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

Topics - AARP|ZTB

Pages: [1] 2
1
[MELTYNIGHT]

Dead game lives on in the after-life i.e. Japan.

http://www.youtube.com/watch?v=zM1MHZSO-44

http://meltynight.miraiserver.com/top.htm

Tell the boobs over at SRK to post up if you still if you still give a shit.

If this was posted already somewhere then whatever.

P.S. UNIB is ass

2
Who's down for Mega Bomberman 4-player poverty? This shit was the jump-off back in the #MBAC days. Hit up the IRC channel if you want to get your spot blown up. . .  :bricks:

We are currently using:

Kega Fusion 3.64 << Grab Genesis Emu HERE!

Mega Bomberman (USA)


Google is your friend but if you're still (somehow) having trouble acquiring the necessities just throw a PM at me and I'll hook you up. Will confirm later if I can post up the necessary links in the thread later so more players can get in on some classic poorness.

Boom





CONTROLS

D-Pad (Up, Down, Left, Right)
Simple. Moves Bomber in designated direction.

C Button
Set Bomb on spot the Bomber is currently standing. Bomb detonates after 3 Pulses (unless Poisoned w/ a status ailment that alters this *see Poison below*).

After obtaining the LINE BOMB power-up, a Bomber can place ALL BOMBS in stock at once by setting a bomb and pressing the C Button once again while standing on the bomb just placed (simply put, DOUBLE TAP C BUTTON)

B Button
Roo/Louie Special. Performs unique Roo (not "Ryu") technique.

A Button
Bomb Stop. After obtaining the Kick Power Up (Boot Icon), a bomber is able to kick bombs across the field. Bombs usually travel until hitting a block, boarder, player, or is destroyed by another bomb. Use the A Button to stop a bomb you kick short.


Power-UPS
All power-up items can be destroyed by bombs and/or explosions as well as moving blocks (w/ the exception being eggs which can only be destroyed by explosion).

Bomb-UP

Increases total bomb capacity by 1. The more Bomb-UPs collected, the more bombs a player can have out on the field at once.

Fire-UP

Increases explosion distance. Collect enough of these and explosions will travel nearly the full length of the stage!

Kick/Boots

Gives ability to kick a single bomb across the field. A kicked bomb will travel until hitting a block, the stage border, it self detonates, hits another bomb, or is stopped manually by the player (using the A Button to do so).

Line/Link Bomb

Player is able to set all bombs in stock out at once and in a single file by double tapping C Button. More bombs, longer line.

Skull/Poison

Induces "illness". This status change is selected at random and remains active for a set period of time. The illness can be shared w/ other players by touching them and as a result, the duration of the sickness is shortened.

Confusion
Reverses directions on controls (down = up, left = right, etc.)

Swap
*Poof* Switches places at random w/ other players on the field. Watch out!

Slow
Walk speed is dramatically reduced

Hyper
Walk speed becomes insanely fast. I can't control it!

Low Power/Impotence
Bombs have a bit less...kick to them. Blast radius is decreased to one square.

Slow timer
Bombs will take forever to detonate.  :slowpoke:

Short Fuse
Runnnn! Bombs will detonate at far less than half its normal time!

Diarrhea
Player continuously sets bombs when possible.

Constipation
No bombs for you. Just hold it in.

Ice Skates
Movement is continuous. Bomber is unable to stand in place.

Egg

Contains random Rui/Louie/Roo. The mount can be used to evade explosions. Each Louie has its own unique technique.


Aqua/Blue =
Bomb Kick. Stand IN FRONT of (not directly on) bomb and press B Button to Kick the bomb across several spaces. A Kicked Bomb can travel onto or over other bombs on the field as well as blocks. Bombs can also be kicked over stage boarders in which the will bounce over to the opposite side of the wall.

Purple =
Hopping. This Louie is able to Hop over a single bomb, over bomb explosions, and over a single block. Can not hop over stage borders, sorry.

Yellow =
BRICKSSS Kick. Stand in front of a brick/block and press B Button to kick a block across the stage. The block will travel until it hits another block, the stage boarder, another player, or a bomb already placed on the field. When kicking Multiple Blocks at once, the further most block from the player will move and only one block at a time.

Green =
Speedy Roo. Press B Button to zip across the stage. Green Louie will only stop until hitting a block, boarder, set bomb, or another player. Bombs can be set while traveling at this warp speed. **There is an exploit that allows Green to stop short by setting a bomb and changing direction at the same time**

Pink =
Dancin', dancin', DANCINNN'!!! Pink Louie just likes to get down. Hold B Button for full boogaloo. (He's really just there to take another hit for you  :-\ )

3
Seifuku Akiha / [MBAACC] (v1.05) Crescent Seifuku Akiha Thread
« on: June 05, 2011, 05:54:09 AM »
http://www.nicovideo.jp/watch/sm14634589

Long match set showing off a lot of what C.Saki has to work with in the update. Players are: T.I. (H-Shiki) vs Hofu(?) (C.Saki)

http://www.nicovideo.jp/watch/sm14634545 (more)

http://www.nicovideo.jp/watch/sm14634470 (even more)


Notable Buffs

214A/B
Improved recovery. 214A>5C is now comboable. Combo potential for 214B is assumed as well.

Walking Speed
Significantly increased. Appears to be on par with Miyako's walking speed.

j214
-Double jump allowed after performing j214.
-This attack will also launch downed target on otg hit. As a result, combo potential is increased allowing for longer and more damaging combos as well as carrying target further distances.
-More hitstun (or possibly improved landing recovery) (speculation). Again, combo potential is increased

BEj.C / j.[C] Faster (speculation)
Not sure how this works now but the conditions for landing BEJC in combos doesnt seem to be dependent on number of hits prior to executing the attack now. Maybe jC has more hit stun (allowing BEJC to connect easier) or BEJC may have possibly been sped up.

236C
Launches on OTG hit

2C (speculation)
Sweep "appears to be" faster







Please post any new vids, specualtion or findings for discussion. (Also, stayfuckingfree for not being able to touch this game  :emo:)

4
Kohaku's Magical Garage / Character Rising / Standing Rates (Approximation)
« on: February 03, 2011, 06:57:48 AM »
Group A(sshole)
[Ryougi]

Group B
[Miyako, Ciel, Sion, VShi, Roa, Mech, Kohaku, Neco, Hisui, NAC]-->[Akiha, Vermilion, Seifuku, Arc]

Group C
[Tohno, Nanaya, Warakia, Satsuki, Shiro]

Group D
[Warc]

Group E
[Aoko, Nero, Len]

Group F(ucking lazy)
[Kouma]-->[Ries]







Group A
Meaty on wake up? What's that? Ryougi's rising rate is noticeably faster than the entire cast and no other even comes close.

Group B
Average rising rate. The rising speed is manageable and most meaties can be setup consistently. **The second set of characters in this group may or may not rise slightly slower (by a few frames) than the characters of the preceding set. More tests will be conducted for closer approximation**

Group C
Noticeably slightly slower rising rate than Group B. Minor tweaks may be needed to setup specific oki.

Group D
Warc's stands significantly slower than the above groups but not as slow as Groups E or F.

Group E
Very slow to stand. Alternative setups and meaty timing adjustments are highly considered.

Group F
The polar opposite of Group A (Ryougi). Even the simplest meaty timings must be severely adjusted to meet the standards of this group (You may want to take a sip of coffee before actually attacking). **While Ries is coupled with Kouma, she actually stands but a few frames slower than Kouma, making Ries technically the slowest standing character. [confirmed w/ an F-Ciel setup]**



***Results were conducted by running several dozen tests using various setups performed with F-Ciel and F-Mech. Data was coupled and sorted logistically based off of said tests. Data is not 100% accurate and is a mere approximation. Supposedly using the emulated version of MBAA would allow for frame-by-frame detail and provide far more accurate data on this subject (Referring to actual numbers would be nice). If anyone has more details on this, post would be appreciated. Also, discuss (or complain lol)!

5
Took notice to the lack of avatar threads on the forum so I decided to throw this up. No, I'm not taking requests nor do I produce quality avatars. The intended purpose of this thread is is to just throw out an avatar request, get on your knees, and pray someone comes along to fulfill your wishes.

A couple of talents you guys can look out for are MBread's "Master Chibi" (aka Forever 9th) and iirc "Mizuki" (aka The Doujin Don). However, these men are not omnipresent and have lives outside of constructing avatars all day for ppl (confirm: y/n). So if there are any other avatar hobbyists out there who can spread some of the workload to help out fellow members or wish to promote their own works, feel free to post some samples of your original designs or just throw up a reply on the thread indicating your enthusiasm to take on such challenges. And of course the thread is open to requests (of which I have of my own  ;D).

That being said: Designers, step forward! Requesters, commence grovelling! orz

 

6
I'm going to call bullshit right now. . .

http://www.meltybread.com/forums/sacchin-toast/the-next-bestest-everestest-anime-thread!!!/

Considering the "content" provided on sacchin toast sub-forums, I felt in no way that the GLORIOUS thread I've erected deviated from the norm and was hastily and unjustly put to its demise. Those who are unfamiliar with my claims, take only just a moment of your time to browse Sacchin Toast to behold the truth I speak of.

Hell, I'll make it easy for you and just throw up some threads at random to display exactly how nonsensical Sacchin Toast can be:

http://www.meltybread.com/forums/sacchin-toast/happy-birthday-to-me-3394/

http://www.meltybread.com/forums/sacchin-toast/one-of-these-things-is-not-like-the-other/
(Just check out 2nd post)

http://www.meltybread.com/forums/sacchin-toast/$nj$-the-legend-of-the-king$-histories-of-heroes-villians-and-fools/
(lol kinda funny imo. But RANDOM nontheless!)


And according to Arlieth's disclaimer post, I've overstepped no bounds. . .
http://www.meltybread.com/forums/sacchin-toast/please-read-before-viewing-this-forum-%28disclaimer%29/


So, what say you on the matter, fellow melting bread bakers? Let us at least make an attempt to reclaim this forum and return it to its former state which once flourished with informative and insightful posts by restoring my GODLIKE thread (which was in no way violating any terms AND was on Sacchin Post!).

Let's get crackin' on those keyboards, y'all!  :toot:


P.s. I have no beef w/ Sacchin Toast btw. It's cool beans! But seeing shit like this in Akiha Tea Room (aka General Discussion) makes me kinda scratch the chin. . .

http://www.meltybread.com/forums/akiha%27s-tea-room/zaelar%27s-random-thought-of-the-whenever-i-feel-like-posting/


p.s.s. coughbullshitcough

7
Ciel / [MBAACC] F-Ciel Thread (Get that "furry" garbage outta here!)
« on: August 02, 2010, 02:33:07 PM »
F-Ciel Current Code Changes:
(Trl Notes by Curbeh)

F-Ciel:
2C - Recovery down
236AB - Stronger hitbox
214C - Recovery shorter
214A - Start up and speed faster
63214ABC - Stronger
AD -Easier to connect the last hit
623C - Prorate and vector weaker
4C - Hitbox, untech time weaker
J2C - Recovery increased
5C - Damage down
Air Somer - Movement after REMOVED
Air B Somer - Damage down

Additional Notes:
5[C] - Air Untechable time increased
63214B - Lower Wall Bounce
236B - hits more characters crouching, extended hitbox below arm
J214C - Black wave now has three block ticks instead of two.

Web Sites:

Current Code Changes (MeltyBread)
Regular updates and translations provided by Curbeh and other community members.

Ciel Thread
Japanese Ciel BBS. Provides Player discussion, speculations, combos, news & info, as well as CC specific changes.

Ciel Wiki
Japanese Wiki page. Provides a variety of information for Crescent, Half and Full Moon styles.

Match Videos: Last Update: 10/12/10
(Please provide link & time stamp if available)

http://www.nicovideo.jp/watch/sm11609617 [~3:00-9:00]

http://www.nicovideo.jp/watch/sm11645106 [~00-3:20 & 9:45-15:00]

http://www.youtube.com/watch?v=ewhFolFWwV8

http://www.nicovideo.jp/watch/sm11959192 [~13:00]

http://www.nicovideo.jp/watch/sm11957757 [~6:00 - 7:40]

http://www.nicovideo.jp/watch/sm11958636 [~12:00]

http://www.nicovideo.jp/watch/sm12215671 [~8:50]

http://www.nicovideo.jp/watch/sm12386434 [~6:45]

http://www.nicovideo.jp/watch/sm12386787 [start - 2:00]
 
Combo Movies:
(Please provide link & time stamp if available)





Please feel free to link any material you may come across related to Full Moon Ciel. Any new information on CC changes, speculations, fighting theories, combos, websites and/or discussion would be appreciated.

 :teach:

8
Akiha's Tea Room / Ciel fanboys, show your stuff! < > Image Request
« on: April 11, 2010, 10:41:22 AM »
I'm currently working on an MBAA project and at some point I will need to apply some Ciel mugshots. Only problem is...I can't seem to find the "right" images. I managed to grab a few images through google search but still haven't found quite what I'm looking for just yet.

I'm looking mostly for images that show anger, surprise or a poker-face (no strong revealing emotion). Also a clear shot of the face would be needed (no arms, knives, fists, food, [bleeps], etc. blocking the mug).

The Tsukihime visual novel actually provides quite a few images of "ciel sempai" and some of ciel sporting a santa hat that I'm really trying to get a hold of but I'm not quite sure where or how I can get my hands on those rips.

If any of you ciel/tsukihime buffs out there have any seeklet (safe for work) images that may fit with the request, please post (or pm if you don't want people grabbing up your prized photos  :-[ ). Your efforts will be much appreciated.

(to mods: apologies should this thread be in the inappropriate sub-forum)

9
Mech-Hisui / F-Mech : Amber Junk Setups & Strats (incomplete)
« on: January 17, 2010, 09:35:32 AM »
Basics & Misc. Info

Midscreen BnB
2A*1~3 > 5B > 2B(2) > 2C > 236A > 236C

Standard BnB that knocks opponent into corner regardless of position on the stage. Dash followed by super jump will quickly close the distance and allow for Mech to initiate a high/low/throw wake up game (with multiple variants to delay falling, bait reversals, etc.). The drawbacks are pathetic damage (2-3k) and if Mech is positioned directly in the corner, closing the gap with dash>sj will be impossible; an alternate combo would be best in this situation (*see Round Finisher Combo*).

2A*2 > 5B > 2B(1) > 2C > 6C > 214C > 236B > 236C

More damaging variation to the above combo requiring 200% circuit. Dash>sj to close in is still viable and as with the above combo, Mech cannot follow up with the pursuit if positioned in the immediate corner.

*Meterless Midscreen

Corner
2A*1~2 > 5B > 2B(1) > 2C > 6C > delay214C[4] > 2[C] > 6C > sj8BC > djABC

Very damaging corner combo netting about 5K. Best to use when KO is eminent or in max mode (omit air combo followup for DEATHPILLAR oki)

Round Finisher or Backed in immediate corner Bnb
(2A>5B) > 2B(2) > 5C(3) > 623C

Damaging 100% alternative for when out of 2C>6C>214C range.

---------------------------------------------------------------------------------------------------------------------------------------

Fuzzy Guards [4/3/10]

Simple
deep jC > dj9C > IH > jC

(info)

Kouma
Ciel
Sion
Ries
VShi
Wara
Roa (difficult)
Akiha
Warc
VAki
SAki
Nero
Hisui
Koha

Landing Variation
deep jB OR IAD jB > land > j9A

(info)

Shiki
Nanaya
Kouma
Ciel
Sion
Ries
VShi
Wara
Roa
Akiha
Arc
Warc
VAki
SAki
Nero
Hisui
Koha

Advanced
jC# > dj > airdash > jA

(info) #

Aoko
Shiki
Nanaya
Kouma
Ciel
Sion
Ries
VShi
Wara
Roa
Akiha
Arc
Warc
VAki
SAki
Satsuki
Len
WLen
Nero
Hisui
Koha

----------------------------------------------------------------------------------------------------------------------------------------

Throw & Dash Under [4/3/10]
(info)

Aoko
Shiki
Nanaya







DEATHPILLAR (22C)

How to set this up:

Corner only
1) Throw > 22C

2) 2A*1~2 > 5B > 2B(1~2) > 2C > 6C > delay214C[4] > dash > 22C

(H) = Hit
(G) = Guard
(R) = Reversal
(S) = Shield Bunker

Pulse1 Hit Confirm Option
Pulse1(H) > jC > 5B > j8AC or j8BC > sdj[C]


High Option
Pulse1(G) > jC > 5B > 2B(2) > 5C(3) > j8 > Pulse2(H) > jd9[C]


Guarding Sequence
Opener attempt(G) > Pulse2(G) > dash > 2A > 5B > 2B(1) > 5C(3) > Pulse3(G) > dash > 2A > any string ender

----------------------------------------------------------------------------------------------------------------------------------------

Low Option [4/2/10]
Pulse1(G) > j9 > land > 2A*3 > 2B(2) > 5C(1-2) > j8 > Pulse2(H) > dj9[C]

Using Pulse1 to mask your action, strike low after an empty jump in. 2A*3>2B(2)>5C string will synchronize with Pulse2 and launch. When the 5C hit is confirmed, jump cancel from the 2nd or 3rd hit. At this point you jump just before Pulse2 hits then dj9 (or sdj) with the launched target and strike with j[C] (Untechable down). After landing, Pulse3 will begin and hit meaty on their wake up. At this point, upon landing, you can sj9 in and attempt another hi/lo/throw/reversal bait mixup. Sj9 slightly after landing will allow for a deep jump in (e.g. jC) and sj9 exactly on landing will allow for reversal bait (i.e. landing just before the opponent fully stands to reversal). Mix in late air dash to feint lows or whiff a follow up attack and throw.


