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Messages - sumbody

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1
Kohaku / Re: C-Amber
« on: June 07, 2012, 09:57:08 AM »
You could just use jE instead for the kamone. It comes out fast and no accidental j[c]

2
Hisui / Re: MBAACC Hisui
« on: March 22, 2012, 09:27:30 AM »
You don't have to use j236a if you somehow confirmed into the 6b launcher. You can do this instead and I find it easier since the timing is the same as the 2c 5c/6c launcher.

2a 2b 5c 2c 6b j[c] ja jb land ja jbb j236b jaac airdash jbb j236b land 623a/236a236a

3
Arcueid Brunestud / Re: Suck my C-Arc 1.07
« on: February 23, 2012, 07:43:35 AM »
Good luck with the Frame data. Its gonna be tough work I'm sure. I do have the PS2 Mook with me so those might apply but we don't know if they changed anything.

The info is all in this thread I suppose, just needs to be compiled nicely on the wiki. IMO she doesn't need to be so rigid since she has so many different combos to choose from. But I would agree with your corner combos since those are the optimal ones. (Corner Combos in the First post)

This is an easy mode combo which is more stable when you are abit further away than the corner for TK63214b 5b to link. Sometimes you might have used a little more 2a/5a to hitconfirm and that could push you quite out from the corner.

(Corner) 5b 2b 2c 5c xx 2a 5b 2b 2c 5c xx 2a 5b 2b 2c 4c airdash jc 63214a 5b 2b 2c Ender

(Midscreen) Another 4c combo I left out is:

5b 2b 2c 4c airdash jc 2c 2a(whiff) 2a 2c 5c(half charged) 623b6b 623b Air combo

Damage and meter comparison needed for these midscreen combos, but either way if people feel comfortable doing 2c 5cc for fullscreen carry then I suppose just stick with those.

4
Arcueid Brunestud / Re: Suck my C-Arc 1.07
« on: February 23, 2012, 05:33:45 AM »
Post TK 63214A in pressure, there are other options like j.C j.B for double high, j.C airdash jC jB for more highs and you can also land and do low once they get used to blocking the highs.

Its just good to know them 4c combos since they do great damage mid screen, and could be confirmed off air CH via 2b 2c pick up if in range.

I totally forgot about TK63214C OTG pickup, new MBAACC tech ftw. Then again, sometimes you might opt to gain meter and get a MAX for burst instead. Double 5CC is pretty finicky, single one is more stable for me most of the time. It looks cool and thats all that matters lol.

236a 236a 214a oki safe jump is done by a normal 9 j.C so I don't think you are losing out on much there. Though 623a allows safe heat since there is longer untech time.

5
Arcueid Brunestud / Re: Suck my C-Arc 1.07
« on: February 22, 2012, 07:22:39 PM »
Good stuff with the video you made Rei.

I used to play Arc in MBAC and MBAA and I gotta say C-Arc has gotten much better in this reincarnation.

Pressure
In terms of pressure, you probably covered most of the new tech already. So many resets and frame traps at your disposal this time, that includes: BE236a, double 63214a, or TK632149a off any whiff cancel or 2a/5a on block. Another thing worth mentioning is using 214a in blockstrings since its +1 like you said. That can be followed by a TK Ring again, do a 2a/2b to stuff any mashing or just plain jump/dash reset.

TK Ring can be pretty much used like Akiha/V.Akiha ribbon resets, and you can follow up with many mixup options after that so that is pretty strong.

A good string I like to start with is something like this. I would recommend going for basic staggers like 2a xx 2a xx 5b half charged xx 2b xx 5a xx 5c 214a

2a xx 2a is basic level 0 melty stagger which most characters can do.

5b half charged is a mixup in itself, but you need to kind of use some BE5b here and there to make them start blocking wrongly.

the 5a at this point should be a whiff since you are pushed far out enough, cancel the 5a into 5c to punish any jump out/poke attempts and you can confirm off the CH into 214a 623c or 236 series into 623c.

If the opponent blocked the 214a (which is +1), you are free to do 2b after that to catch pokes and jumpouts and confirm into your standard corner combo. You could also TK632149a into jC and another j63214a, which resets the whole block string for you.

Set the CPU to recover A and get the timing down for these staggers. Once you get the opponent to respect your strings, you can pretty much start to do more bold resets/tick throws.

Other good stuff to use in strings are BE236a for mad plus frames, using it off a 5c is a frametrap itself. And the vacuum effect essentially generates a reset situation for more blockstring/mixup/throw attempts. I'm not a big fan of the BE236 2nd series but it might prove to be useful once in awhile against jump happy opponents.

When IAD-ing for a reset, remember to do j63214a just for more guard damage and + frames, in the event that the IAD hitconfirms, its time for big damage since that is the optimal starter for any of her combos.

