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

Messages - Veven

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1
Satsuki Yumizuka (Yumiduka) / Re: Sacchin Actress Again
« on: January 03, 2010, 03:38:11 PM »
I tested that 5A whiff 6AA j.{C} combo on a few characters. The results have been sitting in a txt file for a while, so I figured I'd post it. I couldn't land the combo  on Shiki, but Tiggy said he could. Turns out my game was set on arcade balance. After switching to original balance, it worked on Shiki. I don't want to re-test everyone, so the following characters work with arcade balance, but possibly not original. Also, I didn't get to testing it on the Maids, and some others, so this isn't comprehensive.

Kouma
-mid   dash 5B 5C 2C   (cancel into 5A exactly as the second hit of 2C lands)
-corner   IAD j.C, 2A 5B 2C
-corner   (dash) 2A 5B 2C

Ciel
-mid   dash 5B 5C 2C
-mid   dash 2AB 5C 2C
-corner   dash 2AB 5C 2C
-corner   IAD j.C, 2B 2C

Warachia
-mid   (dash) 2A 5B 2B 2C
-corner   IAD j.C 2B 2C
-corner IAD j,C, 2AA 5B 2C

Roa   easy
-mid   2A 5B 2B 2C
-mid   IAD j.C, 2A 2B 2C
-corner   2A 5B 2C
-corner   IAD j.C, 2A 5B 2C

Arc   
-mid   (dash) 5B 5C slight delay 2C
-corner no, but dash 5B 2B 2C is so close

Warc
-mid   IAD j.C 5B 5C 2C
-corner dash 2A 5B 2B 2C

V Akiha
-corner   (dash) 2A 5B 5C 2C
-corner   IAD j.C 5B 5C 2C
-mid   (dash) 2A 5B 2B 2C

Mech   easy
-corner   (dash) 2A 5B 5C 2C
-corner   IAD j.C 2A 5B 2C
-mid   (dash) 2A 5B 2B 2C
-mid   IAD j.C 2A 5B 2C

There are actually quite a few different opening strings and spacings that work on each character. The timing and delay between button presses is important, since, for example, delaying one or two frames between 5C and 2C is the difference between getting the optimal distance and dropping the combo.

However, on some characters, the actual difficulty in landing the combo isn't the spacing, but the timing of the 5A 6AA after 2C. Sometimes it works if you mash 6AAA after the first hit of 2C, and other times it only works if you delay slightly until the second hit of 2C. I think it has to do with the way each character's hit box changes when hit with 2C. Since it's a quick 2 hits, the character goes through two very fast hit-box animations. Depending on exactly when you cancel into 5A determines what part of the animation they're in. I don't know MB frame data well enough, but I would think it has something to do with a hit-stun style animation stop, at least on the part of the receiving character. In other words, I think that for some characters the only way to whiff 5A at the proper distance is to hit it during the first few frames (possibly the very first) of the second hit of 2C's hit-stop.

I picked H Satsuki because of the easier execution requirements relative to F or C, but I enjoy looking at combos like this and figuring out how they work. Anyways, I don't think it's practical, I've only seen it tried in one match video, I think, against Warachia, and it whiff failed.

2
Miyako Arima / Re: Miyako in AA
« on: June 19, 2009, 09:51:50 AM »

3
Miyako Arima / Re: Miyako in AA
« on: March 08, 2009, 06:47:14 PM »
http://www20.atwiki.jp/miyako_mbaa
Japanese Miyako MBAA wiki. Google translation is pretty useless.

