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

Messages - Tonberry

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551
Aoko Aozaki / Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: November 24, 2009, 01:09:54 PM »
http://www.nicovideo.jp/watch/sm8867440 <-- very nice H Aoko since whenever. Solid defending, impressive corner pressure setup and mixup.

http://www.nicovideo.jp/watch/sm8865348 <-- Also H aoko.

Nice vids but ugh, her movement looks so much more rigid then it used to be. 

552
Sign me up for MBAA 8-).

553
Aoko Aozaki / Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: November 12, 2009, 04:17:37 PM »
http://www.youtube.com/watch?v=e3yueg1RWfM#t=2m40s

solid aoko...even though his opponents did retarded shit at times lol. A somewhat passive-aggressive approach using lots of super jumping and super double-jumping to move around and get in when covered by orb placement (he basically 'rushed down' with super jumps).

Vs sacchin I expected him to use more wheelkicks to thwart off super jumping over orbs. It's funny that as soon as I though of it while watching the match, the sacchin stopped trying to sj over orbs (even though he didn't wheelkick once).

Also, wtf at the finisher in the last match. Was that on reaction or some random ass fluke lolol.

woooooooow at that ending.  I added some more basics stuff to first post.  I probably made some mistakes cuz I have swine flu.

555
Wallachia (Warakia) / Re: C-Wara Guide MBAA
« on: November 11, 2009, 08:14:50 AM »
j214a - exactly the same, simply aerial.

Pretty sure this is a mid and comes out faster than the ground summon.  Spaced perfectly you can also dash throw after j214a and get a bit more damage.

556
Kohaku's Magical Garage / Re: MBAA new game mechanic: Hierarchy system
« on: November 11, 2009, 07:57:32 AM »
But what about ja CHing jb or jc? Is that a different "mechanic" from ja < jb or jc on TRADE HITS

http://www.youtube.com/watch?v=GZQAo9kYRn4 happens all through out the Shiki vs Warc match where Shiki ja counterhits with Warc jb/jc especially on 2:51 where Warc jc loses to Shiki ja. Did it CH due to Shiki's priority for having the last hit(although blocked)? (and no, please don't say "because it's Shiki" >_> )

In the vid Tohno is CHing Warc during the startup(before the hitbox comes out) of her jb/jc.  Since her attack wasn't out, she didn't trade hits and get superarmor.

557
Aoko Aozaki / Re: [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: November 09, 2009, 02:28:09 PM »
I've actually found some uses for J623A, first J623A is completely safe on block and it chips away a good bit of guard gauge and it's good lock down and it leaves you right in front of the opponent with you in advantage. So take ~

This was discussed on IRC a while ago.  I was editing it into first post along with many other things but I got kicked off my sign in and didn't go back and finish it. 

The opponent will of course whiff the 2A B. The move is pretty speedy on TK so the opponent can get countered C. If the opponent blocks well they're pretty much locked for another round of pressure/mixups.

This kind of depends on what character you're fighting.  Wara is probably going to hit you with his 2b, same with Miyako, Ciel, and some others.  C/H Nero players often poke out with 5b because the move comes out slightly faster than his 2a.  They also poke out with 4c because it has massive range.  A lot of players also poke out with 2c sweeps if you push yourself decent distance away.  Does it beat that?  Unless it does I can't honestly see how this is really better than B mirror, 421a instant pop, or ground 623b in pressure. 

Decent C-Aoko vid: http://www.nicovideo.jp/watch/sm7941918

559
Sion Eltnam Atlasia / Re: H-Sion in MBAA.
« on: October 23, 2009, 02:33:31 PM »
The 214b loop variations are uh, pretty significant, it all depends on what you hit into it that determines whether or not 214a will knockdown or be air techable. (btw 5b 6c clearly doesn't combo, did you mean 5b 5c 2c?)

Whooooops.  Yeah, I meant 5b 5c 2c.  

More vids
http://www.nicovideo.jp/watch/sm7893741 - Solid play and two 421C combos from 9:36 to end
http://www.nicovideo.jp/watch/sm8484019 - Judging by comments, new kubo vid(10/11/09) he comes in at 21:48
 

560
^

Dunno what to say really about first vid...