2a/5a 5b 63214a j63214a is another string with massive + frames. You can dash in 2a and still CH any of your opponent's poke attempts. Just don't over do it since people will start to bunker it.

Those are some strings off the top of my head. Just be creative with her pressure and make your opponent fear those + frames.

OTG
Her 2c is quite deceptively long ranged, so sometimes you might catch jumpouts with a 2c (whiff 2a/5a) in the corner. You can proceed to do this OTG string for good meter gain, and tech punish as well.

OTG: 2a 5aaa 5cc jaa jb jc j63214a 2aaaa 5c BE236b (90-100% MC)

Depending on how early you do the BE236b, this catches neutral tech if cancelled immediately, or a slight delay for back/forward tech punish, just confirm to your favourite combo if the opponent techs carelessly. Alternatively, ending on 5c and react to what your opponent does works as well. 2a/5a can punish forward techs and if they neutral/back tech you are free to pressure them.

Combos
Rei pretty much covered most of the standard combos. Here are a few more combos that don't really involve 2c 5cc since it prorates badly. These are midscreen combos and they have full screen carry as well. The ones involving 2c > 4c require you to be quite close or else the 4c will whiff.

5b 2b 2c 4c airdash jc land 2c 4c airdash jc j63214a 5b 2b 2c Ender
This looks a lot like a MBAC Arc combo. The delays are also similar, 2c xx 4c, deep jc, and then 63214a as low as possible to the ground for 5b 2b 2c to link. Alternatively, if you find j63214a xx 5b whiffing cause they are too high, you can opt to do aircombo right away after the ring (j63214a > land > jabc jabc airdash throw).

5b 2b 5c 214bb airdash jc 5b 2b 2c Ender
Easier combo, and quite stable since 5c 214bb works at many distances. Slightly delay the b follow up from 214b if done at max distance to make sure there are 2 hits from the knee lift.

Enders
3c 623b aircombo
623a 6a aircombo
236a 236a 214a

You can use air dash > throw if you are just short of reaching the corner.

That's it for now.

6
Akiha Tohno / Re: Crescent Moon Akiha
« on: May 25, 2010, 09:30:39 AM »
I agree with its shortcomings, but its probably something worth trying like once in a match lol. Just the wiki makes it sound like its utter shit, perhaps a line like 'if you accidentally do 2BBB, IAD cancel it to continue pressure or IABD for neutral' would be more appropriate.

7
Akiha Tohno / Re: Crescent Moon Akiha
« on: May 25, 2010, 06:08:46 AM »
Just something I did mention.

C/H Akiha 2BBB actually is pretty useful when used sparingly. Even on block, the overhead hit can be jump cancelled, so you can do 2BBB IAD jX to reset pressure. And if your opponent starts shielding it high, there's always 2BB 2C to beat it, and if they are scared enough you can actually dash in for free after 2BB.

So in C moon you can do a string like 2A (5B) 2BBB IAD jA j236A land tkj2C into full combo if you opponent doesn't expect it. or just go straight from IAD jA into j2C before landing. When you opponent is scared enough, you can even run stuff like jA j236B j2C on the way down or dash in resets to keep the pressure on.

In H moon its pretty much just a pressure reset tool, for more tick throw chances. You might catch people off guard with a jC/jB during the IAD but its pretty easily blocked.

Feel free to correct me if I'm wrong.

8
Michael Roa Valdamjong / Re: Roa Video Thread
« on: May 24, 2010, 03:57:41 PM »
Just thought I did share a cool Roa match vid I found.

Uses the same colour as the C-Roa in acho 23 vs 23. Don't know if its the same person.

http://www.nicovideo.jp/watch/sm10818759

H-roa vs C-nanaya

H-roa vs H-aoko

C-roa vs C-wara

Personally found the C-roa match to be hype, and demonstrated some cool pressure strings. If only the AD instead of DP came out during that OTG combo lol.

9
Red Arcueid / Re: Warc Video Thread
« on: May 01, 2010, 08:05:16 AM »
A combo movie for Warc BNBs. (Only C and H moons if I remember correctly)

http://www.nicovideo.jp/watch/sm8384518


10
Sion Eltnam Atlasia / Re: Corner Cutting Sync Mixup.
« on: March 30, 2010, 08:03:24 PM »
Bear in mind that at least 1k - 2k damage is sacrificed following this mixup. And 214b > ground combo allows A whip setup which is also strong.

11
Put me down. lhw

No more mousepads for prizes?

12
A big thank you to Dark Pulse for his efforts. Detailed explanations and nice compilation of PCSX2 there.

Now I'm having MBAA running perfect on my comp. Though the input lag is still present, so I still stick to my PS2 most of the time.

13
Hisui / Re: j.BB or no j.BB: C-Hisui or H-Hisui
« on: February 24, 2010, 06:40:10 PM »
This might be out of topic. But there's another factor to consider between both Hisuis, Bento or Stools?

