User:ViviMayoi/Sandbox

From Mizuumi Wiki
Jump to navigation Jump to search

Gameplan

C-Hisui's gameplan is quite flexible, as she has the tools to control space via 214B or use her dash speed to close the distance quickly. Depending on the MU, it's advisable to use 214B,[1] to control space and to fish for counterhits if the opponent gets impatient. Hisui can also control the air in front of her using 623[B] if you think they'll airdash towards you predictably. If they're giving Hisui enough space, she can do 22A and 22B, and are allowed to set down up to two bentos which will create even more clutter on the screen for the opponent to keep mind of. One of her most commonly seen tools is j.6B which is generally used when she airdashes backwards. It creates a dust cloud that is persistent on block and serves as a wall, and will become a combo on counter hit. On that front, C-Hisui rewards people that bide their time in neutral or create awkward situations with her specials for the opponent to deal with.

Combined with her impressive dash speed and oppressive air normals such as j.B and j.C, she easily controls the air but can also rush the opponent down with either dash 5A (5[C]), dash 2B, dash 5A 6C, etc. She ultimately rewards players that understand Melty's fundamentals and offers maximum flexibility in the player's approaches to many match ups.

For okizeme (which will be covered later in this section), she has the ability to either choose HKD via yayaya loops into 623A/236A~236A ender or perform tech trap set ups that lead into HKD on non tech. Catching any of the opponent's tech options leads to more damage back into HKD as well.

Neutral

C-Hisui has several options in neutral. In some MUs, finding time to use 214B[1] and then running in behind her honey pot projectile allows her to approach safely. Since it requires the opponent to either air block or shield it, it's very good to monitor the opponent's response to pot throw. If it air counter hits, then Hisui gets an air combo. Sometimes they will air block it low enough for Hisui to dash 5A and guard break them while they are airblocking pot as well.

Once Hisui has established a space to maintain via 623[B] and airdash back j.6B / j.B, she can then use her dash and do run up 5A / 2B. If the opponent is floating around in the air, Hisui can do rising j.A/B if they're above her. One thing Hisui players want to remember is that j.B can be ducked by many characters and j.C can be low profiled at times so it's important to space yourself well to use j.B, j.C, and j.[C], which are usually used either as the opponent is approaching Hisui or is directly in front of her as she approaches them from the air.

Be sure to use j.2C, j.2[C], and j.236A/B to throw off people's anti air timing since most people will look for when C-Hisui will attack, and those three moves alter her air momentum and throw the opponent off guard. She can also air dodge to further alter her air movement and reposition herself accordingly. Also, don't be afraid to sometimes throw out j.BB, the 2nd j.B is a book slam that has a good hitbox on it. Note that if j.BB is blocked, Hisui is now put in a vulnerable state and can be punished, for this reason be ready to cancel j.BB on block into j.236B just in case.

On the ground, dash 2B and 5[C] are going to be your best buttons for stuffing ground approaches, while buttons like 5A and 6C are better for catching people in the air. You may sometimes use 5A 5C to hit someone out of the air. You can also use 5A 5[C] to catch people backdashing. In some matchups, also don't be afraid to use dash 2C, while it does have a good bit of recovery, it's got a deceptively long range than one would expect making it useful in matchups like C-Aoko, Nero,etc. There are many more things you'll see in match footage - things like dash 623C allow safe heat set ups in neutral and place a persistent hitbox on the screen that doesn't go away even if Hisui gets hit, making it a very versatile EX move for both neutral, pressure, and okizeme, which will all be covered later.

Pressure

C-Hisui's pressure has a lot of freedom of where to end and where to pick it back up. She is a strike/throw character with several normals that move her forward, as well as good specials and EX moves that allow her to expand her toolkit in pressure. Below is a set of normals Hisui commonly uses in her pressure, followed by specials to use. For reference, head to #Normal Moves and #Special Moves.

