Melty Bread Forums
Atlas Academy => Melty Blood: Current Code => Arcueid Brunestud => : Benny1 December 24, 2011, 04:48:17 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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Another Benny's wall of combos
2A 5B 5C 5A 6AA 5C 2C (2A) 5A 2C 214B (one hit) j.BE2C 2B 2C 4C j.BE2C 2B 2C 4C j.BE2C
You will be in the corner no matter what after this combo, with plenty of time to set up anything. Pretty much the go to combo for j.BE2C shenanigans.
2A 5B 5C 5A 6AA 5C 2C (2A) 5AA 2C (2A) 2A 2C 236A 236A 214A
Classic combo from ver.PS2
2A 5B 5C 5A 6AA 5C 2C (2A) 5A 2C 5C 623B j.BC dj.BC airthrow
Classic damage combo.
2A 5B 5C 214B (one hit) j.2B 236A 236A 214A
Oki combo for lazy people.
2A 5B 5C 5A 6AA 2C 3C 623B j.BC dj.BC airthrow
Damaging combo for lazy people.
Throw 22A xx 623C 2C 4C j.BE2C
Because you can
Throw j.C sdj.ABC airthrow
Because you shouldn't waste meter.
More will be added later. Post shit and I'll add it.
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Can we get approximate damage for these combos? That would be fun.
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Since I am interested in this character I figured I'd try to contribute at least a little something.Please note that all combos were tested on Archetype:Earth since she takes 100% damage regardless of health remaining.
2A 5B 5C 5A 6AA 5C 2C (2A) 5A 2C 214B (one hit) j.BE2C 2B 2C 4C j.BE2C 2B 2C 4C j.BE2C
Damage: 5215
2A 5B 5C 5A 6AA 5C 2C (2A) 5AA 2C (2A) 2A 2C 236A 236A 214A
Damage: 4499
2A 5B 5C 214B (one hit) j.2B 236A 236A 214A
Damage: 3425
2A 5B 5C 5A 6AA 2C 3C 623B j.BC dj.BC airthrow
Damage: 4521
Throw 22A xx 623C 2C 4C j.BE2C
Damage: 1861
Throw j.C sdj.ABC airthrow
Damage: 1899
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I messed with her in labs for about an hour. I didn't get to record any combos but air 2c is 2gud.
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Pardon the ignorance, but what does j.BE mean?
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BE is shorthand for "Blowback Edge" which is what Melty calls charge attacks. So j.BE2C is a charged jump 2C.
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If it's a charged attack, why is it not j.2[C]? Sorry, it's been a while since I went here. I was on MB hiatus before CC came out.
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No real reason. It's just a different notation. BE2C is the same as 2[C].
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If it's a charged attack, why is it not j.2[C]? Sorry, it's been a while since I went here. I was on MB hiatus before CC came out.
also if you use the [] notation with B moves, it'll just come out as bold with bbcode on the forums.
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If it's a charged attack, why is it not j.2[C]? Sorry, it's been a while since I went here. I was on MB hiatus before CC came out.
also if you use the [] notation with B moves, it'll just come out as bold with bbcode on the forums.
That completely makes sense. Thanks a lot.
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Sorry to derail further, but if you really prefer the bracket notation (as I do), you can always use the [nobbc] tag.
[nobbc]236[B][/nobbc]
As in:
236[B]
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Sorry to derail further, but if you really prefer the bracket notation (as I do), you can always use the [nobbc] tag.
[nobbc]236[B][/nobbc]
As in:
236[B]
No point then, typing BE236B is faster
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Lazy combo 2: 2A 5B 2B 5C 5A 6AA - 2B 2C delay 5C 214B (1 hit) - BEj.2C 2B 2C 4C BEj.2C 2B 2C 4C BEj.2C
Instead of 2B 2C 4C it can also be used for more damage 5C delay 2C 4B (4B a little charged)
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Yeah my list of combos is out of date, I need to add the 5C 2C shit, and damage numbers, I'll do that at some point when I feel like it. I still need to get my H-Aoko video made though lol.
