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

Messages - Frustratedsquirrel

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1
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 31, 2012, 07:28:51 PM »
Ah, that's good to know. I really have to learn to stop trying to fit everything into a combo.

I've been trying to mess around with 6c neko attack counterhit tricks, but positioning Neko correctly is a lot harder in a practical situation. It's fun after 22A oki though when you know where she's going to end up.

Also, 214C is funny on block because it hits so many times, but does that have any use for anything? Doesn't seem to do a lot of chip or block damage. Now that we have a faster airdash, perhaps it could be easier to chase to the corner.

2
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 30, 2012, 08:20:33 PM »
Hmm interesting.

Trying to figure out the problem. I think it's because I was starting with 2A and not 2B? She was the only one really giving me trouble.

3
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 29, 2012, 06:01:23 PM »
Distance does seem to be a factor in a lot of her combos. Doing something short into 5A6AA  too close usually ends up bad against a lot of characters because they get clipped off the 5A that's meant to whiff.

Also, for some reason I cannot seem to land J(c) at all in b&b combos against regular Ciel. I've managed to do it on almost everyone except her midscreen and in the corner.

4
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 23, 2012, 07:06:28 AM »
Yeah getting 6AA to hit is the first annoying part of the combo, then getting J.(c) to come out immediately after is even harder since you pretty much have to time it perfectly.

Still, if you botch it up the opponent generally either air techs quite close to you (within 5B range) or gets hit anyway if they don't tech, so maybe it's not so bad.

5
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 23, 2012, 06:28:55 AM »
Ok, thanks for testing that.

I guess it's really down to whether or not you want to risk botching that J.(C) for a stronger pre-oki combo. I swear I just cannot for the life of me do those consistantly, which sucks because bouncing people off the floor with a hammer is sexy.

6
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 23, 2012, 05:06:44 AM »
Yeah, I kind of wish j.(C) came out a little faster, because this character seems to be all about the oki and the more ways you can ground an opponent the better, but it's surprisingly easy to get it off from certain counter hit combos, just not in regular combos.

you can also chain 5A6AA into itself twice against some characters if done at the start of a combo, which might make for something good, I dunno. Also, I'm going to start playing around with neko-whacking. You can pretty much get a j.(c) off after a sucessful counter hit off a 6C Nekoball.

7
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 23, 2012, 04:40:13 AM »
Here's an easier B&B or h-moon that should work on everybody from 2A range. I estimate it does about 4000 or so on Tohno. I say estimate, because I am trying to do the combo on a shitty usb keyboard with huge keys, on a shitty laptop that literally overheats and turns itself off if I enter heat mode too many times in one session. I haven't actually been able to complete the air combo portion. Can someone with better execution please test the damage?

2A 2B(2 hits) 5C (1 hit) 5A(whiff) 6AA *slight pause* 2C 5B 6C *neutral superjump* j.5B j.5C *air jump* j.5B j.5C Airthrow

seems much more character consistant and practical than the j.(c) combos and still does respectable damage.

8
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 21, 2012, 10:51:44 PM »
I tried mucking about with C-nekomech. Her 214A combos are pretty damaging, but inconsistant, since you can't start them unless Neko is behind you and she doesn't have very many moves for positioning Neko (214A/B being the only ones that summon Neko right to you)

You pretty much just have to hope that Neko isn't going to get hit when you start a combo raw.

9
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 21, 2012, 03:42:28 AM »
Great stuff as usual. I was hoping for some 6C and j.(C) nekoball setups, but I haven't even tried to muck around with that yet myself.

10
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 20, 2012, 07:12:29 AM »
6aaa I meant, not 2aaa. Man it's been too long since I used numpad notation.

Really eager to see part 2.

11
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 19, 2012, 04:35:46 AM »
Wow, some nice stuff there for sure. And here I was thinking that only F-NekoMech could combo into j.5(C) in a b&b. I had a feeling it would come after 2AAA but I am having a really hard time getting it to connect.

12
Neko Arc / Re: MBAACC Neko Arc Match Vids
« on: January 19, 2012, 02:46:53 AM »
After trying it myself I think they're using it specifically to strengthen Neko's tech punish in the corner by preventing the opponent from escaping if they choose not to tech.

So air combo > j.2c > 421C and if the opponent doesn't tech, you've pause the game and can catch them to do another air combo. If they do tech, you do 2B like normal to punish.

Funny how this move that looked completely and intentionally useless actually has some cool and interesting uses.

13
Neko Arc / Re: MBAACC Neko Arc Match Vids
« on: January 17, 2012, 10:57:08 PM »
Oh I see. I thought it might be something like that, but it seemed a little weird to be using it after landing from an aerial attack, when the attack recovery would have been cancelled anyway.

actually, are they maybe using it to pause the game for a second and tech read? That's kind of clever.

14
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 17, 2012, 10:31:06 PM »
probably not really useful, but hitting a downed opponent with 5B and then immediately chaining that to 5[C] still forces the opponent up off the ground and into an unblockable without the usual chance of countering it via parry/dodge/backdash/whatever.

I used to do this just for fun in MBAA for a bit of unscaled damage at the end of a short combo, but I'm sure that if you have a hit there are much better things you could be doing.

set the dummy to down recovery -> forward you fucking scrub

edit: also shields are 0f startup

fake edit: also bdash is inv on wake

more fake edits: also opp can choose not to tech

super fake fraud edit: you are bad stop posting

let's keep going edits:

wakeup super
wakeup heat
wakeup dodge
wakeup last arc

Totally missed what I was trying to say -.-

Regardless of ground + down tech, I tested it pretty extensively with human players and dummy recording as 2p off a neutral tech. Shield, dodge and backdash are all easy escapes for ryougi's unblockables after a proper knockdown, I KNOW this, but off a down tech it seems like shielding it or dodging doesn't work. Just a weird quirk I found interesting, though not really practical because of the down tech directions. That is what i'm talking about here. I never claimed it was practical or useful.