High Option Alternative #1 (Delayed Descent) [4/2/10]
Pulse1(G) > j9 > late airdash (j6A+B) > jB > 2B(2) > 5C(3) > j8 > Pulse2(H) > dj9[C]

Once the opponent has adapted to guarding the landing low variation, the delayed descent options becomes viable. Perform j9 immediately upon recovery of 22C then as late as possible perform a late airdash (using [6]A+B produces the better results than 66 IMO). As early as possible in the airdash, strike with jB then proceed with the ground string. The sequence will again synch with Pulse2 and launch in which you prepare to jump and pursue with j8>dj9[C] to force a down. Pulse3 again will strike meaty allowing for further mixup.

Why does late airdash>jB work: by reflex, most players will watch for the opponent's positioning in the air then prepare to quickly guard an oncoming air attack followed by the usual low for confirmation or pressure. By using the late air dash at the time period when a character should normally land, the defender's timing against a followup can become obscured and cause them to guard low out of anticipation of the standard jumping high or empty>land>attack low sequence. (This is a technique common to F-Aoko Blue Fire [214C] mixup)

High Option Alternative #2 (Advanced Fuzzy Guard)
Pulse1(G) > jC(G) > dj > airdash > late jB(G) > land > jA > Pulse2(H) >dj8[C]

Opponent guards Pulse1>jC. Full Moon style is unable to airdash from jumping normals and instead must use dj>airdash to emulate the movement. There is emphasis on late>jB because it's relevant to synchronizing with with Pulse2. Mech must "hover" briefly then strike with jB just before landing from a near complete airdash (too late and jB will whiff). After jB is guarded, an immediate jA on landing will produce a fuzzy guard (hit must be high guarded). Pulse2 hits directly after in which you should already be starting dj8[C] from the fuzzy hit. This is probably the least damaging variation of all DEATHPILLAR mixups but is likely the most difficult to guard successfully. Also, not all chars can be hit by the jA fuzzy hit (*I'm almost certain about this lol)

Throw Option
Pulse1(G) > jC(G) > dj > airdash > J[C](whiff) > Throw > Pulse2(H) > j8(hold 8 during throw) > sdj >*

jC>dj>airdash>j[C] will whiff and allow Mech to land then throw. Pulse2 hits during the throw, adding a bit more damage for your efforts. Hold j8 as the throw is being performed then sdj to synch an attack with Pulse3. Pulse3 will somewhat mask Mech's position, hit meaty and allow for hi/lo/late airdash>attack or throw/reversal bait option.

Throw Option Alternative
Pulse1(G) > jC(G) > dj > airdash > jB > 2A > 5C(1-2) > j8 > Pulse2(H) > dj9[C]

Players that have adjusted to seeing the above sequence may preemptively mash out in an attempt to stop a potential throw. The jC>airdash>jB sequence is used specifically to counter this. The result will be a CH hit or against faster A attacks, an armored hit which you can still followup from. In the landing sequence 2A>5C the 5C must be jump canceled a bit earlier than usual (no later than 2nd hit) in order to synch with Pulse2 properly.

DP & Bunker Safe Option [4/2/10]
Low Option                        --Pulse1(G) > j9 > dj9 > land > 2A > 2B(2) > 5C(2-3) > j8 > Pulse2 > dj9[C]

High Option                      -- Pulse1(G) > j9 > dj9 > late airdash > jB > 2A > 5C > j8 > Pulse2> dj9[C]

High Option Alternative -- Pulse1(G) > j9 > dj9 > deep jB > 2B(2) > 5C(3) > j8 > Pulse2 > dj9[C]


** j9 > dj9 > pulse1(H) > deep jB > land > jAAB > sdj[C]

----------------------------------------------------------------------------------------------------------------------------------------

*[Obsolete]* [4/2/10]
DP Safe Alternative (**not vs some EX Reversals**)/Low Alternative Option
Outcome #1 (Failed guard)             -- IAD >j[C](whiff) > Pulse1(G) > 2A(H) > 5B > 2B(2) > 5C(3) > j8 > Pulse2(H) > dj9[C]

Outcome #2 (Failed Reverse)         -- IAD > j[C](whiff) > Pulse1(H/R) > 2A > 5B > jBC or jAC > sdj[C]

Outcome #3 (Successful Reverse) -- IAD > j[C](whiff) > Pulse1(R) > (*R is guarded during defensive 2A>5B)

Some of the more "safe" options you may see being used to escape DEATHPILLAR oki are bstep, bunker, and activation but it's likely that if the opponent has a good DP-like reversal (invincible reversal ala dragon punch) to their disposal it will be used more often than not. Fortunately, there's an answer for this that will not only produce a safe jump-in but will also allow you to attack should the opponent fail a reversal or choose not to reversal. After setting 22C you must immediately, while holding [1] (guard), IAD in and j[C] once Mech recovers. If done correctly,
Mech will land with a whiffed attack and the reversal, if successfully executed by the opponent, will be guarded as you attempt to followup with [1]A>[4]B. DEATHPILLAR will be destroyed allowing you to reset the situation again with dash>throw or combo into 6C>delay214C[4].

What if they fail dp execution: When you "auto-pilot" the defensive whiff>land>2A>5B sequence, Pulse1 will hit first and launch then 2A>5B will strike before Pulse1 is able to produce a full launch i.e. an aircombo followup with a guaranteed down becomes possible.

What if I guess wrong and they guard instead: If this situation  occurs, then just continue the sequence that leads to an air-tight guard string. Mech will generate tons of meter in the process.







DEATHGRILL (22B) [4/4/10]

Examples of how to set this up:

Corner Ony (i.e. Opponent in corner with 2C hitting at max range)
1) 2A*1-4 > 5B > 2B(2) > 2C > 236A > 236C > dash > 22B

2) Max range 2B(2) > 2C > 236A > 236C > dash > 22B

(H) = Hit

Throw Option
Dash > Throw > j8(Hold 8 during throw) > sdj >*

Simple throw option. Effective versus turtle play. After landing throw immediately hold 8 and watch for the jump then sdj just before reaching the jump peak. This will allow Mech to synchronize with the bomb detonation and initiate a high/low follow up attempt using land>2a OR deep jB/C OR late airdash>jB.

Throw Option Alternative
Dash > 5C meaty > 2A > 5B > 2B(2) > 2C > j8 > sdj >*

Will counter mash or jump attempt in anticipation of throw. 5C yields enough advantage to link 2A and continue with the remainder of the string. Ending with 2C>j8>sdj will again allow for a high/low follow up attempt with the bomb detonating as the opponent stands.

Throw Option Alternative w/ Meter
Dash > 5C meaty > 2A > 5B > 2B(1) > 623A > 623C > Bomb(H) > sj9C > jBC > airthrow

An EX variation to the above meaty setup that will synchronize with the detonation when 623C ends and allow for aerial combo follow up. Average damage nets 5k.

IAD Option
IAD > jB > 2A > 5B > 2B(2) > 5C(1-2) > 623C > Bomb(H) > sj9C > djBC > airthrow

Instant Air Dash then jB as the opponent is standing to stuff a wake up jump out or mash attempt.

IAD Low Alternative
IAD > j[C](whiff) > 2A > 5B >2B(2) > 5C(3) > 623C > Bomb(H) > sj9C > djBC > airthrow

The BEJC will feint a high attack allowing for a low to be sneaked in should the opponent be too slow to react with a low guard. This setup is fairly easy to beat with throw reversal.

IAD Throw Alternative
IAD > j[C](whiff) > land > throw > j8(hold 8 during throw) > sdj >*

Against players who can react to a whiff then low attack in time, jC whiff then throw becomes viable. Much like the other grill setups involving throw, you will want to jump neutral then super double jump to synch with the detonation. This setup in particular will allow for a second throw upon landing from the sdj. The throw and detonation will be nearly simultaneous and allow Mech to score big damage as a result (average 2.5k). It's also possible to instead land from sdj and combo into the detonation using 2A (low option) OR mix in a delayed, descending jB (late airdash>jB) to counter a throwbreak attempt/low guard OR simply land and backstep/guard to counter reversal attempts.

Delayed Descent Option
IAD > late JB > 2A*3 > 5B > 2B(2) > 2C > 236A > Bomb(H) >sj9B > sdjBC > airthrow

This setup becomes useful against players who standing throw break on reaction to Mech's IAD. Choosing to remain in the air a bit longer by attacking with jB later will allow you to linger above a throw break attempt and punish near the airdash descending point.

Simple Meaty Option w/ Meter (close)
2[C] > 6C > delay214C[4] > 2[C] > 236A > Bomb(H) > sj9B > djBC > airthrow

This setup is designed to stuff wakeup jump or mash attempts. However, it is extremely difficult to confirm from the 2[C] hit. Only use this when you're absolutely certain the opponent will attempt a jump/mash otherwise the 6C followup will whiff and leave you open for a bit. It is possible to confirm to 6C from the 2[C] hit but this takes much practice. The other meaty setups listed above are a bit more consistent and demand less execution (this one just looks pretty though  :toot:).

10
Tournament Results / BBGxi Hypetasic Results and Holla-at-chya-boi Thread!!
« on: September 13, 2009, 08:59:11 AM »
Reserved for Full Results.

Announcing the Results of the BBG XI:


 1 Jiyuna  
 2 Zar the Biscuit  
 3 XAQShinor
 4 Zaelar
 5 GenericSuperhero
 5 Tinshi
 7 Spooky
 7 SumAznDude
 9 Zero
 9 LordKnight
 9 Fox
 9 LordPAngTong
13 CitiofBrass
13 FT
13 Shane
13 KnightRoad
17 Muy Thai
17 Kirah
17 Master Chibi
17 MGV's Finest
17 SiBladeKO
17 StickBug
17 Nas
17 Komidol
25 Kamina

Commentators: Tinshi, Spooky, Master Chibi
Brackets: AntiShoto

One of the greatest comebacks by Jiyuna just to reset the match vs. Zar and taking the entire match 3-1 in the second set. Absolute HYPE shit from start to end,
while tons of people arrived to check out the venue and managed to finish the tournament before the cut off time. Unfortunately, there wasn't enough spare hours
to do teams,but hopefully the next time we can definitely make up some time one way or another.




I'll post shoutouts later but I'll leave a quick thanks first to all the peeps that helped with staff, equip, and media.

~Zar

11
Aoko Aozaki / :: #M-Aにようこそ! ::
« on: August 16, 2009, 02:57:38 PM »
  • What the hell is #Mages-Association, Zar?
#M-A is a channel devoted solely to the Aoko user. Whether you don't know how to get started with Aoko, seek improvement in your game, wish to discuss strategy and high-level play or you're just a complete Aoko fan-boy- this is the haven for you.

What was originally intended to be a player guide/tutorial, "evolved" into a sub-community erected on IRC to mentor beginners and provide a place to discuss the more complex notions between seasoned players.

With Aoko being considered one of the few characters in MB with a steep learning curve, I felt that it was necessary to organize a focus group of sorts in order to network better with other players and help speed up progress with those just starting out or trying to step up their game. While the number of members in the channel are few, I feel that many of the regular attendants (including myself) have greatly improved since the channel was started.

So If you're interested in trying your hand at Aoko as a main or sub character or you're already a current user who wishes to share some of those tricks you have up your sleeves, drop by and see what we're all about.

  • So how do I join this fantastic channel, now?!  :fap:
Server: irc.mizuumi.net
Channel: #mages-association

Just grab an IRC client or software and enter the information above.

This however is a slightly faster method:
1) http://mibbit.com/chat/
2) Click server (top-middle) and enter  irc.mizuumi.net  in the box.
3) In the channel: (mid-right) box enter  #mages-association
4) Change your Nickname (mid-left) to whatever you think sounds cool
5) Click GO! And that's it. Just give it about 10 seconds and you'll be firing off finger lasers in no time.

If Mibbit is not for you then try out one of these dozens of other clients.
IRC Clients

  • Will it always be "OMG, Aozaki Aoko 100% SRS BSNS!!1"?
Although the channel does mostly focus on Aoko-related topics, we do from time to time discuss other interesting things that may pop up with other characters in MB. There have even been occasions where other fighters (3S, GG, EFZ, etc.) have been mentioned and discussed briefly in the channel.

However, deviating too often - rather never contributing anything to the "main" discussion (e.g. you talk about LOLIS ALL THE TIME) or not interacting at all (i.e. idling for weeks at a time) will likely get you kicked and eventually banned.

Players should come in the channel with the intention of learning the ins and outs of Aoko (heheh) or leaving other members with a bit of advice/info that will help us all improve in some way with the character. Please consider this before joining.

  • I just want to learn anti-Aoko strats/How to beat this orb-camping whore...
"If you know both yourself and your enemy, you can win a hundred battles without a single loss." - Some Old Chinese Dude

What better way to learn how to smash Aoko than by learning about what makes her work?  If you come in the channel expecting a simple answer to your match-up problems VS Aoko then you probably won't get it (although you could be clever about how you ask). We'd be glad to help you get started on learning Aoko and explaining how to approach certain match-ups using her with you though.

  • But my Aoko is is ass. I'll just waste everyone's time...
Everyone has to start somewhere. I've seen quite a few members grow into competent Aoko users by simply asking questions, being patient and determined when training, doing independent research and experimenting as well as getting feedback from others in the channel. Aoko isn't really a character you can pick up in a week and it will take much time, practice and ass-beatings before you notice improvement. Stay true, stay blue and stick with it!

Zar Month 1 Aoko

  • But my Aoko is already GDLK. I'll just be wasting my time...
There's always room for improvement no matter how nice you may think you are. Even one of Japan's top-ranked Aoko users, JefferyManson@Ero, is always finding new ways to tweak/refine his gameplay and create more bizarre techniques and setups to keep up with competition. As more people are starting to get into MB outside of Japan, you can believe that the quality of competition will become more demanding. Will your game be at it's best when that time comes? At #M-A we always try to spread new ideas that will help us stay on top of our game.

...Plus you don't want to keep all of that godliness to yourself, do you?  :teach:

  • So what's this thread for then?
The thread is mainly for presenting any issues you may have when trying to connect to mizuumi.net or the channel. Feel free to also leave any comments or feedback you may have about the channel or its members. Crazy IRC quotes and funny moments or what have you are encouraged as well.

I'll be personally using the thread to post any "special guest visits" that may occur or any long leave of absences that I may take which will likely occur when I'm back in school.

If you wish to post any Aoko MBAA related information please refer to any of the three threads listed below for your convenience, to avoid any unnecessary clutter here and to leave room for troubleshooting & shoutoutssss  :toot:.


12
Aoko Aozaki / [Full Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: August 07, 2009, 11:53:31 AM »
      Welcome to
your F-Aoko Guide!

This in-the-works guide has been made with the intention of providing F-Aoko information for the players by the players. Rather than having the guide focus solely on my own views, theories, and strategies on how F-Aoko is to be used, feedback, suggestions, contributions, etc. from the community will be collected, sorted and compiled all into this post for the F-Aoko user's convenience.

With MBAA on the way, you can bet that information will be swarming the internet shortly after it's release so keep your eyes open, sift through those jp BBS's, watch those nico and youtube vids and post up!

I will do my best to keep the thread updated with your contributions.  :teach:



Media
VS Moive/Match Videos
http://www.youtube.com/watch?v=GBN2rNKti0Y&feature=related (*LordPangTong for link*)

Combo Exhibitions
http://www.youtube.com/watch?v=pF1egop-UJ8 *[NEW]* (*nico vid compilation by Rudolf*)

Tutorial/Demonstration Videos


BBS & Other Web Sources

(Aoko wiki - フルムーン/FullMoon)
http://www3.atwiki.jp/aokoaa/



Guide
BnBs

2A*2~3 > 5B > 2B > 2C > 421[A]

2A*2~3 > 5B > 2B > 2C > 3C > JB > delay JC > hjc > JABC > throw

2A*2~3 > 5B > 2B > 2C > 3C > JBC > hjc > JBC > J214C > J8C > land > JABC > hjc > JABC > throw

2A*2~3 > 5B > 2B > 2C > 3C > JBC > JC > J214C > 5[C](1) > 2C > 421[A]

2A*2~3 > 5B > 2B > 2C > 3C > JBC > JC > J214C > 5[C](1) > 214A > JAC > hjc > JABC > throw


(Corner Throw) 6E > 623C (vs miyako, wlen, len only)

Shield Counter > 5A > 2C > 63214B > 5A > 2C > 63214B > 5A > 2C > 22A > JBJC > JBJC > AirThrow

2C > 3C > JBC > JC > J214C > 5A > 2C > 63214B > . . .

