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

Messages - Press

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226
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: August 27, 2009, 07:37:33 PM »
Yea, those aren't infinites, which is why you don't see the guy doing something like a fast forwarded video of it doing it like 999 hits or something. They're just long loops. Now Archetype Earth, she has a true infinite.

227
Len / Re: Blackcat Again: PS2 Version
« on: August 27, 2009, 06:18:32 PM »
Edited the mixups section for F-Len in the first post. Pretty much forget doing 214a/b at the end of a corner combo and go for the tech punish or OTG.

228
Len / Re: Blackcat Again: PS2 Version
« on: August 27, 2009, 09:13:23 AM »
Lol, yea F-Len is fun. Especially when you play against characters that have projectiles that you can reflect. Like Warc =D Especially C-Warc. Makes them think twice before using those blood rings and that huge ring she has  :teach:

I just think the hardest part about F-Len is knowing when and where to put out those reflectors, as they are the key point to her pressure game. Guess that just comes with experience.

229
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: August 26, 2009, 06:47:10 PM »
When you tech in the air, you can do that input to do a wakeup esque move, except in the air. They look like her 236 series.

230
Len / Blackcat Again: PS2 Version
« on: August 26, 2009, 03:07:58 PM »
Nobody cares or plays Len except for me and maybe a few others >.>


MBAC -> MBAA general changes.
j.C no longer has it's massive hitbox. It's still big, but sometimes when you expect to hit someone with it, it doesn't.
Fuzzy guards are much easier to do now. Careful with the super jump cancel while double jumping though.
Yay! Len can throw in the direction inputted for the throw now. This makes her throw option while facing the corner much more dangerous as it can lead to decent damage plus knock down  :slowpoke:

F-Len
Just a note, I interchange between triangles and reflectors. That's just me, they both mean the same thing.

MBAC -> MBAA changes
No longer has her ice which is replaced with a sparkly ball that's mostly used as a blockstring ender
No longer has her cat/tincats which is replaced with spinning triangles  :psyduck:
5a is no longer 2 hits
2b range has been increased.... alot
623a/b no longer has her twirly dance before the kick
623c no longer wall slams, but instead launches them straight up for a combo
5c(5hits) is actually usable in her combos now

Short Summary
Unlike before, she's more of a pressure type character. She plays with the threat of trianlges locking down projectiles by reflecting them or hitting people into triangles, since combos off reflectors deal massive damage without the need of meter. Without the aid of cats to zone, she abuses her triangles as much as possible to maintain space and to manipulate people's movement.

Specials
236a A sparkly ball. Comes out quite fast. One hit and usually used for blockstring ender. This one moves slowish. Gives you time to restart pressure since it covers you during the move recovery. Super cancellable on hit, block and wiff. Note: Although it's super cancellable, you can't super cancel into 236c. Same is true with 236b
236b A faster moving sparkly ball. Used to mix up the speed with her 236a. Also super cancellable on hit, block and wiff.
236c EX version of that same sparkly ball. Used to super cancel out of other specials such as 214a/b This one moves at the same speed as her a version and has 4 hits

214a/b You may only have one out on the ground and in the air for a total of 2 at anytime. Stays out for 16 and 2/3rds spins or approximately 26 seconds. This move is also super cancellable, so you can do things like this to reinforce your pressure. A very important feature to know about F-Len's 214a/b and j.214a/b is that when you hit the opponent into a triangle, the triangles will become a hit box and it'll hit hard and wallslam or launch. I'll state which way they get wallslammed or launched in each specific move.

214a A spinning horizontal triangle. This move, when the oppoenent is hit into, wallslams in the SAME direction in which you put out the reflector. For example, if you were facing the left side when you put out the reflector, then it wallslams left. Reflects certain projectiles while it's out. A list of what can be reflected with this move can be found here
     l
     -> 214a Using this while a triangle is out will make it move towards the opponent. If you have two out (one in the air and one on the ground) it will move both. It now becomes a hit box wall slamming the opponent in the SAME DIRECTION of how the reflector is moving if they get hit.
214b A spinning vertical triangle. This move, when the opponent is hit into, launches the opponent straight up. Doesn't reflect =[
     l
     -> Same thing happens if you used 214a while a triangle is out. B version only moves up
j.214a Same as 214a except in the air.
j.214b Same as 214b except in the air, it moves down when you "set it off" and when the opponent is hit into it, it slams them straight down.
Important note: Learning to fully utilize F-Len's 214 series as well as when to use the a version or b version is the key to her game. Without it, F-Len has very little if not any pressure and setups.
214c EX reflector. Moves towards the opponent, has 6 hits and does not wallslam. Stays out significantly shorter than the normal versions and reflects the same things as 214a. You can only have one out at anytime, even if one's in the air.
j.214c Same as 214c except in the air. You can only have one out at anytime, even if one's on the ground.
These moves, when used correctly, can allow for some interesting combos.
Here's an example
A much more probable example lol

