Melty Bread Forums
Atlas Academy => Melty Blood: Act Cadenza => Sion TATARI (Vampire) => : InspectorC July 11, 2008, 07:06:17 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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Hmm...yeah. I'm having trouble with my little brother's Kohaku (the scrubby Nero from before), mainly her ungodly 5B's and j.C's. How should I go about fighting another Kohaku?
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see him whiff a move, and get in punish hard... if he is gona use 5b to Anti air you, then start learning to make sure you to not jump in so recklessly...
Kohaku has like no life, so she dies pretty quickly just got to keep on her till she dies :/..
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So really, the trick is to keep up pressure/blockstrings and just not let her move?
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Your other option would be to ex-shield every time he does that. From what you're telling us, he seems to use those two a lot. At some point, it starts getting predictable, so shielding it becomes easy. If it gets shielded, it's a great way to have him get punished badly.
... Oh, and never teach him about 22b plant pressure. XD
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honestly speaking, since there isn't many super Crazy kohaku's that i have played
all you really got to do is get a hit in pressure her since she doesn't have much reversal options in her disposal.. really...
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VSion is all about rushdown, rushdown, rushdown. So the whole idea to playing her is by keeping up the pressure. You want to pin them to a corner for her 4k - 5k
She does not have that many great pokes imo from neutral situations outside of her fast dash, jA and jC, so you need to be more cautious in your approach. The key is scoring a knockdown and work on your wake up game.
I don't think there's a specific game plan / approach to Kohaku. You just have to watch out for her range (jB, jC, 5B, 5C, 2C). Since Vsion's range is not all that great, just be cautious of your approach.
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Kohaku shouldn't be using 5C as a poke move... or any good kohaku that is
but basically the idea is to get ur hit in as you approach her, people say RTSD that shit, but dont play mindlessly or any good kohaku can try to exploit it
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5C can be a good poke move to throw out. Not the complete 5C, but one hit 5C to 2C , whiff cancel 5A is pretty quick and safe to throw out.
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5C by itself is still a risky poke,
used within a block string is well, a block string...
cause they could use 5B over, let say 5C
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5C can be a good poke move to throw out. Not the complete 5C, but one hit 5C to 2C , whiff cancel 5A is pretty quick and safe to throw out.
Except if it whiffs you are standing there twiddling your broom like a moron ready for dat counterhit. Also it whiffs some crouchers at certain ranges, and always whiffs len while she is crouching.
So yeah, only use it when you are absolutely sure it will hit.
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My latest successes have come through with kinda stupid tactics like
--fakeout Akiha summon -> throw (hopefully right as Akiha connects) -> 5b -> 623b -> j.b j.c j.b j.c -> airthrow
but even on Kohaku, the damage from all that sucks. Hard. And Kohaku's range makes it tough to get in a decent Malice combo.
(And I hate her 236b-b sword thingie.)
I guess my biggest problem is that I've gotten so accustomed to using j.c for hitconfirms that fighting an all anti-air character (with insane range and speed) makes things a little trickier than what I'm used to.
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Your problem is not just against Kohaku, but how you poke with VSion in general. VSion / Sion both don't really have that much range in their normals thus require a better grasp of spacing compared to chars like Shiki / Nanaya. Air ti air is no problem with jC, but opponents on the ground are a lot tougher.
jC is not all that useful for opponents on the ground. For an air to ground attack, use either jA or j2B if you have the range. If you're half a screen away, try IAD jA or jC.
The direct ground approach is trickier in that you have to know when to dash in and 2A or whatever.