Shield Counter > 214A > 5A > 2C > 22A > JBC > hjc > JABC > throw (vs Ciel, VSion,)


Situational Combos

236B (Air CH) > Dash 2B > 5C > JBJC> JC> J214C> BE5C(1) > 2C > 22A > JAJC > JBJC > 623B


Arsenal
Throws
Ground Throw
4 or 6+E


Air Throw
In Air 4 or 6+E


Command Normals
3C

4C

BE4C / 4[C]


Normals
Standing
5A

5B

5C

BE5C / 5[C]

Crouching
2A

2B

2C

Jumping
JA

JB

JC

Specials & Spells
236A / B / C - Magic Draw(?) [Arrow]
A

BEA

B

C

623A / B / C - Aoko Moonsault [Somersault] - (can be performed in air)
A

B

C

A (Air)

B (Air)

C (Air)

214A / B / C -
Floating Starmine [Floating] - (can be performed in air)
A or B

C - Blowdust(?) Starmine

A or B (Air)

BEA or B (Air)

C (Air)

421A / B / C - Artillery Starmine [Explosion]
A

B

C

Artillery Starmine then 421A / B / C -
"Artillery Rain" [Raining]
A or B version

C version

63214A / B / C -  Aoko Floor Sweep [Slider]
A

B

C

22A / B / C - Blazing Starmine [Fire]
A

B

C

Arc Drives
(Max or Heat) 41236C - Severe Break

(Blood Heat) 41236C - Severe...Break...Slider!

Last Arc
(Blood Heat) EX Shield(?) - Reverse Canal Creation Light-year(...?)
 


Strategy & Play Style

Fuzzy
djC > IH > delay JC


Blue Fire Mixup
JC > 2A

Jump > Land > 2A

Jump > late airdash (J6A+B) > JB

Jump > late airdash (J6A+B) x2 > JB

JC deep > dj > airdash > JA

IAD > JB / IAD > airdash (J6A+B) > JB




Match VS


[/list][/list]

13
Aoko Aozaki / [Half Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: August 07, 2009, 11:49:46 AM »
    Welcome to
your H-Aoko Guide!

This in-the-works guide has been made with the intention of providing H-Aoko information for the players by the players. Rather than having the guide focus solely on my own views, theories, and strategies on how H-Aoko is to be used, feedback, suggestions, contributions, etc. from the community will be collected, sorted and compiled all into this post for the H-Aoko user's convenience.

With MBAA on the way, you can bet that information will be swarming the internet shortly after it's release so keep your eyes open, sift through those jp BBS's, watch those nico and youtube vids and post up!

I will do my best to keep the thread updated with your contributions.  :teach:



Media
VS Moive/Match Videos

Combo Exhibitions

H-Aoko Corner Throw Combos (vs Miyako, Len, WLen)
- http://www.youtube.com/watch?v=fXA9UIg3LbY (By Rudolf)
Aoko normally has no combo options after a throw without a held orb being present. Here's the exception...

Tutorial/Demonstration Videos


BBS & Other Web Sources

http://www3.atwiki.jp/aokoaa/

Google translation of BBS - This is a really horrible translation, only use it to make navigating easier



Guide
BnBs
  • 2A>2A>5B>5A>6A>6A>2A>2C>5A(miss)>6A>6A>BE5C>3C>JC>hjc>JAJBJC (JeffreyManson@Ero)

  • (VS Akiha) 5A>6A>6A>5A>2C>2A(miss)>5A>2C>5C>3C>aerial (JeffreyManson@Ero)

  • 2A>2B>5B>2C>3C>JB>JC>9>JC>j214C>land 2C>421A (basic combo to set up 421A orb)

  • 4[C]>
    • 214B>214C>3C>JB>JC>JB>JC>airthrow(midscreen discovered by Zar the Biscuit)
    • 214C>3C>JB>JC>JB>JC>airthrow(in corner not point blank)
    • 623A>KICKING ASS!(details far below)

Situational Combos
Fuzzy Guard - When Aoko has a held orb close to the ground, you can go for fuzzy guard.  The idea behind the mixup is that your opponent has to guess whether or not to block high or low without being able to react.  IAD JC is blocked high and then you either double jump jB(high) or land 2B(low).  Generally speaking, bad people don't know about fuzzy guard and will block low more often than not and good people often block high initially because they recognize the setup.  The first combo listed is inferior to the second due to less damage and less meter but I'm listing it anyways if for some odd reason you can't do the second one.  Also, to do the 2b>5b>5c combos you have to do IAD jB.  You can also fuzzy with IAD jB double jump jB but you have to wait for the airdash to end and early in Aoko's fall press jB then double jump jB.  The reason you have to do IAD jB is because jC has too much pushback and the 5b won't combo after 2b.

Following combos were performed on Warc with full health(0.95 defense modifier) both with every hit reduced and unreduced
  • land 2B>5B>5C>pop orb>IAD(you need to input IAD before popping) JB>2B>5B>5A>6A>6A>2C>4C>421A(low mixup w/orb reset) 3428 damage reduced, 4918 unreduced

  • land 2B>5B>5C>214B>pop orb>2A>2B>5B>5A>6A>6A>2C>4C>421A(low mixup w/orb reset) 3754 reduced, 5381 damage unreduced

  • land 2B>5B>5C>214B>pop orb>2A>2B>5B>5A>6A>6A>2C>5C>3C>JB>JC>JB>JC airthrow(low mixup for damage) 4580 reduced, 6497(!!!) unreduced

  • double jump jB>airdash>pop orb>JC>2B>5B>5A>6A>6A>2C>4C>421A(high mixup w/orb reset) 2843 reduced, 4085 unreduced

  • double jump jB>airdash>pop orb>jC>2B>5B>5A>6A>6A>2C>5C>3C>JB>JC>JB>JC airthrow(high mixup for damage) 3893 reduced, 5589 unreduced

  • double jump jB>j236C(high mixup w/no orb, not safe on hit) 2593 unreduced, 1813 reduced

Arsenal
Throws
Ground - Aoko puts her arms around her opponent's waist and chucks them like garbage in the direction you're holding.  It's techable but her 2C can track all directional techs in the corner into a combo.  If they don't tech you can do 2C>2A>2A>2A>3C>5A>6A>5B>IAD back to cover teching out of the corner and IAD forward to cover teching into the corner.  Note - That OTG is not universal.  The 5a will whiff on Warc and possibly others.  If you think they are going to respect 2C you can set up a held orb or go for a crossup.  You can also IAD after a corner throw if you think they are going to respect 2C.  IADing immediately after a corner throw up until a certain point in time will cause Aoko to not cross up her opponent.  Beyond that point in time, if you IAD Aoko will cross up her opponent.  I'll update with a complete list of weird characters but for now all I know is Tohno and Warc.  It's not possible to stay on the side you start on against Warc and against Tohno you have to really delay your IAD.

Air

Command Normals
5A>6A
Aoko performs 5A then a side kick (F-Aoko's 5B). Can chain into specials on hit/guard and can also be chained from. Chain into 2A (5A>6A>2A) will ensue a reverse beat penalty but you regain access to 5A allowing a chain back into 6A (5A>6A>2A>5A>6A etc.).

5A>6A moves Aoko slightly forward and when combined with 5B one can close in ufrom push back and continue pressure. 5A>6A can also be canceled extremely late in the attack animation making it effective for some serious staggering strings and hig/low fake-outs such as: 5A>6A>4[C] OR 5A>6A>delay 2B>2C. This is somewhat reminiscent of Aokos 5B>4C / 5B>delay 2B string from MBAC; when coupled with a held orb it made way for some interesting psyche-outs.

5A>6A>6A
Shin kick, side kick, crazy Hwoarang-side-split-kick. This is the last part of the Kakoto kick sequence.  Sadly her sexy loops she had got pulled after vanilla but this is still used in her combos.  The 3rd kick launches on hit and produces a fair amount of untechable time and because you can cancel very late after the second hit of 5A>6A, you can stagger into the third hit of the sequence to force someone to respect.  On some characters(full list up later) you can 421A after this on block and get CH for free if they 2A or a non-CH combo(421A hits with CPU set to Recover A but orb doesn't get CH) or stagger 22A to beat both mash and jump.

4C
Much faster startup than Crescent Moon but is no longer an overhead hit.  This can only be canceled into specials or supers on hit or guard. Produces instant and non ground passable down vs airborne opponents.  This is mainly used at the end of combos to set up 421A.  Similar to 5A>6A>6A you can 421A after this move if you think they are going to 2A to get CH from orb on some characters and non CH orb hit on others.  

BE4C
Aoko lifts her leg above her head and holds it there for a short period of time before swinging it down with a nice flash effective above her head.  This hits overhead after the flash.  This also can only be canceled into specials and supers on hit or guard.  It also gives instant and non ground passable down vs airborne opponents though there is no point in charging it against airborne opponents anymore.

3C
An uppercut.  Same move in all styles.  This move is great for getting guard breaks(not guard crush.)  Dash 3c is great if you call a jump(hold 8) and if they block it cancel into something else.    

Normals
Stand
5A
Kick to the shin. Despite its appearance, can be guarded high or low. Because Aoko123 is not present for this style (namely 6A/Aoko1), it is easy to strike with a 'sliding' 5A while holding dash momentum.

5B
A stepping hook punch that advances forward. Effective in rebeat strings to close in maintain pressure as opposed to C-Aoko's 5B which will often push the opponent out in strings.

5C
A powerful high kick upward. Same as in all Styles. Commonly used in bread 'n' butters for optimal damage. Is somewhat limited outside of BnBs but can still be used to some extent in guard strings at a very close range (e.g. 5C>22A or 63214B or delay 623A)

BE5C
Same attack animation as uncharged 5C but is held longer and releases a beam on full charge. Aoko kicks an energy beam diagonally skyward that extends "infinitely" and will strike targets off screen. From a distance BE5C is effective for striking anticipated high jumps, double jumps and aerial specials. A 1Hit BE5C is commonly used in advanced juggle combos (e.g. after j214C or CH anti-air orb) and it will induce a long air untechable state if landed properly (i.e. Hit up close with the leg rather than the beams). A half-charged BE5C (5{C}) point blank can create the illusion of an overhead attempt. It's not uncommon to see someone prepare to high guard a 5{C} out of anticipation of an overhead only to get struck low early with a chained low attack (*see 2B description*)

Crouch
2A
A short-ranged, ducking elbow. Same animation as MBAC and C-Aoko. Although it's high or low guardable this is Aoko's fastest poke available and chains into itself making it ideal for starting combos, poking out or reapplying pressure in a string.

2B
(Weird) Squatting kick. Aoko crouches and juts one leg forward. At 7f startup, this is Aoko's fastest natural low attack that must be guarded low. The range on the attack is also worth noting as it strings into 2C fairly easy (not from a tip hit though) while at closer ranges will string into a 5B allowing Aoko to tack on a bit more damage. 2B is commonly used when trying to open up the opponents guard after feigning a high attack (e.g. 5{C}>2B or IAD>whiff jumping attack>land>2B)

2C
A turning, low sweep kick that must be guarded low. Common among all three Styles. Has about the same range as 2B but Aoko will travel forward as she turns giving it significant range in comparison. It also has cancelable frames late in the animation making it easy to confirm a hit or guard and determine your next action. 2C>4C is occasionally used to force the opponent to adjust their guard accordingly as the 4C strikes high.

Jump
JA
Short-ranged punch, same as MBAC. Fastest aerial attack and is commonly used to tack on extra damage during aerial combos. Aoko can no longer air backdash from a whiffed JA and now must use a double jump then air backdash as with everyone else. Special moves as well can no longer be executed from a whiffed JA and the attack must fully recover before being able to do so.

JB
Downward angled kick. This is basically a sprite rip of Aoko's Wheelkick (623).  I'm in a bit of a love/hate relationship with this move.  It's nice having a simpler input for fuzzy guard than Crescent Aoko but it's harder to do what you used to be able to do with JB.  New JB has more startup so it's not as easy to do JAxN JB land 3C for guard break.  It's also harder, maybe impossible to combo into this after 22A.

JC
Another....downward angled kick (gj). This seems to be a mirrored version of her JB. I'm not sure as to which of the two jump normals are better overall since THEY LOOK EXACTLY THE SAME but as soon as i figure that out it will be edited in. Fuzzy guard strings seem impossible to achieve w/ this attack. JC is common in her airstrings and ESPECIALLY for ending her aircombos with J214C. Both JB and JC prove to be effective in IAD pressure and fishing for hits when hovering above the opponent. Aoko loses her MBAC J[C] in half moon.


Specials & Spells
214A / B / C - Magic Draw - [violent wind] - Aoko puts her hand on the ground and shoots a shockwave of energy.  You can have up to two out on the screen at a time.
A - This version of the move travels the slowest.  This move's main use is to keep your opponent from sitting on the other side of the screen when you have some held orbs up.  It's -3 on block if you do it at point blank range so don't use it in a blockstring unless you pushed yourself a decent distance away.

B - This version of the move travels faster than the A version.  This is mainly used to peg opponents who want to sit full screen away from you and in the 4[C] combo in midscreen.  Always, always cancel into 214C if you're using it after 4[C] because its -8 on block.

C - EX version.  This causes circuit break on hit and it's +14 on block.  This move is great because if you combo into it you take away all wakeup options your opponent has that require meter and it's great on block too since it's so safe.  

236A / B / C - Blowning Starmine(?) - [wind] - Aoko points and shoots [a] laser(s)
A - Aoko shoots a quick beam out of her hand.  This move got buffed since MBAC as you can't hit the beam and Aoko now.  This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.  

B - Aoko chills for a bit before shooting a large laser that is fullscreen.  This move doesn't have pushback anymore and it's +15 on block.  It takes awhile to do though so I wouldn't recommend using it except as a full screen punisher as Aoko has many faster and safer options.  

BEB - Aoko spends some quality time(93 frames) charging before she fires a full screen laser that is unblockable.  This isn't that great since it can be dodged on reaction as it takes so damn long to come out.  It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen but it's not going to hit very often.

BEB>236A>236A - A few more lasers come out.  Always do this if you do BE236B as it adds on some damage and looks cool(that's the important part  8-))

C - EX lasers.  Aoko opens a portal and a lot of small lasers fire out of it.  Not sure if there is a practical combo that includes this move and unfortunately Aoko doesn't get BE236C in Half Moon.

J236A / B / C - Raining Starmine - [rain] - Aoko rains lasers on her opponents from the air.
A - A single hit laser that keeps the momentum in the air that Aoko has.  This move is great in conjunction with the rest of her keepaway(IABD J236A) to stop opponents from rushing at you recklessly.  

B - This is much better if your opponent manages to get closer to you than J236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.

C - EX version.  You can use this at the end of a standard air combo or you can cancel into this after a J236B if that hits to get some more damage.  You can also use it in fuzzy guard after double jump jB to do ~2k unreduced to finish off someone with low health.  Overall not that great but it has that situational usage.

22A / B / C - Blazing Starmine - [fire] - Aoko puts her hand on the ground and a laser about the height of Nero comes out of the ground.  
A - The laser comes out of the ground directly in front of Aoko.  This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it.  If your opponent blocks it, it's RPS after it unless you cancel into a super.  3C beats jump, 2A 2C beats blocking and certain backdashes, 623B beats other backdashes, 623A beats mashing, 1 beats heat or a reversal.  

B - The laser comes out further in front of Aoko.  This is also a nice away to end pressure if you're a bit further away.  It's also RPS after it unless you cancel into a super with your opponent having the same option.

C - Aoko shoots 5 beams.  This move has only very limited uses.  It's main use is for beating superarmor(use on Kouma 22C for example.)  You can also use it after a BE5C used as an antiair if your opponent gets hit by that.  The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech.  The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.

J214A/ B / C - Floating Starmine - [floating] - Aoko sets up an orb.  After a short period of time the orb vanishes.
A or B -  Aoko sets up an orb then falls to the ground with the momentum she had before setting up the orb.  There is no difference between an A orb and a B orb besides the fact that you can't have 2 A orbs or 2 B orbs but you can have one of each.  This move is great in pressure if your opponent will respect you as it grants lots of +frames.  It's also good in conjunction with held orbs in neutral to keep your opponent from reaching you.  

BEA or BEB - There is no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.

C - Big EX orb.  This move has a couple of uses.  If you're about to run out of heat you can burn the remaining meter with EX orb to stay relatively safe behind it.  You can also use it after J236B to keep your pressure safe or to keep your opponent from hitting you after they dashed in if you don't have anything to protect you.  The other great use for it is at the end of an air combo so that you can set up a held orb for oki.

421A / B / C - Exploding Starmine [explosion] - Aoko creates a held orb which goes a different distance in front of her depending on which version you use.  After the orb is created you can hold either A, B, or C for the orb to stay there.  It slowly moves down on the screen over time.  You can have up to two of these on the screen at the same time and you can switch what button you're holding to use different specials/normals.  This move is great for getting CHs and zoning in general and it's also good in pressure.  Having one or two of these out in neutral makes life a LOT easier in most matchups.  A few warnings about this move - If you're holding A you can't throw or airthrow.  If you're holding B you can't dodge.  If you're holding C if you input 236B you're forced to do BE236B.  

A or B or C - A version sends an orb kind of close to her on the ground, B version sends an orb ~1/2 screen away from her and C version sends an orb ~full screen distance from her.  The A version can be used in pressure if you get respected because an immediate pop gives +8 and if you want oki instead of damage you can end a combo in 2C 421A or 2C 4C 421A(don't use this deep in corner because the 4C will make you advance and the orb will pop off screen.)  You can use the C version to punish wakeup heat/backdash after you do an aircombo in midscreen.

