Melty Bread Forums
Atlas Academy => Melty Blood: Current Code => Mech-Hisui & Neco Arc => : LordPangTong November 11, 2010, 04:23:05 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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First time seeing this character in MBAACC http://www.nicovideo.jp/watch/sm12721252
They come in @ 3:37. Was there changes listed for Neko Mech or Koha Mech?
Looks like they sped Mech's air dash waaaaay up and gave her a new air grab. Looks pretty sweet
Edit: Oh, and they made her 5[c] like Hisui's
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And a new death scream. They made her closer and closer to the real Hisui now. Is Kohaku's robotics prowess improving? :mystery:
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http://www.youtube.com/watch?v=7W6ByX3TOqM#t=31m06s
:laffo: :laffo: :laffo: :laffo: :laffo:
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http://www.youtube.com/meltybread#p/a/u/0/bFWdODCjCN4
F-MechaNeco, 1st time I've seen her in 1.07. Hilarious!
Hitting the neco with some moves makes it a projectile! (BEjC and 6C)
Has Cresent like air throw.
Has what looks like a much faster air dash. (But could be something more cool like command air dashing :V)
Looks like the neco recovers faster too.
-TexasTim-
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I've actually been considering picking up F-Nekomech for fun. They've been adding a lot of changes to change how similar the team was to F-Mech. They've improved a lot of things since the ps2 version.
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Other things about F-NekoMech:
-has BE6C
-BEj.C GROUND BOUNCES
This char is godlike 8-)
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Other things about F-NekoMech:
-has BE6C
-BEj.C GROUND BOUNCES
This char is godlike 8-)
8-) The Emperor of CT also thinks this char is gdlk 8-)
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Yeah, this character is hilarious. Hitting the neko with the charged hammer (6[c] and j.[c]) turn it into a projectile. As shown by monoritsuto in this vid:
http://www.youtube.com/watch?v=yd-pXoJwO9A&#t=7m27s
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just dicking around with H-Nech in training mode. Might as well post changes.
6C turns neko into a projectile. Regular version knocks her forward a bit, but the charged version sends her flying really far, usually offscreen where she takes a while to return. This can be used for setting up offscreen beam shenanigans. J.[c] also turns Neko into a vertical projectile which is pretty interesting for pressure.
623A and B now re-launch a fallen opponent, allowing for some possible new combos . J.[C] groundbounces if it hits an airborn opponent, just like the other moons.
5[c] now rushes forward instead of doing more damage, and 2[c] can't be charged anymore.
The character in general feels faster. She can't do the throw break trick anymore where pressing throw while summoning neko would cause a throw-breaking animation. (well it was useless anyway)
Another nice change I noticed is that her throw animation no longer hits neko, which is a slight buff to after-throw okezime since you don't have to worry about neko being inactive.
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Would it be appropriate to post this here? :prinny:
http://www.youtube.com/watch?v=Ob8i7cBZysk
Reuploaded, more content added, and 'fixed' of various issues. About time...
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Wow, some nice stuff there for sure. And here I was thinking that only F-NekoMech could combo into j.5(C) in a b&b. I had a feeling it would come after 2AAA but I am having a really hard time getting it to connect.
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I had a feeling it would come after 2AAA but I am having a really hard time getting it to connect.
22A, or 5A~6AA?
Also, for anyone interested, I'm working on a part two. Or, more appropriately finishing part 1 and relabeling that one.
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6aaa I meant, not 2aaa. Man it's been too long since I used numpad notation.
Really eager to see part 2.
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Would it be appropriate to post this here? :prinny:
http://www.youtube.com/watch?v=Ob8i7cBZysk
Reuploaded, more content added, and 'fixed' of various issues. About time...
Good work, Katz! I hope you can do this all in casuals next time :laffo:
Also plz include fuzzy in next vid (should be with the other post-throw Neco oki mixups)
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Good work, Katz! I hope you can do this all in casuals next time :laffo:
Also plz include fuzzy in next vid (should be with the other post-throw Neco oki mixups)
You'll probably see some of it against Tales, since it's easy on P.ciel and he doesn't know how to block half the time.
...That aside, I haven't tested the j.B fuzzy yet since 22A stops hitting before the fuzzy connects. I'll try something with Neko-Hime, but that might only be useful when they're scared enough not to mash out of it. (22c goes away on block D: )
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Aaaaand... open~!!!
http://www.youtube.com/watch?v=1OB1AHlc8RU
Wait, wrong game.
I'd try to cover more, but I'm not good at these type of things.
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Great stuff as usual. I was hoping for some 6C and j.(C) nekoball setups, but I haven't even tried to muck around with that yet myself.
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Great stuff indeed. Though I'm more of a C-Neco&Mech player, there was still a lot of useful information for me there.
One little note by the way, you can also combo off a max range 2C with 2C > 5C xx 623A > air combo for better damage, if you haven't used 5C in your string yet.