Ex mirror/B mirror in strings is free ex guarding vs. C/F styles. I personally had to stray away from it because my comp would just mash 1 or 4 and get half a guard bar replenished (which explains why jp aokos don't bother with it even with Haoko). The vs H stlye string however is really niffty but you have to go all out when they're under 100 circuit stock. I go nuts when I see the opportunity to string all day with out getting (FREE) bunker reversal'd.


:( yeah, predictable multhit moves are free to EX guard. 

Part II of unblockable setup.

-http://www.youtube.com/watch?v=R8ZGKl1rYRA [by Kusanagi]
Unblockable BE236B setup with held orb meaty in this video.

I *think* he messed up the BE236B timing on the second setup and could have gotten more hits but not sure.  Not too important though since the setup is soliddddd.

561
Sion Eltnam Atlasia / Re: H-Sion in MBAA.
« on: October 22, 2009, 01:32:37 PM »
Slight variation of 5a6aa loop: 5a6aa 214b 2a 2b 5a6aa 214b 5b 5c 2c 214a
Combo off of 6b: 6b 5c 2a 2b 2c 3c j[c] j214a jb jc double jump jb jc airthrow
Combo off air CH: 5b 5c jb jc double jump j[c] airdash j[c] 214a jc double jump jb jc airthrow? It gets dropped here http://www.youtube.com/watch?v=fKp6zE6EaBY#t=9m0s

You can also end the second combo with double jump j[c] airdash j[c] jb airthrow but it's kinda hard to hit airdash j[c] jb and it doesn't add significantly more damage.

Joybox vids from May
http://www.youtube.com/watch?v=fKp6zE6EaBY#t=0m55s
http://www.youtube.com/watch?v=M77gXPMjn4o&feature=related

Recent a-cho vid
http://www.youtube.com/watch?v=bFuGGhh2KrY#t=3m41s


562
Wallachia (Warakia) / Re: MBAA Wara Discussion
« on: October 21, 2009, 12:55:05 PM »
Weird, it gives profit to opponent!  :o

On plus side you get more meter.

563
Updated first post with some vids by Susannah.

-http://www.youtube.com/watch?v=Fkt3yHq6yYU [by Kusanagi]
Features guard break blockstrings against Crescent and Full moon.

-http://www.youtube.com/watch?v=erJHbzkJwtk [by Kusanagi]
Unblockable BE236B setup featured in this video.

The unblockable setup loses to dodge, shield, and certain reversals.  The way to fix that is to do

[17:41] Aozaki_Kyo: simple way is: 2abc>3c>ex orb>5[C]-1hit-(optional)>4c>charged beam
[17:41] Aozaki_Kyo: while holding a starmine
[17:42] Aozaki_Kyo: fancy one is
[17:43] Aozaki_Kyo: 2abc>3c>ex orb>5[c]>4c>623B>j236*>j[c]>dj backwards Ex orb> land > 664C (4c gotta keep 66 momentum) > charged beam
[17:43] Aozaki_Kyo: while holding starmine
[17:43] Aozaki_Kyo: Ive done both, 2nd one only hard part is the 5[C]>4C, everything else is relatively ez
[17:44] Aozaki_Kyo: both do almost the same dmg as the one that i showed in the vid.
[17:44] Aozaki_Kyo: Also, 2nd one is safer cuz it leaves Aoko a little far away from opp

564
Akiha's Tea Room / Re: Witch on the Holy Night - Yes, the Aoko game.
« on: October 13, 2009, 06:18:03 PM »
Aokoooooooooooooooooooooooooooooooooooooooooooo <3<3<3<3<3

I can't wait for this game to be released and translated. 

Good luck to you Shin in your translation effort.

565
Melty Blood Auditorium / Re: Notable players - MBAA Edition
« on: October 07, 2009, 07:52:34 AM »
ワラキア WARACHIA
じゃむ(Jamu) C
隆(Takashi) C
ハイスピード(Highspeed/Shiro) C
RYU F, C
どんぐり(Donguri)

I searched on nico for Donguri and all I got was 3 pages of random vids that are not MBAA :|.  0 results searching for Warachia and Donguri, and on youtube only 3 results for Warachia and Donguri.  Are you sure he still plays? 

566
I added some new vids to the first post and added some move descriptions.  The C-Aoko in the vids is solid and hits some hype combos.

567
Aoko Aozaki / Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: September 30, 2009, 08:37:01 PM »
I updated the first post with some basic things like move descriptions.  Feel free to correct me as I said some of the things based on memory like height of 22a/b.  Some stuff I copied from what zar said in various other threads but most of what I added I came up with.