A or B or C then 8 - This sends the orb ~double jump height from the ground.  This is extremely useful in certain matchups, like vs that whore Warc who likes to be in the air a lot.  

63214A / B / C - Blowning Starbow [mirror] - Aoko forms a magic circle in front of her.
A - The circle forms very quickly and only hits once.  This move should only be used to reflect projectiles because her other specials are better for everything else.

B - The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23.  If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.)  This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.

C - EX Version.  This is a safer version of B mirror but at the cost of 100 meter.  This isn't really that great since Aoko has many better ways to use the meter and it's even 3 less +frames than B version.  The only time to use it is after a blocked 22A, preferably if you're in heat.  

Mirror also reflects projectiles.  I'm going to assume for the moment that Ecole designed certain projectiles to be reflectable and others not to, since anything else doesn't make sense, and just copy pasted Press' list of projectiles F-Len can reflect here.

All of Ciel's black keys including ex versions and the charged version
All of Hisui's stuffu
F-WLen's 236 series, including ex version
F-Warachia's 236 series, including air and ex versions
H-Aoko's 214 series, including ex version
F-Aoko's 236 series, including ex version
C-Nero's 236 and 623 series, not including ex versions
H-Nero's 236, series not including ex versions
F-Nero's 236, series not including ex versions
F-Mech Hisui's 214 series, including ex versions. Her 236C also get's reflected (Dunno why, but it just looks so funny whenever I see that get reflected)
H-Mech Hisui's 236 series, including ex version
F-Len's 236 series, including ex version
Kohaku's 2222c in F and C mode
Kohaku's 22222c in F and C mode (My god so many 2's)
All of Warc's blood rings, including air and ex version.  Warning - There is not enough time to do mirror against Geass Ring after the EX flash.  

623A / B / C - Keri tobasu wa yo~ [Wheelkick] (can unfortunately be performed in air) - Aoko flies at her opponent with a sexy wheelkick.
A - A version of the wheelkick hits twice and the second hit is an overhead.  This move is good as an antiair and its good to beat mashing.  It's not invincible at startup but it's GREAT for antiairing if you use it properly as the first hit often clashes and then the second hit hits giving you a nice air CH.  Caution: -8 on block.
 
B - B version of the wheelkick.  This has some startup time(you can get mashed ot of it) and hits overhead.  It's +6 on block and goes across ~1/2 the stage.  This move is great if you can get your opponent to respect it because it puts you at point blank range, gives you all your normals back, and is safe on block.  It also punishes backdashes.

C - EX wheelkick.  You can use this move as a reversal.  It's generally better to do it on wakeup since bunker is a lot safer to go for in the middle of a blockstring.  This does decent damage and takes Aoko across half the screen(unless your opponent blocks it standing) very fast.  It's -10 on block so you better be prepared for some pain if your opponent baited you.

A (in air) - No idea what the hell this is used for. It's slow as fuck but somehow is NOT an overhead AND it hits only on the way down.

B (in air) - Har, har- let's make THIS an overhead. Maybe the opponent will blink and keep their eyes closed for two whole seconds and get hit by it...maybe. Horrible, just horrible. I tried experimenting with it in jumping strings (e.g. iad jb>dj>airdash>jc>j623b) and it's just way too slow. I'm sure that even someone who has never touched a fighter in their life could react to this the first time seeing it.
 
C (in air) - C =\= ex version surprisingly in this case. Instead, this version travels further and hits on the ascent as well as when falling (similar to ground 623A). Too bad the move is still USELESSSSS. Like the A version of this garbage move, it's also NOT an overhead (woopdee-freakin-doo). Tried experimenting with this move too by tk'ing the command and with the new (really old) buffer window it was kinda hard to even pull off from the beginning. And when I did manage to pull it off it would either hit twice (making it useless for CH anti-air unlike ground 623a) or it would leave me too far out to follow up with a combo had I landed 1hit on the ascent. Maybe 623C does more damage for a combo/round ender or something- I don't know, I don't care...This is a shitty move and only hurts Aoko players that use airdashing Rain for pressure and pegging from above (which is like just about every Aoko player ever).
 
Arc Drive
(Heat Mode) 41236C - Severe Break - I don't know if there's a practical combo with this and I'm guessing there isn't since you can only use it in heat and if you got that kind of meter you'll get comparable damage and better oki if you burn your meter on EX orb.  This move can be used as a reversal though I would recommend against that unless you're psychic as bunker/autoburst/dp are all safer if you're in heat.  It's primary use is to punish full screen.  You can blast Ciel for throwing black keys on reaction with this.  

KICKING ASS!
In MBAC, Aoko had a godlike corner techpunish.  Here's the video if it: http://www.youtube.com/watch?v=pXQ_3FleZhM.  Sadly, it got nerfed a little in Half Moon.  No triple jump hurts the damage a bit and no Aoko123 makes it harder to set up.  The two main ways to set it up are with pointblank 4[C] 623A and combo into 5A>6A>6A> delay 623A.  

623A>
  • 2A>3C(turns into 2C if opponent techs out of corner>{3C(if opponent techs out of corner only}>air combo(punishes tech backwards, tech forward, no tech
  • 5A>5A>5B>(punishes no tech/neutral tech)
  • 3C>aircombo(if opponent does not tech)
  • 2B>any BnB(opponent neutral techs)
  • 5A>5A>2C>3C(punishes no tech and neutral tech
  • walk slightly backwards 5B>any BnB(opponent techs backwards or forward
  • walk very slightly backwards 5c>
    • 214b>214c>29 jB>jC>jB>jC>airthrow(if they tech out of corner)
    • 2c>3c>jB>jC>jB>jC>airthrow(neutral/back tech)
  • 5[c]>2a(after 5[c] recovers)>2c>5a(whiff)>6a>6a>5[C]>3c(after 5[c] recovers)>jB>jC>jB>jC airthrow(no tech)
  • stagger 5[C]>623A(after 5[C] recovers)>any of the above to cover tech options
  • stagger 5[C]>623A(after 5[C] recovers)>stagger 5[C]>623a(after 5[C] recovers)>2a>2c>5a(whiff)>6a>6a>5[C]>3c(after 5[C] recovers) jB double jump jABC airthrow 7087(!) damage unreduced to Warc

Note, the last combo started with 4[c]>623a.  It may do more/less if you start combo with 5a6aa>623a, but I'm testing lots of stuff atm and don't really want to check to see if something does +/- few hundred damage.

Strategy & Play Style

Match VS


[/list]

14
Aoko Aozaki / [Crescent Moon] Aoko Guide - MBAA verPS2 + ver.A (Arcade)
« on: August 07, 2009, 11:45:27 AM »
Welcome to your C-Aoko Guide!

This in-the-works guide has been made with the intention of providing C-Aoko information for the players by the players. Rather than having the guide focus solely on my own views, theories, and strategies on how C-aoko is to be used, feedback, suggestions, contributions, etc. from the community will be collected, sorted and compiled all into this post for the C-Aoko user's convenience.

With MBAA on the way, you can bet that information will be swarming the internet shortly after it's release so keep your eyes open, sift through those jp BBS's, watch those nico and youtube vids and post up!

I will do my best to keep the thread updated with your contributions.  :teach:



Media
VS Moive/Match Videos
http://www.nicovideo.jp/watch/sm7951296 (player: Sanaa / サナー)
http://www.nicovideo.jp/watch/sm8214642
http://www.nicovideo.jp/watch/sm8214734

http://www.nicovideo.jp/watch/sm7957767 (features 421C locking bug)

Combo Exhibitions

-http://www.youtube.com/watch?v=cEuH3BwDrVE [by Syxx]
Basic C-Aoko combos and BnBs to get you started. Combo notations are conveniently located in the description box (more info).

-http://www.youtube.com/watch?v=hdE3PnpM0Jk#t=1m56s (unedited)
Combo movie featuring C-Aoko. A few of what appear to be situational combos and some combos that seem execution heavy. Probably a good reference for when MBAA PS2 drops. Time to hit up that lab! (*Thanks to PanicAttack & #Mages-Association for link*)

Tutorial/Demonstration Videos

-http://www.nicovideo.jp/watch/sm6099139 (unedited)
Features okizeme setups using 214orbs that appeared in MBAC as well as new setups exploiting MBAA's system mechanics (super jump dodging) and Aoko's new Blowback Edge orb (BEj214). Also included are examples of Aoko's (new) BE236C (chargeable ex laser), and counter-measures to the setups.
(*Thanks to PanicAttack for link*)

-http://www.youtube.com/watch?v=Fkt3yHq6yYU [by Kusanagi]
Features guard break blockstrings against Crescent and Full moon.

-http://www.youtube.com/watch?v=erJHbzkJwtk [by Kusanagi]
Unblockable BE236B setup featured in this video.

-http://www.youtube.com/watch?v=R8ZGKl1rYRA [by Kusanagi]
Unblockable BE236B setup with held orb meaty in this video.

BBS & Other Web Sources

http://www3.atwiki.jp/aokoaa/

Google translation of BBS - This is a terrible translation, only use it to make navigating easier



Guide
BnBs - Coming soon

Situational Combos
KICKING ASS! - Godlike corner tech punish setup discovered by JeffreyManson in MBAC.  Here's the video if it: http://www.youtube.com/watch?v=pXQ_3FleZhM
I'm going to list the main ones because

623A>
  • 2A>3C(turns into 2C if opponent techs out of corner>{3C(if opponent techs out of corner only}>air combo(punishes tech backwards, tech forward, no tech
  • 5A>5A>5B>
    • 3C(if they don't tech)
    • 2B(neutral tech)
  • 5A>5A>2C>3C(punishes no tech and neutral tech)

Fuzzy Guard - When Aoko has a held orb close to the ground, you can go for fuzzy guard.  The idea behind the mixup is that your opponent has to guess whether or not to block high or low without being able to react.  IAD JC is blocked high and then you go into one of the following mixups
  • [9] > jC airdash > pop orb > land combo
  • land 2b > combo

Arsenal
Throws

Ground - Aoko puts her arms around her opponent's waist and chucks them like garbage in the direction you're holding.  It's techable but her 2C can track all directional techs in the corner into a combo.  Not sure if you can run same OTGs after it as MBAC.

Air - Aoko sends opponent at a downward angle with lazuhz.  Can't be teched but you can't get a meaty after it either.

Command Normals
4C
Aoko raises her leg up and swings it down.  Hits overhead against grounded opponents.  This can only be special or super canceled on hit or block.  Produces instant and non ground passable down vs airborne opponents and is essential for her hype moonsault combos.  Slower than it used to be in MBAC though :(.

3C
An uppercut.  Same move in all styles.  This move is great for getting guard breaks(not guard crush.)  Dash 3c is great if you call a jump(hold 8) and if they block it cancel into something else.    

Normals
Standing
5A
Kick to the shin. Despite its appearance, can be guarded high or low.

5B
Aoko extends her arm and punches her opponent.  Can be guarded high or low.  Mainly used in blockstrings and bnbs.  

5C
A powerful high kick upward. Same as in all Styles. Commonly used in bread 'n' butters for optimal damage. Is somewhat limited outside of BnBs but can still be used to some extent in guard strings at a very close range (e.g. 5C>22A or 63214B or delay 623A)

BE5C
Same attack animation as uncharged 5C but is held longer and releases a beam on full charge. Aoko kicks an energy beam diagonally skyward that extends "infinitely" and will strike targets off screen. From a distance BE5C is effective for striking anticipated high jumps, double jumps and aerial specials. A 1Hit BE5C is commonly used in advanced juggle combos (e.g. after j214C or CH anti-air orb) and it will induce a long air untechable state if landed properly (i.e. Hit up close with the leg rather than the beams). A half-charged BE5C (5{C}) point blank can create the illusion of an overhead attempt. It's not uncommon to see someone prepare to high guard a 5{C} out of anticipation of an overhead only to get struck low early with a chained low attack (*see 2B description*)

Crouching
2A
A short-ranged, ducking elbow. Same animation as MBAC and H-Aoko. Although it's high or low guardable this is Aoko's fastest poke available and chains into itself making it ideal for starting combos, poking out or reapplying pressure in a string.

2B
(Weird) Squatting kick. Aoko crouches and juts one leg forward. At 7f startup, this is Aoko's fastest natural low attack that must be guarded low. The range on the attack is also worth noting as it strings into 2C fairly easy (not from a tip hit though) while at closer ranges will string into a 5B allowing Aoko to tack on a bit more damage. 2B is commonly used when trying to open up the opponents guard after feigning a high attack (e.g. 5{C}>2B or IAD>whiff jumping attack>land>2B)

2C
A turning, low sweep kick that must be guarded low. Common among all three Styles. Has about the same range as 2B but Aoko will travel forward as she turns giving it significant range in comparison. It also has cancelable frames late in the animation making it easy to confirm a hit or guard and determine your next action. 2C>4C is occasionally used to force the opponent to adjust their guard accordingly as the 4C strikes high.

Jumping
JA
Short-ranged punch, same as MBAC. Fastest aerial attack and is commonly used to tack on extra damage during aerial combos. Aoko can no longer air backdash from a whiffed JA and now must use a double jump then air backdash as with everyone else. Special moves as well can no longer be executed from a whiffed JA and the attack must fully recover before being able to do so.

JB
Aoko kicks in front of her.  Useful in BnBs and in pressure.

JC
Aoko thrusts her foot down at a slight angle downwards.  Has extremely poor horizontal reach and too much pushback to do an air orb after it on block.  This can be charged.  This move is useful in BnBs and in pressure.

BEJC
After a period of time, Aoko shoots a beam out of her foot that pushes her up in the air a bit.  You can do IAD j{C} which will whiff and go into throw.  This move is part of her hype moonsault combos and if you do it at the right height you can hit low to the ground with BEJC jA jB.  People will often block low after the jA and get hit by the jB.


Specials & Spells
236A / B / C - Blowning Starmine(?) - [wind] - Aoko points and shoots [a] laser(s)
A - Aoko shoots a quick beam out of her hand.  This move got buffed since MBAC as you can't hit the beam and Aoko now.  This move is primarily used for sniping your opponent going for greedy IADs and badly spaced jumpins.  

B - Aoko chills for a bit before shooting a large laser that is fullscreen.  This move doesn't have pushback anymore and it's +15 on block.  Outside of the moonsault combo, I wouldn't recommend using it except as a full screen punisher as Aoko has many faster and safer options.

BEB - Aoko spends some quality time(93 frames) charging before she fires a full screen laser that is unblockable.  This isn't that great since it can be dodged on reaction as it takes so damn long to come out.  It's alright to do this on rare occasion to keep your opponent from feeling safe at full screen but it's not going to hit very often.

BEB>236A>236A - A few more lasers come out.  Always do this if you do BE236B as it adds on some damage and looks cool(that's the important part 8-))

C- EX version. Aoko opens a portal and a lot of small lasers fire out of it.  You can do this after Aoko123 as a round ender.

BEC - Charged EX version.  After Aoko opens up the portal, you can move around with her making this a ghetto version of blue fire.  You can get the time to set this up after Aoko123 slider but it's susceptible to some reversals.

J236A / B / C - Raining Starmine - [rain] - Aoko rains lasers on her opponents from the air.
A - A single hit laser that keeps the momentum in the air that Aoko has.  This move is great in conjunction with the rest of her keepaway(IABD J236A) to stop opponents from rushing at you recklessly.  

B - This is much better if your opponent manages to get closer to you than J236A because it stops all momentum Aoko has in the air and you can cancel it into EX orb to start pressure and stay safe.

C - EX version.  You can cancel into this after a J236B if that hits to get some more damage.  A lot of players will autopilot antiairs when their character has a godlike one(like Kouma.)  Keep them in check with j236B > j236C.  

22A / B / C - Blazing Starmine - [fire] - Aoko puts her hand on the ground and a laser about the height of Nero comes out of the ground.  
A - The laser comes out of the ground directly in front of Aoko.  This is a nice way to end pressure because if your opponent tries to mash or jump they'll get hit by this and you can get a small combo out of it.  If your opponent blocks it, it's RPS after it unless you cancel into a super.  3C beats jump, 2A 2C beats blocking and certain backdashes, 623B beats other backdashes, 623A beats mashing, [1] beats heat or a reversal.  

B - The laser comes out further in front of Aoko.  This is also a nice away to end pressure if you're a bit further away.  It's also RPS after it unless you cancel into a super with your opponent having the same option.

C - Aoko shoots 5 beams.  This move has only very limited uses.  It's main use is for beating superarmor(use on Kouma 22C for example.)  You can also use it after a BE5C used as an antiair if your opponent gets hit by that.  The last use is kind of limited but it beats teching away from Aoko in midscreen after a throw or a neutral tech.  The only problem is you have to input 22C before your opponent actually hits the ground to cover neutral tech.

214A / B / C - Floating Starmine [Floating] - (can be performed in air) Aoko sets up an orb.  After a short period of time the orb vanishes.
A or B - After a short period of time an orb forms and the longer you hold whichever button you pressed to form it, it will travel further across the screen.  There is no difference between an A and a B orb besides that you can't have two ground A orbs or 2 ground B orbs on the screen and you can have a ground A and a ground B orb on the screen.

C - EX version.  This can also travel across the screen if you hold C.  This lasts a lot less time then A or B orbs do.  Ground EX orb is mainly used when you're in heat/max and you want a bit of extra safety.  

