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

Messages - kasuya

Pages: [1] 2
1
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: May 09, 2011, 03:41:21 AM »
@Shlowpoke: Thanks for the reply! I had always wondered why the tk236b when doing an oki mixup, now I know it serves no real purpose haha. Also, like LivingShadow said, 2b has a longer range which is useful since there are certain situations whereby your third rekka will launch your opponent, but a 2a will whiff. However, for now 2a 5c will serve my purposes sufficiently.

@fiendmaw: We are talking about F-ryougi...?

@Rokunaya: That's some useful information. 3f seems like a pretty small time frame, but damn it's causing my relaunch consistency to drop from 90+% using 2a to less than 50% using 2b D:
and yes 2b has imba hitboxes :D

2
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: May 02, 2011, 08:22:58 PM »
If I'm not mistaken the difference would be in the charging of the second rekka.

Try using 236b236b236b 2a5b first, it's a little easier to connect.

You're input is correct, I think it's just a difference of input buffer timing.

Hmm i'll try experimenting with charging the second rekka. I'm currently using 2a5c (which forces me to be a little more precise with the timing compared to 2a5b), but the problem is that 2a is sometimes too short if you are far away from your opponent.

3
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: May 02, 2011, 07:19:19 PM »
Hey guys, with reference to Shlowpoke's C/F-Ryougi combo vid (http://www.youtube.com/watch?v=dOzQLK6xQhs), I wonder what's the trick to spacing the tk 236b for the 2way mixup after the rekka knockdown (@ ~1:28). I've seen LEO do it as well, but can't for the life of me figure out how to space it properly.

Also, are there any tips to getting down the timing to the 236b 236b 236b 2b 5c relaunch for F-ryougi? I can't get the 2b to connect properly consistently D: Thanks!

EDIT: I noticed that when I do a tk, it always seems to cancel from a superjump (2369b), yet this is not the case in Shlowpoke's (and LEO's) vids. How exactly is the tk 236b input?

4
Kohaku / Re: MBAA Kohaku
« on: October 11, 2008, 07:24:35 AM »
I cant help but comment on how cute Kohaku sounds now :3

5
Shiki Nanaya / Re: Nanaya Strategy
« on: April 01, 2008, 07:10:40 AM »
hmm is there a specific timing as to when you can attack after an IAD? i realized that sometimes after an IAD, i am unable to attack (or the attack doesnt come out). Looking back at the input display, nothing seems to be out of the ordinary..

Can anyone shed some light on this issue?

6
Shiki Nanaya / Nanaya's whiff cancel strings and mixups
« on: March 11, 2008, 11:59:59 AM »
Hey guys, look through the other threads and realized that there isn't much regarding Nanaya's whiff cancel strings/mixups..
Though I might create a tread for people to collate their thoughts/ideas/suggestions/flames etc into one thread for easier reference :x

Nanaya's 5a has a 4f startup, which is faster than others' 5a.
While most people like to use whiff canceling defensively (to prevent punishment)
I feel that Nanaya allows you to be creative in your whiff canceling chains, thrown in with stagger guards for counterhit baiting, tick throws or IADs for hi/lo mixups.

2a2b2c5c 5a(whiff):
Staggering the 2c and 5c will bring you closer to the opponent, if your opponent blocks the whole chain consistently, you can miss the 5c into 5a whiff, and tick throw him there and then. Either that or whiff cancel immediately on 2c block and IAD into whatever you like.

5c2b 5a whiff 2a (etcetc):
I use this to bait counterhits sometimes, which will allow you a free combo. On block, just reset the whiff cancel chain again.

Basically just try to whiff your c attacks for maximum blockstun on your opponent :p

What some people like to do to counter whiff canceling:

-Jump: Can be easily punished by 5a (or 5b if you are close enough, clash frames help sometimes) guardbreaks, air throws, or end your chain with a 236a to catch them as they are jumping

-Shield: Stagger your attacks to make timing less predictable (and hence make shielding seem less desirable). If he misses a shield, punish him fully for mind games! Tick throws work here as well.