Personally, the idea of tech punishing and full screen carry combos appeal to me. Guessing right and landing another full BNB just feels so awesome. C-Hisui all the way.

14
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: February 18, 2010, 05:24:23 PM »
Between areas 1 & 2, 2c 5c 6c combo can be used instead of 2c 6b combo for the proper tech punish spacing, but damage is obviously sacrificed. Give or take I suppose.

There's also 2c 6b j[c] ja jb land jb jc ad. dj. ja jc jbb for further distance.

15
Miyako Arima / Re: Miyako in AA
« on: January 20, 2010, 07:35:35 AM »
5b 6b 22a can be shielded if the opponent predicts it IIRC. It also only works in corner.

5b (6b) 5c 2a/5a - repeated, on the other hand is a proper tight string but really prone to bunkers. And the multiple reverse beats will really affect the damage when you do land a BNB.

Just mix them up with jump-ins, air dashes and be creative in blockstrings. Strike the fear in them through 236a (delay) 6a into 214c and when they respect it, you can dash in for reset after 236a. 236a 6c is also safe on block IIRC.

Correct me if I'm wrong.

16
Sion Eltnam Atlasia / Re: C-Sion in MBAA
« on: December 10, 2009, 02:32:56 PM »
Using 236C is always good. Nothing better than making someone lose all that meter in MAX.

Been trying to find ways to reload mid combo but seems like the days of MBAC are over. 214a 22d is still safe reload tho, or combo into 236c but that requires meter.

I agree the cutter synch isn't as good as it used to be due to the new j[c] combos. Damage wise, j[c] loop with j214c would do more damage for the same 100% meter. Then again, cutter synch is easier in my opinion and gives 214a/236c setup if wanted. Each to their own styles I suppose.

17
Sion Eltnam Atlasia / Re: C-Sion in MBAA
« on: December 10, 2009, 01:14:02 PM »
lhw1 from IRC here.

Thought you might want to add the cutter synch variations for completions sake.

On standing opponent in corner (omit 5c before 3c if opponent is crouching):

2a/5a 5b 2b 5c 3c 421c j214a, from here on you can do any of the below:

( ) can be omitted

-2b 5b 5c jb jc, jb jc throw (easiest link but least damage)

-2b (5b) 5c jb jc, j[c], air dash j[c] j214a, jb jc, jb jc throw

-5[c] (2a) 6[ b ] 214b dash in 5a 5b 2b 5c 2c 214a
(note: 2a can be omitted depending on the timing for 5[c] and 6[ b ]. 214b has to be inputted 236b at times depending on which side the opponent bounces up. can be ended with air combo instead but damage difference isn't that big and 214a gives untechable knockdown for oki)

-5[c] (2a) 5[c] 214b dash in 5a 5b 2b 5c 2c 214a
(similar to combo above, not sure about damage difference)

For the combos with 214b, if you're in MAX, you can end with 236c to circuit break instead, and still have oki

More if I think of others but these are the ones I usually use.

18
Ciel's Tech Support / Re: A few ps2 questions
« on: September 07, 2009, 12:48:17 PM »
Well for the stick you have to dual mod it if you want it working on a PS2. Just for your info, there's a few frames of input lag with the emulator, but if you don't mind that then its ok.

You mentioned UK. Head down to #meltyblood.eu on irc.akiha.nl for the EU scene and you can hook up with the scene. There are a few UK players there so a gathering will definitely be possible if arranged.

19
Miyako Arima / Re: Miyako in AA
« on: September 04, 2009, 03:39:31 AM »
There's a lot of information here inside this thread and its pretty disorganised. Hopefully someone will pick up and make separate guides for different moons.

C-Miyako stuff. Is 6C worth using as a launcher for her? As a recap, someone please correct me if I'm wrong about these.

2a 5b (6b) 2b 5c 2c 236a 6a 5c ja jb jc ja jb jc throw - Midscreen to corner combo (Any variants with higher damage than this?)
2a 5b (6b) 2b 5c 2c 214a 5b 5c jabc jabc throw - Corner combo (Other better variants?)
2a 5b (6b) 2b 2c 5c xx 236c 5c BE214B 5b 2b jabc jabc throw - Fullscreen meter combo (Again, would like to know the variant that does the best damage and has consistency)
Midscreen I would end with 6C air combo, or go for 236a 6c and some mixups after that.

Are MBAC combos like 2a 5b (6b) 2b 5c 236a 6a 214c and 2a 5b (6b) 2b 5c 214c worth doing? I think the damage output with 214c in a combo is actually less now but could someone confirm that.

And someone mind listing out the mixups she gets over in the corner after a throw? Like dash 2a/5a punishes back tech, 5a/2a could punish neutral or front tech. And the jB crossup that many people like to use, or jump then hold back, jC jB. Seems like 236b is much worth spamming more, did it get faster in MBAA?

