So I’m terrible at fighting games. What can I do with F-Riesbyfe other than 5A > 5B > 5C > QCF+A/B/C?
So far I’m getting
5A > 5B > 6B > 5C > QCF+A/C or QCB+B to jC j2C, grab
2C / 3B > 2/5B > QCF + A
5A > 5B > 6B > 5C > 6C > DP
3C > 5A > …something, I’ll get back on it.
2C, 5B, 6C, 2C/5C, 214B, jc, jC, jC, but I haven’t gotten a loop extension yet.
But for Arc Drive combos, I just got
2B > 6B > 5C > HCF
I swore I got an A in there somewhere but like I said, really strict.
EDIT: Its actually the jump cancel just really
Basically.
Powered Ciel is your all range monster, but it depends on what you wanna do with her.
She’s fast for her weight on the ground, has many launchers and reset options, and
The DP is your friend. The DP is your ally. The DP will show you the way.
Its safe near-corner, it hits incredibly hard by itself, and it has a slight vacuum hit property on EX. Do it on sweep, do it on grab, do it on airgrab, do it on jC, do it on their vunerable land frame, do it as a blockstring ender if you have someone who isn’t good at anti-air.
The only real weaknesses she has is that her pressure up close overall has a lot of tells and gaps, and you can easily bait her in the air outside Crescent since her mobility is nerfed from normal Ciel.
Crescent - This is pretty much the definite style everyone knows.
Your electricity spell in this style is a 3/4 screen static beam. On charge/EX, it locks down an opponent for multiple hits and follow up.
Of course, since its 3/4 screen, this means if you’re done practicing the timing, you have a scary full range wakeup game and hit confirm tool.
This can easily combo into your 236 and some other things. Your jC can also confirm your EX DP with no proration at all as well in ALL styles.
Full - Loads of wallbounce and stun in her specials and normals, letting you be able to charge for meaty pressure and the EX DP.
It replaces your electricity spells and step in, with a secret missile launcher in Seven’s butt (teehee), standing shots, and actual use of a hydraulic punching drill with gravel tosses.
These arc high and low, with really hard stun, but prorate hits Ciel hard in this style. Since the recoil comes with the specials themselves now, so you can actually frame trap yourself if you get cocky. So your meter may be used mostly for panic moments and round enders.
Half - Gives you basically Full’s melee with Crescent’s tactics, but taking a page from F-Roa, since…well she was Roa (its complicated), you use vertical bolts of alternating location and travel distance for your normal specials. Except unlike his, they can’t OTG and the extra bolts mean charge frames. So they can’t combo.
Archetype’s a “bit” more complicated since she gains flight and float, and even larger projectiles than Red Arcueid. So I’ll let someone more experienced explain. Just give a small quip though, imagine Dormammu on the moon. No pun intended.
So basically I should be mixing up between pressure (unpredictable pressure of course) and grab every knockdown and hope that the thought of me grabbing them forces them to press buttons to break it, which will score me a CH combo if they guess incorrectly?
I used F-Riesbyfe for a bit in AA. One of the things about her is that 5A5B(6B)5C, 236 A is actually only about 800 or so points off of her normal best damage off of 5A out of the corner. If you want to do an actual combo:
Midscreen:
5A, 5B, 6B, 2C, 214A, jc, j.C, jc, j.B, J.C, air throw
Corner:
5A, 5B, 6B, 5C (6C), 214B, jc, j.[C], jc, j.C, j.6C, land, sj. j.[C], jc., j.B, j.C, air throw
6C cancel into 214B is pretty tight, so you can leave it out if you want to. I don’t entirely remember if you can get the second charged j.C. in the corner combo; if not, just use a regular j.C. Honestly, you don’t lose too much damage if you just do a basic magic series into 236, and you still get oki in the corner with it. Midscreen, you build distance to charge since you’re full moon anyway.
F-Riefsbyfe also has some gimmicks that only work once or twice. Fully charged 236B is an overhead, and you swap sides with your opponent after you land a 236C, which makes for a really funny crossup 2A (since the dust covers your opponent’s sprite).
From what I’ve messed around with Archetype in training mode, she seems like a gimped version of MvC2 Sentinel. Strong long range normals with flight mixups and pressure. Her flight mode takes some getting used to, especially if you’re used to Marvel style flight. Her combos are mad fun though.
Oh I forgot you had to buffer jump cancels, that changes everything. Man I forgot MB.
2C, 5B, 6C, 2C/5C, 214B to air loop seems to work for me, but getting the link to 5B is just as tight.
Has French Bread or Ecole commented if they will release the game as a stand-alone title in the future? i am really not interested in pay those bucks for a Bluray that i’m not interested at all.
Just came from my cousin who got the game. I’ve played C-Ryougi a bit and I can agree with the other post that her mix-up ability is weak however her rushdown is strong and possible to make it safe.
There is no need to launch for an air combo with F-Ries outside of the corner.
Being able to do 2a5b6b5c into 236a for like 3.5k (or more without starting a 2a) is amazing.
Save your meter for abusing 236C too.
Also, are there any balancing differences for the returning characters?
If not, what’s the tier list? (Excluding the new ones)
Well, either way, what was the tier list for AA?
Offline, Melty Blood Actress Again Current Code is a fighting game
Online, Melty Blood Actress Again Current Code is a turn-based strategy game
Slow, I take it? I haven’t had the chance to play it online yet.
On the demo, it was like if the slowdown Blazblue has while calibrating the code at the intro NEVER STOPPED.
But I haven’t gotten the netcode patch so yeah.
You can dash over their corpse after they land too. At least you can on C V.Sion, I don’t know if it works/doesn’t work on different characters.
While not original I liking the refine OTG moves in this game, and I also like how naked airthrow allows for follow up thus making the air game …different.
Online is alright if you find someone close to you to play. I immediately leave the game if I see 5-6 delay in character selection screen. Play at default res, turn off filters and pick a stage with little detail and animation.
Bud, OTG relaunches been in ReACT. They just threw all that back.
They revamped them though since most of them turn out retarded.
[media=youtube]r8zf54-fxYQ[/media]
And people to THIS DAY think this is remotely similar to AC and AA. Heck, Final Tuned.
Gotta say though…back when everyone thought Nanaya was the best thing ever. M.Hisui was the only who could zone. Memories.
Oh yeah, skip what I said about H-P.Ciel not comboing her bolts. It combos from 236 as long as they’re both As.
So far I got 2A, 2B, 5C, 2C, 236A, 214A, 2C, 3C or the 236C/HCF+C replacing the last two hits but they both don’t relaunch high enough.
If someone can get 214C down, it puts them back to neutral off the 214A, but whenever I get the link down my pad gets stuck. Pains of using the 360 controller.
236A to 236B (B) wallcarries, but not much damage.
EDIT: Should be able to show an example of the possible bolt loop in about a half hour. Would be five minutes if I shrunk it in VirtualDub whatevs.
Oh yes, the days when there was an FPS counter instead of an actual timer.
ReAct had C button throws though. I really wonder what kind of option selects could have been made with that.
Well besides the obvious Shiki jC or airgrab and some other moves, I don’t see it mattering much in the end.
And here’s the possible reloop I was talking about.
[media=youtube]nkNHOIVs9IQ[/media]
So I was bored and made a quick little video for basic C-Ryougi combos
[media=youtube]RcNy7WGYz9g[/media]