Anyway, I have been playing around with C-Neco&Mech, and here are some combos that I managed to come up with. 2C > 5C does not tend to connect at max range, but it at least works more often than 2C > 6C
... 2C (5C) 623A/C
for some damage and oki
... 2C 5C j.ACB dj.AC (dash) AT
... 2C 5C 6C hj.BC dj.AC (dash) AT
... 2C 214A j.[C] (dash) 2C 6C j.BC dj.BC (dash) AT
... 2C 214A j.[C] (dash) 2C 5C 6C hj.BC dj.AC (dash) AT
for better carry. This does work off a max range 2C as well, provided that your neco's ready.
I'm wondering here if I can do something like ... 2C 214A j.[C] dj.[C]B/A into relaunch, and if it's worth it for the damage or not.
C-Neco&Mech can also do something like ... j.BC (dash) j.B dj.BC AT, but the timing on this seems pretty tight, and can only be done in the corner.
Impractical stuff:
2B 2C 5C 623C 623C 623C (otg) 623C (otg) 623C
Silly 100-hit combo that requires infinite meter. (With MAX you can get 4 623C's though)
(far) 214C j.[C] dj.[C] (dash) 2C ...
Gives a ton of damage, but I'm not sure how I'm to hit my opponent with a raw 214C, with enough distance... A max range 5B CH does seem to work, though, but I don't know if it's hitconfirmable or not.
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214C j.[C] dj.[C] (dash) 2C ...
Gives a ton of damage, but I'm not sure how I'm to hit my opponent with a raw 214C... *maybe* with a standing CH from a normal or something like that.
Do you have enough time to mix-up off of God Cat?
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I tried mucking about with C-nekomech. Her 214A combos are pretty damaging, but inconsistant, since you can't start them unless Neko is behind you and she doesn't have very many moves for positioning Neko (214A/B being the only ones that summon Neko right to you)
You pretty much just have to hope that Neko isn't going to get hit when you start a combo raw.
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214C j.[C] dj.[C] (dash) 2C ...
Gives a ton of damage, but I'm not sure how I'm to hit my opponent with a raw 214C... *maybe* with a standing CH from a normal or something like that.
Do you have enough time to mix-up off of God Cat?
I see now that I forgot to mention that it requires enough distance to work. *edits*
In any case, I doubt you can get an actual mixup off, since 214C ends a bit before you can reach the opponent.
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Here's an easier B&B or h-moon that should work on everybody from 2A range. I estimate it does about 4000 or so on Tohno. I say estimate, because I am trying to do the combo on a shitty usb keyboard with huge keys, on a shitty laptop that literally overheats and turns itself off if I enter heat mode too many times in one session. I haven't actually been able to complete the air combo portion. Can someone with better execution please test the damage?
2A 2B(2 hits) 5C (1 hit) 5A(whiff) 6AA *slight pause* 2C 5B 6C *neutral superjump* j.5B j.5C *air jump* j.5B j.5C Airthrow
seems much more character consistant and practical than the j.(c) combos and still does respectable damage.
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At this point, I'd say the j.[C] combos are for squeezing out that extra damage, or getting oki AND damage at the same time considering that j.[C] is practically untechable. Dropping combos for oki doesn't seem to have that bad of a trade-off either way, considering the next combos you'd do after a successful mix-up attempt do 5.5-6k on most characters.
Omitting the immediate dodge after 22A lets you launch with 22A if you go low, and it makes j.[C] > airdash > j.C safer to go for. Tossing 22A down a bit earlier also makes j.[C] a bit safer against reversals. :toot:
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Yeah, I kind of wish j.(C) came out a little faster, because this character seems to be all about the oki and the more ways you can ground an opponent the better, but it's surprisingly easy to get it off from certain counter hit combos, just not in regular combos.
you can also chain 5A6AA into itself twice against some characters if done at the start of a combo, which might make for something good, I dunno. Also, I'm going to start playing around with neko-whacking. You can pretty much get a j.(c) off after a sucessful counter hit off a 6C Nekoball.
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2A 2B(2 hits) 5C (1 hit) 5A(whiff) 6AA *slight pause* 2C 5B 6C *neutral superjump* j.5B j.5C *air jump* j.5B j.5C Airthrow
seems much more character consistant and practical than the j.(c) combos and still does respectable damage.
Does 4123 on Tohno Shiki, where as going into the j.[C] combo on Tohno does 4335. It's only about 200 damage more, so no reason to use the j.[C] combo unless you're going for oki/more corner carry or want to be fancy. Might need to omit the first j.B on some characters, though.
On the other hand if you're going for oki the j.[C] combo does 3489 on Tohno while yours ends at 2136. The difference between them is about 1300, and the difference between oki drop and non-drop is 600-to-800. Dropping, while not necessary, allows you to keep momentum much easier and set up for an even greater damage total.
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Yeah, I kind of wish j.(C) came out a little faster, because this character seems to be all about the oki and the more ways you can ground an opponent the better, but it's surprisingly easy to get it off from certain counter hit combos, just not in regular combos.
you can also chain 5A6AA into itself twice against some characters if done at the start of a combo, which might make for something good, I dunno. Also, I'm going to start playing around with neko-whacking. You can pretty much get a j.(c) off after a sucessful counter hit off a 6C Nekoball.
I think the difficulty/reward is fair, considering how much more damage you can get with fairly strong mix-up options. Especially when it loops back into itself against everyone aside from Vermillion and Ryougi ( :emo:) easily.
