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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Sashi

Pages: 1 ... 4 5 [6] 7 8 ... 19
126
Seifuku Akiha / Re: H-Seifuku 1.07
« on: May 02, 2013, 12:57:45 PM »
It's fine as long as you always end in j.[C] or a kill. If you can't make a combo end with j.[C], switch to an easier, less situational combo.

127
Just the one hosting. Both UDP and TCP.

128
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 30, 2013, 01:39:06 PM »
Honestly, I'm watching it and thinking, "Why wouldn't I just do the normal combo in this situation?" As for the airthrow combo, land 2C 5C(2) 6B j.BC dj.[C]A214 does more and gives oki. 2C 5C(2) j.ABC dj.[C]A214 is probably better, actually. Don't know the optimal combos. :v

129
Send him a tweet~

I had a set with someone and it went to the arcade mode style Game Over screen after finishing a game. Weirdest bug so far.

130
Akiha's Tea Room / Re: No one cares about the Wiki?
« on: April 28, 2013, 03:06:40 PM »
Or, you know, just ask on IRC. :v

131
Akiha's Tea Room / Re: No one cares about the Wiki?
« on: April 28, 2013, 02:27:28 PM »
I changed some formatting to make it more presentable, but a lot of the meter gain is wrong. Some of the combo damage is slightly off too (or wasn't done on Sion). I think you used an ExCancel while recording the numbers which made the meter gain lower than normal.

132
Akiha's Tea Room / Re: No one cares about the Wiki?
« on: April 28, 2013, 10:48:30 AM »
Jump startup is different for each character and also different depending on the direction of the jump. It's generally 4, though. You cannot block after tech.

133
Akiha's Tea Room / Re: No one cares about the Wiki?
« on: April 28, 2013, 09:26:27 AM »
Yeah, we do have all that information, but no one wants to bother organizing it all. If you ask on IRC, you can usually get all the information. Plus, there are some pages that are pretty filled out. Look at the CTohno page. That shit is crazy. Satsuki pages, Ryougi pages, etc. are all decently filled. Plus a lot of characters (HKohaMech, FKohaku, etc.) have detailed write ups on the forums.

134
Seifuku Akiha / Re: C-S.Akiha 1.07: The Combo, The Oki, The Mixup!
« on: April 26, 2013, 08:18:34 PM »
623C is one of the most invulnerable dps, but it's vulnerable to normal throws. So if someone reads that you're doing a 623C, they can do something like 2A 6E 2A option select as oki and throw you if you 623C (2A whiff, forward throw) or frame trap (2A 5A 2A) if you don't. Probably. Haven't checked if it works, but I'd think it would.

EDIT: Works. :v

135
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 25, 2013, 11:51:16 AM »
You can win with any character in Melty. It's not like you're playing at top-level anyways. When you lose, though, you'll know why.

Also Tsubaki is fine. 2k from optimal confirm is moe.

136
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 24, 2013, 10:07:58 PM »
Hahaha, gotta be near point blank for it to work right. Sad thing is, it wouldn't even take a lot to make her good. Make 214s work like HAkiha's j.236s with no minimum activation delay. Instantly high tier.

137
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 24, 2013, 05:56:14 PM »
Those are preliminary list from just two months after the last update (year and a half ago). It's not extremely off from opinions now, but it's not something to take seriously. The main reason Ryougi was that high was 'cause no one knew how to deal with Leo's FRyougi.

138
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 22, 2013, 03:06:53 PM »
22A does more damage. By a tiny bit. Test stuff out. Don't just trust whatever you see.

139
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 22, 2013, 02:55:33 PM »
Ryougi is barely mid and PCL is only slightly higher. Highest is Sei, Nero, then Koha, Roa, Arc, Hime, Satsuki.

Also, I did 5B 2B 5C(2)A 6AA 22B 2C 5C(2) j.ABC dj.[C]214A j.BC dj.[C]A214A 'cause it was easier and it worked fine.

