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

Messages - The Katz

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1
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: September 11, 2012, 01:19:26 PM »
I posted a tutorial for youtube. Can someone make a review for it? :)

http://www.youtube.com/watch?v=5IhiB-wnmik&feature=youtu.be

Goes over most of the important things. Now we only need one for F-moon.

2
Kohaku's Video Room / Re: GIMME MBACC PC VIDEOS
« on: May 08, 2012, 06:02:40 PM »
http://www.youtube.com/watch?v=R5p4EUCArxY

All Moons Neko Arc Chaos combo video. Delicious.

3
Kohaku's Video Room / Re: GIMME MBACC PC VIDEOS
« on: February 08, 2012, 07:23:53 PM »
H-Neko Arc Chaos stuff. I tried, sort-of.

http://www.youtube.com/watch?v=1H-PjYNiHm4 Part 1: Goes over the properties and (occasionally) uses of his command list. Meant for people new to the character.

http://www.youtube.com/watch?v=qARSZ19oy7M Part 2: Combo options, tech punishes, frame traps, and a few side thoughts thrown in.

http://www.youtube.com/watch?v=G9PVVxdJjmQ Part 3: Goes over command throws in a little more detail.

4
Kohaku's Video Room / Re: Introductory Video Compilation
« on: February 05, 2012, 11:51:20 PM »
H-Neko Arc Chaos

http://www.youtube.com/watch?v=1H-PjYNiHm4 Part 1

http://www.youtube.com/watch?v=qARSZ19oy7M Part 2

http://www.youtube.com/watch?v=G9PVVxdJjmQ Part 3

F-Neko Arc Chaos

(Soon) Part 1

(Eventually) Part 2

5
Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: February 05, 2012, 11:43:40 PM »
I see... I guess being able to do that in the first place in AA was rather dirty, so I have no complaints now that it is gone.

Also, I've been recording and uploading some Neko Chaos stuff. Should probably post the vids here, but... if I'm steering people in the wrong direction or something just yell at me and I'll get to editing.

6
Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: February 05, 2012, 01:52:35 PM »
In AA Half Moon NAC could 22A you during block stun, but he can't anymore. Does anybody know if that was a CC change, or a 1.07 change?

7
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: February 02, 2012, 12:06:50 AM »
If they block 214C it gives you breathing room and potentially momentum if you're heading into the corner, and if they don't block you just get momentum back?

 :psyduck:

Honestly, it really just seems like a "What you see is what you get" sort of thing.

8
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 31, 2012, 02:04:52 AM »
Leave 5C out if you start with 2A. 2A > 2B(2) > 2C > 5a6AA works fine most of the time. j.[C] hits her weird, and if it were even possible you need to time it even more perfectly than normal.

Dame shame Neko Flare doesn't stay out for even longer. Combos with 22A launch are <3

9
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 30, 2012, 02:52:09 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.

http://www.youtube.com/watch?v=3TDfPreSPN8

10
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 27, 2012, 04:49:03 AM »
On probably an unnecessary note, I noticed that if you're at a slight distance and cut the ground string in half, the combo becomes worlds easier on most characters due to lack of gravity increase. So, even if the full combo doesn't work on everyone you should be able to go into j.[C] combos by sacrificing a little bit of damage. Either way, if you get a random counter hit during stagger or something you're usually too far away for the full string anyway.  :blah:

Oh, I also found a way to get an extra j.[C] or two in off of mix-up against some characters. It probably would work better after scaring them to respect 22C, but 22C allows you to get the extra hits anyway. Might be able to get this off after random CH 6C's, too?

Ended up going 500-700 more damage depending on how the flame hits.

22A~9j.[C] > 7~j.[C] > 5A (whiff) 6AA > j.[C] > land > 8~(while falling)j.B > j.C > land > j.A j.B > jc j.B j.C > air throw

Sadly starting to look like there's not much incentive to block low aside from not wanting to get thrown into the same situation again. Working out the details later when I have time.

11
Other Games / Re: Warhammer 40k: Dawn of War 2
« on: January 27, 2012, 02:48:00 AM »
I'll be picking up the entire series during the steam winter sale for cheap. If any of you are still interested in playing at that point, il hit you up.

BLOOD FOR THE BLOOD GOD

SKULLS FOR THE SKULL THRONE.

MILK FOR THE KHORNE FLAKES.


netplaytactics on steam. Hit me up for games on DoW2, but I also play DoW1.

12
Kohaku's Video Room / Re: GIMME MBACC PC VIDEOS
« on: January 26, 2012, 04:31:25 PM »
I guess I should post these here as well for that extra source of reference.  :toot:

C-Neko-Arc Chaos, cause he's important.

http://www.youtube.com/watch?v=U1Di4Jl-D-M Part 1: Goes over the properties and (occasionally) uses of his command list. Meant for people new to the character.

http://www.youtube.com/watch?v=gWpNzFjNIhA Part 2: BnB's, how to set up into fairly safe mix-up, frame traps, and a few side thoughts thrown in.

H-Neko and Mech.

http://www.youtube.com/watch?v=1OB1AHlc8RU Part 1: combos and frame traps.

http://www.youtube.com/watch?v=Ob8i7cBZysk Part 2: short recap, dp safe oki and what to do with it.

