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

Messages - littlebro

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1
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 23, 2009, 09:44:25 AM »
For C-Arc, avoid doing wallslam in the early stage. They will net you around 4500 damage. Squeeze in 4C relaunch or TK first before doing wallslam. Plus wallslams are easier to handle during high gravity situation and some cool high gravity 5C combo. Trying to do air combo after 30 hits is insane.

Just for fun, C-Arc has a sky high combo that could rival Boss E-Aoko.
2C>3C>623B>JB>JC>22B>66B>63214C>JB>JC>22B>66B>63214C>dash>JC>22B>66B>22C

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Arcueid Brunestud / Re: MBAA Arcueid Thread
« on: December 05, 2008, 10:41:05 AM »
Rules for wallslam and relaunch has changed (they combine it but 2 wallslam still applies). If you do it 3 times, you cannot followup after 4C or 3C. HOWEVER, 3C>623B launcher nullify it allowing you to air combo normally. Multiple relaunch works but is bound to the rule.

(623B has been change to upward swipe instead of the downward swipe)

All three 236A are chargeable although the function for the 2nd and 3rd is unclear.

Damage is her biggest nerf. 50 hit combo for 3k damage. Actually low damage destroys her. Doing an average 3-4k doesn't help killing those HM godly heal and annoying circuit spark. Most long combo deals same or lower damage than short ones.

No idea how to convert Arc 5C superjump to wallslam/ground combo because you are force to JC/JB early/high above the ground before it becomes invalid.

Nerfed throw means no oki. Even if you corner air throw, you can't do IAD oki anymore. If you want, end with 623A.

You can't spam whiff JA like mad anymore for whatever reason you ever had.. Arc air normals are still horrible.

The only real boost i can say is 5A that hit crouchers.

You must be pretty close 2C > 4C to work. 4C isn't your universal launcher anymore.

Arc new special is 63214.

Credits to kiske.

3
Kohaku's Video Room / Re: arcueid glitch
« on: September 15, 2008, 03:49:54 AM »
Sorry. I was just hoping for the right person to answer it rather than me because I'm not that sure to begin with. I got this from someone else, was hoping he would step up and answer this thread. It isn't wrong either, just inaccurate.

4
Kohaku's Video Room / Re: arcueid glitch
« on: September 08, 2008, 04:30:05 AM »
Me slow? I have already posted in the Arc section like 3 days ago?

5
Arcueid Brunestud / Re: ~ Marble Phantasm ~ Guide for Arcueid Players Part 1
« on: September 05, 2008, 04:26:24 AM »
The trigger for 2nd Part for Blood Heat Drive (AAD) is 4B. Doing 4B twice in a string will untrigger it (a.k.a relaunch).

6
Kouma Kishima / Re: unblockable Kouma Arc-drive
« on: September 02, 2008, 10:10:22 PM »
You can link Charge C into arc drive, but the idea is whiffing one and still able to cancel into Arc Drive.

7
Kohaku's Video Room / Re: arcueid glitch
« on: September 01, 2008, 09:31:02 PM »
This isn't the help section either. I'll post about it in due time but I'm just curious how many people know about this.

8
Kohaku's Video Room / Re: arcueid glitch
« on: September 01, 2008, 07:45:31 PM »
Nope, keep guessing.  ;)

9
Kohaku's Video Room / Re: arcueid glitch
« on: September 01, 2008, 04:54:22 PM »
It is not a glitch and it isn't a secret. The mystery is, why isn't it well known? You know, it can be explain or activated at will.

10
Melty Blood Auditorium / Re: Bad days
« on: August 22, 2008, 05:29:36 PM »
I assume this is a corner situation.
1. Chicken Block > Air Throw
2. Walk forward and let him land behind you if IAD. Just a little bit.
3. Dash forward wait right behind him after the 2nd jump. If he uses up his IAD, he is screwed for sure. Careful with Len since her j2C can hit backwards.
4. Super Jump out.
5. Wait until he runs out dash and jumps. EX/Shield/Dodge/Heat/2A/5A
6. Block low at the last minute so his JC whiffs (Fuzzy Guard).