623a The ending round house kick of the old 623a from MBAC. This is the launcher of choice. Also super cancellable. You can super cancel on hit, block or wiff, so if you accidentally do this instead of 236a or something, you can just super cancel into 236c to keep it safe.
623b The ending round house kick of the old 623b from MBAC. This move wallslams. This is the launcher you want to use when you have reflectors on the other side of the screen or when your in the corner, have done a reflector oki and then confirmed into a combo. If you're totally confused, here's some examples:
Double Reflector
Corner setup
623c This is the same as the 623c from MBAC except it doesn't wallslam. Instead it's now jump cancellable so you can combo after it. As to when to use this move, I dunno random wakeup super? Doesn't have very many invincibility frames. Then again it is like pretty much the only reversal F-Len has so w/e  :psyduck:

Note: You can IH out of all her specials(non ex).

Combos
F-Len doesn't have many combos. Most of her funky combos come from randomly hitting reflectors for the relaunch. If there's ever a reflector that'll reflect towards you, throw them into it for more damage.
All damage tested on VSion with critical hits turned off

(5a) 5c(5) 3c 623a j.bc j.bc AT 4659 dmg
Generic BnB. As you can see it does quite the damage for little effort.

(5a) 5b 5c(2) 3c 623a j.bc j.bc AT 4783
If you poke and hit someone with a 5b, this is the combo to use.

5b 5c(4) 3c 623a j.bc j.bc AT 5017 dmg
If you manage to get them in the corner, like with a tech punish or something, use this combo.

(5a) 5c(4) 3c 623a j.bc j.bc AT 4516 dmg
When you just can't fit that 5th hit in. Sure it does 100 dmg less, but if you feel like you can't fit that last hit in, use this.

(5a) 5c(4) IH 5c(4) 3c 623a j.bc j.bc AT 5176 dmg
Lol IH to add like 500 dmg to your BnB. I guess you can use this if you really need that heat combo.

2b 5c(5) j.bc j.bc AT 3431 dmg
Used when you hit with 2b

Throw into corner 5a 5c(4) j.bc j.bc AT 2550 dmg
Standard throw combo

Throw(anywhere) 3c 623a j.b double jump j.bc 2215 dmg
Shitty damage, but it finishes off the opponent if a throw just doesn't quite kill them.

623c j.bc j.bc AT 4415 dmg
If you actually hit with this wakeup super, here's the combo  :psyduck:

Blockstrings
Uhh... whatever -> 3c 236a?
Seriously, she has like 5 things she can do for a blockstring. Since she can pretty much super cancel out of all her specials on hit, block or wiff. This tree explains what you can do, though I won't add in what you can do with IHs.
5c 3c ->236a -Generic blockstring ender that actually gives you enough time to dash back in or IAD in to continue pressure when your in the corner.
        l         l
        l         ->214c -To force blocking.
        l
        ->236b -To mix it up with something a bit faster. You don't have enough time to continue pressure, unless they weren't expecting a faster one and got hit.
        l        l
        l        ->214c -To force blocking so you can continue pressure. 
        l
        ->214a/b -To setup a reflector(duh) Use when you have it engraved in their minds that you will 236a
        l           l
        l           ->214c -For making people hesitate on whether to poke out or not.
        l           l
        l           ->236c -To force blocking and to hit people who try to poke out.
        l
        ->623a -Why would you do this?
                 l
                 ->236c Perhaps the above was a misinput, here's how you make it safe. Delay a bit before inputting to avoid accidental 623 inputs
                 l
                 ->214c Maybe you did it on purpose for major mind games so you can set them up for this.

Hopefully that tree wasn't too difficult to understand.

