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KarpTech : Savage Beatings Print
Saturday, 07 April 2007

intro Hello, I'm Magikarp9, one of the guys who'll be helping you improve your MBAC game. With an extensive collection of high level Japanese play, and relevant analysis to put it in your terms and into your game, look out for the first column of KarpTech!

 

So Arly has asked me to write a regular column, and do what I normally do anyway - offer commentary for match videos. As such, videos showcased on KarpTech will be of high player quality, and relatively rare(probably won't be able to get it off YouTube). While I won't be going into every single detail for the matches themselves, feel free to offer your commentary in the forums!

 

Today, we'll be looking at an AkaAkiha vs Akiha match. Although the match itself is Ver.A, there are still many gameplay tactics that carry forth into Ver.B, so don't dismiss it just yet. Both characters are known for their powerful pressure games; even if you don't play either character, look to incorporate the concepts into your play.

 

This match itself is from the Saikyo tournament(関東最強決) in Japan. The tournament features various strong players, including SBO finalists and other famous players. Among them are FuranNingyo(who finished second in the Sega Overture tournament and is a top 8 SBO finalist), Yukinose(3 time Guilty Gear SBO winner and top 32 SBO finalist), Shadow(another strong GG/MB player).

 

Some more technical data before the match itself;The original match video was taken from MBHP (http://wikiwiki.jp/mbhp/). Many strong players such as SAT, Gao, and 芳乃(SBO Top 8 Finalist) have their vids there. Try visiting it sometime! The full set of Saikyo tournament videos will also be up on MeltyBread sometime soon, pending approval.

 

As the title suggests, Yukinose did get pwned in this match. He's the guy playing Akiha; the person piloting AkaAkiha is named Hato. I reiterate, although the match is one-sided, its definitely high-level, and shows expert executon and reading of the opposite players. I won't analyse everything, so remember to comment!

 

Parapharsing Zar, widely agreed as the top US MB player: "He must have wokeup on the wrong side of bed that morning."

 

Here's the technical analysis portion :

 

[0:08] As Arly has stated in his article, Anti-Air counterhits are airuntechable. This doesn't have to be ground-based(Shield->5a), but it can also occur air-to-air, like in this situation.

 

[0:18] A popular way to guardbreak people in Melty Blood is to put them in aerial blockstun, then break their guard with an airunblockable(typically 5A). This is somewhat balanced by the fact that aerial normals have severely reduced blockstun against aerial opponents, and that airthrows are the fastest moves in the game(1f only). If Hato had only used j.As and attempted to land, it would be fairly easy for Yukinose to airthrow him. j.B in this situation has sufficiently fast startup and enough 'blockstun' to guardbreak. Try incorporating this instead of just spamming j.A to guardbreak people.

 

[0:29] Shield Bunker Cancel execution failure. Make sure you learn to do it properly before attempting it! If you don't know what it is, I'll be explaining it another time, don't worry about it.

 

[0:40] Heat Activation might be a popular defensive measure to reset a match and steal momentum, but keep in mind its very easily baited. Besides this method, one can whiff a move, clash with your activation, or use an invincible move. While useful, don't count on it entirely, or you'll eat a combo.

 

[0:51] After groundteching, there are some frames where you cannot block at all, but are vulnerable. Hato's decision to 2C here is effective, as it crosses up even if he mistimed it. This is more pronounced in Melty Blood as there are no aerial crossups in the game, as they can be blocked in either direction.

 

[0:58] IAD/SJ Airthrow is a valid anti air option, if you already outread the other person and know that they are jumping. The quick startup of the airthrow lets you do this; it also shifts the match momentum greatly.

 

Do not do this

[1:01] DO NOT EVER STANDING SHIELD AN EX FLAMETONGUE, or any other similar property move(such as EX Blood Rings). You will be stuck in autoshield animation and earn a free throw. Its only slightly safer shielding in the air(you still can get airthrown). The best option is still to block it and hope to Shield Bunker Cancel out of it. For those who are wondering how Hato did a dash momentum 236C move(since 6236C will give you a dashing 623c), the motion is 236[6]c, or 236 A+B ~C. Melty Blood has a 12f buffer for special inputs, so the input is still saved while you are dashing with these methods.

 

[1:12] A mixup that anyone can apply; whiffing an aerial overhead to go to a low hit. Keep in mind this only works if the opponent is already pressured enough to not try to poke you when you whiff the hit, and if your 2a is actually a low hit. Its much less effective otherwise.

 

To be fair, Yukinose did try his best to relieve the pressure by Hato. However, he failed to make the correct choice at critical moments(primarily both places where he Heat Activated). Hato's groundtech punishes and counterhits also contributed to a advancing avalanche of superior play, to the point where Yukinose just couldn't keep up and had to play defensively - and lost.

 

While it is claimed by many American observers that Melty Blood: Act Cadenza lacks depth (due to its lack of crossups, and long throw invincibility), I hope this video serves to illustrate that high level play is not only possible, but prevalent despite these 'restrictions', or features, depending on how you choose to look at them. The inevitable prize of victory awards itself to those who are nimble and stubborn enough.

 

Magikarp9

 

PS: Drop by the forums to comment; there will be a poll too!

 

 
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