The list of characters 5A6AA works on after launch is in Part 1 of my Necho/Meco/N&M vids. I think it's Tohno, Miyako, White Len, Aoko, and Arc. Either way, you can't j.[C] off of it... on Tohno, since I haven't tested with everyone else. He has the 'best' hitbox out of the group to my understanding, but you never know.
Edit: Also, I noticed you can set up a j.[C], 6C, and 6[C] on Neco after using 22A near the corner. I'm guessing you could use j.[C] to stop jump-outs, but I'm not entirely sure if 6C would be worth using due to its meh recovery.
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Ok, thanks for testing that.
I guess it's really down to whether or not you want to risk botching that J.(C) for a stronger pre-oki combo. I swear I just cannot for the life of me do those consistantly, which sucks because bouncing people off the floor with a hammer is sexy.
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It's pretty hard to do, and somewhat confusing considering how you have to change your jump directions for a number of characters. Like for Nero and Seifuku Akiha, you have to jump forward for the first j.[C] in the corner, then jump back for the second j.[C]. Also, you are forced to do very short ground strings against characters like Sion, otherwise the 6AA will whiff completely even though it works at a medium range against other characters.
The best advice I can think of is to get used to the timing and specifics for the characters you fight against the most and go for the easier/safer combo options against everyone else.
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Yeah getting 6AA to hit is the first annoying part of the combo, then getting J.(c) to come out immediately after is even harder since you pretty much have to time it perfectly.
Still, if you botch it up the opponent generally either air techs quite close to you (within 5B range) or gets hit anyway if they don't tech, so maybe it's not so bad.
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It's one of those things that'll probably still combo if they don't piano-mash their arcade stick as long as you are close enough to the correct timing. So far I've gotten used to doing it during mix up 'practice' in training, but matches are another story :(
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On probably an unnecessary note, I noticed that if you're at a slight distance and cut the ground string in half, the combo becomes worlds easier on most characters due to lack of gravity increase. So, even if the full combo doesn't work on everyone you should be able to go into j.[C] combos by sacrificing a little bit of damage. Either way, if you get a random counter hit during stagger or something you're usually too far away for the full string anyway. :blah:
Oh, I also found a way to get an extra j.[C] or two in off of mix-up against some characters. It probably would work better after scaring them to respect 22C, but 22C allows you to get the extra hits anyway. Might be able to get this off after random CH 6C's, too?
Ended up going 500-700 more damage depending on how the flame hits.
22A~9j.[C] > 7~j.[C] > 5A (whiff) 6AA > j.[C] > land > 8~(while falling)j.B > j.C > land > j.A j.B > jc j.B j.C > air throw
Sadly starting to look like there's not much incentive to block low aside from not wanting to get thrown into the same situation again. Working out the details later when I have time.
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Distance does seem to be a factor in a lot of her combos. Doing something short into 5A6AA too close usually ends up bad against a lot of characters because they get clipped off the 5A that's meant to whiff.
Also, for some reason I cannot seem to land J(c) at all in b&b combos against regular Ciel. I've managed to do it on almost everyone except her midscreen and in the corner.
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Distance does seem to be a factor in a lot of her combos. Doing something short into 5A6AA too close usually ends up bad against a lot of characters because they get clipped off the 5A that's meant to whiff.
Also, for some reason I cannot seem to land J(c) at all in b&b combos against regular Ciel. I've managed to do it on almost everyone except her midscreen and in the corner.
http://www.youtube.com/watch?v=3TDfPreSPN8
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Hmm interesting.
Trying to figure out the problem. I think it's because I was starting with 2A and not 2B? She was the only one really giving me trouble.
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Leave 5C out if you start with 2A. 2A > 2B(2) > 2C > 5a6AA works fine most of the time. j.[C] hits her weird, and if it were even possible you need to time it even more perfectly than normal.
Dame shame Neko Flare doesn't stay out for even longer. Combos with 22A launch are <3
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Ah, that's good to know. I really have to learn to stop trying to fit everything into a combo.
I've been trying to mess around with 6c neko attack counterhit tricks, but positioning Neko correctly is a lot harder in a practical situation. It's fun after 22A oki though when you know where she's going to end up.
Also, 214C is funny on block because it hits so many times, but does that have any use for anything? Doesn't seem to do a lot of chip or block damage. Now that we have a faster airdash, perhaps it could be easier to chase to the corner.
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If they block 214C it gives you breathing room and potentially momentum if you're heading into the corner, and if they don't block you just get momentum back?
:psyduck:
Honestly, it really just seems like a "What you see is what you get" sort of thing.
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I posted a tutorial for youtube. Can someone make a review for it? :)
http://www.youtube.com/watch?v=5IhiB-wnmik&feature=youtu.be
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I don't really play this character but I like very much how you focused a lot on pressure/blockstrings in the tutorial. Great job : )
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I posted a tutorial for youtube. Can someone make a review for it? :)
http://www.youtube.com/watch?v=5IhiB-wnmik&feature=youtu.be
Goes over most of the important things. Now we only need one for F-moon.