11
Melty Blood Auditorium / Re: MBAA Location Tests in Japan anywhere?
« on: August 10, 2008, 05:34:30 AM »
If they like Arc, can you tell if they can still pull off wallslam loop and relaunch? From what i heard Arc old bnb don't work anymore and J.A won't cancel by itself.

12
Arcueid Brunestud / Re: Arcueid Damage Confusion
« on: August 04, 2008, 08:00:54 AM »
You will do less than 4000 most of the time unless you start with J.A/B/C for midscreen combos. Not to mention excellent reduction damage. Starting with 2A will affect her damage. It is difficult to pull off a solid mid screen Arc combo in a top tier match. Whiffing one is really a bad idea.

The most important thing for Arc is the height and distant confirmation. Most of the time, especially midscreen, you must be aware of the distance for the relaunch to work. Otherwise you will have to cut short into air combo. The most important thing is the air throw which allows followup pressure, the damage doesn't really matter much. After some whiff pressure, i'm sure the reverse beat will affect your damage output. So it's a trade off, more pressure = less damage.

However they are ways to increase midscreen combo damage (236A/B, 623A/C). Inserting an extra 2A in between 5B>2A>2B>2C helps too (distant and combo check first). You have to use meter for this reason but will put you for an extra 1500-2500 damage if you know what you are doing. (except for 623A when relaunch to wallslam won't work) For example, a good midscreen ex which has a good range. 5B>2B>5C>236B>236B>236B>623C>ground dash>3C>half charge 5C>5A>5B>2B>4B>JB>JC>JB>JC. The only thing bad about 236B combo is upon block there is no followup pressure and could be punishable.

Midscreen shielding CH attacks are weak too. Unless you manage to juggle into a proper combo which is risky and quite tricky(height,space and time very important). Arc shield to wallslam hurts even at low proration.

There are times Arc will have to cut short her combo for the sake of combo stability.

Btw, crossscreen superjump is a stable combo. (i have known several guys could pull this off easily, i just don't think it is hard) For this you need Arc alternate wallslam for stability reasons(Not sensitive to 5C height and location). However alternate version will not work on Red Arc. So, you need to 5C slightly early for the extra height, 5B>2B>2C>5C>SJ>JC>5B>5C>5A>5B>2B>4B. Note that you can only wallslam once if you start with 5B. You can wallslam twice if you start with 2C because you can prevent wallslam by JC/B before the wall. You can also prevent wallslam by doing JB>JC early to prevent wallslam and it is quite strict. Without alternative combo, there is a whiff zone between JC>5A and JC>5B.


Dealing maximum damage all the time will not help you win matches. Arc is low tier. Her real rank and theory rank is low. Formulate a winning strategy under disadvantageous conditions.

13
Arcueid Brunestud / Re: Actress Again Arc?
« on: July 08, 2008, 08:48:50 PM »
Sound like Miyako to me.

Basically the only way to prevent rebeat in MBAC is not to use 4B/3B as a launcher.

That would make full moon a minor version or Warc. Warc 236B is actually power-up version of 3B, air unblockable? Definitely.

14
For Arc, you can use 236C on Akiha. But you still take around 1700-2000 (6-7 hits). 22C clash frames mess things up. You can completely dodge with AD but the long recovery allows for tasty punish.

15
Ciel's Tech Support / Re: Speed/Frames per sec. help
« on: June 10, 2008, 02:00:06 AM »
Speedhack or some crack cocaine might help. You can make it slow too but usually faster about 5% for training purposes. Yup, after a while, MBAC looks very slow at normal speed. I dunno what happens if you use it on netplay.