"140: What is your名無SHI! : 2008/11/10 (Mon) 17:07:11 ID: X7WbKV3E0
It's not lust love
Protect the pedophile's true RORI"

4
Miyako Arima / Re: Miyako AA Videos
« on: March 08, 2009, 05:03:07 PM »
H Miyako 6:00 and on
http://www.nicovideo.jp/watch/sm6356438

F Miyako
http://www.nicovideo.jp/watch/sm6268790

I had a txt document with a list of verA videos on nico, but it's missing.  :mystery:

5
Miyako Arima / Re: Combo/Strats Thread
« on: October 16, 2008, 06:46:19 AM »
2AA, 5B, 6B, 2B, 2C, 214A, 214A, j.BC, j.ABC = 3899
2AA, 5B, 6B, 2B, 2C, 214A, 214A, 6C, j.C, j.BC = 3633
2AA, 5B, 6B, 2B, 2C, 214A, 5C, j.BC, j.BC = 3899
2AA, 5B, 6B, 2B, 2C, 5C, 214A, j.BC, j.BC = 3901
(against Nero)

I couldn't get the full air combo after the 6C either. Seems like 6C is the only normal that connects after the second 214A, but going straight to the air combo does more damage. Still, not having to delay between the 2C, 5C is a fair tradeoff for 2 less damage.

Two unrelated points I want to put down here for future reference, which may be common sense.
1) Landing the j.BC, j.ABC followup largely depends on how fast you mash out your hits, particularly after the jump cancel. It works on all of Miyako's core combos, on any character, and is what you should aim for, to optimize damage and circuit.
2) Using j.BC after 2C, 5C, 236A.6A instead of j.AB feels like 2-3 frame timing, but if you count out the hits of 2C...5C.236A..6A as 1...2.3..4 (dots represent approximate delay, and are not accurate) it helps commit the timing to muscle memory instead of going off the visuals.

I hope some arcade within 3 hours of here gets Actress Again eventually.  :-\

6
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: September 23, 2008, 04:50:33 PM »
Am I seeing two different dashes in Half Moon, or it just that the camera couldn't record the opaque trailing shadows during dashes most of the time (e.g Yun missing green aura during Genei Jin combos)?

You're right, around 1:00 she does a double dash, but the second one looks like the startup frames of her 623B in AC. Akiha's flame symbol... thing hits her out of it, but it could be a feint, like W.Len's 623{B}. Why so little Miya?
 :mystery:

7
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: September 23, 2008, 12:49:37 PM »
http://www.youtube.com/watch?v=z8EKSex_wJM  <-Sex
MiyakoH, from geesendou. Her 5B->6B is probably the thing that looks kinda like Jam's 6HH. Around 1:30 she follows 2C with that, and it's a reverse beat. Right after is her elbow thinger, which seems like an overhead, but is unsafe. That's about it. I thought her backdash looked a bit faster, but it isn't.

8
Miyako Arima / Re: New Miyako Tutorial Vid
« on: July 25, 2008, 08:35:26 AM »
Thanks for making this, 'cause if you didn't, no one would have. Some of the combos aren't optimal, but I guess it's aimed at beginners, and it's a great starting point for them. Mind games.

9
Miyako Arima / Re: Combo/Strats Thread
« on: April 04, 2008, 01:42:58 PM »
I started adding on a j.A during the second air combo section, i.e. j.BC, j.ABC, AT. Haven't found a combo you can't use it on, just need to catch them as low as possible after 2C. I wasn't consistent enough with the low shoulder slam to risk whiffing the j.C, AT, but now that I am it's like free candy/beer.

Midscreen throw: T, 2C xx 5B, 2B, j.BC, j.ABC, AT (2337)
 - easy to readjust to j.BC, j.BC if you don't delay the 5B enough

10
Miyako Arima / Re: Combo/Strats Thread
« on: March 25, 2008, 05:23:08 AM »
I didn't know about the TK 623C at all. I can't get it to land consistently either, since TK'ing DP's is not one of my strong points. Thanks for the info, anything else to share?

11
Miyako Arima / Re: Combo/Strats Thread
« on: March 24, 2008, 09:50:40 AM »
Yeah, that was you who posted the tip for making 214C followup easier. I'm trying to use 2B, 5C, but I find in clutch situations I fall back on 5B, 2B, unfortunately. I'm sick today, so, more combos.

