Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

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

Messages - Tonberry

Pages: [1] 2 3 ... 24
Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: June 25, 2019, 08:16:19 PM »
623a and b both prorate very heavily unless they trade and don't get all of the hits in.  However, that is very rare when you use them to antiair.  Because it's multihit you can't just knock them down and go for oki.  You have to jA almost immediately to get any kind of conversion off of it.

Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: June 20, 2019, 11:46:54 AM »
This works surprisingly well https://www.youtube.com/watch?v=Pd-ZrIfsAuo

 :laffo: :laffo: :laffo:

Kohaku's Video Room / Re: MBAACC CMV-04 Preview
« on: December 11, 2015, 10:46:53 PM »

Ciel / Re: [MBAACC] F-Ciel Thread (Get that "furry" garbage outta here!)
« on: November 21, 2015, 06:00:58 PM »

More info
Melty Bits bnb is ok to start out with if you have trouble with the harder combos or if your opponent is mining bitcoins.

For the rest of the "advanced" bnbs just pick whatever one you have the easiest time executing since the damage difference isn't significant between them.

IAD flicker loop doesn't work vs everyone, don't have the list yet of who it works on.

Ending TK shadow snipe bnb with flicker is a good alternative to deciding between air combo for damage, air combo ending in j214c for knockdown, and 236a ender for oki. 

623b relaunch fails against some characters.  Use 623b airthrow against Kouma, Arcueid, Warc, Nero

Troublesome BE5C loop x2

2A>2A>5C>A KNIFE>[2B>BE5C>Delay A FLICKER]x2>2C>4C>236A>5B>5C>AERIAL
***x2 = Execute notation in brackets [ ] twice
***Can begin combo w/ 2A>5B. For whatever reason, the space it creates seems to make the Delay 236A land more consistently FROM MY EXPERIENCE.

More Annoying Variant of Loop x2

2A>2A>5C>A KNIFE>[2B>BE5C>Delay A FLICKER]x2>2C>4C>A FLICKER>5B>5{C}>
***{ } = Slightly charge (or half charge) the 5{C}
***x2 = Execute notation in brackets [ ] twice
***Can begin combo w/ 2A>5B. For whatever reason, the space it creates seems to make the Delay 236A land more consistently FROM MY EXPERIENCE.

These combos are way too inconsistent, I just put it in the video for science.

Corner BE4b combo shown also works midscreen against some characters, don't have a list yet.

Use closer to corner 63214b combo against characters in the corner that don't get thrown out of it.
(too many damn characters in this game)

B command throw specifics (character backed in IMMEDIATE CORNER/no space)


Shiki T.
Mech (all)
Hisui (all)


Kohaku (all)

Airthrow j236b sometimes makes the 236b hit OTG.

7 hit safejump - Tohno, Hime, Nanaya, Miyako, Ciel(not 22c), Sion, Vsion, Warachia, Roa(not 623c, all moons), Akiha(fails vs c 63214c), Arc, Pcl, Vakiha, Mech, Seifuku
Satsuki, Ryougi(must 5a on reaction to 236c, dash on reaction to 214c, can do 5a and then 236b if it's hard to tell the difference, trades with H 22c), WLen, Hisui, Kohaku

??? safejump - Ries, Kouma, Warc, Len, Nero

jB fuzzy works on - VAkiha, Seifuku, Akiha, Kouma, Ciel, Nero, Warachia
jA fuzzy combo works on Ryougi, Hisui, Mech, Warc, Kohaku, Sion, VSion, and the whole jB list.  The j214c only hits once and doesn't give you a combo in the corner. 

Lesson 2 coming 2016 or never, this seriously took way too much time/effort.  :laffo: :laffo: :laffo:

Isn't it nice that the the developers support the game by paying for travel and hotel expenses?  Oh wait, that's arcsys  :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo: :laffo:

The guide was pretty good overall, just wanted to add that H-Hime is the only H-moon character that can cancel 5a6aa into normals on block.  Hime also cannot cancel 2a on whiff into any normals, so you need to use 5a to OS backdashes.  However, because you can't cancel 2a into normals on whiff, 2a 2e gives you 2a(whiff) dodge.  This allows you to to OS heat in another way and if they get hit/block the 2a it gives 2ab. 

Look at the last pic again, I realized it looks slightly ambiguous for some of the hitboxes near the top

Kohaku's Video Room / Re: TexasTim's MBAACC Recordings
« on: March 10, 2015, 12:50:47 PM »
\o/ Great CMV Tim \o/

Minor issue - I wanted to see the damage dealt in the combos during the credits

I mainly practice on V.Sion but you need to test on different characters to make sure your combo still works.

Kohaku / Re: C-Amber
« on: January 29, 2015, 08:23:48 PM »
There's a 2f window right before the opponent hits the ground where if you do the follow up it sends them to the corner

Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: January 08, 2015, 10:27:00 AM »
The H j.C  double overhead mixups are better that with j.B in any sense? They look safer because of the blockstun/hitstun but j.B looks more ambiguous to me.

And I can't do the j.AB mixups on the lolis . . . damn lolis.

It's safer to do double jC but it's also a lot easier to block. 

You can do j.AB to lolis, they just have to stand to block the jA.  The same goes for most characters. 