16
Melty Blood Auditorium / Re: Tougeki SBO 2008 - Qualified Teams
« on: June 06, 2008, 06:25:42 AM »
Solo in a team game. Is that for real? :o

17
Kohaku's Magical Garage / Re: The Bara Cancel (Bunker Cancel) Thread
« on: June 03, 2008, 04:32:51 AM »
Someone should make a graphical presentation of bara. Showing each input and frame, highlighting hitstop frame and stun frame for the duration of 1 second. Make several failed bara as comparison. It would make more sense.

Some sort of ruler representing each frame. Don't get me wrong, explanation here are good enough. Just a suggestion.....

18
Arcueid Brunestud / Re: Actress Again Arc?
« on: June 01, 2008, 12:48:28 AM »
Arc 236A/B/C are OK. Improving 236A/B will make Arc zoning good and will change its role into a pressure/mixup. 236A covers a good distant at short period of time making it ideal punisher and can be ex-cancel for extended damage.  You can be easily punish if you start 236A/B too near (ending up too near) or complete the 3 hits. Third overhead 214A/B doesn't help much, especially inside jab range.

236B can act as an alternate combo for Arc. For example, 5B>2B>5C>236B>236B>236B>EX but usually 623C>.......

Usually used to combo off 5C in a pressure string upon hit.
5C>236B>236B>236B>623C>2C>4B>JC>5B>2B>2C>5C>5B>2B>2C>JA>JB>JC>JA>JB>JC>IAD>JB>Throw.
*You will net above 6000 if you manage to start with Half charge 5C.

236C invulnerable on the first swipe and trips on the third swipe but it need some time to startup. Can be use to punish Satsuki Arc Drive(thanks to Meruchan on this :toot:), or dodge certain Arc Drive(Ex-Sidestep  :-X). Can be use to escape and counter block strings for example, Warc blood rings and Akiha flame wall. Do not abuse this because you won't be laughing if it isn't timed correctly. As a combo, it sucks.


623A/B/C are okay too except for the B version.

623A as a Wall Pusher
5B>2B>2C>delay 623A> or delay 6A/B> wallslam combo
5B>2B>5C>623A>6A/B> wallslam combo

623A as a Knock Down
Mixup upon recovery. Don't expect it to be as good as Sacchin.
5B>2B>2C>623A>Safe Heat
5B>2B>5C>623A>OTG (2A>2A>2B>5B>5A>5A>5C or 2A>2A>2B>5B>5A>5A>5A>rush in again(invalid)>2A>2A>2B>5B>5A>5A>5C)
*Number or 2A/5A of OTG hits varies on character.

623B pushes you too deep into enemy block and jab range. Has a lousy recovery and startup. Multi-hits doesn't help at all.
If you do manage to hit ...... (O_O)
623B(1 hit)>6A/B>wallslam combo
623B(3 hit)> 5A(strict) > Air Combo
623B(2/3 hit)>6A/B>wallslam>5A>Air Combo

623C is excellent for combo. However the most 623C combos suffer from poor proration. Can be use to extend combos, multiple superjump combo, wallthrow EX and Juggle(up to around 60 hits and please do not count in relaunch infinate). I feel that this move is too flexible. Needs to be nerf since Arc is too dependent on it for extending combos. Need new move to balance out this.

19
Arcueid Brunestud / Re: Actress Again Arc?
« on: May 30, 2008, 08:01:29 PM »
66C that allows Arc to chain an air to ground will make her aerial punish wicked and increase her wall pressure by a factor. Unless they recalculate the proration and meter gain after 66C, Arc non-Ex long ground combo will hurt even at a low proration. They want Arc to stay D rank and differentiate Red Arc which has the ability to chain from air to ground. Warc has a weak Blood Ring to chain and losses more meter if she wishes to continue. Making 66C weaker to compensate is a bad idea and a lousy finisher.

She needs new ideas, more brilliant the better. Perhaps revise her old moves slightly.

Lol? What is reka anyway? I never heard of that before.  ???

20
Arcueid Brunestud / Re: Actress Again Arc?
« on: May 29, 2008, 11:13:08 PM »
Chill, I'm not here to glorify Arc 5B. Maybe I explain too much. :-\ Whatever Arc problem is, it ain't her overhead since they are not meant to be perfect.