140
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 22, 2013, 02:36:06 PM »
5B 2B 5CA 6AA 22A 2C 6C j.ABC dj.[C]214A j.BC dj.[C]A214A. Damage, corner carry, and oki.

As for CSei... Well, she's the best or second best character pretty much no matter who you ask.

EDIT: Actually, not sure this works. Gonna try it.

141
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 22, 2013, 01:03:10 PM »
It's illusion of choice. There's only one choice of combo and that's the OTG relaunch. Otherwise, you're doing 3k with no carry.

Also, you can't look at normals with just frame data. Nanaya normals move him forward and lets him keep the pressure going. HSei's A moves are level 1. CSei's A moves have higher blockstun, must be shielded correctly, and her low starter has better prorate. Plus, C has better 236s and 214s to cover anything as well as forward moving 2B and 5C.

142
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 22, 2013, 09:03:29 AM »
Well, FSei isn't especially good either. She does no damage, her good combos are hard, and rings are fun but they aren't even that strong.

The problem with HSei is that she doesn't even fill a niche. At least FSei does something that not many other characters do. HSei is just a really really bad CSei (partially 'cause CSei is ridiculously strong).

It's not like HSei is unusable, but you have to work harder than necessary.

143
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: April 22, 2013, 08:51:03 AM »
Well, the problem is her doing a dp when you're performing oki. 22C ignores your side switching, so she can dp when other characters have a hard time doing it.

You can do a 5B without dashing if you block 2CC. It has like 40f of recovery. If it whiffs, you can dash 2C and catch it really easily if you wait for her to do the flip in her backdash before doing 2C. So dash and block and then 2C when he backdashes.

As for 22[B], you can just do a jump/airdash/iad to bait her 2CC and then fast fall and hit her in the face. It's near impossible to beat 2CC from straight up, but j.C can beat it if you're a bit farther from her horizontally. It's probably a bad idea in general to challenge it from the air 'cause it's active forever, though. Plus, if you trade, it's heavily in her favor and she gets a 4k combo.

The main problem is probably that you're too obvious with 22[B]. See if you can bait out a 2CC by doing a 22C. Or just use it very sparingly. 22[B] is a good move, but if you use it predictably, you can even just get j.A'd as you come out of it.

144
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: April 21, 2013, 07:19:03 PM »
Can't be helped. CNana is terrible in neutral. As for Ciel's 2CC, you should have more than enough time to punish it. Its recovery is garbage and it's not cancelable on block. Just make sure you don't do it too early. Even if you don't react in time and she backdashes, you can catch her with 2C or 214B. You can just do a 5B in her face when she's falling from 2CC, though, and get an easy combo. I don't know why you always in a situation where you're getting anti aired by it, though.

EDIT: Can't reverse beat 2CC anymore 'cause she goes airborne before it hits. :v

145
Seifuku Akiha / Re: H-Seifuku 1.07
« on: April 21, 2013, 07:10:54 PM »
Honestly, H was barely usable on PS2. Now that her damage is nerfed, there's really no reason at all to play her over C. She's not even easy to play. She's just not a good character in any way. She has some cool looking 22 stuff, though.

146
Ciel's Tech Support / Re: MBACC Crashes when entering versus/training
« on: April 20, 2013, 01:24:11 PM »
Is that English patched or something? 0008.p is a different size than mine.

147
Ciel's Tech Support / Re: MBACC Crashes when entering versus/training
« on: April 19, 2013, 12:20:37 AM »
Screen shot of your Melty Folder?

148
That's already done.

149
Ciel / Re: [MBAACC] F-urry Discussion Thread
« on: April 18, 2013, 07:05:10 PM »
How does the double flash kick stuff work? Gravity, position, character dependent?

150
I had that "freeze after a game is over" thing too with some people. Raised the delay and it worked fine. Who knows. :v

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