Melty Blood Auditorium / Re: See me in Melty (game finder for MB)
« on: December 27, 2014, 10:20:27 AM »
It randomly works now  :laffo:

EDIT: I couldn't join your lobby though Madscientist

Melty Blood Auditorium / Re: See me in Melty (game finder for MB)
« on: December 27, 2014, 10:03:40 AM »
Ran the .bat as admin, caster is named properly, but I can't input IP on there. 

Melty Blood Auditorium / Re: MBAACC Announcer Voice Mod
« on: November 26, 2014, 05:53:10 PM »
This is really nice, but is there any way to set it to save the announcer you pick? 

Maybe...there can be a Melty side tournament  :laffo: :laffo: :laffo:

Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: August 27, 2014, 03:13:47 PM »
Some videos with tech that are old news to a lot of people but I decided to make videos because reasons.


I just skip the rekkas because I feel it increases the chance you'll drop the combo and they don't add significant damage.  :laffo:


You can do 6c j[c] j[c] 623a and pull them out of the corner if you DI back on your double jump(iirc, don't remember which jump you put DI on and I don't have my pad next to me to test)  :laffo:

Aoko Aozaki / Re: [MBAACC 1.07] H-Aoko Discussion Thread
« on: July 08, 2014, 09:21:01 PM »
Quick, someone post in the F-Aoko thread  :laffo:

Aoko Aozaki / Re: [MBAACC 1.07] C-Aoko Discussion Thread
« on: July 06, 2014, 01:30:13 PM »
Info dump

Kicking Ass
xxx 623a [4]a 2b 2c
- Group A(nothing drops): Aoko, Sion, VSion, Akiha, Arcueid, PCiel, Warc, Seifuku, Kohaku.
- Group B(2c drops so use 2b 5c instead): Tohno, Hime, Nanaya, Miyako, Ciel, Riesbyfe, Roa, Vakiha, Mech Hisui, Satsuki, Len, Ryougi, WLen, Nero, Hisui.
- Group C(2b drops so use [4]a 5b): Kouma, Warachia.
- Nekos: Can't do 123 slider 623a against them  :laffo:

xxx 623a small step back 5c
Works on: Miyako(wtf??), Warachia, Nero

xxx 623a [4]c(hits no tech with 4c, forward tech with 5c 123c)
Works on: Miyako, Warachia, Nero

123 slider 236[c] okizeme
Hard to escape
- C/F Warachia(needs arc drive), Crescent 623c/236c trade but Aoko can combo off of it
- Mech Hisui(needs arc drive)  C 236c and 22c trade but Aoko can combo off it.  H dodge gets punished by 2a.
- Ryougi(needs arc drive).  H 22c trades, but Aoko can forward tech and combo off it.  214c gets tagged.
- H-Nero(needs arc drive)
- C/H Hisui.  623c trades, but Aoko can shield the second hit and IAD to combo off the trade.
- C-Kohaku.  If she does 214c: jump back, land, jump back, airdash back halfway down and jC to CH her.  Roll gets punished by 2a. 
- Meko. 

Can escape with meter
- Kouma: 214c, C/H 623c
- Ciel
- Sion: roll gets punished with throw into 236[c], 623b trades if you're spaced properly and Aoko can combo of of it.  623c and C/H 421c will escape.
- Riesbyfe: C/H 623c.  F 236c.
- VSion: 623c trades in her advantage unless she dies, F 214c cleanly wins.
- F-Miyako: 623c.
- Akiha: 623c, C 63214c.
- H/F Arcueid: 22c
- Pcl: 623c
- Warc: C/H 236c.  H/F 63214c.
- Vakiha: 623c.
- H-Wara: 623c.  Trades but you can't combo off of it. 
- C-Seifuku: 623c.  Trades, but the only combo you get off it is airdash airthrow.
- Satsuki: 214c.  C 22x trades but you can combo off all of them.  H dodge gets punished by 2a.
- C/F Nero.  63214c trades with both of them.  F-Nero backdash makes him get by 236c, forward dash can be punished. 
- F-Hisui: 623c trades.
- H-Kohaku: 623c trades.
- F-Kohaku: she can shield the first hit and ex counter.  If you yomi this you can preemptively dodge. 

Never use against
- Aoko: hitbox is so small the first few hits whiff, which allows her to dash throw
- Tohno, Nanaya, Hime, C/H Miyako, Roa, C-Arc

Interesting case: C/F-WLen.  If she does forward dash she moves ahead of the 236c.  However, she can't do anything other than block if she does this.  If you think she will block you can throw her, but she can jump(not reversal or mash) if she thinks you're going to throw her.  C can get out with 214c, 623c, 421c.  H can get out with 623c.  F 214c trades, neither character can combo off of it.

Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: May 14, 2014, 06:03:49 PM »
When you activate 22C on block and then use dodge, what is the key factor that will determine if the oponent will cross you or not? The amount of time you take to cancel 5C into 22C?

Depends how far forward you walk before doing dodge.

Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: May 14, 2014, 09:54:53 AM »
Beating shield and bunker is just a simple safejump.  Beating heat is an OS.  You input 44 right after jC and then whatever normals you want.  Done right, you get jC whiff backdash on heat and jC --> your normals on block/hit.  Not sure what you mean by control which side the opponent will be. 

Pages: [1] 2 3 ... 24