A or B (in air) - Same as ground version except you can't hold A or B to make them travel across the screen.  Useful in pressure if you can get your opponent to respect you as you get a lot of +frames.

BEA or BEB (in air) - There is no different properties to the orb after charging them up but you can TK a charged orb to get faster low orb placement than you can get with IABD orb.

C (in air) - EX version.  You can combo into this which leads to better oki.  You can also do it after a j236B if you get rushed and you want to stay safe.

421A / B / C - Exploding Starmine [Explosion]
A or B - Aoko creates a held orb which goes a different distance in front of her depending on which version you use.  After the orb is created you can hold either A, B, or C for the orb to stay there.  It slowly moves down on the screen over time.  You can have up to two of these on the screen at the same time and you can switch what button you're holding to use different specials/normals.  This move is great for getting CHs and zoning in general and it's also good in pressure.  Having one or two of these out in neutral makes life a LOT easier in most matchups.  A few warnings about this move - If you're holding A you can't throw or airthrow.  If you're holding B you can't dodge.  If you're holding C if you input 236B you're forced to do BE236B. A version sends an orb kind of close to her on the ground, B version sends an orb ~1/2 screen away from her and C version sends an orb ~full screen distance from her.  The A version can be used in pressure if you get respected because an immediate pop gives +8.  Held orbs give you nice oki.

A or B then 8 - This sends the orb ~double jump height from the ground.  This is extremely useful in certain matchups, like vs that whore Warc who likes to be in the air a lot.

C - Control Starmine - Wacky controlled version.  If your opponent gets hit they can't tech until they hit the ground(acts like other EX orbs.)

63214A / B / C - Blowning Starbow [mirror] - Aoko forms a magic circle in front of her.
A - The circle forms very quickly and only hits once.  This move should only be used to reflect projectiles because her other specials are better for everything else.

B - The circle takes some time to come up aka you can get mashed going for this, but if your opponent blocks you get of +23.  If your opponent tries to jump out after you used a normal with a good amount of blockstun and you use this move you get free guardbreak(not guardcrush.)  This move is pretty good in rushdown once you get your opponent to start respecting your blockstrings.

C - EX Version.  This is a safer version of B mirror but at the cost of 100 meter.  It's ok to use in Crescent since you have more meter.  +20 on block.  You can use it after 22a/b to continue pressure

Mirror also reflects projectiles.  I'm going to assume for the moment that Ecole designed certain projectiles to be reflectable and others not to, since anything else doesn't make sense, and just copy pasted Press' list of projectiles F-Len can reflect here.

All of Ciel's black keys including ex versions and the charged version
All of Hisui's stuffu
F-WLen's 236 series, including ex version
F-Warachia's 236 series, including air and ex versions
H-Aoko's 214 series, including ex version
F-Aoko's 236 series, including ex version
C-Nero's 236 and 623 series, not including ex versions
H-Nero's 236, series not including ex versions
F-Nero's 236, series not including ex versions
F-Mech Hisui's 214 series, including ex versions. Her 236C also gets reflected (Dunno why, but it just looks so funny whenever I see that get reflected)
H-Mech Hisui's 236 series, including ex version
F-Len's 236 series, including ex version
Kohaku's 2222c in F and C mode
Kohaku's 22222c in F and C mode (My god so many 2's)
All of Warc's blood rings, including air and ex version.  Warning - There is not enough time to do mirror against Geass Ring after the EX flash.  

623A / B / C - Keri tobasu wa yo~ [Wheelkick] (can unfortunately be performed in air) - Aoko flies at her opponent with a sexy wheelkick.
A - A version of the wheelkick hits twice and the second hit is an overhead.  This move is good as an antiair and its good to beat mashing.  It's not invincible at startup but it's GREAT for antiairing if you use it properly as the first hit often clashes and then the second hit hits giving you a nice air CH.  Caution: -8 on block.
 
B - B version of the wheelkick.  This has some startup time(you can get mashed out of it) and hits overhead.  It's +6 on block and goes across ~1/2 the stage.  This move is great if you can get your opponent to respect it because it puts you at point blank range, gives you all your normals back, and is safe on block.  It also punishes backdashes and it's used in her moonsault combos.

C - EX wheelkick.  This moves main purpose is as a reversal.  If it doesn't get blocked or your opponent crouch blocks it, Aoko moves across ~1/2 the screen.  -10 on block though so you better guess right when you use it.

A (in air) - No idea what the hell this is used for. It's slow as fuck but somehow is NOT an overhead AND it hits only on the way down.

B (in air) - Har, har- let's make THIS an overhead. Maybe the opponent will blink and keep their eyes closed for two whole seconds and get hit by it...maybe. Horrible, just horrible. I tried experimenting with it in jumping strings (e.g. iad jb>dj>airdash>jc>j623b) and it's just way too slow. I'm sure that even someone who has never touched a fighter in their life could react to this the first time seeing it.
 
C (in air) - C =\= ex version surprisingly in this case. Instead, this version travels further and hits on the ascent as well as when falling (similar to ground 623A). Too bad the move is still USELESSSSS. Like the A version of this garbage move, it's also NOT an overhead (woopdee-freakin-doo). Tried experimenting with this move too by tk'ing the command and with the new (really old) buffer window it was kinda hard to even pull off from the beginning. And when I did manage to pull it off it would either hit twice (making it useless for CH anti-air unlike ground 623a) or it would leave me too far out to follow up with a combo had I landed 1hit on the ascent. Maybe 623C does more damage for a combo/round ender or something- I don't know, I don't care...This is a shitty move and only hurts Aoko players that use airdashing Rain for pressure and pegging from above (which is like just about every Aoko player ever).

Aoko123 Set - Note: you cannot cancel any of these into normals.
6A - One - Aoko punches with magical energy.  This can now be special and super canceled.  Mainly used in some of her combos though you can use it in blockstrings.

BE6A - BE ONE - Overhead version.  Unfortunately, this is a rather slow overhead so people with good reaction time will never fail to block this high :(.

6A>B - Two - Aoko punches with her other fist with more magical energy.  This can also be canceled into specials and supers.

6A>B>C - Three - Aoko delivers another magical punch with her initial fist.  This cannot be canceled into anything other then the low and mid deviants.

Aoko123>236C - Low Deviant [Slider] - Aoko slides along the ground.  This causes untechable knockdown on hit.  Extremely unsafe on block so don't do it unless you're willing to get raped for it.

Aoko123>214C - Mid Deviant - Aoko does a wheelkick that you can airdash after its blocked or it hits.  Mainly useful for loops(Aoko123 input 214C pop orb) but if your opponent respects it you can go into this for pressure.

22D (150% Magic Circuit) - Repeat Magic/Loyalty Magic [Babylon Projection] - Copies the last special you did.  AD/AAD will only have first beam copied.  If BE236B it is copied.  Only really useful if you copy 236C or BE236C to give you an opportunity to apply pressure and even then it comes at steep 150% circuit cost.  

Arc Drives
(Max or Heat Mode) 41236C - Severe Break - Aoko gets massive invincibility frames and shoots two enormous lasers.  You can combo into this after Aoko123 slider though you can no longer combo after the arc drive.  You can also use this to punish things full screen like Ciel throwing knives on reaction.  

(Blood Heat Mode)41236C - Severe Break Slider - Aoko jumps into the air after the first two enormous lasers and shoots another one.  Same uses as normal AD but it gives more damage and you can combo after it. 

Last Arc
(Blood Heat Mode) Ex Shield - MvC2 Character Select

Strategy & Play Style
Changes from MBAC - Time to be sad.  Unfortunately, C-Aoko is lot more restricted in MBAA than Aoko was in MBAC.  jA nerf hurts her a lot since her other air normals are pretty garbage outside of when she has her opponent blocking.  jA was useful in some matchups to control space around you and to allow you to do things like jA airdash back raining or set orb.  You can't do that anymore and IABD raining is less useful since air backdashing doesn't cover as much ground.  You can no longer active while having held orbs.  You no longer can go for low air orb throw setups without throwing your opponent out of the corner and get extra damage.  You cannot get a meaty after airthrow.  Worst of all though, is the hideous j623 series.  Thanks to the new buffer in console, you have to wait forever after airdashing to input 236 otherwise you'll get her air wheelkick.  You can input airdash rain as 236a+b~a but since you can't delay the laser it's not as useful and you can't IAD like that.  On the bright side, BE214 A/B gives you faster low orb placement, it's easier to do 236a+b~a, better hitbox on 236a, bigger damage on air orb CH, basic BnB moves an opponent a lot closer to the corner, and you have hype moonsault combos.  

Neutral
Zoning
Here are some basic zoning tips
236a beats IAD
214a/b orbs can still finish forming if you get hit towards the end of the recovery time.  As a result, timed properly you can use it to beat some characters dash ins
421a/b orbs are good at stopping people from just jumping in on you.  It IS possible for someone to jump past the orb and hit you if they expect you to 421a so don't treat it the move as if it's guaranteed safety.
TK BE214A/B gives you quick low orb placement.  This makes it so that someone can't jump in and shield an air orb.
IABD j236a is good at stopping someone from just running at you.  
623a is a good antiair if your opponent has exhausted their airdashes and jumps.  Don't just throw it out and hope you get lucky though because you can easily get punished for it.
5[D] 421a is a pretty good antiair too.  If your opponent lands and tries to hit you after you shielded, they'll get counter hit by the orb
5[D] 623a is ok but if your opponent has jumps left they can jump cancel after hitting your shield and you'll either whiff or not get a counter hit and they'll get to tech out.

There's a lot more to her zoning than this!  

Pressure
There are lot of different ways to pressure.  You can try to bait out jump/mash, if you think they're going to respect you enough not to do that you can run mixups, throw, or reset your pressure in various ways.  

Basic blockstrings  
An important thing to note is that the vast majority of Aoko ground normals are nowhere near neutral on block.  2a is neutral, 5a is -1, 5b is -2, and everything else is a lot more minus(except 5c which has a lot pushback) so you can't rely as much on making your opponent guess when you're going to let a move recover as some other characters can.  

Anti mash strings
2a > pause > 2a > pause > 2a(this is only string I'm going to type pause between moves.  In all future strings there is always a pause implied between normals unless I specify otherwise)

A very basic stagger.  Unfortunately, it's not that easy to hitconfirm off a random 2a hitting even if its counter hit 2a so that coupled with the fact that A moves can be shielded high or low makes this a little weak.  

2a > 2b > 5b > Aoko12 > 22a
This is fairly easy to hitconfirm if they decide to mash because if they do anywhere from the beginning up to Aoko12 you can go into the rest of the string and finish with Aoko123 slider.  If they don't mash until then and they mash the 22a you can easily react and hitconfirm off that.  

3c > bunker
This is very gimmicky but it beats 2a mashing and wallslams your opponent.  Unsafe if your opponent blocks.

3c > pause > 2c > 22a > (63214c)
This is a fairly strong string against mashy opponents because 22a will combo after counter hit 2c and if your opponent blocks 2c and mashes after that they will still get launched by 22a for an easy combo.  If your opponent blocks the 22a you can input EX mirror on reaction to them blocking and dash in to continue pressure.  

any b/c normal > 421a
This requires an opponent to respect you enough to not jump out and to not mash a sweep.  If they mash anything else, they'll get hit or CH by the orb and you get a free combo.  If they block, it's plus on block and you can continue pressure.

Once you get your opponent to start respecting basic strings - Now you have to start working for your damage.  Here are some strings that will help you reset pressure.

5b > 2c > 421a instant pop
This is fairly strong because you are canceling very early on in your string into a special.  People who have a tendency to try to poke out with a long range 2c or 4c aren't going to get that opportunity to if you run this string.  

2c/3c > whiff 5a > dash in.  Now that your opponent is willing to respect 2c and 3c you can start dashing in to get back in their face.  

stuff > B mirror > B mirror
This beats heat and is an amusing way to keep your pressure going.  Don't do it too frequently though since you can get mashed between the two mirrors.

5{c} > 2b
This is a decent mixup.  5{c} can trick an opponent into blocking high and then you cancel into 2b.

5{c} > BE6a
Normally BE6a will get blocked on reaction but once people get used to you doing 5{c} 2b they'll block low on instinct after seeing 5{c} and get hit by BE6a.

Anti jumpout
2a > 2a > 2b > 2c > B mirror
If they try to jump after the 2c the mirror is going to catch them low to the ground and you get a free guardbreak.  

Aoko123 > dash 3c
JP gimmick.  Many people try to jump after Aoko123.  Dash 3c will tag them and you get a small bnb off it.

Held orbs in blockstrings - Held orbs are an incredible tool in pressure.  They can make almost anything you can do safe.  Example: Aoko123 slider, pop held orb.  Slider is normally really unsafe but if they try to mash after slider they'll get counter hit by the pop.  If they decide to jump or continue to block you get to continue pressuring them.  In the corner you can do throw > pop orb > 2c > 421a to reset the situation.  Held orbs let you go for fuzzy guard as detailed above.  You can also do stuff like 3c input B mirror, pop orb, B mirror hits and your opponent will get counter hit by the orb popping and get comboed by the mirror if you do this properly.  You have nearly limitless options when you have a held orb up, so go crazy when you do.  

Air blockstrings(no pauses between anything here unless specified)

IAD jC > IAD jB
Done correctly, this has a small gap in it but your opponent will get CH if they try to mash and they'll remain grounded(but still get hit) if they try to jump.  

IAD jB > j214a/b > land throw
Grab setup.  While you no longer get extra damage from the orb exploding, your opponent can't attempt a late throw break and still get out.  You can also omit throw and go for a mixup.  The air orb explosion is so safe you can do BE5C after it and your opponent will still be in blockstun when it comes out.  

IAD > airdash > jB
Double airdash mixup.    

IAD jC > 9 > BEJC > jA > jB
3 hit mixup.  If you do this close enough to the ground it's fairly tricky because people block low when you hit the ground but the jB will hit high.

IAD jC > IAD j{C} whiff land 2b
Fake high go low.  Still not very strong but it'll work against people with slower reaction times.

Don't limit yourself to just these blockstrings.  I'm going to add a few more but even then you shouldn't just rely on what I'm writing because I'm not going to give an exhaustive list of everything she can do.  Here are some tips to improve your blockstrings in general

- Don't run the same ones over and over because you're afraid of getting mashed.  Unless you are 100% psychic, you are at some point going to get hit by mashing or some form of reversal from your opponent when you try to reset your pressure.  Don't let this discourage you into repeatedly running the same blockstrings for safety's sake.

- High/low.  Don't get predictable with when you use overheads.  High fuzzy guard might seem trickier but if you go for it all the time it's going to get blocked.  Doing an overhead after an air blockstring has good success rate but don't overdo it.

When blocking - Coming soon

Match VS

15
...same place

...new game

...more hype

...more hunger

...MORE HATE

 >:(

9                       12                       9                         !!



How's it going down?







Title: Melty Blood Actress Again (PS2)

Location: Columbus Park's Venue aka THE GAZEBO (Mulberry & Bayard Streets)

Red = The Gazebo
Blue = Chinatown Fair

Trains: N,Q,R,W or
           J,M,Z or
           6
to Canal Street

Or
           B,D
to Grand Street


Sign-ups: 2-3pm @ The Gazebo

Start Time: 3pm start (THREE O'CLOCK PRIME MERIDIAN). If you show up after the brackets have been set I suggest you buy a nice frosty beverage and enjoy watching the event.




SINGLES

ENTRY FEE: $5 (FIVE USD!). Please don't act like you didn't see this when it comes time for sign-ups.

Pot: 70%/20%/10% split

Tournament Format
Double Elimination

Default game settings (99sec, 2point match)

Best of Three (2/3 Matches)

Grand Finals (only): Best of Five (3/5 Matches)


TEAMS *Pending*

*Possible 2v2 or 3v3 Random Teams if extra time after SINGLES*

ENTRY FEE: $1 Per team member.

Pot: WINNER TAKE ALL

Tournament Format
Character Lock
Single elimination
One game


*Teams will be assigned RANDOMLY using Tournament Maker softaware*

2v2
Waseda (sp?) Style
Team A vs Team B
A1 vs B1
A2 vs B2
If both teams win one match (but their teammate loses one) then those two winners will face off in the 3rd and final match.
E.g.
A1 vs B1 = A1 wins
A2 vs B2 = B2 wins
A1 vs B2

3v3
Pokeymanz Style
Captains should be determined upon assignment.
- Captains report starting teammate to a judge. Judge announces opponents for first match to both teams after.
- Winner stays on to face next opponent
- Losing team decides next teammate (that has not already played) to continue the set.
- Coin Flip for Player side upon request. Winning team of the toss must keep the side they request for the entire set.


Game Rules & Stipulations *Applies to both SINGLES & TEAM events*
- Bring your own controller!!!

-Game will be played on VERSUS MODE with default damage settings and timer (handicap and quickmatch will be turned OFF) *For you fags that want to run your gimmick characters*

- Gameplay balance will be set to PS2 Balance (Original).

- Player Side (optional) : RPS/Coin Toss to determine player side. If a decision can't be made, Judge will bitch-slap both players and force a coin-flip for player side (using an american quarter or chinatown fair token most likely).

-Player1 gets the option of Stage Select- no questions. If you want to choose stage then flip/rps for P1 side otherwise just select Random to save time.

- Winner must stay with character/Loser is allowed to switch characters.

