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

Messages - Sphyra

Pages: [1] 2 3 ... 7
1
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: February 18, 2010, 06:34:15 AM »
I think most of what worked back in MBAC still works in MBAA. The biggest difference is the introduction of 2C 6B BnBs which changes some spacings. I wrote down a few strings I've seen Jin use and the corresponding distances.



These are all done facing right. Do whatever ground string you want before 2C 6B.

1
2C 6B j.[C]AB land j.BC dj.CABB
As usual the double jump is neutral. I've also seen Jin use dj.AABB sometimes but I'm not sure why.

2
2C 6B j.[C]AB land j.BC dj.ABB
Both jumps forward. Make sure you don't get super double jump (By holding 9 for the double jump if necessary)

3
2C 6B j.[C]AB land j.BC dj.CABB
Both jumps forward, and again no super double jump.

4
2C 6B j.[C]AB land j.BC dj.C airdash j.BB
First jump forward, double jump backward. Leave a slight pause before the second j.B so you can get the correct timing for tech punish.

5
2C 6B j.[C]AB land j.BC sdj.AABB
Both jumps forward, super double jump carries you across the stage. Slight pause before the second j.B again.

For the zone between 1 and 2 I'm not sure what can be done (as far as 2C 6B strings are concerned). Doesn't seem like Jin knows either, he's been airthrowing at that distance.

2
I did your NEC trip S-Blade and I still want my netplay. Now wut?!

3
Melty Blood Auditorium / Re: MBAA Final Tuned
« on: December 18, 2009, 05:31:19 PM »
Means if tropsy codes a shitty caster for mbaa mauve will just fix it anyway.

4
Melty Blood Auditorium / Re: MBAA Final Tuned
« on: December 18, 2009, 06:56:21 AM »
I'm so poor I can't afford to travel to spooky's to play mbaa 3 or 4 weekends a year, so I will wait for a torrent of a PC port.

Hoping for a PC port as long as it doesn't come at the expense of rendering PS2 port useless, so either by having final tuned come out on both PS2 and PC, or not having enough 'tuning' to make the previous PS2 port useless.

Anyone living in the region of NYC or SoCal is in no position to tell anybody else to go out there and just play. That's like me telling starving African children life ain't so bad while I'm eating a BigMac.

5
Regional Community / Re: Canadian Eh?
« on: September 12, 2009, 09:01:41 PM »
MBAA. Why would anyone want to play MBAC.

6
Regional Community / Re: Canadian Eh?
« on: September 11, 2009, 01:00:09 AM »
Dirty Messican Ghost lets play!

7
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: September 05, 2009, 08:31:39 PM »
The untechable knockdown into super bento is really what I find to be the point of the combo though. I think 2C6B j.[C]AB combos net you about as much damage as anything else you can come up with, and is much more simple on execution.

8
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: September 05, 2009, 09:05:42 AM »
Go back to the kohahisui forums omg!

Added your combo, anything with j.236 in it is magical. Still find using j.236B as the first j.236 over j.236A in the double yayayaya combo is better, it feels like it makes the following j.AACBB236B easier. Also 236A236A 22C ender is no joke, super bento is srsbento. Hisui had a serious case of nothing good to spend meter on back in MBAC anyway, other than trolling people in the corner with 623C x3 or AD.

Added basic OTG string I used in MBAC, or something similar anyway. Might be better options in MBAA now though.

9
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: September 03, 2009, 12:56:20 AM »
I don't know about easier or harder but the 5A2C timing is different, it feels like you need to do it slightly later. Nothing one can't adapt to with practice though. Some combos you need to delay the second j.B to let yourself fall down a bit while letting them gain height to properly tech punish. Also 5A2C 623A 22A is obviously harder considering you're adding an extra input, but if anyone really struggles with that it's possible to just go back to skipping the 623A, I don't think you'd be losing much.

10
Hisui / MBAA C-Hisui Combos (yayaya x2 inside)
« on: September 01, 2009, 11:28:02 AM »
C-Hisui Combo thread. For C-Hisui, the good Hisui. I'm covering both the old from MBAC and the new cool stuff she can do since MBAA.

Planning to keep mostly what I find useful and applicable in real matches, no combo video shit. Ikusat can make his own thread. Also not going to bother with baby combos for the execution impaired.

I'm also not going to be adding damage as it varies quite a bit, but Hisui's full combos all do fairly consistent damage around 4k.

These are also all fairly bare bone. Fitting as many 2A as the game allows before most of these combos is possible.

