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

Messages - Zerve0

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1
NetPlay Community / Re: MBCaster (Netplay Tool)
« on: September 10, 2007, 01:54:07 PM »
Tried it today, and works great ^^. But I think I found a bug. I picked Neco Chaos, and after the loading my game froze  >:(. I later found out that the person I was playing with had not unlocked him.

It's quite minor, as I doubt many people play Neco Chaos, but still a bug nonetheless and should be fixed.

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NetPlay Community / Re: MBCaster (Netplay Tool)
« on: September 10, 2007, 05:11:34 AM »
Was this released on the same day as Len's Birthday :O?

Someone probably said this before, I fail at searching.

Edit: Damn people beat me to it :(.

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Arcueid Brunestud / Re: Arc Vid Thread
« on: September 01, 2007, 11:28:06 AM »
Is that an infinite combo at around 2:35?  :o I hope this isn't Act Cadenza  ;)

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Kohaku's Magical Garage / Re: Why Air Throw at the end of combos?
« on: September 01, 2007, 06:05:31 AM »
I've also tried some other variations ending with throws, the most damaging I came up with was 3758, the difference is that you use the two hits of j.b. But with this, Ive found a more damaging combo ending in j.2c. 3849 damage is possible if you leave out the j.a's and use the two hits of j.b, but this is also a lot harder to do.

First off...the numbers look a little odd for WArc (don't know anything about Arc).  Who were you testing on?
Second.  Throwing allows for a longer combo.  If you want to fit in all the hits of the j.2c, you're going to have to cut the combo short.  The throw actually does allow for more damage as well as the knockdown

I'm sure that these numbers are correct, as I was in training mode while I was writing the post, they are on MBAC 1.03 against Akiha. As for the j.2c, it is very possible to get ALL of the hits to connect. Maybe you are using the two hits for j.b (I'm only using one), or you aren't doing it fast enough? Very rarely does the opponent 'slip out' of my j.2c's now, ending with the knockdown. The last hit is also untechable I believe.


Using it midscreen isn't useful as people have pointed out, because it drops them too far. But after I have the opponent cornered, would using the Warc's j.2c as a finish be another option than throwing?  Ending with j.2c seems to give me enough time to pressure them further. I could either dash in and throw, or 2b, or IAD j.B, allowing me to do the combo again. I understand the whole momentum thing, but I don't know why you should give up some extra damage. Does throwing give you so many more options (other then the ones I mentioned) that I am not aware of yet?

Thanks for the replies, and sorry for keeping it somewhat character specific.  :(

5
Kohaku's Magical Garage / Why Air Throw at the end of combos?
« on: August 31, 2007, 01:58:49 PM »
Hi, I'm new and I'm pretty bad at MB :(. Reading up and watching a few videos, I noticed that most of the BnB combos that I've seen end with an air throw. Would anyone care to explain as to why throw instead of doing something else? ??? I've experimented with a few combos and found better damage alternatives.

The characters that I'm playing now are Arcueid and Red Arc, and for both of them, I've noticed that there's more damaging options then just air throwing. All of these combos are tested on Akiha, MBAC verB with the 1.03 patch, and critical hits turned off. Also, both of these combos work at any screen location.

Arc: (both Arc and Red Arc's j.b are one hit)
3010 Damage = 2b > 2c > 3b > j.a > j.b > j.c > j.a > j.b > j.c > 22b > 66b
2871 Damage = 2b > 2c > 3b > j.a > j.b > j.c > j.a > j.b > j.c > air throw

Red Arc:
3763 Damage = 2b > 3c > j.a > j.b > j.c > j.a > j.b > j.c > j.2c (+laugh  ;D)
3539 Damage = 2b > 3c > j.a > j.b > j.c > j.a > j.b > j.c > air throw

As you can see, damage wise, the non-throw combos are a better choice. I realize that with the Red Arc combo it's much harder to time, but it seems very reasonable that some top players should be able to nail it every time. Most of these combos aren't the best combos (like Arc's 2c > 5c super jump thing) but I'm still learning, and they are all that I can do with a high success rate.

The possible reasons why I think that air throwing would be better is because it's much easier to connect, and it allows you to choose the side that you throw the opponent into. Other then that, I can't think of any more reasons.

Thanks in advance.

Edit: Forgot to mention about some throws allowing you to re-launch and juggle afterwards, such as in one of Len's EX ice spear combo (although I don't know the combo). I should really learn the proper names.  :(

Edit2: Just noticed that in the Arc combo ending with 66b, your opponent seems to be able to recover (from mashing) before you land, does this mean that they could punish the combo?

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