-Heat: Nothing much you can do, but bait it if you can. (Not sure if Nanaya has safe attacks that can clash with heat)

-Backdash: Usually this would reset the state of pressure to neutral, but if an opponent gets predictable with backdashes, you can dash 2c to punish that shit. Note that he can't do this in the corner.

-Block: Feel free to keep chaining your whiff cancels, or throw him


On ground throw, you have several options for wakeup:
-Meaty: Usually 2a for low guard or 5c jump outs, if you are confident, 5[ c ] as overhead (launches on hit, knocks down on counterhit)

-Super jump mixup: Superjump backdash for overhead, or superjump 22 (downdash) in front or behind the waking opponent

Nanaya BnBs:

Basic BnBs:
2a2b2c 5c j.bc j.bc throw
The most standard BnB, easy to input, but low damage.

2a2b2c 5c5b j.bc j.bc throw
As stated in other threads, this nets more dmg, but is harder to input. In general, you try to delay(short one of about .1s?) 5c after the 2c. Too long a delay and it ends up as an OTG.

Other BnBs:
Nanaya has a fast (and long range) 2b that you can abuse the shit out of, sometimes this is better than 2a for punishing.

For more damage, use the following chain (you need to be semi close to the opponent for 2c to hit)
(2a)2b5c 2c5b j.bc j.bc throw
This nets ~800-1000 more damage than the basic BnB (open with 2b) and about ~400 more damage if you start with 2a.
Landing a j.C overhead into the combo above starting with 2b can mean a devastating 4.5k-5k+ damage. (you need to input the 2b AFTER you have landed or you will get a reverse beat penalty)

623c BnB(corner): //Flashy stuff :p
(groundstring into launcher) cancel into 623C 2a5b (just before the opponent hits the ground) j.bc j.bc throw
Note that if you have the meter for it, you can keep looping this combo infinitely, ie [2a5b 623c]x as much as your meter can afford..
Or if you aren't in the corner, you can do a 2a236a(air hits) cancel into 623c (as seen in TaMa's vid in the other thread)



Thats all for now :p will try to add more as I find more.. please feel free to give comments, suggestions or correct me where I'm wrong! Thanks

EDIT: added some BnBs

7
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: December 30, 2007, 07:21:47 PM »
Wow LK, thats an awesome breakdown of her combos! Thanks alot, this should help immensely during those practice sessions!
Now to get more posts to +heat for you :p

8
Akiha Vermillion / Re: Just starting to get hang of this
« on: December 26, 2007, 12:17:09 PM »
Just to share a little, I realize when I play VAkiha, I tend to focus alot of getting the BNBs, mixups, staggers down. So much so I always neglect my defense, which is a big problem for me since VAkiha is the squishiest of characters.

That being said, I haven't fully perfected all my mixups and staggers so much so the opponent is always under pressure, hence the need to block or defend.

Food for thought: What do you veterans do when you guys are being pressured?

9
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: November 06, 2007, 07:20:28 AM »
argh, I cant get used to using direction A+B. oh well i'll just use whats most comfortable for me.

btw, for my BNB, if I use j.ab dj.bc instead of j.ab dj.abc, will I have a harder time following up with an OTG combo? (because victim hits the ground earlier in the first case?)

I suck at doing dj.abc, maybe its because i do the j.ab too early (ie, victim slightly above me when i hit)

10
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: November 04, 2007, 01:33:14 AM »
Cool, that seems to work too, how about IADs, whats your "easy" way to input IADs :P

I'm playing on stick, so 96 doesn't cut it, I have to do a 6956 in order to IAD, wondering if there are easier ways around it

11
Great analysis LK!

You pointed out many things that I missed, even though I watched the vid many times!

I realize the importance of IADs in V Akiha's mixup/wakeup game.. just need to get my IADs down consistently :( Still having problems with timing my attacks after the IAD.

Things to do:
- Practice IADs/IAD mixups
- Learn the damn side swap combo
- +heat for LK

EDIT: ok im a noob. how to i + heat :p

12
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 29, 2007, 10:59:25 AM »
For the Vakiha veterans, I have a question regarding IAD mixups..