- Winner is allowed to switch Moon Style (Crescent,Half,Full).

-No game freezing, invincibility, gamebreaking glitches/bugs allowed *I actually found some gamebreaking shit for NAC so I felt this had to be mentioned. Ryougi LA isn't considered game breaking (as of yet) and is allowed.*

-TYPE EARTH ARC IS BANNED *Do you even have to ask why? All consoles will have non-hacked version of MBAA but just in case: All Eclipse characters are banned too. Basically, any character that's not already on the select screen (with the exception of TypeEarth) can not be chosen.*

- Pausing during matches is not allowed (duh). In the event of an accidental pause, conclusion of the match will be decided by Judge(s).

- Button Configuration is to be set before the start of the (official) match. Use training/versus to test buttons, etc. and restart. *Best bet is to choose characters to start the match, pause and configure buttons then return to character select screen via pause menu. It won't take up that much time.*

-Blind-pick/Double Blind-pick upon request (notify Judge). If either player requests a blind-pick then their opponent has no choice but to oblige. Players must choose both character AND moon style before revealing their choice to the opposing side.

- Auto-fire not allowed

- Macros NOT ALLOWED. You have an E Button that gives access to THREE shortcuts. *If you see anyone mapping A+B/A+B+C/A+D buttons or whatever, let me know and I'll shut their shit down promptly.*

- Don't be a queer; shake hands after the match. Man-hugs are optional.




The GAZEBO: How you can make this BBG hype-tastic

So here's the deal:

Equip & Misc. Check List
(?) by your name means confirmation is requested

TVs
Zar (x2)
Xaq (x2)
Fox (?)

PS2
Zar (x2)
Sp00ky
SumAznDude
(Reserve)
Xaq
Master Chibi

Laptop (w/ Tournament Maker)
Sp00ky (?)
Fox
AntiShoto (?)

Power Strips
Fox (x2)
Master Chibi
Tinshi

Media Provided by Sp00ky
Some items he can use for help are:

-Foldaway Mic Stand
-DJ style headphones w/ RCA (red/white jacks) input/passthrough (I may have this covered minus the jacks)
-A duo who will video tape interesting footage via camera reality show style *
-Commentators *

*If you have any interest in volunteering for this please post up and you'll be added to the roster. I'm assuming that Sp00ky will have final word on whether you qualify for the spot or not. See here for more details.

Gazebo Transportation (?)
Fox (for Sp00ky & Zar) -confirmed-
citiofbrass (for Xaqshinor)

^Please get back to me on this, guys. I need to absolutely sure that you have us covered for next week Saturday and at an early time. I will also need numbers PM'd to me so that I can contact you both the night before and on BBG day.

Judges/Staff
Sp00ky
Zar
(volunteers? [2])
(Staff) *you guys just got drafted*
Xaq
citiofbrass
Fox

Judges & Staff will be responsible for match decisions in the event of a random dilemma e.g. pausing mid-match, power outage, controller malfunction, etc. as well as maintaining brackets, assisting entrants if needed, watching for "shady behavior", moving and organizing equipment, assisting with setups, help people keep the area clean, keeping the crowd HYPE and pretty much making sure that everyone is enjoying themselves. If you're interested and are willing to show at the venue/gazebo in Chinatown no later than 1:30pm, please post up and you'll be added to the roster.





Sp00ky Edit:
Housing:
If you can go the fuck home after this event, you need to go the fuck home. This especially goes for Sp00ky's Basement (tm) Regulars who live in NYC or only an hour away.

For anyone else here are the rules:
1) Please post in ADVANCE if you need to crash with me. Do NOT show up at the tournament and then go 'hey Sp00ky can I stay with you?' I WILL SAY NO. I AM NOT BULLSHITTING ON THIS ONE.

2) If there are more than 5 people staying with me (likely) you need to plan your train/bus/whatever arrangements to leave as EARLY AS POSSIBLE on Sunday. Normally my place is the 'after party' location but I can't handle the 10 + people expected to stay. Exceptions are made for sibladeko/sphyra because frankly I feel like making exceptions in their cases knowing what they need to do to travel here.



Hotel Hotspots & Travel Tips

***PLEASE DO NOT
go and buy any tickets or reserve any rooms as of yet. NYCParks organization loves to tug cocks and wait until the last minute to relay information. If Lord Knight's application as not been denied or a date modification has not occurred he will likely receive the permit 1 week before the date he reserved for (happened to myself and Fox). Just keep your pants on for the moment and ALL and ANY updates will be relayed ASAP for your convenience.***




I wish the best of luck to all who plan to make it out to this event and if you can't make it keeping hitting up that training mode hardbody and stay fresh for the next time. Thanks in advance to those who intend to contribute, donate and help organize possibly the last BBG of the year...

BBGXI !

16
Tournament Results / Blotto By the Gazebo XXX Results & Shoutouts
« on: June 21, 2009, 04:54:25 AM »
1] Zar (Wei, Mari)
2] Rithli (Kanae, Adlr)
3] SumAznDude (Akatsuki)
4] Sibladeko (Mari)
5] Master Chibi (Nun, Adlr)
5] Zaelar (Myc)
7] Tinshi (Mura)
7] Fox (Akatsuki)
9] Desert Coffin (Akatsuki?)
9] Nas (Fritz)
9] Blue Shirt (Kanae)
9] Jiyuna (Mura)
13] Spooky (Adlr)
13] Hyperhal (Fritz)
13] Rayza (Mari)





Much thanks to Fox and Zaelar for helping out a bunch and keeping things in order. Way to stay focused guys.  :toot:

Thanks to Rithli for taking care of camera work and a preemptive thanks for the vids/production. Good shit in finals.

More shoutouts if I feel like it. Vids will be up when Rithli says they'll be up. Thanks to everyone that showed to support/spectate/play/etc.

17
Here's a playlist for the BBG9 singles tourney:
http://www.youtube.com/view_play_list?p=ADB066559D32D581

Each vid provides an annotation link, so if you feel like spamming the screen with  :blah: :blah: :blah:, feel free (I encourage it).

New BBG event videos will be uploaded here:
http://www.youtube.com/user/bbgazebo

P.S. I'm having some technical difficulties with the Team Tourney footage, so those'll be a little late. For the time being, enjoy these vids.




Singles (8 Total)
Jiyuna, Master Chibi, SumAznDude, Nas, Rithli, Anakron, Zar, Bmoney (formerly KILLERBOB[from the grocery store])

One Game, Single Elimination Format

Standings
1] Zar (Wei, Mari)
2] Nas (Fritz)
3] Rithli (Kanae)
3] Jiyuna (Murakumo)
8]SumAznDude (Akatsuki)
8] Anakron (Soldat)
8] Bmoney (Soldat)
8] Master Chibi (Anonym)

SumAznDude
Rithli                   Rithli

                                              Nas
Nas
Master Chibi
        Nas

                                                           Zar
Zar
Anakron
              Zar

                                              Zar
Bmoney
Jiyuna
                Jiyuna

BSOD Count: 1

Wei Gay Jokes: Too many  ::)




4v4 Team Event Results  :mystery:

Players could not use any characters they selected in the prior singles event. Character lock was also enforced. Players stayed on until they lost a match. Last man standing wins it for the team!


Team X
SumAznDude (Murakumo)
Rithli (Adler)
Anakron (Murakumo)
Jiyuna (Sai)

Team O
Master Chibi (Tank)
Bmoney (Adler)
Nas (Soldat)
Zar (Mycale)





For a small turnout, I had a crap-load of fun at this event. Tournament matches were srs bsns. Hell, even the casual matches were pretty raw...so raw that my laptop had to BSOD.

The weather gods played nice yesterday and we were fortunate enough hold the event without getting our hype rained on. The staff, as usual, said nothing and seemed to be entertained by the whole ordeal lol (don't talk shit about Madden though).

Surprisingly there was only ONE BSOD on my laptop (hype-ass Jiyuna v Rithli match- brrrrnnn) and after that everything pretty much went as planned. Decided to lug my beat down speakers and $5 mic along with me for some classic Biscuit Commentary (sorry). Hope viewers enjoy the footage Rithli ups later.

Just so every knows this...Single Elim ABK is so damn nerve racking  :o. It's nothing like MBAC were players are regenerating life 3 times per round and feeling each other out in the process. You make about 4-5 mistakes in a round and you're pretty much done.

Heils

Anakron
Master of the COMPLETELY INVINCIBLE EX BOOM. Appreciate you showing up for the crash course. You did pretty good despite not having much prior experience. Hope you grab a copy of the game (if you dont already have one) and get at dem bootloops. Be sure to hit up the ABK channel for solid netplay games and I hope to see you again at BBGX.

Bmoney
Don't kill me, KILLERBOB(from the grocery store)!!! I wasn't really surprised to see you at this event lol. I can recall the long casual session we had a while back when we showed up at that LI event so I could tell you were really interested. Good to see you still hold the same spirits. Stay hungry for BBGX, mang and... try not to kill anyone. j/k

SumAznDude
Another one picking up the game mad fast. You're week1 aka is pretty beast. Get in some more match exp. and you'll have more people ranting soon. LEVEL THREEEEE! Fun hanging out as always and thanks for supporting the scene.

Nas
Stop playing BB, dammit lol. Good shit showing up to yet another BBG. Your Fritz is STONE SOLID (...). I know I'll see you fiending for games on IRC later so until then, sir. p.s. you and jiyuna got me pretty hype with those BB games yesterday.

Chibi
AH JEE SAAN. Thanks for showing. You play everything so whatever lol. Fun times hanging out and eating as always. Twin Goddesses rules! (we'll soon find this out).

Jiyuna
You cool beans, man. Always keeping the crowd hype or doing something random to keep things interesting. Thanks for being so damn hardcore and making these trips out to NY for some 8man tournaments lol. Dat EC hunger for poverty.

Rithli
Rithli is Rithli. Don't know where the community would be w/o you. Thanks for the big help with event. I never have to give you the ol' blahblah get hype speech. The plan for the next single elim bbg...don't get hit- Do EEEEET!

I suck at shoutouts and got lazy at the end lol sorry. Keep an eye out for vids and keep blitzin'!

18
    Battle By The Gazebo Blitzkriegs into a new era...

    BBG Featuring Akatsuki Blitzkampf: The Lightning Chronicles!


BBG10
June 20th (Saturday)

Game: Akatsuki Blitzkampf (PC) version 1131sp1

BYOCC: Bring Your Own Controllers & Converters
  • Be sure to mark your peripherals and devices as to differentiate from others.
  • Keep track of your belongings. Moderators will not be held responsible for missing equipment.

Time: @ 3pm

Location: Columbus Park's Venue aka THE GAZEBO (Mulberry & Bayard Streets)


Red = The Gazebo
Blue = Chinatown Fair


Format:
The real deal

$5 entry fee

Double Elimination Format
  • Win and advance in the bracket. Lose and you are placed in a "Loser's Bracket" where you are given a second chance to come out on top!
  • First to 2 match points (1 match = 2/3 rounds)
  • Winner's, Loser's, and Grand Finals Matches will be First to 3 match points (please don't forget this)

Default in-game settings (Timer: 99, Rounds 2)

Auto-saving: enabled, BGFX: disabled

Macros: ALLOWED!  :toot:  :fap:

The Booty: 70% / 20% / 10% Pot split of the entry fee ***This is a tentative distribution and will likely vary according to # of entries. So the more people showing up and entering, the higher the pay out!!***

*Bonus* [Pending] Top4 (or with larger outcome, top8) finalists will have their matches recorded & become immortalized on the internet! **Read the "Make It Happen!" BBG10 notes below**




BBG10 Notes: Make It Happen!
I would like this to be a repeat of BBG7. You know, when we were actually AT the gazebo. Problem is, there's no way this can be done alone. A sizable number of people will have to pitch in to make this work. If you're already a part of this community or even if you're new to the game and you have the drive to see the potential behind it's expansion then volunteering as ABK Staff may be for you. Staff would generally need to provide small donations/contributions (such as loaning speakers, stands, laptops, etc.) for the event or to assist with Moderating (maintaining tournament brackets, assigning players to stations, announcements, etc.). Below is a list of the necessities and contributions to be met ranging from simple to possibly burdensome:

  • Reserving the Venue $25
Ok, I'm just going tear the bandaid off and start with the "possibly burdensome". This is most definitely the largest hurdle to leap and without it you obviously have no battle at the gazebo. First off, it's $25 to rent the space for the day . Also it's non-refundable BUT a reimbursement could be arranged provided the entrants unanimously decide that it's okay to dip into the pot to pay back a portion of the money (I took out about $15 when I reserved for BBG7). OR you can be cool and say "I do it for the love, not the money"...Next, the reservations are made online ( https://www.nycgovparks.org/email_forms/specialevent/ ) and by using credit/debit card (fastest results).Finally, how to fill out the form (politics), contacting the mediator and waiting for a reply/call to finalize the date.

If you choose to accept this mission...I implore you contact me first before completing any forms and setting any dates. This issue must be discussed further in detail to avoid any screw ups. Please post if you have questions as I rarely check my pm's and will likely see an inquiry on the forums first. *Articulate chaps are the best candidates for this task. Ghetto is a no-go*  :teach:

Should this altogether fail we always have Plan V.

  • Laptops
At least three (3) laptops will be required in order to run the event in a timely fashion (yes, there are time constraints). With that being said, the more laptops the better! More than 5 is overkill though. Just post if you're interested in donating for the day and you will be added to a list. For those who know about my laptop...know about my laptop lol. It will be reserved as a paperweight of some sorts. But in all seriousness, my laptop will probably be used as a back up for tournament brackets in case something should happen to the primary source.

  • Video Camera
Explosive crowd noises, player expressions, interviews, and just those random wtf-moments is truly the essence of the fighting game event.  Whether you just rocked someone's world or witnessed the most insane comeback, these moments captured via camcorder will allow you to relive the hype over and over again. Donate a camera and become immortalized in the history of yet another beginning for the Akatsuki Blitzkampf US Community.

I would like to interview the top8 players (feel free to decline), capture live screen footage of the top8 matches as well as jump around to the other participants to ask their views about the event and ABK itself. Should anyone be interested in helping out with a camera donation and possibly interviewing/recording please post up. **Good "camera personality" is a plus. Try to keep the swearing and the j*w puncher catch phrase to a minimum...I'm actually thinking about using this for a Sociology project for my class lol**

  • Camera (I'm looking at you, Hal)
You don't have to donate persay. Just walk around and have fun. Take shots of the scenery, matches, wackiness, people eating, pimped out sticks, crowds, whatever! If it's related to the event then do you. Pics will hand picked and possibly added to the final product of video production- Which brings me to...

  • Producer
This is going to be a biggie for whoever decides to man up and tackle the task. Anyone with media expertise who can mesh together reps and live footage is definitely needed here. The epic Dippy Pan is an example of exceptional production utilizing dvr and camera footage. Later emulations can be seen by Sp00ky as he produced a large portion of BBG events in the past. I'm not asking for footage to be upped in the same week but within a 2month time span would ease the anxiety of the players hungry to see their gameplay. I wish the best of luck and godspeed to whoever takes this on.

If production becomes a problem then the reps will be upped as usual and placed on youtube by somebody...maybe.

  • Misc
-External Speakers: Can you hear me now?
-Power strips: Because cell batteries and solar power won't do.
-Chairs: for your arse.
-Crates(?): yeah, I know but it's good to rest the laptops on them.
-Tripod: not crucial but it helps.

If you wish to provide any donations, help or whatever it may be please feel free to post up. Opinions and comments are welcome too.

Don't forget your 3 H's.

-Zar





BBGX Contributions & Donations

The GAZEBO!
Fox
Yeah...we got dis. Good shit, Fox.

Laptops (3)
Kirbeh, Fox, Nas
...You can do it, Kirby!

Video Camera (w/ possible back up)
Rithli
A back up camera may or may not be needed.

Camera

Producer

Rithli (?)
...I hope to God. Everyone cross your fingers.

MISC.

  • External Speakers (2)
Kirbeh, Zar, Phae
Anyone else...just in case?

  • Power Strip (3)
Kirbeh, Zar, Fox

  • Crates
Fox
Don't get arrested

  • Tripod (1)
  • Three-prong Extension Cord (1)
  • A Rayza (1)
Kirbeh  :'(





If you wish to learn more about Akatsuki Denkou Senki (Blitzkampf) and it's arcade port please refer to many sources of information below:

Shoryuken.com (SRK)
New PC Thread
ABK AA Arcade Port
PC Thread (Old)

System & Character Info
Akatsuki Wiki (English) - Community site
-Japanese related sources can be found on the wiki as well

Media
xUberSoldatx (US and Japan match vids)

Live Chat & Netplay
#akatsuki - irc.mizuumi.net
-good source for tech-talk on demand and netplay using improved caster![/list]

19
So I've been chatting it up with JM recently, trying to squeeze out bits of info and news on Ver.A Aoko...The man is insane. He just....knows stuff.

Since he's such a cool dude and so eager to share his discoveries, techniques and community info I figured I should/would share with the other (two) Aoko users out there that may express the same interests. Even if you will probably never see Ver.A in your life it's still cool stuff to know and ponder about (as this is my current situation). Plus it will help you understand what's going on in those match vids.

