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Author Topic: C-Amber  (Read 13169 times)

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Offline Frost

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C-Amber
« on: January 03, 2012, 11:45:56 AM »
So who else uses Crescent style Kohaku Amber.

I like how I can combo her 3 katana moves and I can charge 22A..
« Last Edit: August 04, 2012, 06:42:42 AM by Frost »
"......Without love, it cannot be seen? ............Hah. That's backwards. Because of love, you end up seeing things that don't even exist." - Furudo Erika

Offline UisZtupid

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Re: C-Kohaku
« Reply #1 on: January 03, 2012, 06:48:58 PM »
C-Kohaku still has her old combos from Act Cadenza which I really like. Cept her 2b in Act Cadenza is split into 2b2b now. Still able to do the BnB


Offline Frost

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Re: C-Kohaku
« Reply #2 on: January 03, 2012, 07:39:36 PM »
Also her 5C is also split in 2 and she can jump cancel out of her 236B and combo off her 236AA
"......Without love, it cannot be seen? ............Hah. That's backwards. Because of love, you end up seeing things that don't even exist." - Furudo Erika

Offline Pfhor

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Re: C-Kohaku
« Reply #3 on: January 03, 2012, 09:29:39 PM »
http://www.nicovideo.jp/watch/sm16573348 start grinding this shit man, all of these combos (except the BE4b x3 one) are practical and very damaging. I think you can end all of the ones that end in 2c with an added BE4b otg relaunch assuming you haven't used all of the ground bounces.

Offline Setsu

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Re: C-Kohaku
« Reply #4 on: January 04, 2012, 03:46:58 PM »
So I haven't played this game since MBAC, I used to play Kohaku back then and would like to do so again in AA but I'm finding her combos to be ridiculously hard. Now I understand this character is totally different from AC and is really execution heavy now, but I've been practicing for days with 0 progress, always getting stuck on the same parts. I think my main problem is the battou feint, I either do it too late and can't followup or get 236c and ruin the whole combo (this happens a lot btw, especially after 236a).

I must be doing something wrong but I'm not quite sure what? Am I supposed to press BC at the same time or is B pressed slightly earlier? Any help would be highly appreciated.
« Last Edit: January 04, 2012, 03:48:44 PM by Setsu »

Offline fiendmaw

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Re: C-Kohaku
« Reply #5 on: January 04, 2012, 04:57:07 PM »
You dont have to press B and C at the same time,you can piano B and C and you wont get the ex cancel.
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Offline Setsu

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Re: C-Kohaku
« Reply #6 on: January 04, 2012, 07:30:01 PM »
Yes I've been doing that but when I do B then C I can never 2a on time, am I just too slow on the 236bc?

Offline Frost

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Re: C-Kohaku
« Reply #7 on: January 05, 2012, 09:32:34 AM »
http://www.nicovideo.jp/watch/sm16573348 start grinding this shit man, all of these combos (except the BE4b x3 one) are practical and very damaging. I think you can end all of the ones that end in 2c with an added BE4b otg relaunch assuming you haven't used all of the ground bounces.
Those combos were  ;D

off grinding, alot of grinding.
"......Without love, it cannot be seen? ............Hah. That's backwards. Because of love, you end up seeing things that don't even exist." - Furudo Erika

Offline Pfhor

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Re: C-Kohaku
« Reply #8 on: January 06, 2012, 09:15:44 AM »
I have recently aquired the ps2 iso again so I'm going to show off some of the changes to ckohaku's hitboxes (only showing the moves that have changed). Left one is 1.07, right is Ps2.

5a
http://sadpanda.us/images/802232-Y870S2B.png

Nerfed quite a bit, not as good an antiair anymore

2c
http://sadpanda.us/images/802233-IB2OCL3.png

BE2c
http://sadpanda.us/images/802235-Z5OR3AV.png

Mixed bag, the higher height of the red makes her battou combo easier to pull off at more ranges, but it doesn't have as much low profile as it did.

j.A
http://sadpanda.us/images/802236-QCWXXYY.png

Pretty big nerf, it used to crossup often against extended hitboxes now it won't as much or ever.

j.B
http://sadpanda.us/images/802237-K1EL6D7.png

A very subtle change, there's more green box around her feet. Not going to affect much.

j.C
http://sadpanda.us/images/802238-4WER92N.png

An actual buff! Has a tiny bit more potential to stuff antiairs now.



« Last Edit: January 06, 2012, 09:18:31 AM by Pfhor »

Offline fiendmaw

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Re: C-Kohaku
« Reply #9 on: January 07, 2012, 06:25:18 AM »
I wanted to ask,is there ANY reason to not go for the BEj.C combo?
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Offline Pfhor

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Re: C-Kohaku
« Reply #10 on: January 07, 2012, 01:44:45 PM »
I wanted to ask,is there ANY reason to not go for the BEj.C combo?