It is impossible to input an attack immediately after an IAD right, ie I have to wait for a few frames before I can throw out a j.C etc?
I've been practicing my IADs, but it seems I get very inconsistent attacks after the IAD, sometimes I'm able to throw a j.C almost immediately, sometimes the j.C only executes at the end of the air dash.. What's the trick?

Also, for some reason I can't seem to be able to do the IAD j.A airdash j.C, I always end up landing after the j.A. Is this because I'm inputting the dash after j.A too late?

One last thing, when should I be using j.B? Only when the opponent is in the air?

13
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 24, 2007, 02:54:14 AM »
Hmm I was wondering, can Ciel EX Hiero out of 623B > EX Flame Pit loop? As in, I set up the pit, and the proceed to continue pressure, but Ciel can wakeup EX right?

14
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 21, 2007, 06:22:45 AM »
Whats the secret to whiff canceling (especially on blockstrings)? I see everyone do it so easily, but for some reason, its not intuitive for me arghh! need help!

15
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 19, 2007, 10:47:04 AM »
Hmm.. 5A guardbreaks j.block right? What does j.B guardbreak?

16
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 19, 2007, 06:39:30 AM »
Satoken is insane...

The nero player must have been so demoralized.

17
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 19, 2007, 06:25:58 AM »
What does "clutch" mean from your first post of pure win?

18
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 17, 2007, 07:59:16 AM »
Hmm.. LK, any tips on fighting Ciel? My friend plays a very defensive Ciel and I have a problem breaking him :/

19
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 17, 2007, 03:17:06 AM »
Yea it helps alot to actually see the whole thing instead of reading 2a x 5 > 5bb > etcetc

and god that otg string is hard to do..

Hmm, assuming I fail to execute my otg string properly and the victim techs out, anything I can do to prevent a free combo on me? Sometimes I get caught doing a 2c as he techs out and I eat a combo :/

20
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 15, 2007, 04:12:16 AM »
Forgive this noob... but how do I view the replays?
I cant seem to get it to open with my mbacWIN...

Playing on MBAC ver B PC of course, patch 1.03A

EDIT: K nvm found out i can only watch them in practice mode :p

21
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 13, 2007, 05:50:46 PM »
Thanks magz, seems like I really was inputting the 2a too slowly.. I didn't realise the timing was that tight!
Oh well back to practice.. Gotta get my pressure strings in order.. Too many openings in my attacks at the moment :(

22
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 13, 2007, 02:43:06 PM »
Ahh thanks!

One more question, regarding chaining an OTG combo after an air combo ending with j.C, I'm aware you require dash momentum? Seems like if I dash immediately after I land and spam 2a, I end up too slow to follow up with an OTG string.. Am I inputting the dash too late or something?

23
Akiha Vermillion / Re: Advanced Akiha V. Combos/Tactics Discussion
« on: October 13, 2007, 12:55:22 PM »
I have a question, why tk 22c after a 623b loop isntead of a normal 22c on the ground? Also, by tk 22c, its 23692c? or can i just make do with a 282c to get it off just as i leave the ground from the 8?

24
Akiha Tohno / Re: General Akiha Strategy
« on: October 11, 2007, 01:53:37 AM »
GOD instant j.2c is sooo hard to pull off... i can't seem to consistently do it so i can follow up with a 2b... any tips on how to improve consistency of inputing the j.2c?

i'm also having a slight trouble with tk 236a, half the time it ends up as a super jump.. no idea why.. my input screen shows the same actions: 23698a.. for some reason, 2369a doesnt seem to work :/

i'm using stick btw ;)

25
Tournament Results / Re: EVO WORLD MBAC SINGLES Results AND VIDEO
« on: September 07, 2007, 04:47:41 AM »
All that has been said holds some truth, no doubt.
Agreed, Sanchez's commentary was funny, maybe its just me, but it gets a little annoying after a while.
After all, it WAS the story that got me interested in the game :p

Well maybe its because my initial intent of watching the video was to learn something new from the more experienced players. (eg. different types of guardbreaks etc.)
So all in all, I'm not pointing fingers or anything, just voicing out my thoughts.

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