Mixups/Okizeme
Sorry about the unorganized mixups section. I find new things almost everyday, so I just tack them onto my list here.
  • Fuzzy guard is still IAD j.b/c double jump j.c j.2c 5a -> combo
  • 2b's range is pretty large now. You can poke and prod with it. Random 2b's lead to free reflector setups which is always nice.
  • After some more match experience, I feel that it's much better(and safer) to punish techers instead of straight up doing a 214a/b. Simply use 2b if you see a no tech, back tech, or neutral tech then stick out that reflector. If you see a forward tech, you can easily punish with 2a 5c -> combo.
  • You can choose to cancel your reflector with 236c or 214c if you think they might neutral tech, back tech or no tech. This forces them to block allowing you to do your mixups and fuzzy guard.
  • 5b is always an option if you feel they might tech. This covers forward and neutral tech if you dash in a bit for a free combo.
  • 2a 2b is a good way to punish a forward tech for a free reflector setup.
  • Other than that, most of her mixups come from the triangles. If you have one near you, you can choose to set it off and dash in throw or something.
  • If the other player really likes to stay away from those triangles, take every moment to your advantage and charge that meter. Meter is very important for Len to super cancel her specials.
  • When ending your blockstring/pressure, you can IH your ending special to mix it up a bit instead of always super cancelling.
  • Since Len doesn't have many good uses for her IH and has poor hp, feel free to blood heat. It's an easy way to get that hp back and put the pressure on since people will now be wary of any BHAD and LA attempts which allows you to take full advantage of their hesitation.
  • 5b is a very good poke for people who like to dash in on you while you charge your meter behind your reflectors. It's range is deceptive as it comes out fast and far. If you manage a hit confirm out of a far 5b, use 2b 4b/3c to combo because 5c won't connect properly.
  • A funny thing to note, if you hit them with a 2b during otg state and you think they won't tech at the second opportunity that they now have, by all means BHAD THE SHIT OUT OF THEM, IT WILL HIT. You'll have to do the BHAD right after your 2b, so it's mostly a guess. If you guess right, they eat 4k. If you guess wrong, you eat a free combo. Only do this if you've hit them with 2b during otg at close range and they don't tech the second opportunity.

OTG Strings
2b Lol seriously, 2b has so much range, you don't even have to dash in so you can just use this and cancel into reflector or the sparkly ball. This is now what I use when I confirm a no tech.
2a 5c(2) 3c 214a/b or 236a/b
Here's a real one if you ever decide to dash in close enough to hit with 2a. You should really just punish the potential tech instead or put out a reflector.

C-Len

MBAC -> MBAA Changes
MY BLACK CAT WHYYYYYYYYYYYYYYYY
Can only put down one black cat at a time :emo: :emo: :emo:
Increased black cat recovery  :emo: :emo: :emo:
EX Ice black cat combo no longer works because of increased recovery  :emo: :emo: :emo:
She now gains a 421D. This move starts like her teleport, but intead she becomes a giant purple hammer and smacks you.
Now has a 63214C move where she puts a floating orb that floats around you.
Her airthrow seems to now prorate more damage, so relaunch combos with airthrows is no longer worth the execution.

Short Summary
Plays like her MBAC counterpart except without being able to put out another blackcat, her powerful ground zone is no longer as strong. Since blackcat combos are no longer available, you now have to sacrifice the relaunch damage for the guaranteed knockdown. This however still doesn't give her the mid screen mixup she used to have which allowed for a decent 3 way okizeme. In the end you ask yourself, why do I even play this mode? Might as well play H-Len.

Specials
Note: Some moves and how to use them are refered to the old MBAC Len as the properties are either very similar if not identical. For more information on them please refer to bellreisa's guide.

236a Low icicle. Same as Crescent Len's 236a. If used as a blockstring ender, it's minus frames. Super cancelable on hit, block and wiff when the icicle is completely out. Hard to combo into 236c on reaction.
236{a} Charged low icicle. This move gives plus frames on block and is also super cancelable on hit, block and wiff. This move is usually used with a cat covering your charge. Using the partial charge is pretty useful for tech punishing. Usually followed up with 236c on hit for a combo.
236b Mid hitting icicle. Not super cancelable at all. I don't recommend using this at all.
236{b} Two mid hitting icicles. One is pointed 45 degress up and the other is just the same as her non charged version.  This is usually used in EX ice combos. I wouldn't use it outside of combos except when looking to hit jumpers. Not air unblockable >.>
236c EX ice. Her main source of damage when used in a combo. No startup invinciblilty so I wouldn't recommend using this as a wakeup reversal

j.236a Icicle in the air.
j.236b Icicle in a slightly higher angle in the air
j.236c EX air ice. Use this move to punish techers or to hit people wiffing a move with long recovery from a far.

214a Randomly drop a cat between this pinkish cat that does nothing or a tabby cat that launches untechibly until they almost hit the ground. You can only have a maximum of 2 of either this or 214c out at anytime.
214b Randomly drop a cat between a black cat and a white cat. White cat will continue to push the opponent across the screen while the black cat will knock them down untechibly. You can only have one of these out at anytime. This does not add to the 214a and 214c count.
214b ~ b Ensure a black cat comes out.
214c Tin cat. Hits high on the way down and launches on the way up untechibly until they almost hit the ground. You can only have a maximum of 2 of either this or 214a out at anytime.

