for a few minutes only using 5b and i got it, maybe not consistently but i can do it now.

thanks MrQuotes for the key problem. and thanx s4itox for the vid showing me that i needed to take out the extra b.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: s4itox on November 16, 2010, 02:23:23 AM

im still new to the game but i think i might know whats going on. there's a certain amount of hits which will changed the gravity of a character, when i was trying the corner staple that Rei posted, i realized that if i put in too many hits before i got to the 214A 2C part, 2C would whiff. lower the amount of hits by the time you get to the 2C and it should connect alright.

it has nothing to do with my timing. this guy had the answer!!!

s4itox you didn't press 5BB you pressed 5b. you completely took out a hit. (not to mention the extra added flair in the vid)
if you try it with 5bb it isn't gonna work. i tried for a few minutes only using 5b and i got it, maybe not consistently but i can do it now.

thanks MrQuotes for the key problem. and thanx s4itox for the vid showing me that i needed to take out the extra b.

I omitted the first 5BB because I added in the j.C. AFAIK gravity works on hit counter, not hit strength. 2a5bb2b5c2c == j.c2a5b2b5c2c in terms of gravity.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: THCxWADE on November 16, 2010, 03:32:20 AM

im still new to the game but i think i might know whats going on. there's a certain amount of hits which will changed the gravity of a character, when i was trying the corner staple that Rei posted, i realized that if i put in too many hits before i got to the 214A 2C part, 2C would whiff. lower the amount of hits by the time you get to the 2C and it should connect alright.

it has nothing to do with my timing. this guy had the answer!!!

s4itox you didn't press 5BB you pressed 5b. you completely took out a hit. (not to mention the extra added flair in the vid)
if you try it with 5bb it isn't gonna work. i tried for a few minutes only using 5b and i got it, maybe not consistently but i can do it now.

thanks MrQuotes for the key problem. and thanx s4itox for the vid showing me that i needed to take out the extra b.

I omitted the first 5BB because I added in the j.C. AFAIK gravity works on hit counter, not hit strength. 2a5bb2b5c2c == j.c2a5b2b5c2c in terms of gravity.

none the less, its easier with J.C 2a5b then just 2a5bb.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Nandeyanen on November 16, 2010, 04:03:28 PM
You should probably learn the combo both ways regardless. You can't count on getting a j.c hit confirm. And to me, it feels like there's also a slight delay between 2c and 6aaa to me.

You should probably also try getting down the beginning of the corner combo that MissedFRC mentioned since it seems to be the most damaging corner BnB, and it can lead to a strong oki setup.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: THCxWADE on November 16, 2010, 07:12:59 PM
You should probably learn the combo both ways regardless. You can't count on getting a j.c hit confirm. And to me, it feels like there's also a slight delay between 2c and 6aaa to me.

You should probably also try getting down the beginning of the corner combo that MissedFRC mentioned since it seems to be the most damaging corner BnB, and it can lead to a strong oki setup.

you misunderstand. its not so much the j.c as it is the 5.b and not 5.bb it doesnt matter what i start with.
i have also learned the begining of that combo as a part of 2A 5BB 2B 5C 2C TK236B > 5BB 214A > 22A j.C AD(catch) j.C > dj.A j.B j.C > 236B

the tiger-knee input isnt really hard at all. sometimes the 5bb whiffs. everything else i can do. (not consistently yet, im still practicing)

and yeah when i execute the 2.c after 214a it feels like im waiting for them to be at the right height. theres a wait after the 6aaa, and there is a wait after the 214.A

(thx, for all the tips)
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MissedFRC on November 16, 2010, 11:00:53 PM
at that point u might as well put in the ender with the knife toss and the rekkas, thats probably the less harder part.

That ruins the whole point of ending with 2C though.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on November 17, 2010, 04:08:11 PM
at that point u might as well put in the ender with the knife toss and the rekkas, thats probably the less harder part.

That ruins the whole point of ending with 2C though.

2C 2A(whiff) lets you end with a L/R mixup, but it's not very safe for H-Ryougi. I'd prefer to just get corner knockdown with her and just keep the other person there with some of the safest oki. If she ends with 2C 2A then you'll be more vulnerable to invincible reversals and heats.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Nandeyanen on November 17, 2010, 05:41:31 PM
at that point u might as well put in the ender with the knife toss and the rekkas, thats probably the less harder part.