Was thinking that her meter is better spent on connecting those 236b cross ups, or 2c 5c xx 236c fullscreen combos, compared to using 214c in a corner combo. Or is 236c the ex to use now for more damage in a combo?

20
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 27, 2009, 11:06:45 PM »
Anyone mind pointing out the full OTG string for C-Arc? I recall seeing a really cool OTG involving 5CC but I don't know if it still works for MBAA PS2.

21
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 27, 2009, 01:36:10 AM »
Some C-Arc stuff.

The combo listed earlier involving 214B is pretty consistent to use in my opinion.

[2a > 5b > 2b] > 5c > 214B B > xx air dash jB xx > 5b > 2b > 2c works from anywhere on the screen.

From there on, you can end it early with a 5cc air combo to carry to the corner, a launcher of choice (3c 623b, 623a 6a) into air combo, or if you are already at the wall, go into the corner loops tare listed above.

Only issue here could be funky hitboxes on certain characters, making the 5b > 2b > 2c link hard as the 2b might miss from personal experience.

An alternative I find myself doing on reaction is 5b > 5a > 5cc, there's a reverse beat in here, but usually the main purpose for midscreen combos are carrying opponents to the corner for further rush down/pressure.

I find 4c really hard to use consistently now that the range has been reduced, outside corner loops or punisher combos, I don't really like using it that often anymore but other people might disagree.

And after a long corner combo, the damage from air combos might not be that worth doing anymore and gravity messes up the combo easily, so I suggest ending with the rekkas (236 236 214) or a plain 623a for better oki.

Good work there tare, keep the information coming.

22
Arcueid Brunestud / Re: MBAA Arcueid Thread
« on: August 06, 2009, 02:18:14 AM »
http://www.youtube.com/watch?v=WoNmaXxxJVw&feature=channel_page

Awesome stuff. Some look match practical to me. Guess its time to pick a style and stick to it.

23
Arcueid Brunestud / Re: Chasing the Phantasm
« on: July 04, 2009, 08:46:54 PM »
Do the first 4b as late as possible (in the relaunch), the jb/c after that should be done not too late nor too early.

Corner combo, 2c DELAY 5c, then 5abc, wait, then 5a 5b 2b 4b jb jc jb jc

Linking 236bx3 to 623c is easier on keyboard in my opinion, you just need to do the first 236b, then spam 26262626b and on the last 236b, do a 626C. (thats for keyboard, I've moved on to stick and I find it much harder to spam)

Watch the reps for a feel of timing, and pick a variation you're most comfortable with, then start practicing.

Good luck.

24
Arcueid Brunestud / Re: Chasing the Phantasm
« on: July 04, 2009, 08:59:26 AM »
Your opponent is pretty bad.

A few pointers in my opinion. Master these few essential combos. xx indicates starter of choice (2a, 5b, 2b)

The 4B relaunch, xx 2c 4b air dash jb/c 5b 2b (2c) 4b jb jc jb jc throw. Omit (2c) for nanaya, aoko, kouma

The corner combo, xx 2c 5c, 5a 5b 5c, 5a 5b 2b 4b jb jc jb jc throw. Your main source of damage.

5C SJ combos, xx 2c 5cc, depending on distance, you could then
a) air dash into jb jc jb jc throw (about half screen)
b) jb/jc into corner combo (from full screen to 3/4 screen)
Deciding which to do comes with experience, and by the time you do the 2c delay 5c, there's enough time to decide which combo is appropriate.

Another handy one would be the 4b into corner combo but the damage increase isn't really a lot.

Practice linking 236b 236b 236b into 623c as this is another important combo for Arcueid. Reps for the combos included below.

Generally, bring your opponent to the corner, and start you pressure game. Arc has combos that cover a lot of screen distance so carrying the opponent should be easy.

Pressure wise I suggest watching more videos of Japanese players like SII and You, and have a read on Tare's guide for blockstrings.

Here are some reps I did while messing about so you have a better picture of how the combos look like. Remember, its all about height control and delaying. So practice practice practice.

Most of the combos are match practical, except stuff in the flashy reps.

25
Miyako Arima / Re: Combo/Strats Thread
« on: June 25, 2009, 07:38:23 PM »
Thanks for clearing that up. Good stuff to know when I'm 2p. More crossup options is always good.

I can do the airdash crossup/fake as 1p against most characters as long as they neutral tech her airthrow.  For some reason it doesn't work against Kouma (and possibly some others) though.  Are only the sj and iad crossup 2p specific?  Also, I've seen a dash in evade crossup for opponents who don't tech.  Is that 2p specific as well?

You should turn off tech then it should work all the time. The dash in dodge crossup looks ghetto as well, and it only worked on 2p for me so I'm guessing its another weird 2p crossup bug.

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