421a At least my teleport wasn't touched. Like the old version, disappears and reappears moving approximately 4 character spaces in the direction you were facing.
421b Jumps.... but doesn't.
421c Dashes in although not as far as it would seem.
421D LOL HAMMER. Here's what it looks like. This move starts up like any other teleport would, then she turns into a huge hammer and smacks you with a fully untechable overhead. Can't ground tech this one folks. This move has very short recovery as she seemingly recovers right as she reappears. Enough time for you to actually dash in at max range and hit them with a 5a and combo. Though be careful as people can super out of this move on reaction. This move is also perfectly safe on block.  :teach:

623a Twirly kick, same as MBAC Len's 623a. -2 on block. The last hit is also shieldable during the blockstring.
623b Twirly kick again. This one has longer start up and makes her jump further. You can now combo after the wall slam from the last roundhouse kick. Minus frames on block, so be prepared to eat a full combo if you use this in a blockstring.
623a/b ~ a Makes Len hop again hitting more times, but doesn't do her roundhouse kick. +1 on block.
623a/b ~ b Stops Len from doing the last roundhouse kick. Great for tickthrows, but the opponent can mash out quite easily.
623c A bit of startup invincibility. Can combo after if it hits them and they're in the corner. Not a very good reversal so I wouldn't use this much.

63214c This is a new move C-Len has where she puts out a floating orb that floats around you. This move has some interesting properties where they don't actually hit the opponent unless the other guy is in a combo. Anytime you attack them in such a way that hitting them would increase the combo counter, these orbs will hit them invalid or not. These orbs can easily increase the damage on your combos by around 100-200 damage per orb, but be careful using this move as it can easily screw up your launcher. Usually it won't since you'll have them out when you hit with 5c anyways. At most you can have 2 of these orbs floating around you at anytime.

Combos
All damage tested on VSion with critical hits turned off.
Note: Every EX ice combo can be used by H-Len. If you see an EX ice combo here not listed in the H-Len section, it is because either I forgot or it's not worth the meter.

(5a) 5c(4) 4b j.bc j.bc AT 3992 dmg
Standard meterless BnB. Doing 2b before 4b actually reduces the damage so you might as well stick with this one.

(5a) 5c(4) 2b xx 5b 4b j.bc j.bc AT  4193 dmg
Better meterless BnB combo. Slightly harder, but 200 more damage.

(5a) 5c(4) 4b 236c 236{a} xx 236{b} j.bc j.bc AT 4838 dmg
Generic EX ice into double ice combo.

(5a) 5c(4) 4b 236c 236{a} 2b 214c 4180 dmg
Guaranteed knockdown into rocketcat still works.

(5a) 2c 4b 236c 236{a} xx 236{b} j.bc j.bc AT 4189 dmg
For when you hit with 2b, which is one of her 3 low hitting moves.

(5a) 5c(4) 4b 236c x 236{a} j.c airdash AT 5a(1) 5c(5) j.bc j.bc AT 4952 dmg
Standard EX Ice relaunch combo in the corner.

2b 4b 2a(wiff) AT 5a(1) 5c(4) j.bc j.bc AT 3993 dmg
This combo is no longer worth it because of it's increased difficulty and weaker damage, but it's still here for anyone who want's to show off with it.

623c 5a(1) 5c(1) j.bc j.bc AT 4571  dmg
If you hit with 623c do this combo.

Throw into corner 5a(1) 5c(4) j.bc j.bc AT 2550 dmg
This is now a very usable combo since you can now choose the direction of your throw.

Throw into corner (3c/5a 5c(1)) 236c 236{a} 236{b} j.bc j.bc AT 3375 dmg with 3c
Standard 100% meter throw combo.

421D dash 5a(1) 5c(4) j.bc j.bc AT 4025
Lol we all need a hammer combo.

421D 5c(5) 236c 236{a} 236{b} j.bc j.bc AT 4891 dmg
Hammer + Double Ice? Sounds good.

421D 5c(5) 236c 421D 5c(5) j.bc j.bc AT 4797
Lool double hammer combo anyone?


Blockstrings
Not much different than her MBAC counterpart.
Try not to hit with more than two hits of her 5c as it's easily shield bunkerable
Instead of wiffing 5a or 2a you can now do 63214c which sets up a floating orb. This is just something to mix it up with though.
236a -> 236c still works, so you can stick that in there somewhere.

Mixups/Okizeme/Miscellaneous
  • Fuzzy guard is still IAD j.b/c double jump j.c j.2c 5a -> combo
  • New easier fuzzy gaurd: Jump forward j.cb double jump j.c j.2c 5a -> combo
  • Because she now has a good overhead she can use, mixing in 421D at maximum range can often catch people who think you're just teleporting since your so far and thus score a free combo.
  • Like the old MBAC Len, a partial charge 236a can catch forward techers after any mid screen combo.
  • 236c is still a very effective way to catch all techers in the corner.
  • tk j.236c is also still a good way to catch any forward techers at mid screen. Will also still otg them if they choose to not tech.
  • Because of her weakened air normals, you have to be a bit more cautious when throwing out your j.c and j.a

OTG Strings
In this section, whenever you see ender, it means ending your otg string with a special of your choice. What you use is up to you and the situation at the time of you doing the otg string.
Enders of choice
214b{6}
214c
63214c
421D
623a~b
2a 5c(2) 2b 5b 4b ender
This is the one I was using in MBAC, but because 3c no longer connects in this otg string now, you can simply just end it early.
Because of her newly acquired loli hammer, you can now choose to end your otg string with 421D at anytime you think they'll neutral or back tech. This will smack them high as soon as the get up.
2b 5c(2) 5b 4b 3c ender
This otg string is much simpler to do and you can still stick in that 623a~b at the end if your close enough.

