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Author Topic: Airborne Counter-Hits  (Read 4471 times)

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Offline Arlieth Tralare

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Airborne Counter-Hits
« on: March 28, 2007, 01:04:25 AM »
In Melty Blood, being countered typically means that you'll be stunned for an additional period of time. However, if you're countered during a JUMPING attack, it doesn't matter what you got hit with or what you were attacking with- you are completely unable to air-recover.

The easiest way to exploit this is to shield an opponent's jump-in and counter with a standing 5A. You then have plenty of time to set up an attack to continue the combo.

Some characters have other options on counter-hit. Nero Chaos can counter with a crouching 2C to pop Shiki up in the air, then juggle with a charged 2[C] before resuming the rest of his air combo. Under normal circumstances, Shiki would have air-recovered after the first 2C.

What this also means is that Shielding allows you to score free counter-hits. However, it's offset by the automatic 70% prorate, so make the best use of the opportunity.
<bellreisa> arly *has* given up 3s
<bellreisa> retired it anyways
<linalys> no he hasn't
<linalys> it lives on in crouch shield
<proxyZAR> and it will die there too lol

Offline ikusat

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Re: Airborne Counter-Hits
« Reply #1 on: March 28, 2007, 10:19:36 AM »
Some characters can also go for a trade while on the ground.  Excellent examples of this are Kouma's 2b and Warakia's 2b.  You both score a counter hit, but they're in the air, and you're on the ground.  In this case, Kouma can follow up with his typical 5c2b KARUI YATSU DA.

Offline RoboDuk

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Re: Airborne Counter-Hits
« Reply #2 on: August 17, 2007, 02:33:50 PM »
in topic of the original post, what determines a high or low air counter? say i ch 2b with kouma against nanaya's j.C would it be a high counter?

is it related to the strength of the move countered, or just random?

since with a high counter you can 2b into 5[C]>combo, but cannot with a low counter

Offline Sp00ky

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Re: Airborne Counter-Hits
« Reply #3 on: August 17, 2007, 02:39:38 PM »
Counter hit2 (Hi counter) only happens when you counter the startup of specials or other very specific things such as the recovery of Ciel 236C.

Common character specific instances that will land you air counter hit and the appropriate followups:

Both Sions: j.C (Air CH) land 5B3B j.BC dj.BC Airdash C xx Airthrow
Miyako: j.A or j.B (Air CH) land 2B j.ABC dj.BC Airthrow
Shiki: j.C (Air CH) land 2C 5C j.BC dj.BC Airthrow
Ciel: j.B (Air CH) land 5A6A j.Bc dj.BC Airthrow
Kohaku: 5B (Air CH) 2C 5C(one hit) 5B j.B dj.BC
Warakia: 2B (Air CH) 2C 5C j.B(one hit) j.C dj.B xx j.421C


« Last Edit: August 17, 2007, 03:01:58 PM by Sp00ky »

Offline RoboDuk

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Re: Airborne Counter-Hits
« Reply #4 on: August 17, 2007, 03:06:12 PM »
thanks for clearing it up, seems best to stick to low counter combos for consistency then