That ruins the whole point of ending with 2C though.

2C 2A(whiff) lets you end with a L/R mixup, but it's not very safe for H-Ryougi. I'd prefer to just get corner knockdown with her and just keep the other person there with some of the safest oki. If she ends with 2C 2A then you'll be more vulnerable to invincible reversals and heats.

Personally, I like the L/R mix-up a lot. AFAIK you still have advantage even after the roll. So if you guess dp, then you can still block and if you guess heat, you can still shield/jump/backdash. I don't think it's really any more vulnerable than other oki. She also has pretty mediocre high/low mix-ups, and if you just go for guard crushes, people can ex-guard you all day, or ex-guard and jump out.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on November 17, 2010, 06:31:06 PM
at that point u might as well put in the ender with the knife toss and the rekkas, thats probably the less harder part.

That ruins the whole point of ending with 2C though.

2C 2A(whiff) lets you end with a L/R mixup, but it's not very safe for H-Ryougi. I'd prefer to just get corner knockdown with her and just keep the other person there with some of the safest oki. If she ends with 2C 2A then you'll be more vulnerable to invincible reversals and heats.

Personally, I like the L/R mix-up a lot. AFAIK you still have advantage even after the roll. So if you guess dp, then you can still block and if you guess heat, you can still shield/jump/backdash. I don't think it's really any more vulnerable than other oki. She also has pretty mediocre high/low mix-ups, and if you just go for guard crushes, people can ex-guard you all day, or ex-guard and jump out.

I don't like doing it that much with H-Ryougi mainly because C-Ryougi has an option select to beat Heat, backdash, and EX reversals.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: CPhame on November 17, 2010, 07:14:42 PM
Roll mixup is not a bad thing.  If it works, it works.  Personally, I don't like rolling myself into the corner and giving up 1.8k in potential damage but Nandeyanen is right about half having essentially no mixups.  4C works only so many times before people start to catch on.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MrQuotes on November 18, 2010, 11:53:43 AM
whats an L/R mixup?

still noobish.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Tonberry on November 18, 2010, 06:46:31 PM
whats an L/R mixup?

still noobish.

Left/Right mixup.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on February 01, 2011, 08:28:18 AM
I haven't really seen anyone talk about it, but from my experiences playing H-Ryougi, 22c is actually a pretty legitimate reversal.

There's no invincibility but that doesn't really matter much when the move activates in 0-1 frames.
And it's really very safe. Even if your opponent anticipates it, they should be in block stun long enough for you to do whatever you want.



Given the startup time, I also like to throw 22c in situations where both players are neutral tech'ing. It's a pretty easy way to take control back.

Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MrQuotes on February 01, 2011, 09:19:50 AM
I haven't really seen anyone talk about it, but from my experiences playing H-Ryougi, 22c is actually a pretty legitimate reversal.

There's no invincibility but that doesn't really matter much when the move activates in 0-1 frames.
And it's really very safe. Even if your opponent anticipates it, they should be in block stun long enough for you to do whatever you want.



Given the startup time, I also like to throw 22c in situations where both players are neutral tech'ing. It's a pretty easy way to take control back.



risky as a reversal, as it can be predicted and reacted to at certain spaces.
also if they attack you going low it will just go over them.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: CPhame on February 01, 2011, 09:35:29 AM
It's been mentioned, but in a different thread.  22C is very strong, and as far as I know it's unduckable.  Even Ryougi herself can't run underneath it.

It is, however, susceptible to dodges and shields if the opponent predicts it.  Use it in moderation like all other things.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Komidol on February 01, 2011, 10:23:10 AM
risky as a reversal, as it can be predicted and reacted to at certain spaces.
also if they attack you going low it will just go over them.

If you predict anything you can counter it.  I can also attest (playing Kohaku) my 2C will only go under it at a certain time, which isn't necessairly optimal for a meaty (and if I do this, they could easily backdash out, because you can't use 2A 2C universal option select against an attack with ZERO TO ONE FRAMES activation, which is more retarded than the character itself).  