I will divide the random bits and pieces of info by System Type (Full, Half, Crescent Moons) in no particular order. Info will likely consist of changes, combos, move properties, glitches & bugs, and possibly strats dictated to me by Jeffrey-san. There may also be some speculations (ie THEORY FIGHTINNNG) by me to offer some incite. Feel free to discuss anything related to the posts below.



Best of the Best

So apparently Jeff-san favors Full Moon Aoko over the other two modes of play. We went into minor details about this (in which he proceeded to send me a vid of him being lame and raping foolz) and I plan to harass him for a detailed explanation as to why F precedes H and C next time we chat.

Z:
which Aoko do you feel is strongest in Ver.A
Z:
C, H, F?
JM:
F!F!F!
JM:
F>H>>>C


So as you may see from above, C is pretty much buns by his standards. ( 3 >'s?! oh, come on  :-\ ). Regardless of what he says I still like the style of C and believe that she may have more tools that need to be explored and developed (...just don't tell him I said that). Jeffrey does however state that he selects different Moons based on match up.

Z:
So you like F best. Do you ever switch to C or H vs certain characters?
Z:
Or do you feel F has best advantage in all matches?
JM:
VS Arc, H is [the] best style.
VS Shiki Tohno, H or F.
JM:
H is weak when Aoko down, but H Aoko's "turtling" is very strong.
JM:
VS Mech Hisui, H
JM:
VS Sion, C


H
Tohno (F), Arc, MH
C
Sion



Full Moon

From the vid he sent me this style appears to be all mana spam and zoning mixed with CH fishing. It's similar to Aoko's normal playstyle but when she downs you things start to get ridiculous.

Changes & Fixes

  • Auto Artillery Rain Bug removed -- I wonder if any JP Aokos found something solid for this in ver.1 even though its gone now
  • BE4C -- Now induces instant knockdown on airborne opponent. No more funky ground bound combox.

Combo
  • Cornered opponent>6E>623C (lol)
  • Midscreen>2C>3C>JBC>JC>214C>BE5C(1)>214A (hold a bit?)>JAB>JBC>throw (...yeah)

Jeff Tech
  • "EX236 is very strong." -- "Invincibility & attack goes out without fail. ". Sounds like "spam it!!11!" to me.
  • IAD>Air dash>JB -- Man this shit looks brutal now. She has this technique in AC but now it kinda hard to see...esp. with BLUE FIYAH (214C) covering your ass. What aoko does is low airdash then immediate airdash again causing her to "linger" in the air a bit longer than usual. The opponent will likely expect her to have dropped to the ground by then and begin to crouch guard early in which the JB lands. I'm assuming this is to be mixed in with a single IAD and/or djC.
  • 214C (aka BLUE FIYAH) -- please spam. especially vs cornered opponents. JM ran slider strings (41236) and canceled into BF when guarded then proceeded to mixup with dj's, empty jumps, empty jump>late airdash and so forth.



Half Moon

This moon was jumped by a biker gang and they all had nerf bats.

Changes & Fixes

  • Two Jumps Only -- This wasn't necessary. Damage is significantly weakened now.
  • BE4C no longer ground bounds airborne target -- Ok, this makes sense so why remove a jump? All her damage came from ground based kakato loops.
  • 236B>236A>236A GONE -- Thank you. This was a stupid ass idea from the start. 3500 damage...riiiight. Glad I don't have to worry about getting scrubbed out by this move ever.

Combo
  • Corner>6E>2A>2A>3C -- Saw this in a match vid. Not sure if this was in ver.1 but who cares anyway. Timing looks pretty tight. *I think JM says this can be done only on Len / WLen
*
  • 2A>2A>5B>5A>6A>6A>2A>2C>5A(miss)>6A>6A>BE5C>3C>JC>hjc>JAJBJC -- Good lord. hjc = high jump cancel
  • 5A>6A>6A>5A>2C>2A(miss)>5A>2C>5C>3C>etc. -- This and the above kakato combo are said to be very effective against akiha.

Jeff Tech

  • "H is weak when Aoko down, but H Aoko's turtling is very strong." -- That's all I got right now lol.



Crescent Moon

This moon is believed to be the weakest of the 3 according to Jeff-san. He goes on to say that the system does not compliment all aspects of Aoko's play style, namely turtling/camping which is a crucial part to one side of her gameplay.

Changes & Fixes
  • 236B>236A>236A Also removed -- good riddance.
  • 4C Bounds airborne target -- whoa boy, this is MAJOR. She has some mean ass loops with this which are explained in the combo portion . 4C is also untechable on the bound. I forgot to ask I ground pass is possible on landing.
  • 4C 25f -- I can't remember how fast it was in AC. I just posted this here as a reference and will come backt to it later
  • 421C (EX421) spawning-lock bug -- When JM explained this to me it pretty much sealed the deal as to which moon I will be maining and C is it! When Aoko performs 421C a super flash appears and she executes a 421A orb. While held (holding A, B, and/or C buttons), Aoko can "shift" the orb to several positions (x, y axis only. no diagonals) until the number of shifts expires then it can no longer be moved afterward. The shifting corresponds with how the lever is moved when holding the orb out: 8 moving up, 6 moving forward, etc. .Diagonal inputs will also shift the orb around too but only in 8, 6, 2, 4 directions ALSO the orb will shift repeatedly when a direction is held. Trying to make use of a constantly shifting orb during mid-pressure and setups can be quite a pain to manage. This is where the "locking" bug comes in handy: Jeffrey explains that as the 421C orb is forming you release then press and hold the button again before it fully spawns.. The result will be the orb fixing its position at that point and will not shift again. He goes on to say that this can be done at any point before you trigger the bug. So you can shift to your desired potion (the orb "respawns" each time you shift) then lock it in place whenever. The bonus to this: 421C orbs function as (J)214C orbs now, launching the target AND leaves them in untechable state. This has really silly potential.  :psyduck: **"Spawn-Lock Bug" is not the official name. It's something I made up that best describes the action and effects of the bug.**
  • 421C has 214C properties now -- Ok, now I'm not 100% on this but I'm pretty sure this was added in ver.A because I don't recall it being in ver.1 as I remember testing it for hit properties. It was one of the things that pissed me off about that EX at the time.
Combo
  • Same corner throw combo as H (len / wlen only?)
  • (Stand only?) 6A > 6B > burst(421A orb) > 623B 236B> BEJ214A> dash > 4C > 623B 236B > jc > BEJ214A > dash > 4C > 623B > 236B > jc > BEJC > JAJB > JAJBJC > air throw --  :o :o :o :o :o . OOOOKaaay there, Jeffrey. jc = jump cancel in this case. The [ jc > ] was not in his original post but it doesn't make sense if it wasn't there since you cannot interrupt Aoko's 623B 236 finisher without using a jump. I could be wrong though. From the looks of it the BEJ214's will likely have to be dj tk'd from the 623B finisher on hit. The launch property sends the target pretty high up there and induces a LONG air untechable window. The 4C's ground bounce in which you cancel into 623B 236 that hits and juggles before the target's landing. Sweeeeet. He says he wants to make a vid of it but his exe isn't quite up there yet for a perfect run.

Jeff Tech

  • Use F


20
Im probably editing this as you read it



Normals

Standing

5A [mbac]
Muay Thai-esque shin kick from MBAC form. First attack in "Kakato String". Average for a guard or combo string starter. Absence of her MBAC 6A (overhead punch) in Half Moon allows Aoko to dash in with 5A to start strings without having to commit to Aoko123.

5B [new]
Stepping elbow strike to the midsection. Aoko advances forward slightly when performing this attack. Although the range is about half the distance of her MBAC 5B the forward momentum from the attack allows Aoko to close distance in attack strings when in close. Similar to the old 5B, this attack can be canceled extremely late into special, command or normal moves. Late canceling into normals (eg 2A rebeat) can be effective for tagging poke out attempts and scare the opponent into spending more time defending. At a higher yomi-lvl Aoko can mimic some of the more severe staggers seen from characters like Nanaya (2C), Warc (5B), or Ciel (5A>6A) in which they will let a string fully end and thus gain access to the desired normal again. This leaves way to some very extensive strings assuming you've already tamed your opponent to respect them.

E.g.

2A>2A>5B>5A>6A>continue string
A generic string with no real holes for poking out

2A>2A>5B>delay 5A>6A>continue string
An intentional gap left between 5B and 5A to bait out an attack and punish a poke out attempt.

2A>2A>5B>string ends>2A>2A>5B OR Throw
Once they become obedient enough strings like the above become applicable. The fear of being CH'd will allow you to stop at 5B, let the string end, then gain access to 2A again and resume pressure.

Advancing 5B is definitely an excellent and intimidating addition to her arsenal. Stagger City, here we come.

5C [MBAC]
High kick to the sky. Same as MBAC 5C. Can still be applied in guard strings (2B>2C>5C>Mirror) and is still considered a staple in her BnB.

BE5C / 5[C] [MBAC]
Hick kick to the sky with layzuhz. Still packs a heap of damage when the lasers connect and remains effective for anticipatory "sniping" on opponents that hover at a distance. The close 5[C] will still strike once and vs airborne opponents it will inflict a long air untechable period allowing for insane combo possibilities (esp. considering the new 4[C]). This attack can still be semi-charged ( 5{C} ) and may or may not still be used as an overhead feint **for those that remember 5{C}>2B / 5{C}>6[A] shenanigans. 4[C] will likely replace 6[A] for Half Moon.**

Crouching

2AAAAA [mbac]
Crouching elbow. Still does not hit low. Startup may possibly be the same making it ideal for string starters (at neutral standpoint), pressure and for the bravehearts that think they see a throw coming - poke outs. *MBAC - 2A was 1f faster than 5A*

2B [mbac]
Low poking, extendo-kick (looks like 3S shoto cr. mk). I'm confident enough to say that this is still Aoko's fastest low normal. Same techniques still apply: used in IAD whiff shenanigans / must be shielded crouching (alternate with 5B) / dashing 2B to tag over-aggro or twitchy opponents.

2C [mbac]
Generic karate sweep that advances Aoko forward slightly. General trip move for guaranteed down and is used to launch for aircombo starters (2C [lifts]>5C>3C>etc). Im sure that anyone who follows MB even remotely knows how 2C's work in this game. With H-Aoko's new aircombos, 2C>421 orb ender is becoming more common now setting up various okizeme.

Jumping

JA [mbac]
Quick Jumping Backhand. Apparently everyone received somewhat of a "nerf" on JA's. There seems to be a longer recovery period on JA's making the character unable to to perform any actions on whiff for quite some time. Personally, this greatly effects my play style and hinders my movement a bit.

Aoko must wait far longer now to do attack sequences that were pretty common in MBAC:
IABD JA whiff> empty cancel into J214 or J236A
JA whiff>airdash and followup on air to air CH or continue pressure

More importantly, Aoko (and possibly VAkiha) has lost the ability to JA whiff and airdash back. Aoko must now exhaust a jump (as the rest of the MBAC cast did excluding VAkiha) to imitate this movement. eg JA whiff>DJ 44 or 4A+B. Basically, Aoko isnt as care-free in the air as her previous form was. This is very annoying to deal with (and remember) but after a while you'll get used to being a "commoner".  :(

...Lame

JB ["new"]
Downward angled kick. This is basically a sprite rip of Aoko's Wheelkick (623). The extremely low angle makes it ideal for fuzzy guard strings. It's not angled as low as her MBAC JC but it still gets the job done. JB for an air combo starter can be extremely annoying at times when the launching height isn't judged properly. Because it's not as convenient as her MBAC JB ,which struck above her head, JA may have to replace JB or JC starters for those spur of the moment combo starters that look iffy.

JC [new]
Another....downward angled kick (gj). This seems to be a mirrored version of her JB. I'm not sure as to which of the two jump normals are better overall since THEY LOOK EXACTLY THE SAME but as soon as i figure that out it will be edited in. Fuzzy guard strings seem impossible to achieve w/ this attack. JC is common in her airstrings and ESPECIALLY for ending her aircombos with J214C. Both JB and JC prove to be effective in IAD pressure and fishing for hits when hovering above the opponent. Aoko loses her MBAC J[C] in half moon.

Command Normals

3C [mbac]
Uppercut from mbac. Still air unblockable and the staple launcher for her aircombo as the hit before the first jumping attack. Average in staggers and guardstrings. A staggered 3C>9 and continuing a string is a good habit to develop as it will let you immediately jump cancel on hit or you can quickly resume a string if guarded. E.g. 2A>delay 3C>9>2C>5A etc. Should the opponent move/poke/jump the 3C>9>2C will result in a jump cancel that overrides the 2C. Dash 3C is still lovely for tagging opponents in jump start up at close quarters.

4C
Much faster startup but is no longer an overhead hit. Cannot be jump canceled. Can be canceled into special only on hit/guard. Produces instant and non ground passable down vs airborne opponents. Possibly viable for a quick down into a 421 orb setup in situations where 4[C] may take to long to execute (e.g. AA CH orb at about half scrn>dash>2C>4C (downs)>421A

BE4C / 4[C] [new]
A chargeable version of 4C that becomes overhead once the glimmer effect appears (must be guarded high). Special cancel on hit/guard. Cannot jump cancel on hit. Produces an NON AIR RECOVERABLE, NON GROUND PASSABLE FLOOR BOUNCE vs an airborne opponent. Yes, there is absolutely no recovering point when getting hit airborne by this attack (initial floor hit = X , when bound into air = X , when landing from bounce = X). This (absurd) attribute gives way to a series of high damage combos & loops, 421 setups and even unblockable setups (236[/B]). Also On airborne hit , 4[C] will send the opponent flying about half screen after the floor bounce has occurred. As a standalone overhead 4[C] can still be dangerous if the player is willing to part with a bit of magic circuit for their efforts (4[C]>214B>ex cancel 214C>3C>aerial) and will also serve as a fine overhead round finisher.

Kakato Sequence [new]
  • 5A>6A
Aoko performs 5A then a side kick (F-Aoko's 5B). Can chain into specials on hit/guard and can also be chained from. Chain into 2A (5A>6A>2A) will ensue a reverse beat penalty but you regain access to 5A allowing a chain back into 6A (5A>6A>2A>5A>6A etc.).

5A>6A moves Aoko slightly forward and when combined with 5B one can close in from push back and continue pressure. 5A>6A can also be canceled extremely late in the attack animation making it effective for some serious staggering strings and hig/low fake-outs such as: 5A>6A>4[C] OR 5A>6A>delay 2B>2C. This is somewhat reminiscent of Aokos 5B>4C / 5B>delay 2B string from MBAC; when coupled with a held orb it made way for some interesting psyche-outs.

  • 5A>6A>6A
Shin kick, side kick, crazy Hwoarang-side-split-kick. This is the last part of the Kakoto kick sequence and the begging of a series of painful loops. Special cancelable on hit/guard. Normals can be chained after on hit only. The 3rd kick launches on hit and produces a fair amount of untechable time - enough time to slip in her high damage BE normals allowing for extended loops that will usually end with 421 okizeme (High damage output PLUS retarded oki). Has the ability to chain EXTREMELY late from 5A>6A. Staggering into the last kick from time to time may discourage poke-out/jump-out attempts and even an option select is applicable to ensure the optimal punishment:

5A>6A>delay 6A~4[C]>214B

Because The 3rd kick can only be canceled into normals on hit what happens here is that when the last 6A is staggered and guarded the 4[C] will never occur resulting in 5A>6A>6A>214B. The guarded 214B will allow you to keep advantage and attempt for more pressure due to the obvious +f yielded.

Should the 3rd kick connect instead, 4[C] this time will execute. Even if you were to input 214B when the 3rd kick hit, this command will never happen due to the immediate cancel into 4[C] and its immense startup as well as no commands being able to go through during the charge period. By the time [...6A>4[C]] lands you should be able to determine what follow up to go for i.e. Kakato Loop.



Special Techniques

Wind - 236A or b or C

Manual Starmine - 421A or B or C

Manual Starmine (Shifting) - 421A or B or C then 8

Wheelkick - 623A or B or C

Powerwave - 214A or B or C

Mirror - 63214A or B or C

Fire - 22A or B or C

Floating Starmine - J214A or B or C

Blowback Edge Starmine - J214[A] or [-B]

Rain - J236A or B or C

Air Wheelkick - J623A or B or C

21
Kohaku's Video Room / Okay, I have a question. . .
« on: September 14, 2008, 05:57:33 PM »
. . .

Uhh, where the hell did the MBAC Evo '08 footage go?

I know that pretty much all the reps have been made available to us sometime ago but we mustn't forget about the epic commentary the Bellreisa has provided and the ever-so-hype crowd noise that coupled and captured some of Evo's greatest USMB moments. (Not to mention Bell got dissed on NEC8  :mystery: ).

Also whats the deal w/ the home page not being updated since April 1st? ECMB has provided much footage (BBG events) that could have been added to the main pg for some spicing up (I believe a few sjsu and mini tournaments went down on the WC as well).

Seriously, who do I have to send a pm for one of the melbread mods to look into this matter? The overall presentation of this site in the last few mths has been rather tragic and makes our community (I mean EVERYONE) look unorganized and sloppy. The mods should seriously assemble and discuss the future of this site and our community if they care.

BBG7 productions are probably in progress atm (need to hit up sp00ky about this) and I would like to see a spot reserved on the main pg to present and share the efforts of the ECMB community to others who express interest when everything has been finalized. Hopefully one of the melbread mods step up to reply and possibly consider the proposal.