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What is the best way to spend mc with H Arc to increase damage off an airthrow?
This is the best I could do with no oki no mc off an airthrow:
http://www.youtube.com/watch?v=7yxldlMKgbw
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Whoa, instead of 5C 2C 4C you also can use 5C 2C 2A (whiff) 2A 2C 5C 4C. The last BEj.2C will whiff though, so you have to adapt the ending: http://www.youtube.com/watch?v=jlYoIDnHLjM
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Giving some insight to an idea of how H-Arc should be viewed in the sense of players starting or getting better with her:
- H-Arc ground normals are fast. They do force good trades now thanks to the new CH system. Also, hit confirms are easy enough to carry opponents to the corner w/o losing too much damage.
- H-Arc is still able to inflict good and consistent damage from PS2.
- H-Arc is one of the best carriers in this game thanks to combos continuing from 214B jump cancel.
- H-Arc has a great run and can cover space on the ground well.
- H-Arc has a great defense modifier.
- H-Arc blockstrings are strong, tight, but must have a good knowledge of understanding her normals.
- H-Arc only true mixup is post throw/post j.2[c] midscreen. They can go many ways but there is no forcible option. It is all choice.
What does all of this mean?
H-Arc is mainly versatile on the ground moreso than the air. Her air game is good, yet not as good as a good set number of the cast. Her best normals are not her air ones, but her ground ones. If you can force an opponent to the ground from a bad jumpout/failed spacing then it is an opportunity to get them back down. Air throw with H-Arc is pretty much useless since there is j.2[c] to force a knockdown long enough to start any sort of mixup with her.
As I've stated before, her carry is very strong for a number of reasons. Smaller stage, 214B jump cancel combos, and 4C carry. Since she does have a strong carry game, you should be leading to the corner much more than in PS2. The corner is no exception for any other character in the game: she is a beast there so you should do your best to convert your combo to be sure she gets there. Damage shouldn't be of a concern here either since most of her corner carry combos net the best damage.
Once you get in the corner? This is where your ground normals shine brighter than anywhere on the screen. Knowledge of your normals to make tight blockstrings that would either 1 of 2 things: shake the opponent from fear or force the opponent to press the wrong button. H-Arc normals are more fast than stronger in other frame areas. Convert an opening into a combo that ends in j.2[C] to start a high/low. Add in a few throws to start running choices. Super jump high/low can be expanded onto crossups, sandoori, or cross hops.
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Hi, I'm really new to sprite based fighting games. I've button mashed for a few mins on others here or there but lets just say MBAACC is the first one i'm actually trying to learn.
I'm trying to do 2ab5b5c214b JBC JBC AT which I found in a youtube vid here
http://www.youtube.com/watch?v=i3woczkbaPU
and I'm having a lot of trouble with the second JBC - it usually misses due to the dummy teching out or being to far away. any tips on the timing?
thanks
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Hold 9 after the first j.C and hit dj.B as soon as you jump cancel it.
EDIT: Or do 2AB 5BC 214B j.ABC dj.ABC Airthrow instead
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sorry so, immediately after the first jump comes out hold 9 while BC comes out and then BC as soon as the second jump happens?
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No, start holding 9 while j.C is hitting, and then do the j.B as soon as you jump cancel it.
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gotcha, i will try that, i guess it's not that different than the timing of the ground jump because i've been buffering J right before 423B's second hit.
Thanks. Sashi to the rescue again :)
EDIT: WOW THANK YOU i'm consistantly getting it now, although I'm usually ending on j.A instead of air throw but that's just me needing to move the stick before i hit A+D
thanks again. awesome.
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For most simple air combos, adding a j.A doesn't have any significant negative side effects and can help stabilize a combo. There are combos where it actually matters, though, and you can't add j.As 'cause it'll either drop the combo, make okizeme harder, or deal a lot less damage.
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j.A anywhere? or like j.ABC instead of j.BC
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you should try using the quick action button for stuff like throws and dodges. Should be labled QA in the button config
then you can just 6 QA and get an easy throw
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Right, and to avoid confusion, some people use E to refer to QA.