Tech Punish
Neutral and No Tech: 5A2C 623A 22A
Forward and Back Tech: 2B > whatever


2B2C5C6C [j.BC dj.BC Airthrow] or [j.BC dj.CBB Tech Punish]
Hisui's most basic combo. Beginners begin here (preferably with airthrows).

The secret to tech punish spacing is in the jump directions you use. Two forward jumps when you're a little more than half screen distance from the corner, a neutral jump then a forward jump when you're a little less than half screen, forward then neutral when you're close to the corner. Super double jumps can help you carry them longer distances.

Tech punish variant is almost always superior, so we use airthrow mostly when it's not possible to get them in the corner with correct spacing.


2B2C5C6C j.BC airdash dj.AC Airthrow
This is a variant of the first BNB with one specific purpose which is to cross under them during the air combo to allow for a following crossup.

Example here: http://www.youtube.com/watch?v=xjYCL09vL_s#t=5m21s

Doesn't work if they ground tech after the airthrow.


2B5C2C6C [j.C airdash j.C dj.BC Airthrow] or [j.C airdash j.C dj.ACBB Tech Punish]
Used mostly when you've expired your use of 5C already. Damage is slightly better also.


2B5C2C6B j.[C]AB land [j.BC dj.BC Airthrow] or [j.BC dj.CBB Tech Punish] or [j.BC sdj.AAABB Tech Punish]
Even more damage on this one although a little harder to do. The sdj.AAABB tech punish variant can be used to carry them to the other corner from full screen distance, very interesting follow up if you tag them with 2B after they teched forward from a previous tech punish as it resets them into the same situation.


2B2C6C j.C airdash j.B..B236B land (neutral)j.AAC..BB236B land 236A236A 22C
Corner combo. Yayayayaya x2, MBAA's most hype combo. Also probably C-Hisui's hardest practical combo.

There's a few tricky parts to this one, most notable being the delays necessary (indicated as ..). Also the 236A236A at the end must be done very quickly or the 22C bento will be too far offscreen to have any effect.

There are some alternatives to this, such as different delay points or using j.236A instead of j.236B, but I've found this input method to give the most consistent results. Experiment if you must.


2B 5C 2C 6C j.C airdash j.BB236A j.AAC dj.ACBB
Yayayaya that doesn't need a corner, for when you just can't get enough of stabbing a Obama with a spoon. Big delay on the second B in the j.BB before the j.236A, you want to be as close to the ground as possible for it.

Credit to CT_Warrior


6C6[C]236C 5A j.C airdash j.BB236B land (neutral)j.AACBB236B land 236A236A 22C
Corner overhead frying pan combo. More fun ways to go into j.236 combo. 5A j.C timing is strict.


x...623C dash 5B2B5C2C 623A
Corner combo. If you find yourself too far away from them to properly finish a combo into 2C > Aircombo you can use this instead.


j.236B land 2B/2C...x
With jump 236 becoming a decent zoning tool you might find yourself in situations where you actually hit them with it. 2B vs 2C depends on how far away you land from them, hopefully close enough for 2B to connect as the link to 2C is hard as fuck. Follow up with your favorite combo.


j.236B j.236C land 5B 6C > aircombo
If you have meter this makes it easier to combo.


Air counterhit follow up: 2C > whatever.


Guard Break: 5A 6C > aircombo


OTG: 2B 5AAAB 2C [623C] or [22A] or [Whiff 2A]
Basic OTG with some options at the end. 623C keeps them stuck while you're free to do anything, at the cost of meter. 22A if you know they won't tech cause if they do you're in trouble. Whiff 2A and punish if they tech.

11
Neko Arc Chaos / Re: DEER JOUSTING
« on: August 31, 2009, 08:25:36 PM »
Thread needs vids.

Preferably with alcohol involved.

12
Silly Hisui avatars only, sorry Chibi.

13
Gonna try real hard for this, even though real hard might not be enough. Big maybe for now.

14
Hisui / Re: The Tragedy That is MBAA Hisui~
« on: August 20, 2009, 11:46:04 AM »
Looks like 2B 5C (5A) 6AA 2C (5A) 6AA dash 5A j.ABC j.BC
It's also possible to skip the dash 5A and go straight into air combo too, feels easier too since I couldn't get the dash 5A myself.

Also for those who care C-Hisui corner j.236 loop you can see Mr.P doing is 2C 6C j.C airdash j.BB236B land j.AACBB236B land 236AA 22C
It's important to delay the 2nd hit of j.BB.

I guess I'm signed up for another Hisui subscription

15
Hisui / Re: Experimentation with Hisui
« on: March 25, 2009, 03:58:20 AM »
I may have been harsh but I stand by what I said. You can't come in here claiming you want to learn the character and the very next thing you do is a detailed thread that throws everything she has out the window in lieu of a half assed playstyle.