21
Arcueid Brunestud / Re: Actress Again Arc?
« on: May 29, 2008, 09:04:10 PM »
Arc has the best overhead, 0.5 sec charge (not including startup time) compare to 0.55 sec for Red Arc. However, Red Arc charged attack are more deceptive because she raises her arm quite late and the way she swings he arm. What so deadly about Arc 5B is that it can be use for fake outs and poke traps by varying the charge time. Sion can't do that. You can consider her overhead the safest. 5B has good priority and clash frame making poke outs a bad idea during her block strings. A new overhead attack would make her broken since her pressure is already good or worst ignored if they try to balance it out. For example, Arc 3B.

They need to fix extended combos a bit better damage. Reasonable combos that are 35-50 hit are dealing below non-ex combos. I do feel 623C has unnecessary proration most of the time.  However, in MBACb2, j2B>22A>623C would replace the superjump cross screen combo too well if the damage is good. Since Actress Again has a longer stage, I'm still wondering Arc superjump would jump across or land in between. Maybe they should make Arc superjump dynamic rather than linear.

My only hope on new attacks allows you to chain into new combos.

22
Arcueid Brunestud / Re: Actress Again Arc?
« on: May 29, 2008, 01:23:34 AM »
Aint sexy if all her combos especially the longs one had to be repeated in order to attain high possible of damage or meter.

23
Arcueid Brunestud / Re: Arcueid Glitch
« on: May 29, 2008, 01:19:04 AM »
I don't think it is a glitch. To activate the 2nd part you need to fulfil some conditions (plus some random chance?) although i haven't identify it all yet. It cannot be block nor shield.

There is no guide about it because nobody knows how to do it for sure but I have succeeded in consistently activating in during practice (Even if i really know how to it, i would not use it because it is reckless. 5B>2B>2C>5C>Arc Drive is way cooler).

24
Arcueid Brunestud / Re: Actress Again Arc?
« on: May 29, 2008, 12:33:02 AM »
I think she need an aerial 214A/B/C rather than 22A/B/C to extent her combo. 22A/B/C have limited usefulness in the air.

They need to revise the proration because almost all ex-combos have awful damage. Multiple superjump 5C combo damage should be improve.

236C need to be reworked. Either revise J2C combo slightly or remove it.

No more tech outs on counter-Hit wallslam.

Her combo should not depend on loop.

25
Arcueid Brunestud / Re: Arcueid Brunestud Guide (Chii Version)
« on: April 05, 2008, 09:05:18 PM »
Sorry, I'm lousy at explaning things. The hitboxes are hard to explain unless I make a video. I suggest you try it yourself. Grouping them into different difficulty is much easier than trying to explain individual hitboxes effect on Arc. It is all about hitboxes and height of your combo. If you don't understand this, you will definately miss your wallslam and relaunch. Sure you don't miss on Akiha but what about V.Akiha?

Judging from the videos I saw in Youtube, some of you did not input 2C in your combos. 2C is important due to its huge untechable time. Almost all of her extended variant or advance (or SII style combos\CMV) requires the usage of 2C. There are alternative for her extended combos, 2C is way easier due to its non strict nature.

Some basic idea why 2c is important as follows:-

5B > 2B > 2C > 5C > 5A > 5B > 5C > 5A > 5B > 2B > 2C > delay 4B > j.B > j.C >  J.A > j.B > j.C > Air Throw

5B > 2B > 2C > delay 4B (2 Hits) > j.C or j.B > Land > 5B > 2B > 2C > Half Charge 5C!! > Special Air Dash > j.A > j.B > j.C > j.A > j.B > j.C > Air Throw

Those CMV videos which send you flying left to right.... some of it apparently works on Akiha and Arc(free 5C reversals). I'm still testing this. They don't yield more than 4300 damage even you manage hit up to 50 hits. They need two 623C to maintain the juggle but worth it you want to burn time. Screw proration, I want cool looking combos ><".

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