H-Len
Short Summary
Her style of play is a lot C-Len except better zoning. Without double black cat her ground zoning is still worst compared to that of MBAC Len. However, she gains better zoning in the form of j.236a/b
 
Normals
5b IT'S A LOW OMG!!! Comes out at 8 frames and hits OTG. This move is an amazing improvement from Crescent Len's 5b.

Specials
Most of H-Len's specials are the same as C-Len's.
236a Low icicle. Same as Crescent Len's 236a. If used as a blockstring ender, it's minus frames. Super cancelable on hit, block and wiff when the icicle is completely out. Hard to combo into 236c on reaction.
236{a} Charged low icicle. This move gives plus frames on block and is also super cancelable on hit, block and wiff. This move is usually used with a cat covering your charge. Using the partial charge is pretty useful for tech punishing. Usually followed up with 236c on hit for a combo.
236b Mid hitting icicle. Not super cancelable at all. I don't recommend using this at all.
236{b} Two mid hitting icicles. One is pointed 45 degress up and the other is just the same as her non charged version.  This is usually used in EX ice combos. I wouldn't use it outside of combos except when looking to hit jumpers. Not air unblockable >.>
236c EX ice. Her main source of damage when used in a combo. No startup invinciblilty so I wouldn't recommend using this as a wakeup reversal

623a Twirly kick, same as MBAC Len's 623a. -2 on block. The last hit is also shieldable during the blockstring.
623b Twirly kick again. This one has longer start up and makes her jump further. You can now combo after the wall slam from the last roundhouse kick. Minus frames on block, so be prepared to eat a full combo if you use this in a blockstring.
623a/b ~ a Makes Len hop again hitting more times, but doesn't do her roundhouse kick. +1 on block.
623a/b ~ b Stops Len from doing the last roundhouse kick. Great for tickthrows, but the opponent can mash out quite easily.
623c A bit of startup invincibility. Can combo after if it hits them and they're in the corner. Not a very good reversal so I wouldn't use this much.

j.236a Air icicle that keeps the momentum of her air movement. This move is very useful for backing off defensively as well as keeping pressure on a cornered opponent. Mostly tk'ed. If you tk this move and hit at max range, you can't dash back in since Len's dash isn't very fast. Launches on hit.
j.236b Air icicle that hops you slightly up and backwards. Useful in some situations such as baiting reversals. I'd rather use j.236 though.
j.236{B} This charged icicle angles up about 45 degrees. Mostly used in her meterless combo for damage.
j.236c EX air ice. Use this move to punish techers or to hit people wiffing a move with long recovery from a far.

214a Randomly drop a cat between this pinkish cat that does nothing or a tabby cat that launches untechibly until they almost hit the ground. You can only have a maximum of 2 of either this or 214c out at anytime.
214b Randomly drop a cat between a black cat and a white cat. White cat will continue to push the opponent across the screen while the black cat will knock them down untechibly. You can only have one of these out at anytime. This does not add to the 214a and 214c count.
214b ~ b Ensure a black cat comes out.
214c Tin cat. Hits high on the way down and launches on the way up untechibly until they almost hit the ground. You can only have a maximum of 2 of either this or 214a out at anytime.

421a Disappear and reappear in the same spot. You can hold a for her to stay vanished for as long as you hold the button or 6 seconds (6 sparkles including the initial one). You can get hit in the place you were before you vanished.
421b Disappear and reappear about 3 character spaces infront. You can hold b for her to stay vanished for as long as you hold the button or 6 seconds (6 sparkles including the initial one). You can get hit in the place you were before you vanished.
421c Disappear and reappear directly above where you vanished at about the height of a jump. You can hold c for her to stay vanished for as long as you hold the button or 6 seconds (6 sparkles including the initial one). You can get hit in the place you were before you vanished.

Combos

Important note: In MBAA, they have added a new universal super jump canceling thing. Remember Tohno Shiki and Nanaya back in MBAC and how they could do what people dubbed as a super jump cancel? This was how Nanaya players fixed their ever present problem of not being able to hit with that second j.c In MBAA all characters now has this so called super jump cancel. The trick to doing it is to hit jump right as you hit the other player or input 2 9. This will make you jump higher from your jump cancel. This is important to know because it becomes easier to link her second j.bc into AT in H-Len's most powerful meterless midscreen combo.