5B, 6B, 2B, 5C, 214C xx 5C, 623C, j.C (whiff), j.AB, j.BC, AT: 5055
 - saw this in a match video, it's not practical, in my opinion, since you hafta catch as late as possible with the 5C after the 214C, and do the 623C whiff combo too, but it does over 5K on Akiha

5B, 6B, 2B, 2C, 5C xx 214A, 2B, j.BC, j.BC, AT: 4423
T, 2C xx 5C, 214A, 2B, j.BC, j.BC, AT: 2596
 - 2B into air combo after 214A is distance specific, works basically from the furthest point that 214A wallslam works, up until you get pushed deep into the corner by the initial ground string, and the spacing is slightly character specific
 - this is, at the moment, Miyako's highest damage, circuitless throw followup that I know of, doing 170+ damage more than even the 100% throw combos I posted above
 - you can throw on j.623A-623C instead of air throw at the end, for the kill, which raises the damage to 4664 and 2794, respectively

Is that coast-to-coast combo you referred to similar to: 5B, 6B, 2B, 5C, 236A.6A, 214C, dash, 5C, j.AB, j.BC, AT ?

I think I'm done with Miyako for a while now, at least testing and posting.

12
Miyako Arima / Re: Combo/Strats Thread
« on: March 22, 2008, 06:25:49 AM »
Just some more damage tests, all versus Tohno Akiha, as always. Numbers in brackets show the same combo with AT instead of j.623A-623C, where applicable. Summary at the bottom.

Throw combo with 100% -
T, 5C, 623C, j.C whiff, j.AB, j.BC, AT: 2469
T, 5C, 214C, 2B, 5C, j.AB, j.BC, AT: 2470
T, 2C, 5B, 2B, j.BC, j.BC, j.623A-623C: 2500 (2294)
T, 2C, 5C, 214A, j.BC, j.BC, j.623A-623C: 2621 (2415)
T, 2C, 5C, 236A.6A, j.AB, j.BC, j.623A-623C: 2650 (2422)

Followups to 214C -
236A.6A, j.AB, j.BC, AT: 4653
5BC, j.AB, j.BC, AT: 4726
214A, 2B, j.AB, j.BC, AT: 4728
5B, 2B, j.BC, j.BC, AT: 4753
6B, 5B, 2B, j.AB, j.BC, AT: 4772
2B, 5C, j.AB, j.BC, AT: 4789
2B, 5C, j.BC, j.BC, AT: 4877

200% combos -
5B, 6B, 2B, 5C, 214C, 214C, 5B, 2B, j.BC, j.BC, AT: 4798
5B, 6B, 2B, 5C, 214C, 5B, 2B, j.BC, j.BC, j.623A-623C: 4955 (4753)

It all reaffirms the commonly known and used Miyako combos. Tagging a j.623A-623C on the end of any of her normal combos is a more efficient use of 200% than using it earlier in the combo. Her highest damage throw combos are her normal combos, slightly modified.

I'm trying to find anything interesting to Miyako's game, but her best combos are pretty clear.

Edit: Added some more 214C followups. I can't quite get 6B, 5B, 2B, j.BC, j.BC, AT to land, so the j.AB link is necessary, which makes it sub-par. I've seen it mentioned somewhere on these forums, I believe, but taking a step back after 214C makes 2B, 5C much more consistent.

Edit #2: I've been using j.A after 5C, since I thought j.B always whiffs, but I was wrong. >_<

Does anyone know better 200% combos?


13
Miyako Arima / Re: Combo/Strats Thread
« on: March 17, 2008, 03:47:17 AM »
The whiff combo is pretty tight, seems about the same as Kouma's 236C, 5A link, maybe a bit easier. Could also be version specific. Two things to focus on though: hit j.A as soon as you leave the ground, you want to hit with it's later active frames, and jump as soon as you touch the ground... but you can't actually see the ground after 623C. Anyways, it's not worth spending a lot of time on, since it's not that much better than the normal followup.

