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

Messages - Nerk

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Regional Community / Re: Australia
« on: January 06, 2012, 08:06:27 PM »
Alright so, with the advent of Current Code, it looks like our small group of friendly poverty fights players has some renewed interest in Melty Blood.

If you're hungry for games, come down to channel #mb-au on and get acquainted with us! We have players of all skill levels, including those who are just starting out and those who have been in it since vanilla.

Nero Chaos (Nrvnqsr) / Re: Nero's pressure options
« on: September 13, 2008, 09:46:38 AM »
Thanks for the reply. Good points there, and i agree with most of it, but i like to think that close range ex crows is scarier than you make it out to be. It forces most characters to duck unless they want to take chip damage, negates enemy jump-outs, makes jump-ins 100% safe, amplifies the threat of them being thrown, and generally psyches the opponent out, making him more inclined to stuff up.

My problems come from not knowing how to link together successful summon strings. You pointed out that if done right, a summon-based corner pressure string can cause real trouble for an opponent, leaving few escape options. At this point, I'm not good enough at it, and that's where i need advice. My opponent escapes me a lot easier than I'd like him to -.-

If my opponent falls into a dear trap, i can normally hit him with something, providing he doesn't guess perfectly. But dear traps end when the dear goes home, and then the round basically resets back to zoning after my block string ends. From what I've seen of other players, this shouldn't be the case, or rather i should at least remain on the offensive for a lot longer than i do.

I spose my real question is, what summons are best for creating those situations where the opponent will be hard pressed to to find an escape route out of my pressure? When should they be used, and what should i look out for when performing summon-based block strings? How do i cover all exits?

Nero Chaos (Nrvnqsr) / Nero's pressure options
« on: August 29, 2008, 09:48:36 AM »

I started this thread to discuss some of Nero's options when it comes to pressure. From what i can piece together, he pretty much has no high-low game, and his pressure is based mostly on the fear of being thrown, and punishing those who are too eager to get out. My current tactics are:

Airthrow into corner -> Ex crows -> either: 2a or 2b
                                                          Delayed 2b
                                                          Walk up and throw

I have that part down, but what follows after that is kind of a blur. I mostly follow up with 2b -> 214b or 421a. If it's snake, my opponent either jumps out and away, or jump attacks into me with no time for me to counter with 2c. If it's deer, it'll get blocked and i'll be too far away to do much else. I also have a habit of getting eaten by long range EX or Nanaya 214b if i ever decide to end a string with a summon. I can whiff cancel 2b with 5a, but then my next attack will get beaten out by a faster character's 2a most of the time.

So yeah, my pressuring abilities are fail and i'd like to improve. Any tips from solid Nero players would be appreciated  :teach:

Melty Blood Auditorium / Re: Tougeki SBO 2008 - Qualified Teams
« on: August 08, 2008, 12:31:26 AM »
shonen is a pretty famous testament player, he probably decided to focus entirely on gg instead of mb

NetPlay Community / Re: Australia thread
« on: July 19, 2008, 04:19:38 PM »
hey there, good to see a fellow aussie MB player, i thought i was the only one :D

contact me on IRC when you can, i'd definitely be up for some games. i normally lurk in #MBAC on EFnet under this name.

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