As per usual, all damage tested on VSion with critical hits turned off.
Note: All of C-Len's EX ice combos still work and is still Len's most damaging meter combo.

(5a) 5c(4) 4b j.bc j.bc AT
Generic bnb combo stolen from MBAC/C-Len.

(5a) 5c(4) 4b 236c 236{a} xx 236{b} j.bc j.bc AT 4838 dmg
Generic EX ice into double ice combo.

(5a) 5c(4) 3c 236c 236{a} xx 236{b} j.bc j.bc AT 5157dmg
Does more damage than the generic double ice combo. Also doesn't reverse beat.

Throw 3c xx 4b jump, double jump j.b AT
Midscreen throw combo.

(5a) 5c(4) 2b xx 5b 4b tk.236{b} 29(super jump forwards) j.bc sj(air superjump cancel) j.bc AT 4322 dmg
Flashy and decent damage. This is probably her most damaging midscreen meterless BnB. Try to delay the 2b -> 5b as much as possible to make the air combo later connect right.

(5a) 5c(4) 2b xx 5b 4b j.bc sj(air superjump cancel) j.bc AT 4193 dmg
If you can't do the tk combo, you can do this one.

(5a) 5c(4-5) 623b xx 5a 5c(2) j.bc j.bc AT 4745 dmg
One of her most damaging meterless corner combo

2b xx 4b 2a(wiff) AT [6aaa 2a(wiff) AT] x2 6aaa j.bc j.bc AT
Corner combo. Hard as fuck for moderate damage. Wheeeee
Not even sure it works on the entire cast. At least it's meterless.

2b xx 4b 2a(wiff) AT 6aaa 623a 236c 236{a} 236b{b} j.bc j.bc AT
Corner again. This time it's a bit easier than the one above, uses 100% AND does less damage. Fuck this shit.

2b xx 4b 2a(wiff) AT [6aaa 2a(wiff) AT] x2 6aaa 236c 236{a} tk236{b} j.b AT
Another stupid corner combo. Slightly more difficult than the meterless corner combo. More execution and 100% meter for like 200-300ish more damage. Seriously, fuck these combos.

Anytime you do ...236c 236{a} in the corner, instead of doing the relaunch, you can do j.c airdash AT and go into the 6aaa loop.
Blockstrings

OTG Strings
H-Len doesn't really have a need for OTG strings since you're better off fishing for tech punishes. However, in the case that you need to use one to kill off an opponent...

5b 5c(2) 5a 6a 2b 3c 623a~b (Yoshino's OTG string)

Mixups/Okizeme
  • After any mid screen 236c combo, instead of choosing to relaunch you can use 2b and 421a/b/c. This gives you a simple teleport mixup.
  • Alternate fuzzy guard: j.cb double jump j.c j.2c ... combo
  • I dont think the corner crossups have been mentioned here either.  If you do a combo to ex ice (stuff > 3c 236c), you follow up with 236[a] 2c(whiff).  The 2c pushes your opponent out of the corner a bit, at which point you can run sj dj 4a+b.  If you do the motion fast enough, your opponent wont have much time to recognize which way Len is facing, and you come down on them forcing them to block the other direction.  Other options include sidestepping through your opponent, and airdodging over them.
    To keep your opponent on their toes w/ the mixup, instead of running 2c(whiff) at the end, run 3c(whiff).  3c(whiff) doesn't push them out of the corner, and you run similar setups which now confuse your opponent as to what the hell is going on.

231
Akiha Tohno / Re: MBAA Akiha
« on: August 26, 2009, 02:52:30 PM »
Lol, you might want to take out that [b ] for something else like {b} since it's totally screwing with the rest of your post.

232
Melty Blood Auditorium / Re: No plans for a pc port?
« on: August 24, 2009, 11:13:04 PM »
So to become a real competitive fighting game player you have to cross the state to play at tourneys and people on SRK's houses otherwise you're a disgrace among humans and responsible for the uninterest for an obscure Japanese fighting game on the PS2. I am a horrible fighting game fan it seems :(

In all seriousness, to be honest I don't believe netplay could damage the Melty community anymore than it already is. If the fans of the game won't play the game without an online netplay I highly doubt that meant they could have had enough motivation to cross the state to play with others or at tourneys.

You guys are totally over exaggerating things. If you live in an area where you just can not find any game play what so ever for god knows what reasons, then fine netplay. None of us has said you must go to a tournament to be a true fighting game fan. Most of Master Chibi's(speculation) and my rage comes from the fact that people would rather netplay when there's a meet every week that's not even 2 hours PUBLIC TRANSIT away from where they live. Seriously just start your own community if there isn't one close. That's what I did. Now I people hounding me to go to MB meets every week. I even host some of these meets at my house. It's not that hard. If there's a SF4/GG/BB/w.e meet nearby, bring a copy of the game. Heck bring a laptop with an emulation of the game and just play it. People'll get curious and eventually there'll be someone who's willing to play with you. Teach this person how to play, then hype it up in the back.