22C is one of the strongest tools in the game.  It has a 0~1 frame activation, and the knife goes multi-hit and fullscreen.  Sure, it can be reacted to at a "certain space", and baited, but so can all wake-up reversals.  Even if it has no invincibility, let's look at the different options:

1) There's really no advantage to rolling/shielding on your opponents wakeup in terms of oki with most characters, so I'll ignore that.  Unless they're specifically baiting 22C, which means you're getting yomi'd so you did it way too much (like any reversal).
2) You can do a slide (like satsuki's) I believe, but it will hit you if you do 2A oki against a 22C'ing Ryougi.  But why would you do that meaty?  If a slide is blocked you're at mad negative.  
3) You can do a sweep (like Kohaku 2C) but without the 2A 2C they can just backdash and with Ryougi's normals she can probably punish for that.  

I don't want to get messy with semantics and say is it or is it not a "reversal" because it has no i-frames, but it's not a bad option on wakeup to do time to time.  Honestly, it's activation punishes a 2A, any plant drop, over heads, jump ins (feint or not) and having experience fighting this matchup a lot, I can confidently say any trade with a normal almost always occurs in Ryougi's favor (short of like maybe Warc/Arc's 2B, but that also applys to situation 3 with the very possible exception of F-Warc).  That's because the knife multi hit is so long that even if Ryougi gets tagged she will recover way before you can.  It also has a range of other purposes for reapplying pressure and combos which I'm sure you've all gone into.  This is just some stupidly godlike move.  

I think it's a long shot away from a "risky reversal".  It's pretty reliable.  Definitely good in moderation, like CPhame said.  
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: AARP|ZTB on February 01, 2011, 10:38:10 AM
^said what I was thinking...I was just going to condense it to 2-3 lines cus I'm lazy :psyduck:.

Also, it trades w/ meaties which is probably some indication that it may actually be 0F lol. :mystery:
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Komidol on February 01, 2011, 10:50:14 AM
Haha yeah, why do you need invincibility frames if it IS 0f.  

Makes you think about the formal definition of a reversal.  I'd say contrary to the first post this is pretty good for her.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: CPhame on February 01, 2011, 12:19:26 PM
It's risky in the sense that once you let go of the knife, it's gone.  She doesn't have any exceptional reversal moves outside of 214C and j236C (both of which are more punishable than 22C).  H Ryougi is very dependent on her knife because it allows her more flexibility in all sorts of situations.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on February 01, 2011, 12:47:15 PM
It's risky in the sense that once you let go of the knife, it's gone.  She doesn't have any exceptional reversal moves outside of 214C and j236C (both of which are more punishable than 22C).  H Ryougi is very dependent on her knife because it allows her more flexibility in all sorts of situations.

Sure, she needs the knife to say flexible. However, if you don't use the knife in situations where you could otherwise profit (e.g. using 22c to get out of the corner), you're actually losing flexibility for the sake of retaining flexibility. It becomes something of a catch 22.

Besides, if your 22c connects you can actually catch the knife in the followup combo. Granted if it doesn't hit them, you'd have to pick it up somehow, but why would you reversal if you didn't think it was going to hit them?

Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: AARP|ZTB on February 01, 2011, 01:26:13 PM
It becomes something of a catch 22.
. . .I see what you did there! XD
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on February 01, 2011, 02:38:32 PM
. . .I see what you did there! XD
;)
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: dumba989 on February 01, 2011, 03:53:57 PM
H-Ryougi is fun,  :P
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Tonberry on February 01, 2011, 09:26:38 PM
22c is way too retarded, especially when you consider this character's meter gain is ridiculous. 
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rokunaya on February 02, 2011, 12:58:05 AM
Honestly, this 'reversal' option would be complete trash if Ryougi's getup was even close to normal, but since most characters can't even get meaty on her as is, this just makes it all the more obnoxious; characters without forced knockdown are forced to either block or try to bunker this on their oki versus her.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Tonberry on February 02, 2011, 09:26:16 AM
Honestly, this 'reversal' option would be complete trash if Ryougi's getup was even close to normal, but since most characters can't even get meaty on her as is, this just makes it all the more obnoxious; characters without forced knockdown are forced to either block or try to bunker this on their oki versus her.

Uh, no.  It beats meaties and is massive +f on block.  Even if she got up as slow as Ries/Kouma it would still be obnoxious because it STILL would beat meaties. 
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MissedFRC on February 02, 2011, 10:26:00 AM
Honestly, this 'reversal' option would be complete trash if Ryougi's getup was even close to normal, but since most characters can't even get meaty on her as is, this just makes it all the more obnoxious; characters without forced knockdown are forced to either block or try to bunker this on their oki versus her.

