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Author Topic: H-Ryougi Game Play, Combos, Tech, and Etc.  (Read 43326 times)

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Offline Nandeyanen

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H-Ryougi Game Play, Combos, Tech, and Etc.
« on: November 11, 2009, 11:33:28 PM »
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
« Last Edit: June 21, 2010, 07:04:39 PM by Nandeyanen »

Offline Nandeyanen

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #1 on: December 29, 2009, 08:07:07 PM »
Updated with more info.
« Last Edit: December 29, 2009, 08:09:24 PM by Nandeyanen »

Offline Shiki

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #2 on: January 03, 2010, 01:01:53 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

Offline Nandeyanen

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #3 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).
« Last Edit: June 21, 2010, 05:15:59 AM by Nandeyanen »

Offline CPhame

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #4 on: June 21, 2010, 01:46:25 PM »
Just a few changes:

  • Nero can be sweep looped
  • Miyako is listed twice
  • Unsure if Miyako can be looped at all, it's hit or miss at times for me

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.

  • F Aoko 236A_B
  • H Mech Hisui 236B_C (236C can't be dashed at max distance)
  • F V Akiha 236A
  • C Nero 236A
  • F Nero 236A
  • C Hisui 214A (only certain projectiles, aka vase)

Other random note:

C Nanaya's 236A_B can be hit.  You can j236B the blades and still hit the main body.
« Last Edit: July 08, 2010, 10:31:58 AM by CPhame »
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Offline Rei

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #5 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.
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Offline Tonberry

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #6 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. 
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Offline CPhame

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #7 on: July 08, 2010, 10:32:15 AM »
Whoops, fixed it.
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Offline MrQuotes

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #8 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?

Offline Rei

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #9 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.
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Offline MrQuotes

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #10 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:

Offline MissedFRC

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #11 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.
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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #12 on: November 11, 2010, 01:04:27 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.  
« Last Edit: November 11, 2010, 01:06:00 PM by Komidol★ »
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Offline Rei

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #13 on: November 11, 2010, 08:48:55 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.
« Last Edit: November 11, 2010, 08:50:26 PM by Rei »
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Offline THCxWADE

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #14 on: November 13, 2010, 11:27:42 PM »
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
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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #15 on: November 14, 2010, 05:45:59 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.

Offline LivingShadow

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #16 on: November 14, 2010, 06:57:10 AM »
If that works like C-Ryougi you could try:

2a 5bb 2b 5c 2c 6aaa 214a 2c 5c jbc jbc airthrow/236b/236c

Offline s4itox

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #17 on: November 14, 2010, 07:30:43 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.
« Last Edit: November 14, 2010, 07:39:23 AM by s4itox »

Offline LivingShadow

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #18 on: November 14, 2010, 08:03:02 AM »
I know double knife catch combos are possible, but I don't know how effective they are.

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #19 on: November 14, 2010, 03:05:32 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?
« Last Edit: November 14, 2010, 03:13:28 PM by THCxWADE »
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Offline Rei

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #20 on: November 14, 2010, 03:22:32 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.
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Offline s4itox

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #21 on: November 14, 2010, 10:41:11 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?
« Last Edit: November 15, 2010, 12:41:18 AM by s4itox »

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #22 on: November 15, 2010, 05:15:22 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.
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #23 on: November 15, 2010, 12:55:32 PM »
Triple catch combos, let's goooo
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Re: H-Ryougi Game Play, Combos, Tech, and Etc.
« Reply #24 on: November 15, 2010, 01:13:16 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.