~Zar the Biscuit


Hope to see Evo stuff up soon too (*glares at magz*)  :-\


22
"Now that Arcana Heart 2 has been a reality at 2 Major Tournaments, we find ourselves in a great position. The possibilities for us to get other games such as Melty Blood: Actress Again and other fighters which will not be popular at most U.S. arcades can be a reality. However, traveling to these major venues such as EVO as well as the hardware to support the newer games costs money, and this is where you can come in.
Help Support Team Spooky - your donations will be used for More High Quality Videos at major events, and hardware to help the scene support the latest games before their console release."




Sp00ky is currently accepting donations toward the Make It Happen, Capt'n Actress Again Fund.

I will personally be handing him $100 (and possibly more) at the end of this month as I would like to see MB:AA popping up at majors - similar to what took place at MWC this year with Arcana Heart 2. I'm sure the are a few other MB players out there who are willing to donate and YOU can be one of them. Let's support our Melty Blood community/scene and get an early start in what will probably be one of the hottest fighters of 2009!!! (Not to mention the likelihood of it appearing at next year's SBO  :psyduck:).

He made AH2 happen and he's sure enough hellbent on getting the new MB title. Here's how we can speed up the process:

Team Sp00ky

^ Just click dat link and you're halfway there! Here's to a bright future for the USMB scene.  :toot:


MBAA Board: 2,700USD
Pre-order Cost: 500USD
Playing MBAA @ Evo 09: . . .Priceless



~Zar The Biscuit & Team Sp00ky


(Man, I'm hungry for this game) *bites fish to wade time*

23
I got the idea from a GG player by the name of "Simon" (?) at my trip to MWC last year.

I remember most of the GG rules and they are quite simple:

One match (2/3 rds)

*The loser of a round pays $1 to victor
*An additional $1 is owed to the victor should they achieve a "Perfect" victory
*$1 is owed to opponent if Gold Burst activation is thrown
*The winner of the match receives the difference in debt (I'm not 100% sure on this)

I thought the idea was kinda cool and I've been trying to adopt my own modifications to the rules to complement Melty Bloods game mechanics for a while now. About a week before I attended my latest gaming event (BBG2), I made some last minute mods and gave it a test run w/ Zaelar. We discussed the rules and logic and thanks to his contributions we were able to finalize...

Simon Money Match Rules for Melty Blood

One match (2/3 rds)

*$1 is owed for each rd lost

*An additional $1 is owed if perfected by opponent

*$1 is owed to opponent should Circuit Spark (CS) activation 1miss the opponent

*$0 for draw game or double KO

(here's where it gets a bit tricky)

*The loser of the match must pay the difference in debt.
--E.g. 1p loses 2rds and gets perfected once by 2p (1p owes $3). However, 1p takes 1rd off 2p in the same match (2p owes $1).
1p = $3, 2p = $1.
Difference = $2. $2 goes to victor of the match who is 2p.

*If the winner's debt exceeds that of the loser, the loser will only owe $1 to the winner of the match
--E.g. 2p is CS baited 4 times ($4) and is perfected once ($1) by 1p but wins 2rds in the match.
2p = $4 (CS baited x4) + $1 (rd lost) + $1 (perfected) = $6
1p = $2 (lost 2rds [match]) = $2
Difference = $4  :-\
Now it wouldn't make much sense for 1p to have to pay that difference when they obviously had better reads in the match (OR 2p could just be lame and intentionally have their CS baited just to up their own debt to have the loser of the match pay the difference  >:D). So to be fair, in this instance, if the loser of the match has a lower debt than the victor the loser will owe only $1 (regardless of the difference between debts).

*If both player debts are even, the loser of the match owes $1 to the winner.

*In the event of a draw game (the game resets and returns to title. neither player is declared victor) the player with the higher debt owes $1 to opponent. If debts are equal then neither player is awarded $$ (i.e. RUN THAT SHIT BACK!)


1miss
Is identified as [not striking and downing the opponent]. A good example in which a "down" would not occur is if the character has armor properties activated (such as Kouma 22c). The CS activation will strike Kouma but not down him and is considered to be a "baited CS". In this case, the opponent must forfeit $1 to the Kouma user.



As you can see, many of the GG variants rules still carry over and most of the changes take place in total awards for some of the situational occurrences (like for draws and odd-ball debts, etc). This will help you manage money a bit better and you probably wont go broke as quickly considering that on an average the payoff/loss is about $1-$2 per match (going by my experiences with Zaelar). Things can get a bit interesting when you start netting $6 a game (e.g. double perfect, 2rds straight, 1 CS bait each rd)  :o . And lets not forget the unlimited potential of having CS baited on multiple occasions in a match (this can get ugly but is highly unlikely).

So try out the Simon MM's MB variant with some friends and tell me what you think. Try not to let the simple arithmetic rules discourage you either - it's not that serious  :slowpoke:

~ZtB

24
This will be a thread dedicated solely to reporting BBG (Battle by THE GAZEBO) results, standings, replays, live footage, etc. as well as other misc. info pertaining to the last BBG event held. Modifications to this first post will be made accordingly. Feel free to post your comments about the most recent events, give shout-outs, announce/request MMs for next event, or  even talk smack about the ppl you lost to/owned for free :blah:.

One dollar...
One game...
One elimination...
GTFO


BBG SIX! (The Path to the Pavilion) - RESULTS!! (Saturday, Aug. 2nd)



1) Zar
2) Lord-Knight
3) NightRoad
3) Master Chibi
5) Anakron
5) GenericSuperHeroUSA
5) HyperHal
5) SumAznDude
9) Kamina
9) Zaelar

TOP4 (tba)
Money Matches (tba)




Killer Cameo (BBGV) Results -- Saturday, July 12th

...Two assassins hired to serve their patron...Only to turn against him in the end.


BBGV Singles

Participants (17!!!) - So...serious.

BBGV Singles Footage (TOP8) - With Sp00ky's Super-Serious Editing! <-- click text


1) Jiyuna (5A)
2) Zaelar (2B)
3) Zar (Orbz)
3) KDZ (Whip>5k)
5) Kamina (Fire Bum)
5) Anakron (Wara no Yoru)
5) Sp00ky (VS)
5) Tinshi (Tohno)
9) SumAznDude (Koha)
9) Vizard (SA)
9) KayinN (Ao)
9) Nas (Tohno)
9) LordKnight (VAk)
9) Maestro (CL)
9) MasterChibi (HI)
9) DesertCoffin (SI)
17) MakotoScrub (AK)



...That wasn't all...


Open the Fridge 8v8 Team Event


8v8 Previews!!   :o (Provided by Linalys)

http://youtube.com/watch?v=JxV2Rk62X9A
http://youtube.com/watch?v=hsTun5LmdtM
http://youtube.com/watch?v=gsiOAnzbiwI

. . .Complete set coming soon!

Dream Team (Aka Take this nigga Tinshi OFF!)

Front Lines
Tinshi
Kayin-N
Desert Coffin
Kamina
Maestro
Generals
KDZ
Sp00ky
Jiyuna


Team Capt'n Crunch (Zar: "Eat these soggy muthafuckahz!")

Front Lines
MasterChibi
(still need help  :-\)
Generals
LordKnight
Zaelar
Zar

Winners: Dream Team

Highlights
-Tinshi bodying pretty much the entire front lines of Team Captn Crunch and Zar getting heated about it (lol).
-Zar getting way too hype for landing an AD vs Maestro's CL
-KDZ about to body Zar w/ 5k+ combos
-Jiyuna doing no work for teams

S.E.E.K.L.E.T Organization Bounty Match [EXHIBITION MATCH!!!] <-- click text for dl

The hired hitmen go at it in a post tourney bout. See who stands the victor!
(Jiyuna [Fascist Flaying Technique] VS LordKnight [9001 Bloody Strikes Technique]) 



Thanks again to everyone who did their part and made the effort to show up and support the scene/community. Also thanks to the ppl that wanted to come but couldn't make it for whatever reasons. Stay hungry for next time, fellas.

 >:( <--- :hypeface:

~ZtB

25


Date & Time
Saturday, August 2nd (8/2) @ 1pm *Tournament portion will be held at Columbus Park @ approx. 5pm*

Meet Up Spot #1: Chinatown Fair (CF) & Columbus Park
8 Mott Street
(between Chatham Sq & Mosco St)
New York, NY 10013


Meet Up Spot #2 *[added 6/12]*
Tournament & Post-Tourney Casuals will be held at ->
Columbus Park
67 Mulberry St (Mulberry & Mosco), New York, NY


Transportation
NYC MTA Options:
J, M, Z, N, Q, R, W, 6 --> Canal St.
Puts you off at rock-throwing distance from CF. Mott St. is about 4-5 blocks distance if you choose to exit from the Centre St. exit. Once you find Mott St. the rest is cake. Plenty of police officers on Canal St. so you may want to ask them for directions (DON'T ASK RANDOM PEOPLE ON THE STREET). If don't see any pigs around to ask, talk to a random street vendor. Police>Street Vendor>Spin around and choose a direction>Ask random NY'er.

B, D --> Grand St.
Puts you about 2 blocks away from Canal St. Train Station. Still pretty easy to not get lost. Grand St. and Canal St. are parallel to each other. Not many officers on this particular area so you may have to resort to asking for help  ::).

Less viable MTA options
A, C, E (Canal St.) & F (East Broadway)
Well, if you choose these last two options, I can't really help you there. I just know that both stops will leave you with a 10-15 min walk in order to get to Chinatown Fair. Good luck and take notes.

Travel tips by Jiyuna (Philadelphia>NYC) *added 7/18
I'm writing this shit from the BOLT BUS!!

Forget that shady chinatown bus business, BOLT BUS!! is the truth ->

Roundtrip ticket prices between Philly & NYC vary from 2$-25$ depending on how early you book (I paid 18$). Seats are mad comfortable, tons of leg room, clean bathroom, TVs, power outlets, and DAT WI-FI :prinny: Only downside is it looks like imma have a 15 min walk when I get there, but small price to pay for this shit. Now you philly people can get out to those BBG's without fear of getting shanked by a chinaman.

Travel tips by HyperHal (Philadelphia) *added 5/7
I know that if you're coming from philly, you'll want to take the chinatown bus located around 11th and market. Just walk down towards the gallery until you get to a small store called "Cherry bus inc." $10 one way/$20 round trip to NYC, drops you off in chinatown roughly 4 blocks from CF(it actually drives past the park/CF).

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Casuals and Tournament

Casuals @ CF:
Venue fee: FREEEEE, $0
Player fee: Also FREEEEE

Pre-tourney gathering will be held at the back of CF by the Capcom Vs. SNK 2 machine. Once inside CF just hit the corner, make a left and walk to the wall in back. Casuals will run from about 1pm to 5pm. At about 5pm the mods (Zaelar, Chibi, Zar) will break for about 30mins then return to the front of CF (at a specified time) in order to round up the players that are interested in attending the BBG tournament. From there we head out to....THE GAZEBO.

Casual Pay Rules:
Stick only with standard arcade config & macros disabled.



Sticks will be provided by Zaelar and Chibi so do not abuse/misuse them. Should you be caught mistreating any equipment that belongs to them or myself, you will be excluded from participating in casuals and possibly the tournament event.

One game, gtf off & the Stop Beasting Rule
Just like an 'authentic' arcade environment, when you get beat up you get off. You win - keep playing. The one exception to this is when the winner accumulates 10 consecutive wins. After a 10streak, the rapist is asked to step down and head to the back of the line. This gives other players a chance to shine and you some time to Stop Beasting  :o.

Tournament Format and Rules:
One dollar...
One game...
One elimination...
GTFO


The tournament portion of the gathering will be held at or by THE GAZEBO. After the break from CF casuals, players will be escorted to a city public park one block from CF were the mods will be leeching the city's energy supply from available outlets. Now, at the last event I got dissed at THE GAZEBO and power supplies were null. This time around I will be better prepared and check the power status of THE GAZEBO a few days before the event date then give a report in this thread. Should we be denied power again, we can always run it back by the Snapple Vendors. For extra precaution I will also be checking power status for vending spot as well.

Venue: ...What venue? It's a park! lolololololol

Entry Fee: $1. Come on, its ONE DOLLAR. You have no excuse to not have this.

Format:
One game: A Match consists of 2 points i.e. two-out-of-three rounds.
Single Elimination: Should you lose a match (2/3 rds) you are eliminated from the tournament and will not be placed in a losers bracket. Yeah...mad grimey.

Pot/Prize: Its winner-take-all, baby. First place will be awarded all of that cold casssshhhh.
***I was thinking of starting a trend where the winner of the GF's buys the runner-up the Snapple beverage of their choice. Let me know what you guys think.*** <-- According to park employees, the vending machines are inoperable. If anyone says otherwise please notify me because I would really like to implement this idea. A Snapple for second would be a good way to promote and exercise good sportsmanship  :blah: .

P2 side and the mystic coin-flip: [*added 6/4]
Players seeking advantage in a match (or scheming to take that from their opponent) may request a coin-flip for player side before the start of a match. More than likely the winner of the coin toss will choose p2 but is also free to choose p1 if they desire. Loser of the coin toss get the choice of stage selection.

MBCaster auto-recording feature and the not-so-random random stage selection [*added 6/4]
To insure that we catch all replays w/o any "accidents" happening the mods will be running MB through MBCaster's Broadcast (option 4) feature. Broadcast mode has been personally tested (for 4+ hrs at several occasions) by Zaelar and myself. There was absolutely no lag or dropped input issues to be noted and it works 100% fine as if MBCaster weren't even being use (0 input lag setting). The only nuisance with caster is that it fails terribly at randomizing stages - in fact the first 3 stages are always the same by "random" selection (warc, len, kohaku). So with that being said, if a coin-flip for side was not requested, p1 is free to select the stage of their liking.

Peripherals & Config: Controller/Pad/Keyboard/Your Mom is allowed
-For the tournament portion, participants are allowed to use whatever piece of non-stick crap device they want to use (e.g. pad/keyboard). Be sure that your peripheral is fully operational and compatible. Bring whatever drivers necessary to install so you won't be assed out when your time to play is up. As for Keyboard, you're not using the laptop kb so bring your own shit please. Be sure that your kb/pad/stick does not cause interference (i.e. controlling opposing player), otherwise you wont be able to participate for obvious reasons [*5/8].

-Both players configure their button settings prior to starting their match. Please, for the love of God, take the time to triple check your settings and be sure that your buttons and (cheating ass) marcos/shortcuts are on/off and in the right spot.

-Should you experience mechanical difficulties in the opening of a match, please inform the mods ASAP (not in rd2 or something stupid). The 3 of us will re-test the equipment in question and try to devise a "fair" ruling for the current situation.

Ediquite:
-Shake after pwning or getting pwned. Just cus we hype don't mean we have to be douches.

-We must remember that we are in a public area so PLEASE keep the swearing and profanities to yourself. Children and parents will be in the vicinity of where we will be set up and we need not to draw more attention (esp. to police officers responding to complaints about "a group of loud black people cursing at the top of their lungs. Cus you know we will all catch a club to the dome after that). If you feel the need to cuss, use euphemisms instead such as: "Man, that Akiha AD is such [a beautiful sunset]!"

-Again, don't fucks with the equipment.


-----------------------------------------------------------------------------------------------------------
***The tournament portion of the event will be held outdoors so in the instance where "undesirable" weather conditions may occur, the casuals will either be cut down so that we have time to run the tournament inside CF OR I will have to postpone the date to the following week. I will be checking broadcasts about 4-7 days in advance to give you all the heads up on whether or not the gathering will take place. If anyone would like to run a ballot for holding the tourney at CF or postponing for another date let me know.***

*Note*
Now because BBG (event after casuals at CF) is being setup pretty much out in the open, the mb station will possibly draw unwanted attention i.e. random kids, parents, bums. This could lead to the more serious unwanted attention (i.e. the po-po) should enough ppl start to take notice. They could also randomly pass by and start to ask questions too. My point is: we got hella lucky last time and didn't get our melty shop closed down and nothing is guaranteed for the tournament portion of this event. Be prepared for disappointment is all im trying to say.

This post was brought to you by the 3 H's:
Hype
Hunger &
Hate




BBG5 Footage


BBG4 Footage
Tourney #1
http://teamspooky.com/content/?p=69

http://teamspooky.com/content/?p=65
BBG4 Tourney #2

http://teamspooky.com/content/?p=67
BBG4 Money Matches.


BBG3 Footage
Singles Vid: top4
http://teamspooky.com/content/?p=45

BBG 3 SINGLES!!

teams: top2
http://teamspooky.com/content/?p=47

BBG2 Footage

BBG 2 - REPLAY FILES!!!
http://www.teamspooky.com/Vids/MBAC/BBG2.wmv
Zar VS Zaelar complete match replay -> zar (aoko) v zaelar (ciel)

BBG1 Footage

Top 4 vids.
http://www.teamspooky.com/Random/Gazebo/Semis%20Zaelar%20vs%20Baod.avi
http://www.teamspooky.com/Random/Gazebo/Semis%20Sp00ky%20vs%20Zan.avi
http://www.teamspooky.com/Random/Gazebo/Finals%20Zaelar%20vs%20Sp00ky%20+%20aftermath.avi

BBG One O-Mah-Keh!! *[added 6/14]*
Lost Footage Pt1
Lost Footage Pt2
Lost Footage Pt3


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