It beats meaties

I've been saying this about that damn move since day one but people kept telling me otherwise. I can't meaty it with any normal but I can prevent it with meaty C-Warc 214A.

Also I'd hardly say it's risky in the sense that you lose your knife. You get it back on hit, on block you get pressure. Almost all the options to bait the move for most characters go far out of their way to bait the move, almost to the point where it's just not worth it.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rokunaya on February 02, 2011, 01:59:29 PM
I swear I remember trading this 22C with a Nanaya meaty 2B, though; I assumed the 2B was just late. I'll test this later tonight with a meaty 2C since it has almost xN active frames, to see if this move truly beats meaties or if it just comes out fast.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: AARP|ZTB on February 02, 2011, 05:19:46 PM
...This bitch.

...I did some (rigorous) testing last night and it turns out that 22C has a small window of invulnerability on it. Using F-Ciel 5B and 623A to test I performed:

Throw>dash>5B

I timed this so meaty that the 5B appeared as if it hit on the reel back lol. Unfortunately, it did not have enough active frames to force a trade and ciel is hit clean.

Throw>623[A]

Again, this hit super meaty and A Syncher has A LOT of active frames but being that H-Ryougi is such a whore, a hit trade was forced.

I'm curious as to how much invuln the attack has so to anyone out there with the frame viewer share the knowledge please. /freyumz
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Komidol on February 02, 2011, 05:51:15 PM
(http://img690.imageshack.us/img690/9153/catch22c.th.jpg) (http://img690.imageshack.us/i/catch22c.jpg/)
lol mspaint

It looks like she's active for the first frame of the attack, which is more than it takes to activate.  That's why it trades with meaties.  Put the knife on the bottom corner.  Pretty godlike.

Edit: fixed thumbnail
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rokunaya on February 02, 2011, 05:54:54 PM
Why is this character in the game again?  :nyoro:
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Komidol on February 02, 2011, 06:05:29 PM
Let's not forget that attack she can do instead of air teching hurf durf

(http://img214.imageshack.us/img214/5889/dumbt.jpg)

I want it for F-Koha
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rokunaya on February 02, 2011, 06:07:17 PM
I want it for F-Koha

NO.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: CPhame on February 02, 2011, 08:49:50 PM
This thread has taken a bizarre turn  :psyduck:
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: MrQuotes on February 03, 2011, 08:03:53 AM
also let me just clarify that even though i said 22C on wakeup is risky, i still have and continue to do it alot, probably more than i should. i just think about how i get blown up sometimes for trying it.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: dumba989 on February 03, 2011, 09:28:04 AM
also let me just clarify that even though i said 22C on wakeup is risky, i still have and continue to do it alot, probably more than i should. i just think about how i get blown up sometimes for trying it.

Yo you missed alot of talk in this thread recently, XD. I love 22C, shit's gay.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on February 03, 2011, 09:28:59 AM
It really shouldn't be risky. If you're getting blown up sometimes, it means you either did it too much or are you aren't timing it right.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on February 03, 2011, 10:55:39 PM
The mook says nothing about invuln of the move strangely. It just says it's startup is 1+8. So it comes out in one frame. I guess the mook is missing info :V
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on June 22, 2011, 06:06:39 PM
Considering we've decided (I think), that 22c is a pretty retarded reversal, well... uh... it's better than that actually. Apparently, you can sweep loop off of it if you catch with 2c.

So just to recap what you get...

0 frame start up / trades with meaty
advantage on block
5k+ damage (22c 2c 3c (2a 2c 3c)x7 236a 236a 236a did 5430 on Akiha for me.)
oki / your opponent is now in the corner
100+% meter (I normally got 101.4% stopping on the 30th hit and ending with 236ax3)

Unfortunately it has three downsides... the first is that you lose your knife.

The second is that the sweep loop is still character specific. I did it with ease on characters like v.sion, sion, arc, wara, akiha. So chances are if the sweep loop is already easy on them.. it'll probably work with 22c. I still need to do more experimentation with more finicky characters... maybe I can add in some hits via 2c 3c 623b 2c kinda deal.