568
Regional Community / Re: NY/NJ/PA/CT/MA
« on: September 28, 2009, 09:37:03 PM »
I'm in Somerset, NJ about 13 min from the break.  I'm free Monday-Thursday from 6 PM-2:30 AM, send me a PM or hit me up on IRC if you want to come play.  No smokers plz, I have asthma :(.

569
Wallachia (Warakia) / Re: MBAA Wara Discussion
« on: September 23, 2009, 10:40:27 AM »
I'm having trouble controlling him for now, but I think if I get the feel for that, I might play him seriously.

:( It's hard to get used to new dash in neutral.  I think I'm going to use C-Nero to get into habit of not dashing as much.

570
Can house at least one person in my townhouse.

I'll accept mm's, but you have to mm my true main.

I call dibs on housing bro

571
Wallachia (Warakia) / Re: MBAA Wara Discussion
« on: September 02, 2009, 01:59:59 PM »
First question I have is this...Can Wara gtfo of the corner when he's getting hit by relentless block strings.  I just got finished fighting my friends H-Roa(with F-Wara) and once I got in the corner, I had to eat so many of his guard strings.  The only thing I can think of is C teleport when he jumps or something but that's it and I'm not even sure if Roa can't punish that.

You can do held shield into shield counter in Full moon between staggers.  You take more damage than your opponent does if you guess wrong but it's still ok to go for sometimes.  Warachia had the best heat activation in MBAC and it's still very good in MBAA, though I'm not sure if it's still the best.  If he does non ex lightning at the end of pressure you can get out after that.  If you know he's going to do 236B(the safe SOKO DAROU) you can jump in the startup of the move.  5b probably beats H-Roa 6c/BE6C into IAD w/e.   

2B is Wara's anti-air of choice if they keep jumping in on you when you're in the corner. (although this for C-Wara since I haven't had a chance to try the others yet).

:( F-Wara 2b doesn't work as an anti-air. 

572
Aoko Aozaki / Re: [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: August 31, 2009, 07:08:01 PM »
You got some typos in the OP and you forgot to mention ground 214a/b/c in the move list.

Rather than having the guide focus solely on my own views, theories, and strategies on how H-Aoko is to be used, feedback, suggestions, contributions, etc. from the community will be collected, sorted and compiled all into this post for the [size=10]C-Aoko[/size] user's convenience.

VS [size=10]Moive[/size]

A lot of this information is probably known but I wanted it to be in this thread for reference.

Combo to set up 421A : 2A > 5B > 2B > 2C > 5C > 3C > jB > jC > 28 > jC > j214C > land 2C > 421A

AokoH has fuzzy guard with IAD jC dj jB pop held orb.

You can set up kicking ass in the corner by inputting 623A after 5A>6A>6A.  You can also set it up by doing 4[c] 623a with the 4[c] at point blank range.  No triple jump kinda hurts the damage though :(.  If you think they're going to tech you can also do walk slightly backwards after 623a and 5b now that it advances to cover back and forward techs and add a little damage.  

Corner OTG after throw - 2C > 2A > 2A > 2A > 3C > 5A > 6A > 5b > IAD forward/backward to cover tech options
Aoko doesn't have to be P2 to get corner IAD crossup after throw anymore.

I'm not sure if this is true for every character but 421A instant pop hits vAkiha crouching and it didn't use to in MBAC.  I'd test other characters but I don't have my PS2 on me :[.

j623 series is ass just like Crescent, though it is safe on block.  Since she has autoheat, inability to activate while holding an orb doesn't apply.  You can't continue pressure after 63214A just like Crescent.

573
Melty Blood Auditorium / Re: PS2 MBAA Arcade->Original Balance Changes
« on: August 22, 2009, 09:55:46 PM »
MH:
Her dodge doesn't move forward anymore.

This change is only in crescent.  Half moon dodge still moves forward.

575
http://www.youtube.com/watch?v=7Ot6q4rKP9I&#t=1m51s

Yes, here I am again to point out oddities that you'll probably dismiss at first glance due to your extensive knowledge on the game.

So why didn't H-Nero spark? Something to do with the counter hit? But I've seen half-moons spark at counter hits...

Half moon autospark doesn't activate on double counter hit.  This is probably so if the half moon character is trying to trade hits with an anti air they can still combo instead of being forced to spark. 

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