Outside of the corner, I can't think of any reason to do other combos. Inside the corner she has other combos that do more damage and she can end them with j.[c] for hard knockdown though.

Offline Frost

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Re: C-Kohaku
« Reply #11 on: January 08, 2012, 01:53:12 PM »
I'm suffering with 2A>2B>2B>4B>2C>5C>5C(for 1 hits)>236A>2A>2C>5C>5C(for 1 hits)>236A>2A>2C

I can't get the red part  :(

Any tips
"......Without love, it cannot be seen? ............Hah. That's backwards. Because of love, you end up seeing things that don't even exist." - Furudo Erika

Offline Pfhor

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Re: C-Amber
« Reply #12 on: January 08, 2012, 05:14:40 PM »
Ok I have been using this as my midscreen bnb that ends up in the corner after the j.[c]. It does almost exactly 5k damage on Akiha:

2aa 2b 4b 5cc(3 hits) 236b BEj.c 2c 5c BE5b 2b 4b 236a 236b~c 5a/2a 5c BE5b 4b 2c 236bc

From there you can do either:

otg BE4b into plant (your choice, any except johnny will work fine)
otg BE4b 6c 236a 236b 236c
otg BE4b 5cc BE236b into johnny


This combo is almost universal, there are 3 characters you have to adjust on, and 2 it's impossible on.

Replace the red 2b 4b part with simply 4b on:
Wara
Sakiha
Ries (you CANNOT do otg BE4b on her)
Len (this combo is way too hard to do on her, I recommend doing the one listed below instead)

Combo does not work on:
Neco Arc
Neco Arc Chaos

For timing the normal combo, make sure that they are as low as possible after the ground bounce from BEj.c, dash forward a little bit to time it right. For the altered characters, ensure they are as high as possible but still at a distance where 2c 5c BE5b will combo.

For len, use this combo that ends in the same knockdown for less damage (well, "more damage" because Len's defense is awful):

2aa 2b 4b 5cc (1-3 hits) 236b BEj.C 2c 5cc(1-3 hits) 236a 236b~c 5a/2a 5c BE5b 4b 2c 236bc BE4b

The anywhere combo works on necos, that's the only thing I can think of to use on them. You have to neutral jump the BEj.c if you are in the corner to ensure that it will hit:

2a 2b 4b 5cc (1-3 hits) BEj.c 2c 5c (1-3 hits) 236a 236b~c 2a 2c 5cc 236bb 2c 22b

I'm suffering with 2A>2B>2B>4B>2C>5C>5C(for 1 hits)>236A>2A>2C>5C>5C(for 1 hits)>236A>2A>2C

I can't get the red part  :(

Any tips

After the 2c, you have to delay the 5c a little bit so that the opponent is lower to the ground, then you have to make sure that the 5cc carries them high enough so that when you 236a 236B~C they fall for enough time for your 2a to catch them. If you carry them too high, the 236a will whiff completely, if you do it too low you won't have enough time to catch them with 2a.

Don't be restricted to 1 hit on 5cc, use as many hits as you need to get them at the right height while avoiding the last hit which will ruin the combo.
« Last Edit: January 11, 2012, 10:20:49 AM by Pfhor »

Offline Setsu

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Re: C-Amber
« Reply #13 on: January 09, 2012, 05:31:53 AM »
Is there any reason some jp players like to do 2c after the first 4b? (namely Ieda, but it's also on that japanese combo video) From what I saw it seems like it would do less overall damage so I'm not sure if it makes anything easier or what. Plus he doesn't do it all the time either, I'm confused.

Offline Pfhor

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Re: C-Amber
« Reply #14 on: January 09, 2012, 06:17:01 PM »
It does less damage, so avoid doing 2c if you can help it, but if you happen to hitconfirm from a string using 2c the combo still works.

Offline SaruKada

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Re: C-Amber
« Reply #15 on: January 17, 2012, 12:52:57 PM »
So archetype earth seems to be all kinds of homosex and past a certain combo count, usually by the second rep, ... 5A 5C BE5B 2B/4B seems to stop working altogether.
Tried both:

2A 2B 4B 5C C(1h) 236B BEj.C adc j.C j.B 2C 5C BE5B 2B 4B 236B~A 5A 5C BE5B 2B/4B (both drop)

and

2A 2B 4B 5C C(1h) 236B BEj.C adc j.C j.B 2C 5C BE5B 2B 4B 236A 236B~C 5A 5C BE5B 2B/4B (both drop)

Is it just me failing? Can anybody else confirm? Currently going with:

2A 2B 4B 5C C(1h) 236B BEj.C adc j.C j.B 2C 5C BE5B 2B 4B 236B~A 5A 5C C BE236B~B 2A 2C

Offline Pfhor

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Re: C-Amber
« Reply #16 on: January 17, 2012, 02:30:35 PM »
So archetype earth seems to be all kinds of homosex and past a certain combo count, usually by the second rep, ... 5A 5C BE5B 2B/4B seems to stop working altogether.
Tried both:

2A 2B 4B 5C C(1h) 236B BEj.C adc j.C j.B 2C 5C BE5B 2B 4B 236B~A 5A 5C BE5B 2B/4B (both drop)

and

2A 2B 4B 5C C(1h) 236B BEj.C adc j.C j.B 2C 5C BE5B 2B 4B 236A 236B~C 5A 5C BE5B 2B/4B (both drop)

Is it just me failing? Can anybody else confirm? Currently going with:

2A 2B 4B 5C C(1h) 236B BEj.C adc j.C j.B 2C 5C BE5B 2B 4B 236B~A 5A 5C C BE236B~B 2A 2C

That combo is finicky on most characters if you do a full ground string, skip the airdash j.cb and just do dash 2c 5c after the j.[c] and you should be able to continue normally. If you get a counterhit j.b, j.a, or airthrow you can add the airdash j.cb without any trouble.
« Last Edit: January 17, 2012, 02:33:10 PM by Pfhor »

Offline SaruKada

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Re: C-Amber
« Reply #17 on: January 17, 2012, 03:46:00 PM »
Aw but airdash j.CB is so fun to do

There don't seem to be any drawbacks to it when comboing midscreen so I'll keep that in mind for corner combos

Leaving out the airdash j.CB lets me complete:

2A 2B 4B 5C C(1h) 236B BEj.C 2C 5C BE5B 2B 4B 236B~A 5A 5C BE5B 2B 4B 236A 236B~C 2A 2C

quite easily for 6029. I'll take it!
« Last Edit: January 17, 2012, 03:49:44 PM by SaruKada »

Offline Frost

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Re: C-Amber
« Reply #18 on: January 20, 2012, 03:03:07 PM »
Why was the title changed to Magical Amber  ???
"......Without love, it cannot be seen? ............Hah. That's backwards. Because of love, you end up seeing things that don't even exist." - Furudo Erika

Offline Pfhor

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Re: C-Amber
« Reply #19 on: January 31, 2012, 06:20:41 PM »
https://docs.google.com/document/d/1adN01OpDTr__hW8N1yxLT4F-WWeKHXIiw46KUN2P0nI/edit

Here is a collection of the most damaging midscreen to corner and starting corner air counterhit combos I can find, with specific strings regarding each character in the game. Don't even bother doing these combos on Neco. The first ender is used as a base, and the bold parts of the strings are the differences.
« Last Edit: January 31, 2012, 06:40:23 PM by Pfhor »

Offline Setsu

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Re: C-Amber
« Reply #20 on: February 01, 2012, 06:01:08 PM »
Thank you Pfhor, that will be really useful.

On a side note, I'm having major trouble connecting the final 2c in the BE236b ender. I can do 2a 2c with little problem but sometimes the 2a leaves them too high for 2c to hit so I'd rather learn to do it the right way. Is this just a practice until you get it right kind of thing or am I missing something? I've never been able to do it as of yet. Any help would be appreciated.

Offline Pfhor

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Re: C-Amber
« Reply #21 on: February 02, 2012, 12:27:05 AM »
Delay the command followup after 5c let them fly higher and you should have no problem. Just get them high enough.

Offline Setsu

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Re: C-Amber
« Reply #22 on: February 02, 2012, 01:05:54 AM »
That was it, thank you!

I actually did get the ender right a few times since my last post, but the timing felt really strict. This just made it that much easier  ;D .

Offline Frost

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Re: C-Amber
« Reply #23 on: February 13, 2012, 03:04:07 PM »
Thanks for that Pfhor.

"......Without love, it cannot be seen? ............Hah. That's backwards. Because of love, you end up seeing things that don't even exist." - Furudo Erika

Offline Yumeru

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Re: C-Amber
« Reply #24 on: February 27, 2012, 04:14:40 PM »
 :psyduck: I am having some issues getting j.B to work for the combo starter 236B BEj.C dash j.CB as kohaku lands 1 or 2 frames before j.B is active. I am thinking that my j.C after the dash is too slow, but I find it hard to get them executed since it appears that input buffer doesn't work on some situations such as j.C right after an air dash or 4B after 236BA. The 2A is fine for the batou feint since the time to wait before hitting that button is longer (for me) than it seems and there is plenty of time to throw out 2A before the opponent is OTG.

In SFIV they use priority linking to get around these 1 frame exact execution, not sure if there is something in melty blood that can help with this too. Any tips from the pros?
« Last Edit: February 27, 2012, 04:18:50 PM by Yumeru »