And the third is that there is no sweep loop in CC, so who really cares!? woooo
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Sahgren on July 26, 2011, 02:25:07 PM
Learning some H-Ryougi combos and currently working on this combo from the Mizuumi page:
2A 5BB 2B 5C 2C TK236B > 5BB 214A > 2C (delay)5C 22A > 2C 3C 623B > 236A 236A 236A (5,503 damage to V.Sion)

Aside from the sweep loop (which is going away in CC; makes me not want to bother),  is there much of a reason to learn different corner combos? This one gives good damage, knife pickup, and oki, so I'm wondering if the others give better oki/meter gain as a trade off for the lower damage.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on July 26, 2011, 03:27:45 PM
Learning some H-Ryougi combos and currently working on this combo from the Mizuumi page:
2A 5BB 2B 5C 2C TK236B > 5BB 214A > 2C (delay)5C 22A > 2C 3C 623B > 236A 236A 236A (5,503 damage to V.Sion)

Aside from the sweep loop (which is going away in CC; makes me not want to bother),  is there much of a reason to learn different corner combos? This one gives good damage, knife pickup, and oki, so I'm wondering if the others give better oki/meter gain as a trade off for the lower damage.

Nah, if you can do that one, it's pretty much as good as you're going to get. There are other options that give slightly more meter / do less damage but I don't think they're really worth it. If you want meter you should be doing the sweep loop anyway.

You should probably be starting off with (2A) 2B 5BB rather than doing it the way it's written on the wiki. 2B > 5BB prorates better so you'll probably add ~100 damage to the combo (and all of her others as well).

And because it's not really that much more work you might want to learn:
2A 2B 5BB 5C 2C TK236B > 5BB 214A > 2C (delay)5C 22A > 2C 3C 5C 5BB 214C > J.B (whiff) > 2C 3C 623B > 236A 236A 236A

You can use this one if you hit heat during the combo or if you want to avoid hitting 200 meter. And it looks like pretty serious business.

Oh.. right.. you might want to learn a combo for when you're in the corner but don't have your knife.
I just go 2A 2B 5BB 5C 2C TK236B > 5BB 214A > J.BC J.BC J.236B  (does about 5k on vsion... I think.. )
It's a decent option... No idea if there are ones that are significantly better.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Sahgren on July 26, 2011, 03:53:51 PM
Learning some H-Ryougi combos and currently working on this combo from the Mizuumi page:
2A 5BB 2B 5C 2C TK236B > 5BB 214A > 2C (delay)5C 22A > 2C 3C 623B > 236A 236A 236A (5,503 damage to V.Sion)

Aside from the sweep loop (which is going away in CC; makes me not want to bother),  is there much of a reason to learn different corner combos? This one gives good damage, knife pickup, and oki, so I'm wondering if the others give better oki/meter gain as a trade off for the lower damage.

Nah, if you can do that one, it's pretty much as good as you're going to get. There are other options that give slightly more meter / do less damage but I don't think they're really worth it. If you want meter you should be doing the sweep loop anyway.

You should probably be starting off with (2A) 2B 5BB rather than doing it the way it's written on the wiki. 2B > 5BB prorates better so you'll probably add ~100 damage to the combo (and all of her others as well).

And because it's not really that much more work you might want to learn:
2A 2B 5BB 5C 2C TK236B > 5BB 214A > 2C (delay)5C 22A > 2C 3C 5C 5BB 214C > J.B (whiff) > 2C 3C 623B > 236A 236A 236A

You can use this one if you hit heat during the combo or if you want to avoid hitting 200 meter. And it looks like pretty serious business.

Oh.. right.. you might want to learn a combo for when you're in the corner but don't have your knife.
I just go 2A 2B 5BB 5C 2C TK236B > 5BB 214A > J.BC J.BC J.236B  (does about 5k on vsion... I think.. )
It's a decent option... No idea if there are ones that are significantly better.

Thanks, I was wondering about what to do when I didn't have the knife, I'll use that one for now. I'll get to learning the meter one too, it never hurt me to learn something cool lookin'.

As a general question, how often should I be aiming to get into Heat and set up an AD? It really looks like that's the only way that H-Ryougi can force damage in, but I rarely see people use it in the videos (am I just watching all the wrong ones?).
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on July 26, 2011, 04:25:49 PM
You should probably never be aiming to get into heat for her AD.

You should probably try and keep yourself below 200 meter so you always have either a 22c or shield bunker option available. With Ryougi's defense, too much time in the corner will definitely get you raped.

Otherwise, I only really use her AD if the opportunity presents itself. Like if you let yourself heat because you need health and you're pressuring your opponent and happen to be in a good location for it.