13
Kohaku's Video Room / Re: MBAACC Analysis Live Streaming Sessions Redux!
« on: January 25, 2012, 11:47:24 PM »
Ooo, Professor Rokunya~ has a 100% approval rate.

I'll add that the emphasis on staggering and momentum gave me that extra bit of incentive to figure out what my character's safest strings and frame-traps were  :toot:

14
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 23, 2012, 09:15:41 PM »
It's one of those things that'll probably still combo if they don't piano-mash their arcade stick as long as you are close enough to the correct timing. So far I've gotten used to doing it during mix up 'practice' in training, but matches are another story :(

15
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 23, 2012, 06:50:23 AM »
It's pretty hard to do, and somewhat confusing considering how you have to change your jump directions for a number of characters. Like for Nero and Seifuku Akiha, you have to jump forward for the first j.[C] in the corner, then jump back for the second j.[C]. Also, you are forced to do very short ground strings against characters like Sion, otherwise the 6AA will whiff completely even though it works at a medium range against other characters.

The best advice I can think of is to get used to the timing and specifics for the characters you fight against the most and go for the easier/safer combo options against everyone else.

16
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 23, 2012, 05:56:28 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.

I think the difficulty/reward is fair, considering how much more damage you can get with fairly strong mix-up options. Especially when it loops back into itself against everyone aside from Vermillion and Ryougi ( :emo:) easily.

The list of characters 5A6AA works on after launch is in Part 1 of my Necho/Meco/N&M vids. I think it's Tohno, Miyako, White Len, Aoko, and Arc. Either way, you can't j.[C] off of it... on Tohno, since I haven't tested with everyone else. He has the 'best' hitbox out of the group to my understanding, but you never know.

Edit: Also, I noticed you can set up a j.[C], 6C, and 6[C] on Neco after using 22A near the corner. I'm guessing you could use j.[C] to stop jump-outs, but I'm not entirely sure if 6C would be worth using due to its meh recovery.

17
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 23, 2012, 05:48:14 AM »

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.

Does 4123 on Tohno Shiki, where as going into the j.[C] combo on Tohno does 4335. It's only about 200 damage more, so no reason to use the j.[C] combo unless you're going for oki/more corner carry or want to be fancy. Might need to omit the first j.B on some characters, though.

On the other hand if you're going for oki the j.[C] combo does 3489 on Tohno while yours ends at 2136. The difference between them is about 1300,  and the difference between oki drop and non-drop is 600-to-800. Dropping, while not necessary, allows you to keep momentum much easier and set up for an even greater damage total.

18
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 23, 2012, 04:57:14 AM »
At this point, I'd say the j.[C] combos are for squeezing out that extra damage, or getting oki AND damage at the same time considering that j.[C] is practically untechable. Dropping combos for oki doesn't seem to have that bad of a trade-off either way, considering the next combos you'd do after a successful mix-up attempt do 5.5-6k on most characters.

Omitting the immediate dodge after 22A lets you launch with 22A if you go low, and it makes j.[C] > airdash > j.C safer to go for. Tossing 22A down a bit earlier also makes j.[C] a bit safer against reversals.  :toot:

19
Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: January 22, 2012, 11:21:42 AM »
 :bricks:

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Kohaku's Video Room / Re: Introductory Video Compilation
« on: January 22, 2012, 09:23:09 AM »
 :prinny:
That's it from me for now. Let's hope I didn't point anyone in the woefully wrong direction with my backwards logic at any point.

21
Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: January 22, 2012, 09:15:04 AM »
You've been able to backdash cancel normals for quite a while, it's awesome.

Thanks  :toot:

I recently made the transition from playing MBAC to Current Code, so this was news to me.

...Unless he could dash cancel in Cadenza, then shame on me for not considering to explore his options more.

22
Neko Arc Chaos / Re: Neco Arc Chaos MBAA 1.07
« on: January 22, 2012, 03:51:57 AM »
Does anyone know if you could back-dash cancel your normals in C-moon before?

23
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 21, 2012, 06:43:17 PM »


214C j.[C] dj.[C] (dash) 2C ...
Gives a ton of damage, but I'm not sure how I'm to hit my opponent with a raw 214C... *maybe* with a standing CH from a normal or something like that.

Do you have enough time to mix-up off of God Cat?

24
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 21, 2012, 02:08:52 AM »
Aaaaand... open~!!!

http://www.youtube.com/watch?v=1OB1AHlc8RU

Wait, wrong game.

I'd try to cover more, but I'm not good at these type of things.

25
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 20, 2012, 05:12:44 PM »

Good work, Katz! I hope you can do this all in casuals next time  :laffo:

Also plz include fuzzy in next vid (should be with the other post-throw Neco oki mixups)

You'll probably see some of it against Tales, since it's easy on P.ciel and he doesn't know how to block half the time.

...That aside, I haven't tested the j.B fuzzy yet since 22A stops hitting before the fuzzy connects. I'll try something with Neko-Hime, but that might only be useful when they're scared enough not to mash out of it. (22c goes away on block D: )

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