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

Topics - AlmightyNam

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1

Whew... theres so much to say... First off, I had soooo much fun this time around(overall... Chibi's constant "Kill Nam"'s during my matches were a bit annoying... -.-;)  I learned so much, and it was great having the New Yorkers come over to teach us a thing or two. Come back soon kay! Another thing I realized that I think its becoming fucking tradition that C3 is won by a non Virginian.

I'll start encoding the matches tomorrow, I'll probably get the majority of the vids done by the end of the week, but I have a test on thursday, so it might put a damper on things. Now, on the the obligatory shout outs.

Chibi: Hisui mirror matches are  :emo: and I really wish it wasn't the goddamn first match of the tourney(like, couldn't it have been a climatic winners finals that we meet or something, come on!) But it did show me a couple more tactics i never thought about before. Sry if my randomivity fucked you up(it tends to do that to people but only once) and THROW MORE POTS!!! I am pretty sure that my only advantage against you was the fact that I was throwing pots and you weren't.

Zar: Man, I never got to meet you in the brackets (which is probably for the best) but the casuals afterward were really fun. Even when I was losing, I was having a blast. I shall beat you... one day!

Lord Knight: Our match, even though I lost, was probably the most fun I ever had, though you may not have the same sentiment. And your match with chibi was just complete lols.

Rei: 2A on wake up IS A VIABLE STRATEGY!!! GAWD!!  ;D

B.B. Hood: You didn't win... Its just you see, the allergy medicine I took gave me a dry mouth, and EVERYONE knows that dry mouth drastically affects ones game.  Like, if I didn't have that dry mouth, you'd never have a ch :blah: :blah: :blah: :blah:

Xaq: I didn't get to play against you. Hope you get a good night sleep tonight.

Tiamat and VR: I'm sorry you had to fight each other >.<  It was an unforseen consequence of the brackets.

Everyone else: GEE GEESS!!!

And one last thing. I got 5th... Chibi got 4th. I beat Chibi. There is no justice in this world.   :'(

Replays:
Replays have expired. If you want the replays just give me a holler, though I think anyone who wanted them got them.
Now, onto the videos:

First Round
Zar vs MT Fighter
Master Chibi vs Nam
B.B.Hood vs Rei
Nas vs Tiamat
Eli vs VR
4r5 vs Tornado Flame

Loser's First Round
Master Chibi vs Rei
MT fighter vs 4r5

Loser's Second round
Vr vs Tiamat
Nam vs MT Fighter
Nas vs Eli
Master Chibi vs Tornado Flame

Loser's Eighth Finals
Master Chibi vs Tiamat
Nam vs Nas

Winners Quarterfinals
Eli vs Xaq
Tornado Flame vs Zar
Lord Knight vs Tiamat
B.B.Hood Vs Nam

Winner's Semifinals
Both of them

Winner's Finals
Xaq vs Zar -01
Xaq vs Zar -02
Loser's QuarterFinals
Nam vs Lord Knight
Master Chibi vs B.B.hood

Loser's Semifinals
Master Chibi vs Lord Knight

Loser's Finals
Lord Knight vs Xaq

2
NetPlay Community / Tick throws in netplay
« on: September 13, 2007, 08:42:44 PM »
I'm just wondering, 'cause i'm getting the hang of tick throwing, is it frowned upon to tick throw on netplay? Like obviously when theres lag I have a real advantage tick throwing and I try not to, but in games where the game is 60fps and delay 3 is it still not good practice to tick throw people?

3
Hisui / Hisui thread! VERSION Bee, TOO!
« on: September 03, 2007, 07:34:08 PM »
Okay. I'm assuming that Mizuki is going to wipe the old thread from existence, which means, I get to repost. If there are good suggestions, I'll add them.

Before I say anything else I will tell people my impression of Hisui. She is, in many uses of the word, bullshit. She is most likely the love child of Anji and Ky, having both tremendous zoning ability, good damage, and autoblocks (in the form of clash frames). She also has nice okizeme options on throw or on wake up if they choose not to tech. And they do choose to tech, you have a tech punish opportunity. Plus, she has too many anti air moves that can be combo’d off of. Basically, she has the ability to control the round from start to finish with only a bit of effort from the player.

Okay, Lets get started.