233
Melty Blood Auditorium / Re: No plans for a pc port?
« on: August 24, 2009, 09:54:27 PM »
I haven't played MBAC in a while and when I did, it was just netplay, but really want to get back into Melty with MBAA. Moving up to Wisconsin for college soon, but as of right now I live in a small town where nobody plays fighters. I've been looking for a scene for a while, and I think Milwaukee/Chicago might be viable providing I can find a means of transportation, but my small college doesn't look promising at first glance. In all the commotion of looking for a scene (whether it be for my town or my college), I never thought of starting a scene myself. I might be new to the fighter community, but this thread has given me the inspiration to give hype. If people don't want to play the game, alright, I'm not gonna shove it down peoples throats, but there's a college full of people, I'm sure I can get at least one or two people interested.

Sorry for the rant, especially since I don't have any kind of person to person competitive fighter experience yet, but I'm pretty hyped to spread the hype and attempt to help the community.
Best of luck!  I tried to do that as well when I was first getting into melty, but it was hard because I wasn't very knowledgeable about fighters and wasn't involved with any other fighter scenes.  Don't lose hope though!  Just bring it around and start playing it with some and it's bound to build interest.

Yea man, my friend and I were hype in the back and people came up all curious wondering what was so hype lol

234
Melty Blood Auditorium / Re: No plans for a pc port?
« on: August 24, 2009, 08:07:47 PM »
Honestly in the end, netplay for people who depend on it is one thing, but when there's a community within 2 hours of public transit, I'm pretty sure you can make the effort to go meet up. I did, don't see why anyone else can't. Really it's as simple as bringing the game to even your school. My friends brought the ps2 MBAC to our schools Manga club for a day and now I'm starting my own community where I live and helping people get started. Doesn't take EVO to hype a game. Two friends screaming "NO WAY WTF" at the back of a SF4/GG/w.e meet is enough to attract people.

235
Melty Blood Auditorium / Re: No plans for a pc port?
« on: August 24, 2009, 04:20:55 PM »
You guys using netplay as an excuse for not having a scene around is bullshit.

The netplay scene has hurt this community. When it was on the PS2 back in 2007 we got close to 50 people for Evolution, about the largest number we've ever got for a tournament. We ended up playing on the pc port at the time, but that was with the guise of actually using it to practice. A year later we held it again on the PC and the numbers decreased. We didn't even bother with a tournament this year. There are countless cases of people who netplay religiously that are in perfectly reasonable traveling distance of an arcade cabinet that haven't done so, let alone attend a tournament that didn't take place infront of their monitor. There are still people in my damn STATE I can't get in contact with to play. How did we have a room full of 100+ that's 3/4 full of people that I've never seen at all in the past three years?

There's 307,263,610 people living in the United States right now and TRILLIONS more in the world. Trillions. If you sit on your selfish ass all netplaying all day and never bother to go to a tournament, then yes, you are severly hurting the community. The two PS2 releases of this game have garnered the most attention and new players that stuck around, not the PC ports. The 'netplayers' that came in at EVO or what have you have not increased in population, they're the same handful that have come to tournaments for three years now.

It's just evident that many of you think that someone else is going to do the work to create a scene in your area, so you contiously default back to netplay. It took years to get where we're at now, we barely reached a two digit status for the number of people the 'MB community' had. Zar is jaded because people think he just walks out of his apartment and yells "YO WHO WANTS MELTY" and niggas come running. The amount of time, work, and devotion he put in just to get people INTERESTED in the tri-state area makes some of you look like spoiled brats (and I would know having been there for each occassion).

It's not a viable excuse anymore. SF4 tournaments are all over the damn map. Talk to the organizers, ask them if you can bring a set up, and start shit up. Then do it again. And again. Hold casuals, push for a tournament. I don't believe Europe running that excuse either, there was a point where I wanted to travel to the middle of god damn Russia to enter one tournament. We hold our tournaments in the middle of a fucking park infront of two god damn Snapple machines. Go ahead and tell me you guys can't do better, please.

Don't act like it's impossible and start crying for a PC port when it's obvious you people are already giving up with what you have now.