Normals

  • 2A
  • 2B
  • 5A
  • 2C
  • 5C/5[C]
  • 6C
  • j2C
  • j6B
  • j.C
  • 4B (Will be explained later)


Specials

  • j.236A/B
  • 214B, 1 or 6
  • 214A, 6
  • 236A/B

An important thing to note is that staggering your pressure to frame trap the opponent is key - luckily she has quite a bit in her arsenal to do so. 2A 5C is a natural frame trap, as is 2B 5[C]. 5C and 5[C] both move Hisui forward, and it's very important to learn where to use them. At low level play it's a very strange move to use, but better players may shield, dodge, or backdash it if they have a good option to counter 5C. It's very important to keep both 5C and 5[C] in your back pocket as an extra tool you can use in her pressure. 2B is another common button since it's one of her main lows. 2A is a mid, but is very fast and is generally very good for setting up tick throws. 2C is her 2nd low that's good to use in stagger pressure to open up the opponent.

j.2C is a way to throw off people looking to throw tech vs Hisui, although she has tools like dash 5B to crush OS as well. 6C is an interesting normal, in that you can input 6[C] afterwards and the move will become an overhead, which you can followup by hitting 236C (you can also just rekka 6CC 236C for the non-overhead version). 4B drains meter and trips standing, and works well with 6C[C] since one option is a high and the other option trips on standing making for a niche yet somewhat useful mixup option if the opponent isn't aware. 5A is very good to cancel into at a lot of parts in your offense, making her pressure very fluid and hard to deal with at times, even with EX guard in mind. Here are some strings you may see in her typical pressure with normals only:

  • 2A 2A 2A 2B delay 5[C]
  • 2A 5[C]/5C
  • 2A (w5A), Grab or 2A 2B
  • 2A 2A 2B 5[C] (w5A), 5[C]
  • 2A 2A 2A 2B delay 5[C] delay 2C (w5A)
  • 2A (2A), j2C
  • 2A 2A 2B w5A, 2B
  • 2B 5[C] 2A dash 2A.
  • 2A 2A 2B 6C (w5A)
  • 2A 2A 2B 6C[C] or 2C (w5A)
  • 2A 2A 2B 5[C] 6C, delay 4B

With these strings, Hisui can incorporate IAD j.6B into grab or do IAD j.C to further her pressure. The following are a few options to reset her pressure with specials.

  • Stagger 2A 2A 2B delay 5[C] 236B
  • Stagger 2A 2A 2B delay 5[C] 2C 214B,1 or 6
  • 2A 2A TK236A or jump, j.236B

You can also use EX dust anytime you need to extend your pressure when you're too far out.

Okizeme

Refer to this for this part, particularly the j.BB ender section that will be covered #Air Combo Enders

C-Hisui gets her oki from 623A or 236B~B, and each has their unique uses and placements. 623A has a lot of KD timing, so you can cancel into 22A/B/C really late. This greatly helps your oki since the later you set down Bento, the more you play with the timing of your main strike/throw mixup.

One important thing to note about C-Hisui's oki is that while it's still fundamentally strike/throw, throwing as the bento explodes cuts the tech windows by a considerable amount, which means it forces players to respond with much more commital options (throw) in order to escape when they are caught in her oki. This is where C-Hisui is really good at baiting throw techs.

22A oki

This is done off either 2C into 22A or 623A into 22A. It's important that you learn to delay the 22A a bit so that you get more options such as early throw, where if they tech, the bento explodes and it's still your turn. Here are some common options you will see for her corner oki:

  • dash w5A, 6E/6A+D
  • dash 5A delay 5B/6C(this beats throw tech oses)
  • dash 2A dash grab
  • dash 2B dash grab
  • dash 2B delay 5B/5C(to compliment the option above to beat throw tech OS, jumps and mash)
  • dash 6C delay 2C or 6C6[C]
  • dash, iad j.C


22C is faster and, unlike 22A, is full untech if they get hit. It also poisons over time and deals more damage, and is a very versatile option that Hisui has. Here are some ways to get 22C out other than 623A or 236A~A (in some routes that use 236A~236A Hisui can only EX cancel in which case you should use 22C) All of these situations listed are specifically corner only unless stated otherwise.

