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Author Topic: Kishima Kouma current code changes (1.07)  (Read 23630 times)

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Offline Tonberry

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Re: Kishima Kouma current code changes (1.07)
« Reply #75 on: August 23, 2013, 11:50:18 AM »
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline dumba989

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Re: Kishima Kouma current code changes (1.07)
« Reply #76 on: September 23, 2013, 07:54:14 AM »
2b or not 2b  :laffo: http://www.youtube.com/watch?v=GxghLL1t2fU

Good shit posting that, remembering combos etc. gets tricky but this helps alot, now I need to find that list of characters combo routes for OTGs & stuff
"I used to be a christian then I met anime.. now i practice witchcraft and dark magics."
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Offline Inso

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Re: Kishima Kouma current code changes (1.07)
« Reply #77 on: November 05, 2013, 08:23:58 PM »
Ever since I've seen Mat Coma playing Crescent and taking a tournament in MBAA I've been curious about the character, and last month I finally gave him a chance. His pressure is a lot trickier to pull off than I thought and he suffers a little on neutral, but overall he is a very good character, consistant damage off any confirms on the ground. 

I feel one of the reasons he was left so unexplored is because of how easy it is to play F, and also because he is the most distant of his pre-moons system's self. Didn't play much with his loop b/c it had character specific timmings and I usually don't like touching that stuff. Anyways, this is something I thought would be interesting to share:

http://www.youtube.com/watch?v=Ne0o4gRFFqI
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Offline koorimusha

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Re: Kishima Kouma current code changes (1.07)
« Reply #78 on: February 19, 2014, 10:32:03 PM »
I like Kouma. Some C-Kouma stuff I made.... Pretty amateurish if you ask me, but just take it.

https://www.youtube.com/watch?v=IBf_BBXgSMc

Also, some sandoori stuff. For C-Kouma, once again.

https://www.youtube.com/watch?v=O6DuoOS1AEw

Offline TheMaster_Rahl

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Re: Kishima Kouma current code changes (1.07)
« Reply #79 on: February 20, 2014, 03:34:56 PM »
Also, some sandoori stuff. For C-Kouma, once again.

First of all, good job on those. :)
Just want to clarify something to avoid confusion.

While your definition of sandouri is okay, I have a problem with its use here. In melty, usually the term refers to a specific kind of 3-way mix-up executed a specific way, that allows you to attack 3 specific points. I guess that what I mean is that a sandouri is a 3-way mix-up, but not all 3-way mix-ups are sandouri.

In your example, Kouma uses super jump to set up the mix-up. Sandouri set-ups are usually different, but not always. It depends on the situation and the char. They do always involve putting the char in a position where they can attack the opponent same side high, cross up low, & (true) cross-up high. Cross up high is the attack point that is called attacking sandouri.

So the set-up is typically executed with:
Dash > Neutral Jump > Return to Neutral > Float Back > (Mix-Up Option)
6A+B > j(8). > j(5). > j[4]. > (Mix-Up Option)
How this works to set up the mix-up options is that the neutral jump maintains dash momentum, so while you input neutral jump, you also are drifting forward to the P2 side of the opponent facing the wrong way. Return to neutral and then holding 4 will influence your momentum farther, in this case stopping your forward momentum from the dash input. You are left floating above the opponent on the P2 side facing the wrong way. This is just one set-up example. Others exist, but they tent to be char specific, and sometimes, situational. This example is the one that I see Kouma players go for the most often though.

Mix-Up Options are executed with:
Air Back Dash > Meaty Aerial High | for same side high.
j.4A+B > j.X
Land > Meaty Low Normal | for cross up low.
Land > 5/2X (whatever hits low)
Forward Double Jump > Instant Air Back Dash > Meaty(ish) Aerial High | for cross up high that must be blocked correctly; A true cross up.
This can be executed many ways, but the most common way is:
dj(7).* > j.4A+B > j.X
*Note that you are on the P2 side, but facing the wrong way still. So the dj(7). will correct your facing and then likely move you back to the P1 side of the opponent facing the wrong way. Once you dj. to correct facing, your inputs change to P2 perspective. Basically the controls are reversed, and the notation reflects this change. This is just general format, there may be char specific nuances.

Anyways, that's what I think a sandouri is. Your example may be a 3-way mix-up, but it is not a sandouri mix-up. If I have it wrong, though, let me know. This is not something that was ever explained to me the way I just did. It's something I learned by watching it happen in game and listening to JP commentary.

-NC TexasTim-

Offline Sashi

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Re: Kishima Kouma current code changes (1.07)
« Reply #80 on: February 20, 2014, 11:04:25 PM »
Thuuuunder drift. It's not santaku, it's a thunder drift. :v
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Offline Inso

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Re: Kishima Kouma current code changes (1.07)
« Reply #81 on: August 26, 2014, 08:57:19 PM »
Some videos with tech that are old news to a lot of people but I decided to make videos because reasons.

http://youtu.be/it86fDiWgaI

http://youtu.be/jpB0WqCz4MU
<Azura> what is porn? D=
<Cristu> baby dont hurt me

Offline Tonberry

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Re: Kishima Kouma current code changes (1.07)
« Reply #82 on: August 27, 2014, 03:13:47 PM »
Some videos with tech that are old news to a lot of people but I decided to make videos because reasons.

http://youtu.be/it86fDiWgaI

I just skip the rekkas because I feel it increases the chance you'll drop the combo and they don't add significant damage.  :laffo:

http://youtu.be/jpB0WqCz4MU

You can do 6c j[c] j[c] 623a and pull them out of the corner if you DI back on your double jump(iirc, don't remember which jump you put DI on and I don't have my pad next to me to test)  :laffo:
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline Inso

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Re: Kishima Kouma current code changes (1.07)
« Reply #83 on: August 28, 2014, 05:40:26 AM »
Well, you just made my videos seem pointless sir

I do believe the damage difference is relevant tho
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<Cristu> baby dont hurt me

Offline heavymetalmixer

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Re: Kishima Kouma current code changes (1.07)
« Reply #84 on: September 18, 2016, 08:48:31 PM »
Does anyone know C-Kouma's framedata on block?
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Offline HunTaire

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Re: Kishima Kouma current code changes (1.07)
« Reply #85 on: October 03, 2016, 04:41:38 PM »
Does anyone know C-Kouma's framedata on block?

Open OBS (I know you use that), set to record on 60 FPS, go to training and set the dummy to block always and start recording what you want to check. If you are still using Window Media Player in 2016 then right click anywhere > Enhancements > Play speed (Mejoras>Conf. de Velocidad de Reproduccion) and you can go frame by frame and check block frame data and pretty much everything else.

Offline heavymetalmixer

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Re: Kishima Kouma current code changes (1.07)
« Reply #86 on: October 03, 2016, 07:04:40 PM »
>Media Player on 2016
LOLNOPE

But that option seems interesting, maybe using a video editor to check the recordings would be nice. Hell, Maybe I could even get every character frame data if I have time . . . The problem is what do I do for the recordings? Do the move on block and try to jump as fast as I can, and put the dummy to do it too?
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