Thank you sir I do believe you deserve a +HEAT

Building on this, my god do you know how many times I rage whilst playing online? So many people use their shitty netplay tactics that would otherwise never work. Are you guys proud of yourselves for being able to win with shitty scrub faggetry like 100% safe Tohno AD? My god. Around here people give you shit for even promoting MBAA. Only now have I managed to get a even a glimpse of a scene going here. And that's only because GG is gettin old, SF4 is well SF4 and BB has gotten boring for them. People here hate on this game like you wouldn't believe and will trash talk you down for even promoting it. Doesn't stop me from trying. Now I managed to get our scene into the double digits, but just barely. I'm not the best player in the world and most definitely not the best in this country, but I still help out the new guys with combos. Providing new players is easy as hell with Melty Bread constantly updating shit. Doesn't take much effort to CTRL + C and CTRL + P and show it to someone starting off. People would much rather perfer to play when they have a combo to start off with instead of some shitty netplay scrubbery that would never work in person. Really is it that hard to take public transit for like an hour to play a game in person? My god I used to take 2 hour trips to UBC just to play MBAC in person with like one other person who actually played. Suck it up you lazy bums and quit complaining about your PC ports and just play in person.

236
I'll send you a pm regarding this, since it seems more like a one time thing. Plus the way I solve problems like this are mostly super specific, so yea... check your pm lol

237
If anyone can find any other linux graphics plugins, I'd be grateful.  At the moment, any of us on *nix are stuck with the block characters at best.

~M

Which graphics plugin are you using at the moment? Also, it may not even be the plugin itself. MBAA is a pretty poverty game where any computer that isn't over 4 years old can run it, so it could just be that your settings are off.

238
To get progressive scan, just hold triangle and x as you boot the game up. It'll ask you if you want to enable it or not before you see the memory card screen.

239
Melty Blood Auditorium / Re: PS2 MBAA Characters / unlockables?
« on: August 24, 2009, 10:41:04 AM »
Maybe it's just random. Game arbitrarily decides if you get stuff unlocked or not.  :psyduck:

240
Melty Blood Auditorium / Re: PS2 MBAA Characters / unlockables?
« on: August 23, 2009, 11:27:09 PM »
Lol forget unlocking Archetype, she's not worth the grief

241
Archetype: Earth / Re: The Red Moon style secret boss
« on: August 23, 2009, 11:17:40 PM »
I've had match experience against Archetype. So I know how to play F-Len pretty well, the other guy was pretty new to the game. I lost pretty harsh. Random 5aa's did about 1k dmg and supers did 3.5k at least. Her I think it was 236C gaurd broke me everytime.

242
Melty Blood Auditorium / Re: PS2 MBAA Characters / unlockables?
« on: August 23, 2009, 11:16:25 PM »
Lol, if you're using an emulator, just grab a unlock save
Save yourself the grief

243
Archetype: Earth / Re: The Red Moon style secret boss
« on: August 23, 2009, 11:09:18 PM »
Is it actually broken? It seems like that corner "infinite" can only do up to average B&B damage before putting the opponent in a state where he can burst. The last arc hitting for 100% life is nasty but usually when someone lands a last arc it means the round anyway. Overall, Archetype seems to move fast and do a fair amount of damage but, though I haven't unlocked it to test for myself, I haven't seen anything so far that necessarily makes it indisputably stronger than every other character by a significant margin.

Uhhh does constant meter gaining and boss defense modifiers not sound broke to you?

244
Melty Blood Auditorium / Re: PS2 MBAA Characters / unlockables?
« on: August 23, 2009, 10:49:46 PM »
I think I've got it, unlock everything, then let it sit for a long time. Then shut the game off, don't touch it for like a day then run it game again. That's how I got Archetype  :psyduck: :psyduck:

245
Len / Re: MBAA Len discusion/Video thread.
« on: August 23, 2009, 10:41:06 PM »
Lol instead of teleport... eat hammer which launches and is unairtechable

Edit: LOL It's an overhead

246
Len / Re: MBAA Len discusion/Video thread.
« on: August 23, 2009, 10:38:30 PM »
So apparently 421 D is a hammer lool

247
Len / Re: MBAA Len discusion/Video thread.
« on: August 23, 2009, 02:22:44 PM »
Pretty sure Len doesn't have her infinite anymore. Well it's not an infinite anymore regardless because of the new gravity system, but not even a loop anymore. I tried for a long time and I've yet to get a single loop. Specifically the throw -> 3c part. Maybe my execution just sucks  :psyduck:

Also... http://www.youtube.com/watch?v=KACIe1CO7_A
lolwut 6.5k
Apparently F-Len's reflectors do alot of damage when you hit people into them  :slowpoke:

248
Use 2x cycling speed hacks
Then try using:
Enable IOP cycling 2x
Wait Cycle sync hack
INTC Sync hack

Try messing around with those three options. I'm pretty sure having all three checked at the same time doesn't really work well, but you never know. If all three on doesn't work then just try different combinations of 2 of them or just one of them.

249
fap to ryougi and unlock type earth?

type earth isn't unlocking on mine. everyone unlocked, 8+ hours, boss rush yada yada, and still no type earth. i came buckets when i fought an eclipse style ryougi, though. i want E-Ryougi.

How'd you randomly fight and eclipse style Ryougi? Survival? Or just like randoming all day in VS CPU

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