  • throw, 623C, 22C (requires to be in max for this to be meter efficient)
  • 623A, 22A, dash 5B/2B, 22C
  • throw 22A 5B/2B, 22C

The oki with 22C is pretty much the same as the ones for 22A listed above, although with an added set up which is this sequence:

  • 623A, 22C/ 236A~236A, 22C, jump j.A airdash j.C vs j.A, 2B


j.BB ender

j.BB enders are unique in that you are able to ground tech the first ground bounce. With this, C-Hisui is able to set up tech trap situations in her favor. This is good since her yayayaya loops not only give her a lot of meter but also a considerable amount to the opponent. You need the opponent to be higher than you and you also need to be descending by the time the 2nd hit of j.B hits. Here are 2 sample combos. one for anything not in the corner and one for specifically the corner. The goal is for Hisui to not be deep in the corner, but rather just right outside the corner.

Corner to corner/Midscreen to corner j.BB route

  • 2A 2A 2B 2C 5C 6C > j.B j.C (sdj or j7) j.C airdash j.B ~ j.B.

Corner

2A 2A 2A 2B 2C 5C 6C > j.B j.C > airdash > j.8 > j.A j.C j.B ~ B

For the first sample combo, your tech punishes are

  • land, 2B(covers forward tech depending on positioning you can also cover back tech this way as well.)
  • (microdash) 5A 2C(covers neutral tech and depending on how far outside of the corner hisui lands, microdash is not needed)

For the 2nd combo in the corner, the same options are still used, and are truly consistent set ups because it sets up the right spacing for either land 2B or land 5A 2C to punish the tech. On no tech, 5A 2C should have 5A whiff and autotime for 2C to knockdown. You can tack on 623A for more knockdown time and damage.

Defense

As mentioned previously, C-Hisui has below average defense, meaning that she's more reliant on meter than other characters. Luckily though, you're playing Crescent Moon, which means you'll rarely be in a situation without at least 100 meter. You'll need to make use of all universal defensive options in order to protect yourself as C-Hisui. Her defensive options include shielding, blocking, or using your bunker while in blockstun, while more proactive defensive options like jumping and backdashing out of pressure and dodging in neutral are important as well.

C-Hisui in particular can cover a lot of offense with just two options- Heat Activation and EX Dust.

Heat is a slow unblockable reversal that can be mashed with ABC without letting go of down-back, meaning that it's much less risky to mash heat than a DP. This will beat a lot of meaties, frame traps, run up throws and some pressure extenders that involve the opponent getting close to you, but because of its low range,enemies that expect it can simply walk back slightly and whiff punish.

EX Dust is also an excellent defensive option at a 2f startup. Despite it's lack of invincibility, it's an extremely good tool to escape pressure resets and larger frametraps. However, it's 623 input makes it significantly more risky to use and will be counterhit by tighter frametraps, but a successful EX Dust give you your turn back.

There are ways for enemies to beat both options, but both involve giving up certain pressure tools in their kit or allowing you to mash out without meter. Some opponents with large normals (such as Warachia) may choose to stay at a slight distance away from Hisui in order to beat reversal heat, but in doing so they give up stubbier normals like 2A in their pressure and must use more commital dash-ins to reset pressure. Additionally, there are several OSes that can meaty/frametrap and beat Heat at the same time. EX Dust in essence is just a really good mash, and as such enemies can block it, but the frame advantage will allow you to take your turn back anyways. Be careful to not get too predictable with EX Dust as it can be shielded.

In general, if you're not ready to commit to a metered option, you should block and wait. Relying on metered options will not only make you more predictable, it will punish you even harder if you happened to guess wrong. Make sure your responses are varied even if you predict the opponent will do the same thing.

If you happen to be in Heat Mode, however, you have a near broken reversal at your disposal- Arc Drive. AD is a giant reversal projectile that is insanely plus on block (+27) and is also air unblockable and unshieldable. The most reliable counter to it is a point blank Dodge. This is available only to C/H moons. The more distance there is between the C-Hisui and the opponent, the more delayed their dodge has to be, which gives Hisui the opportunity to punish their dodge starting from character length.

If you're feeling particularly risky, you can go for 214C on defense. The bottom of C-Hisui's hurtbox disappears at the start of the move until the frame the projectiles are created. If you manage to read their low attack and hit them with the projectiles point blank, they will be counterhit and the hitstun from all the stuffu will stack, giving you a bunch of time to confirm into your strongest combo.