Strengths:
Relative Ease of Play (Little to no execution requirement)
Ridiculous Clash Frames
Good Damage
Good Priority
Good Zoning
Super antiair
Many options on wakeup

Weaknesses:
A few moves easily bara-able.
Pressures… are there… kinda… but not really.

BnBs:
Okay, I stick to three, and unfortunately, I don’t think I start one of them correctly.
2A 2B 2C 5C 6C j.BC, j.BC Airthrow. (Okay, standard. It does about 3k damage, fairly easy to hit with.)

[5]C 2C 5B j.A B C j. B C throw (I believe you can start this from any ground normal into chair, but I don’t know for sure and that’s how I always practiced it. Does about 4k damage.)

Okay, now is the famous EX Dust loop. Possibly the easiest loop in the game with only a very small timing requirement if the opponent is standing.

(If opponent is standing)
2B 5C 623C 5B 5C (wait a bit) 5B 5C 2B 2C 5C 6C j.BC j.BC throw (Okay. The window you’re allotted to hit the 5B again and still combo is pretty small, but it is doable. If you’re not close enough the dust may go in front of them, and then you have to do a mix up or a pressure. Does about 5-6k damage)

(If opponent is crouching)
2B 5C 623C 5B 5C 5A(whiff cancel) 5B 5C 5A(Whiff cancel) 2B 2C 5C 6C j.BC j.BC throw (A LOT easier to do. Does 5-6k damage)

And Lastly, I ended up learning this on accident while practicing the dust loop.
5C 236C 5A 5B j.B C j.B C throw. (A lot less room for error than the dust loop at the expense of 1k damage; does 5k)

Normals to know about:
5A: Good anti air, you can poke people out of the sky with this.
2A: Okay, nothing very special about it, good or bad.
2B: Very nice clash frames, but the real reason anyone would use this move is for the tech punish properties. Not much else to say. If you know where they’re going to tech, use this to punish it.
2C: Standard Sweep, can’t tech from it. Drop a Bento box and have some fun okizeme, or combo.
5C: Okay… it’s the chair. The chair is pretty darn useful, but not without its weaknesses. First it’s unblockable in the air, so if you have an annoying V.Akiha flying around, the chair will swat it out of the sky. Second, it’s got enormous clash frames. I once chaired my way out of Shiki’s ex Shoryuken. Third, its only vulnerability points are at the very start and the finish of the chair’s animation, and if you whiff cancel it, its only got vulnerability in the beginning. If someone tries to stuff it after the small window of vulnerability, you’ll either trade hits, or win. Period.  And lastly, you can make an easy 4k combo from a ground hit from chair, and max 6k damage if you got meter. If you hit someone in the air, you can go straight into your air combo.  Now, it seems like it’s really good and should be used often. Wrong. It should be used only to stuff other people’s attacks. Don’t throw them out there willy nilly, despite what you see in my matches. For one, it is extremely bara-able, which is really bad. If you fight a person who has no good baras, then lucky you, but still don’t use it too much, for reason two. It is also fairly baitable if you use it too much. You can only whiff cancel on block, but if the opponent side steps, or jumps over it, you’re a sitting duck. I am in the process of trying to break the urge of using it whenever it looks like a good idea.
j.B: good poke out of the air.
j.C: Another good poke for a high hit on the ground.
j.2C: Relatively bad priority (relative to j.C), slow activation, not a high hit. You’d think it sucks, but it makes for a great cross up on wake up, and also has some other options that I’ve seen, but don’t fully understand.

Specials:
236A,B,C: EX version is the only worthwhile one(in my opinion), because you can combo afterward if you hit.
623A,B,C: The A version is okay if your chair was blocked, you missed the whiff cancel and you really gotta run away. EX version is the only real pressure move Hisui has.
214A,B,C: Ex version pretty useless, though does a humorous amount of damage to the AI. A and B versions are good zones.
22A,B,C: A and B are bentos. Use one after a throw or 2c for a mix up(or so I’m told) or a tick throw. Very useful. 22C is a chair. In all honesty, I’ve seen it used, but I don’t see how it affects the match.
6C,6C,236C: Three step cooking. If you get the third hit off, it results in a wall slam, and you can combo if you’re close to a wall by hitting 5B and doing the air combo. Charge the second 6C for a high hit.
4B: Watering can. Takes away 30% magic circuit, and if they’re standing, they fall down. I mostly use this after an ex dust if they’re far enough back, because I can eat off 60% meter, or if they’re standing, 30% and then they get hit by the dust.