Unfortunately, we didn't get any sex unblockables so we need to rely on more err... straight-forward pressure? It was mentioned somewhere in a thread, but if you're having trouble pressuring, you could try switching to shorter block strings.

Try using 2a 2b 3c as your main block string.

From there, you're still in range to 4c overhead or you could do a quick dash/throw.
Or just dash back in and 2a 2b 3c again... whatever...

(going from 3c > 4c is pretty obnoxious. 3c is +3 frames and 4c activates on frame 10. So it should make it ~7 frames depending on how well you cancel it.)

You should also still mix in your longer block strings by continuing after 2a 2b 3c with 5bb or whatever you want to keep people from disrespecting you after 3c.


Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Sahgren on July 26, 2011, 05:32:16 PM
So save my meter for defense,  mix up when my when I stagger/throw/frame trap/etc., and stick to shortish blockstrings until I get more used to the game. I'm assuming I should be using things like 22C and the meter combo listed above when I'm approaching ~190 meter and am on the offense in order to keep myself from entering Heat.

Anything else I should know before I figure it out the hard and painful way?
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on July 26, 2011, 07:21:51 PM
So save my meter for defense,  mix up when my when I stagger/throw/frame trap/etc., and stick to shortish blockstrings until I get more used to the game. I'm assuming I should be using things like 22C and the meter combo listed above when I'm approaching ~190 meter and am on the offense in order to keep myself from entering Heat.

Anything else I should know before I figure it out the hard and painful way?

That sounds about right.

The shorter block strings aren't training wheels or anything like that. They're legitimately scarier than longer block strings. Unfortunately, one of Ryougi's weaknesses is that most of her attacks have tons of pushback and there's really nothing H-Ryougi can do to threaten people from long range. You can try to scare them into getting hit with an impending guard crush or whatnot, but you're going to lose to ex-guarding against C or F.

I guess just keep in mind that you're Ryougi! Be super lame. It's what you do. You fall faster and wake up faster than anyone else in the game. Abuse stuff.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Rei on July 28, 2011, 03:52:41 PM
You should learn this midscreen combo (also works in the corner)

w/e -> 2C 5A 6AA j.C airdash j.A j.C land j.C dj.A j.C j.236B/airthrow (gotta super doublejump and omit 2nd j.A for airthrow)

edit: H-Ryougi can do some cool rekka loops too.

w/e -> 2C 5A 236Ax3 2A 2C 236Ax3 2A 2C 5C j.B j.6B j.C land j.C dj.C j.236B - a bit over 5k on VSion for mad effort. not as good as normal corner combo, but funny and flashy
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: mihakase on August 20, 2011, 06:31:31 AM
And because it's not really that much more work you might want to learn:
2A 2B 5BB 5C 2C TK236B > 5BB 214A > 2C (delay)5C 22A > 2C 3C 5C 5BB 214C > J.B (whiff) > 2C 3C 623B > 236A 236A 236A

I'm honestly puzzled about the timing around TK236B > 5BB 214A. 5BB seems to place the opponent just high enough that 214A doesn't connect; do I need to delay 214A or am I missing something?
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: LivingShadow on August 20, 2011, 07:26:00 AM
I've never had a problem with 5bb placing them too high. My guess is you're doing 214a to slowly.
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on August 20, 2011, 07:32:01 AM
And because it's not really that much more work you might want to learn:
2A 2B 5BB 5C 2C TK236B > 5BB 214A > 2C (delay)5C 22A > 2C 3C 5C 5BB 214C > J.B (whiff) > 2C 3C 623B > 236A 236A 236A

I'm honestly puzzled about the timing around TK236B > 5BB 214A. 5BB seems to place the opponent just high enough that 214A doesn't connect; do I need to delay 214A or am I missing something?

Try inputting the 214 while the second 5B is going off and then hit A. Gotta get that shit in the buffer.  ;)
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: mihakase on August 20, 2011, 08:39:00 AM
Yeah, it seems I wasn't doing 214A fast enough. I finally got a little further after many tries. Thanks!
Title: Re: H-Ryougi Game Play, Combos, Tech, and Etc.
Post by: Greg on October 20, 2011, 08:46:07 AM
It's a bit late in the sweep loop's lifespan but you can fully loop Kohaku in the corner. If anyone even cares at this point. You just need mad delay.