Like, off a regular knockdown it's pretty easy to just shield the unblockable, backdash, whatever. The CPU won't do it but a human player can. Off a ground tech, I wasn't able to do the same thing, even with pausing/unpausing and switching between human and dummy.

I'm pretty damn sure I'm not just imagining things either, but it could also just me being completely ignorant about down tech properties. (most likely the case)

And yes, I may be terrible at this game (and unhealthily obsessed with gimmicky shit like Ryougi's unblockables), but how else am I going to learn if I don't ask? :/

15
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 16, 2012, 10:44:52 PM »
probably not really useful, but hitting a downed opponent with 5B and then immediately chaining that to 5[C] still forces the opponent up off the ground and into an unblockable without the usual chance of countering it via parry/dodge/backdash/whatever.

I used to do this just for fun in MBAA for a bit of unscaled damage at the end of a short combo, but I'm sure that if you have a hit there are much better things you could be doing.

16
Neko Arc / Re: MBAACC Neko Arc Match Vids
« on: January 16, 2012, 10:37:00 PM »
I know this is a stupid question, but why do I see players using Neko's 'moshi moshi' call-up super taunt? Are they just trolling or does it have some kind of secret property I don't know of? Or are they trying to get Archetype neko in their combos?

17
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 07, 2012, 12:04:43 AM »
just dicking around with H-Nech in training mode. Might as well post changes.

6C turns neko into a projectile. Regular version knocks her forward a bit, but the charged version sends her flying really far, usually offscreen where she takes a while to return. This can be used for setting up offscreen beam shenanigans. J.[c] also turns Neko into a vertical projectile which is pretty interesting for pressure.

623A and B now re-launch a fallen opponent, allowing for some possible new combos . J.[C] groundbounces if it hits an airborn opponent, just like the other moons.

5[c] now rushes forward instead of doing more damage, and 2[c] can't be charged anymore.

The character in general feels faster. She can't do the throw break trick anymore where pressing throw while summoning neko would cause a throw-breaking animation. (well it was useless anyway)

Another nice change I noticed is that her throw animation no longer hits neko, which is a slight buff to after-throw okezime since you don't have to worry about neko being inactive.

18
Mech-Hisui & Neco Arc / Re: H-Mech&Neco
« on: May 17, 2010, 07:23:24 PM »
Seems H-Mech&Neco is the way to go. The main problem with this character is keeping Neco out of the way of attacks so she'll be available for oki when you score a knockdown.

Another thing you can do in the corner is hit Neco offscreen and then summon her in the middle of a blockstring. The eyebeams/fire shoot out from offscreen behind the opponent. It's gimmicky but one way to make neco useful if she's been thrown offscreen. The problem is just that the summons are so slow.

BTW, that instant overhead j.5B hits a crouching V.Sion, the timing and spacing for it is just very tricky.

2A 2B (2 hits) 5C (2 hits) 6A(whiff)AA 2[c] 6C HJC9 j.5A5C JC9 j.5A5C Airthrow

- 4517 damage on Sion. Do you think there's a better B&B around for her? It's a shame she doesn't have any air finishers.

Edit: By doing a throw during the startup of 22A/B, Mech Hisui will perform a throw break animation with Neco Arc. Possibly good for faking oki or cancelling a botched input?

19
Neko Arc Chaos / Re: NAC for FUCK YEAH tier please.
« on: September 27, 2009, 02:44:24 AM »
The only thing I really like about the new additions to NAC is the command grab he gets in H-mode. However they also get rid of a bunch of other useful moves and nerf his backdash in the process. Ugh.

20
Mech-Hisui & Neco Arc / Re: Silly MechaNeco team
« on: September 27, 2009, 02:12:30 AM »
Mech hitting Neko isn't *that* big a deal. You do want tomake sure you know when she's behind or in front of you most of the time. Neko doesn't have a penalty for getting hit besides a few seconds of not being active. she also can't be hit by you if you're summoning her for something.

Personally I think C-Mech&Neko has some nice potential. 214 series is good for pressure since Mech can move about in tandem to Neko's attack and the startup is pretty fast. The A version of this projectile is slow enough so that you can use it as a meaty on the opponent's wakeup. You can even dash into them to push them along and right into Neko's hitbox.

F-Neko&Mech has some nice crossup potential with 214A or B on wakeup (depending on the position of Neco.) simply summon Neco and hold A (if you're using the A version) and then IAD over the opponent's head before releasing the button. You can cross up this way, mixing up between a proper air dash over the opponent or a quick 5C to cause Mech to drop down before the crossup. C-Neco&Mech can probably do this better since she has more time to move.

21
Mech-Hisui & Neco Arc / Re: H-Mech&Neco
« on: September 27, 2009, 01:22:54 AM »
Something interesting I found with H-Mech&Neko.

Her EX 214C does a LOT of chip damage and guard damage if blocked while you have your back to a corner. This move drills the opponent and hits their guard many times, and it can be made to do even more if you chase them across the screen. I like to charge 5C on wakeup then cancel into this move. The slight pushback from the 5C allows you to get more hits in. You can then chase the opponent and land a final 2C into her drill super or drill special, though it's not airtight after the last 2C. The nice thing about this is that Mech can retalliate to shield bunkers with ease since she's free to move while she's chasing.

22B is also a very useful move for building heat, since you get a big boost of it if you protect Neko for the duration of her cheering, which with Mech's long limbs is not that difficult to play poking games. You can also use it to goad players into trying to attack Neko and then fish for a counter hit or something.

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