Melty Bread Forums
Misaki Town Bakery => Melty Blood Auditorium => : f-wlen ice loop January 16, 2012, 06:14:45 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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Full Moon Meter Management (http://mizuumi.net/2010/10/24/melty-blood-actress-again-full-moon-meter-management/) (stop blowing meter when you need to IH)
The Concept of Overcommitment (http://mizuumi.net/2012/01/05/melty-blood-the-concept-of-overcommitment/) (blockstring and pressure theory)
Melty Blood Combo Theory (http://mizuumi.net/2012/01/16/melty-blood-combo-theory/) (why certain combos are used)
Post suggestions on topics for future articles. I'll update the thread when I post something new so there's a nice convenient place for everything.
Suggested:
Esoterics Article: Crossup Protection, Combo Limiters (Gravity, Wall/Groundslam Limit), Damage Reduction, Jump Cancel Limit, Landing Recovery
Neutral Game (Meltsies)
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There needs to be a article on rebeat pressure. I think Tempered was almost done with one...?
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There needs to be a article on rebeat pressure. I think Tempered was almost done with one...?
it was very, very rough. i think someone else should do the rebeat article, perhaps write out concepts and let me edit it
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I agree. Writing is something I dislike and am very bad at anyways.
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How about an article on Neutral Game Theory? Or Mobility Theory?
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Just a heads-up: In the Combo Theory article, you might want to fix up the word "jumpin" and swap it with "jump-in", as it'll lead itself to less confusion.
Otherwise, top-notch stuff.
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One thing that I think might be extremely helpful for beginners would be a basic overview of character roles, strengths and weaknesses. A lot of it was on the wiki, but a lot of things have changed from PS2 -> CC1.07. Besides that, it's something that should probably be consolidated somewhere. It's a bit different from the articles so far though, so I'm not sure if it's exactly what you're looking for.
The articles so far are great, by the way.
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If somebody could edit it, I can easily write up an article on 5A/2A whiff pressure using Wallachia as an example. The idea would basically be the different options you can do at different stages of a blockstring, and why 5A whiffing off of B moves isn't the end of the world and actually a very good thing.
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+1 for Neutral game article.
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I would actually enjoy the neutral game article mostly because I am new to this game and I feel lost in neutral.
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1) avoid places where your opponent can put a hitbox.
2) put a hitbox where you think your opponent will be in 1/10thish of a second in a way that won't get you killed if you're wrong. Realistically do it in a way that they'll have to commit to something to beat you that you can potentially bait.
3) ?????
4) profit (you did it in a money match/tournament, right?)
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A more in depth guide on the different moon types would be cool too. From what I can tell there's a pretty big difference between the styles other than what was mentioned in the first guide.
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next planned articles:
why am i not improving
moon breakdown
reverse beat in depth (not written by me lol)
random mechanics esoterica
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I wrote an article on reverse beat pressure but as expected it's p.bad
http://pastebin.ca/2104248
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Stop calling standard f-moon pressure reverse beat pressure. You're doing basic counter hit setups that happen to involve reverse beats because of the character you choose as an example.
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Then I am interested in what on earth reverse beat pressure is because apparently cancelling whiffed 5A's into moves is something full moon can do (no they can't)
I'm serious, what on earth is reverse beat pressure?
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AFAIK anyone in any moon can cancel a whiffed 5a into anything except movement or block during recovery. This includes your main, F-Sion, although I don't see any use for it unless you accidentally whiffed it. Fwara can do 2a5a(whiff)2b against crouchers. Almost everyone can do 5b, slight delay, 2b, for a counter hit setup. Works with most normals. In c/h you could do a reverse beat but you don't need to. It has nothing to do with it, it's a basic counter hit setup. Give them 1-2 frames to press a button and kill them if they do.
Reverse beat pressure doesn't mean anything gameplay wise. Dumb people just use it because the red text appears and read it when they don't actually know what's going on.
Back to the point that you seem to have missed. You described the basis of the offense plan of almost every character in almost every fighting game. You don't need to reverse beat to do it, it's just one of the many ways you can. What do you call 2b, delay, 2c? It's the exact same setup. Whatever normal, delay, whatever normal. Doesn't need to be normals but that's what's used most of the time. That you're doing 2c, delay 2b, instead of the other way around doesn't matter.
Also I think most people use the term when someone whiffs a 2a/5a and dashes back in. Again, doesn't matter that it was a reverse beat. It works the same in any frame advantage situation.
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Well, C-Wara is pretty much my main these days.
You're pretty much right, there really is nothing special about 'reverse beat' pressure, it's just basically an rps game the moment you reverse beat to a 5A. People were requesting it, and I wrote up a pretty bad example. I feel a better choice would've been C-Warc or C-V.Akiha. C-Wara is lucky to have late cancels on his B moves; C-Warc and C-V.Akiha, whose pressure tends to be centered around their 5B, have terrible late cancels. 5B (5A) is absolutely critical for them, because it gives them more freedom to cancel their 5Bs.
I suppose a better article to writeup for what I did would be how to set up, and win, RPS games in pressure.
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requesting article for understanding what to do UNDER PRESSURE
good blocking should be in it too imo
I think beginners would benefit a lot from this
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requesting article for understanding what to do UNDER PRESSURE
good blocking should be in it too imo
I think beginners would benefit a lot from this
I know it's not an article but my video covered this kinda in depth in the last part and has gotten alot of good feedback:
http://www.youtube.com/watch?v=1dZBtb0kRfk#t=1h15m48s
This should help for now