Anyway, I really recommend learning her default bnbs as maximizing damage is a definite step to improving your game, especially when it's coming from something that's not overly difficult. You're losing easily over a thousand damage with your combos, which really isn't excusable.

So here's some tips to add some productivity to my negativity.

First of all make sure you use 2C 5C 6C as your launcher. This will set them up at ideal height for the j.BC dj.BC airstring. You can add whatever groundstring you want prior (2A 5B 2B for example) but for practice you can keep it simple if you need to.

Next is the direction in which you jump. It's possible to have your first jump be in all three directions (backward, neutral, forward) so try them all and see if you do better with any of them. I'd personally recommend neutral.

You can also try different airstrings such as j.AC dj.AC for example. You'll still be losing damage over the ideal j.BC but nowhere near as much as you were originally.

Try to vary your timings and spacing, it's really not that hard when you get it down. Hisui has some really good setups that I wouldn't consider anything less than essential to her game, but they're more advanced and only become possible once you can get past the barriers of basic execution.

You can shit on my attitude all you want scottind, but the guy is saying he's here to learn, the time he put making this thread is proof enough to me, and I'll be damned if he learns anything from people that tell him he can get away with bnbs that barely do half the damage they should.

16
Hisui / Re: Experimentation with Hisui
« on: March 23, 2009, 07:35:10 AM »
Don't come in here with your subpar combos as if you're bringing something new. Granted the Hisui boards have been very dead for awhile now, but if anyone starts posting in here again I'd rather it be something useful than a guy's blog on how hard he fails.

I honestly don't want to shit your parade but there's really no point to all of this you're doing. You're not figuring out anything new, you're only simplifying the already simple, rendering it much less potent. You seem pretty serious about the game so there's really no reason you should develop these new baby combos instead of learning what's already been proven to be the best over the years that the game's been out.

17
Tournaments and Events / Re: American Meatpile 5 - Feb 20-22, 2009
« on: December 18, 2008, 11:14:44 AM »
As long as there's booze EC is going to be there. Doesn't matter what games are being played or if the event is in Bolivia or South Sandwich Islands.

18
you mean Canada is sitting in their basement instead of traveling 474 miles to drink and play games nobody cares about in the 30s, right?

Right.

19
Canada wears t-shirts in the 30s.

EDIT: Fuck didn't see Brandino's post. Canada is still out swimming in their backyards in the 30s.

20
So who's still going to be playing MBAC seriously after this? Anyone who gets to play MBAA probably won't care much about it anymore, so there goes Tri-State, then there's WC who also already gave up on MB for a few months now. So you get like Mid-West and Atlantic South duking it out on netplay with random people from all over the continent or something. Then there's Jiyuna who's still going to be asking for games every 2 minutes and not getting them.

Chibi's right, the sooner people can get their hands on MBAA the sooner we get this game back on progression. Hopefully a port won't be too far away (unlike say... AH2 lolol).

21
MAKE IT CRAZY

^

Will there be tables and chairs there? If not I will bring a small table and chairs to do tournament matches on.

If I could, I'd bring a top tier system and screen to play on though...

Do we look like people who'd run a fucking tournament in a park?

22
Hisui / Re: The Tragedy That is MBAA Hisui~
« on: November 05, 2008, 11:56:10 AM »
Not harder just less rewarding. Still worth it though.

I don't see how 236C could be superior to 623C.

23
Hisui / Re: The Tragedy That is MBAA Hisui~
« on: November 05, 2008, 09:42:28 AM »
Just theorizing from what I know, Chibi can probably answer better, but 623C after a 5[C] should still allow you to pressure or combo, except that instead of giving you that bouncing back and forth between you and the dust game, you'd have to use the short period of hitstun that the dust traps your opponent with to run at them and continue your offensive forward.

24
Hisui / Re: The Tragedy That is MBAA Hisui~
« on: November 05, 2008, 08:08:07 AM »
As in faster than MBAC Hisui or C/F stuff fu is slower than it was in MBAC?

25
Hisui / Re: The Tragedy That is MBAA Hisui~
« on: November 03, 2008, 11:04:09 PM »
Basically it's like they watched Mr.P and Aware playing and decided Hisui shouldn't be doing all the crazy stuff they were doing and stripped it all away, which wouldn't really matter to you if you didn't have much interest in exploring that avenue of more unorthodox setups and mixups, but to me toward the end that was really what was keeping me interested with Hisui.

Now you all get to play basic Jin style.

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