For this combo in particular, j.ABC dj.ABC is more stabe (and slightly more damage). Some characters/combos may have j.A in other places (j.BCA, j.AAAC, etc).
EDIT: And make sure it's actually 4/6E and not 1/7E or 3/9E. Can't be a diagonal.
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Thanks Tempered, I'm working on it. I like it, and i'm getting used to it.
do all should i use 9 instead of 8 for all my dj combos?
EDIT:
Sashi, Yeah j.ABC is considerably more stable if I calm down and hit each button only once. I spent about 45 mins this morning with the command display up, working on one press per attack (I had been tending to hit B at least twice for each j.BC). After some experimentation I think I most like j.ABC dj.BC AT, the first A does stabilize it a lot and make the dj sequence connect easier. Omitting the second A seems to make the throw easier for me, especially in the corner as adding in the dj.A pushes me away from the opponent. Also i find it a lot easier to throw the opposite direction of the combo since at the moment i'm still holding 9 while pressing BC, and 9 > 4 is easier than 9 > 6. The next thing I'm going to try to clean up is letting go of 9 once i'm pressing the attack buttons. It's a lot of work cleaning this up cause once i'm in a combo i tend to start going to fast but if i slow down and focus I can find the timings. I think it's worth it to put in the work to clean it up now while I'm still on my first combo, and hopefully the good habit will spill into future combos that I learn.
I'm slowly getting better. It's really encouraging to finally see a steady improvement, which only really came after posting here and getting advice from you guys. It's made the difference between me giving up on 2d fighters altogether (again), and deciding to really stick with it. (I've tried to learn sprite based fighters before and given up rather quickly)
The active community is huge to me. It means my investment will be worth it :)
I like Arcueid a lot. her hitboxes seem to be nice and forgiving, and because of her animations and sounds her cancel timing is obvious. I like Half moon because i don't have to think about meter like, at all, which is good being a noobie to the genre.
Sorry for the text wall.
The same video from earlier has AT 2a2c5c jbc jbc AT. Could this be infinitely looped?
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The same video from earlier has AT 2a2c5c jbc jbc AT. Could this be infinitely looped?
Raw air throw (i.e. outside of a combo) ground bounces the opponent thus letting you combo off of it. So no, it can't be looped.
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You almost always want the opponent in the corner, so you need to be able to control the direction of the air throw.
EDIT: And yeah, raw air throw (also called golden air throw) gives a different effect than air throws in a combo.
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I'm having trouble with 2B 2C 4C j.BE2C 2B 2C 4C.
I get 2B 2C 4C j.BE2C but when i do 2B again it whiffs due to them teching or when it does connect the combo counter starts over so I know my timing is wrong. any reference points or help timing wise?
thanks
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Be sure you're charging j.2C. Hold down the C button while you're doing it. That's what BE (Charged) stands for. Also, once you get that down do 2B as early as possible when you land it.
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oh I thought BE meant it could be charged, does BE mean charge fully? until it auto-releases?
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oh I thought BE meant it could be charged, does BE mean charge fully? until it auto-releases?
Yes.
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And j.[C] means the same thing. Fully charge. And {X} is usually semi charge X.
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in the 2B 2C 4C j.2[C] ... loop is 4C supposed to hit once or twice? even in the corner it's varying for me and it messes up my cancel timing for j.2[C] and I drop it there a lot because of it
also
2A 5B 5C 5A 6AA 5C
I cant get the last 5C to come out after 6AA, no matter what i do. maybe i'm doing 5A 6AA wrong? it ends up looking exactly like 6AAA, is there a delay or something I'm missing?
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Most of the time, 4C is supposed to hit twice. Be sure to not immediately do 4C if the opponent is too high, might need to delay it a little more. The second combo can't work if you are doing the next 5C too fast since you have already done a 5C prior to this. On the way strings work in Melty, you cannot use the same attack twice in the same string (except for A attacks). That combo only works when the game sees you are not doing a string. There is enough time for the game to do that and land another 5C after 6AA. 5C takes timing to do within itself so have fun with that. You'll get the hang of it.