Arc Drives:
Arc Drive, Satoday Naito FEEVAAA!!!: I don't care what it really is called, the fact that she says that was enough for me to love playing as her. Much like Shiki's Arc, its a get out of any shit you're in free card, unless they're too close and running into you, so watch out for that. Also, if your opponent is in the air, there is absolutely nothing they can do to stop being hit, unless they're too high. Plus you can charge it, I don't think its a good idea to, but you can.

Another Arc: Same thing, except it hits more times, so don't jump too early 'cause you may miss a combo opportunity afterward.

Last Arc: You fuck with their controls. If you don't make them eat multiple combos, I'm going to smack you.

Unless I forgot anything(Which, by the way is up to you guys to point out) I think I’m done.

DISCUSS!!

4
Hisui / Hisui! The maid who makes exploding sammiches.
« on: August 29, 2007, 07:25:04 PM »
Okay. I, by no means, think I am an authority on all things Hisui. My intention of putting this guide up is to “break the ice”, if you will, and allow other Hisui players to add their feedback on where I’m wrong or didn’t say enough, and together we’ll be able to make a more complete guide.

Before I say anything else I will tell people my impression of Hisui. She is, in many uses of the word, bullshit. She is most likely the love child of Anji and Ky, having both tremendous zoning ability, good damage, and autoblocks (in the form of clash frames). She also has nice okizeme options on throw or on wake up if they choose not to tech. And they do choose to tech, you have a tech punish opportunity. Plus, she has too many anti air moves that can be combo’d off of. Basically, she has the ability to control the round from start to finish with only a bit of effort from the player.

Okay, Lets get started.

Strengths:
Relative Ease of Play (Little to no execution requirement)
Ridiculous Clash Frames
Good Damage
Good Priority
Good Zoning
Super antiair
Many options on wakeup

Weaknesses:
A few moves easily bara-able.
Pressures… are there… kinda… but not really.

BnBs:
Okay, I stick to three, and unfortunately, I don’t think I start one of them correctly.
2A 2B 2C 5C 6C j.BC, j.BC Airthrow. (Okay, standard. It does about 3k damage, fairly easy to hit with.)

[5]C 2C 5B j.A B C j. B C throw (I believe you can start this from any ground normal into chair, but I don’t know for sure and that’s how I always practiced it. Does about 4k damage.)

Okay, now is the famous EX Dust loop. Possibly the easiest loop in the game with only a very small timing requirement if the opponent is standing.

(If opponent is standing)
2B 5C 623C 5B 5C (wait a bit) 5B 5C 2B 2C 5C 6C j.BC j.BC throw (Okay. The window you’re allotted to hit the 5B again and still combo is pretty small, but it is doable. If you’re not close enough the dust may go in front of them, and then you have to do a mix up or a pressure. Does about 5-6k damage)

(If opponent is crouching)
2B 5C 623C 5B 5C 5A(whiff cancel) 5B 5C 5A(Whiff cancel) 2B 2C 5C 6C j.BC j.BC throw (A LOT easier to do. Does 5-6k damage)

And Lastly, I ended up learning this on accident while practicing the dust loop.
5C 236C 5A 5B j.B C j.B C throw. (A lot less room for error than the dust loop at the expense of 1k damage; does 5k)