The throw combo I've been using against the Neko's: T, 2C, 6B, 5B, 2B, j.AB, j.BC, AT

It actually works against everyone, but the timing is pretty strict versus anyone but the Neko's. The first jump cancel needs to be 8, the second needs to be 9, except for a few characters. Oh, and I think delaying the 6B just a little bit makes the j.C at the end land more consistently. Again, only slightly better than the normal combo, but if you're sick of 2C, 5B after midscreen throw, there you go.

14
Miyako Arima / Re: Combo/Strats Thread
« on: March 12, 2008, 08:47:45 PM »
Just posting some information for completions sake.

Midscreen versus anyone but White Len or the Nekos: 2A, 5B, 6B, 2BC, 5AA, j.BC, j.BC, AT
 - does the same damage as 5A, j.ABC ender
 - can land 5AAA against many, even 5AAAA, but 3 is the most reliable

Midscreen versus W. Len and the Nekos: 2A, 5B, 6B, 2CB, j.ABC, j.BC, AT
 - can throw in 5AA after the 2C but before the 2B for max damage

Midscreen with 100%: 2A, 5B, 6B, 2B, 5C, 623C, j.C (whiff), land, j.AB, j.BC, AT
 - the hard part being the j.A link, but it's not that hard with some practice
 - you risk missing the entire ender for ~200 more damage, but for a combo that should really only be used for the kill, it can be worth the risk

Can be hit while crouching by: 2B, j.B, j.B crossup
 - Shiki, Warc, Nanaya, V. Sion, Nero

Can be hit while crouching by: 2B, j.B but not j.B crossup
 - Sion, Aoko, Ciel, Warachia, Kouma, Miyako, Satsuki, W. Len, Kohaku

Can be hit while crouching by: 2B in a combo but not on block, j.B, j.B crossup
 - T. Akiha, Arcueid, V. Akiha, Hisui, M. Hisui

Can be hit while crouching by: j.B, j.B crossup, but not 2B
 - Nekos

Can be hit while crouching by: none of 2B, j.B, j.B crossup
 - Len

Can't be hit by: 623C, j.C (whiff), j.AB, j.BC, AT
 - Sion, Tatari, Aoko, Warc, Hisui, M. Hisui (it's hard to land the followup on Nero, so he effectively fits into this category too)

Unfortunately the specific characters that the 623C followup works on doesn't overlap with any of the xB categories, so it's quite a bit of information.  As a followup to 236B.6A, it does 3500+ but is very unsafe on block. 22C or 214C make it safer on block, but still...

The j.B crossup whiff isn't that big of a deal, since most people should be blocking high, but don't be surprised if it happens. Plus j.C hits in that situation against everyone j.B misses, but not always cross.

(Edited in the 623C combo information.)

15
Miyako Arima / Re: Miyako Vid Tutorial
« on: March 11, 2008, 10:37:00 PM »
Alright, I tried to copy the first combo shown in the vid. Sadly, it doesn't work for me :(
After the 2C B 2B the enemy is tossed airborne, however is immune to damage it seems. I've managed to get one extra hit on it in he air, but nothing beyond ~6 hits :(

Anyone feel like schooling this nooby?

Did you try the 6B, 2B followup instead? The timing is easier, since there's no need for a delay. Plus the air combo connects if you jump cancel the 2B with 8 or 9, while the 5B, 2B version is harder to land without a forward jump cancel.

Also, the 2A, 5B, 6B, 2B, 2C, 5A, j.ABC, j.BC, AT combo later in the video is really the midscreen combo you want to land. It does more damage, and uses the same opener as her wallslam combos, which allows you to confirm the distance to the wall and adjust accordingly. The downside is that it isn't as easy to learn, but it's important to be comfortable with Miyako's 5B.6B..2B rhythm sooner or later.

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