Normals to know about:
5A: Good anti air, you can poke people out of the sky with this.
2A: Okay, nothing very special about it, good or bad.
2B: Very nice clash frames, but the real reason anyone would use this move is for the tech punish properties. Not much else to say. If you know where they’re going to tech, use this to punish it.
2C: Standard Sweep, can’t tech from it. Drop a Bento box and have some fun okizeme, or combo.
5C: Okay… it’s the chair. The chair is pretty darn useful, but not without its weaknesses. First it’s unblockable in the air, so if you have an annoying V.Akiha flying around, the chair will swat it out of the sky. Second, it’s got enormous clash frames. I once chaired my way out of Shiki’s ex Shoryuken. Third, its only vulnerability points are at the very start and the finish of the chair’s animation, and if you whiff cancel it, its only got vulnerability in the beginning. If someone tries to stuff it after the small window of vulnerability, you’ll either trade hits, or win. Period.  And lastly, you can make an easy 4k combo from a ground hit from chair, and max 6k damage if you got meter. If you hit someone in the air, you can go straight into your air combo.  Now, it seems like it’s really good and should be used often. Wrong. It should be used only to stuff other people’s attacks. Don’t throw them out there willy nilly, despite what you see in my matches. For one, it is extremely bara-able, which is really bad. If you fight a person who has no good baras, then lucky you, but still don’t use it too much, for reason two. It is also fairly baitable if you use it too much. You can only whiff cancel on block, but if the opponent side steps, or jumps over it, you’re a sitting duck. I am in the process of trying to break the urge of using it whenever it looks like a good idea.
j.B: good poke out of the air.
j.C: Another good poke for a high hit on the ground.
j.2C: Relatively bad priority (relative to j.C), slow activation, not a high hit. You’d think it sucks, but it makes for a great cross up on wake up, and also has some other options that I’ve seen, but don’t fully understand.

Specials:
236A,B,C: EX version is the only worthwhile one(in my opinion), because you can combo afterward if you hit.
623A,B,C: The A version is okay if your chair was blocked, you missed the whiff cancel and you really gotta run away. EX version is the only real pressure move Hisui has.
214A,B,C: Ex version pretty useless, though does a humorous amount of damage to the AI. A and B versions are good zones.
22A,B,C: A and B are bentos. Use one after a throw or 2c for a mix up(or so I’m told) or a tick throw. Very useful. 22C is a chair. In all honesty, I’ve seen it used, but I don’t see how it affects the match.
6C,6C,236C: Three step cooking. If you get the third hit off, it results in a wall slam, and you can combo if you’re close to a wall by hitting 5B and doing the air combo. Charge the second 6C for a high hit.
4B: Watering can. Takes away 30% magic circuit, and if they’re standing, they fall down. I mostly use this after an ex dust if they’re far enough back, because I can eat off 60% meter, or if they’re standing, 30% and then they get hit by the dust.

Arc Drives:
Arc Drive, Satoday Naito FEEVAAA!!!: I don't care what it really is called, the fact that she says that was enough for me to love playing as her. Much like Shiki's Arc, its a get out of any shit you're in free card, unless they're too close and running into you, so watch out for that. Also, if your opponent is in the air, there is absolutely nothing they can do to stop being hit, unless they're too high. Plus you can charge it, I don't think its a good idea to, but you can.

Another Arc: Same thing, except it hits more times, so don't jump too early 'cause you may miss a combo opportunity afterward.

Last Arc: You fuck with their controls. If you don't make them eat multiple combos, I'm going to smack you.

Unless I forgot anything(Which, by the way is up to you guys to point out) I think I’m done.

DISCUSS!!

Edit: Arc drives? What do you mean I'm missing arc drives? You're crazy.

5
Tournament Results / 8/18 C3 August Adios Tournament Results
« on: August 18, 2007, 10:26:19 PM »
Okay, because I kinda stole the results from Nas, I guess I should do it, lest he try to do it from memory.

We got 18 people, 2 of which learned the game 10 minutes before playing. Format was Random Teams, I didn't like it that much, but Eli was a pretty good partner so I guess I can't complain too much.

Results:
1.Lord Knight(V.Akiha) & Dr.Zero(Tohno/Nanaya)
2.Nam(Hisui) & Eli(Miyako)
3.Reloy(Akiha) & VR(Kouma)
4.Nas(Tohno) & Tiamat(Wala)
4. Mr.Mammation(V.Akiha) & Rathrak(sp?)(Kouma)
4. Chu Dat(HisuKoha) & Azen(Arc)(<-Yeah, they byed a lot...)
7. Miyagishin(Kohaku) & Millionz(Wala)
8. 4r5(Satsuki/Aoko) & Oipoi(?)
8. Rei(V.Akiha) & Mulligan(?)

Yeah, I'm not 100% sure on the numbers after 4. Because the smashers came in like, right in the start of the match, the brackets went all screwey, and we did the best we can to not fuck up the brackets too much, but the southern side of the bracket, as a result, did have like 1 extra battle more than the north side of the bracket, and thus, its hard to tell who placed what around the end.

I'm going to the beach tomorrow, so don't expect vids up until Monday night. To everyone, GG's.

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