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

Topics - Lord Knight

Pages: [1] 2
1
Kohaku / H-Kohaku
« on: January 11, 2012, 12:44:16 AM »
Same shit  :nyoro:

Seriously though, a few small changes -

BUFFS
- Damage is about the same as PS2, damage is up from 1.05
-623A otg relaunches, allowing for an airthrow ender
-623B otg relaunches and gives hard knockdown, allowing for some retarded setups
-236A is hard knockdown, meaning you can confirm random 2C's into either 236A > roll > 623A > aerial for damage, meter and airthrow knockdown or 236A > feint > 623A into airthrow.
-Because of the 2 above buffs, the midscreen command grab combo is MUCH EASIER[/i][/u] than the PS2 combo. However, it does less damage. Do as you will.
-Thanks to the new buffer, battou feints are significantly easier, especially after 5A6AA's.

NERFS
-Charged 5B does not hard knockdown anymore.
-Hitbox nerfs to 5A/J.A/2B/2C (though it's nothing too serious)
-Universal 123 punch nerf.
-Cannot do Magnum Upper > EX bomb explosion > full combo.

COMBO CHANGES

Pretty much everything from PS2 works in this version, but you can't end in Charged 5B anymore.

COMBO PRIMER

Quote from: Midscreen BNB
2A > 2B(1) > 5C(1) > 5A6AA > Delay 2C > 236A > feint > 2A > 2C > 5Awhiff 6AA > 623[A] > j[C]B > dj jBC > airthrow or j236C > airthrow

Point blank BNB. Works on almost everyone. Doesn't work on -

Arc/Warc - They've got tits, so the 5A near the end of the combo won't whiff on them. Instead, simply go into 623A after 2C.
Wara/Miyako - Oddly enough, Wara is too skinny for 236A to connect to easily. After the first 2C, simply go into 623A > aerial. If you're confident, the delay 236A timing is the same for the two of them.
Nero - Too wide for the second part of the combo to hit. Use the same Arc/Warc variant.

Quote from: Random midscreen ground hitconfirm 1
2A>2B(1)>5C(1)>5Awhiff 6AA > 2C > 623A > j[C]B > dj jBC > airthrow or j236C airthrow

Nothing special of note. Do this when the first hit of 5A whiffs.

Quote from: Random midscreen ground hitconfirm 2
xx > 2C > 623A > j[C]B > dj jBC > airthrow or j236C airthrow

Quote from: Midscreen Command Grab combo
Magnum Upper > 2A whiff > BE5B > 5C > 236A > roll followup > 623A > j[C]B > dj jBC > airthrow or j236C airthrow

By FAR the easiest, most stable command grab combo, and it works on the entire cast. However, you will sacrifice about 500-600 damage for doing it...

Quote from: Midscreen Command Grab combo 2
Magnum Upper > 5A6A whiff > 6A > 2A whiff > BE5B > 5C > 2C > 623A > j[C]B > dj jBC > airthrow or j236C airthrow

The highest midscreen magnum combo. Works on Akiha, Vakiha, Seifuuku, Ries, Tohno, Nanaya, Kouma, Aoko, Warc, Arc and Ryougi. Oddly enough, because of them changing H-Koha's 5A hitbox, it works on a couple of more characters than before.

Quote from: Midscreen Command Grab combo 3
Magnum Upper > 2A whiff > BE5B > 5C > 2C > 5Awhiff 6AA > 623[A] > j[C]B > dj jBC > airthrow or j236C airthrow

The former standard midscreen Magnum combo. At least, learn to do this on Nero and Warakia, since it isn't too difficult on them. The timing for 2C > 5A6AA can get picky vs Kohaku, Roa, and the Sion's.

Quote from: Corner BNB
2A > 2B(1) > 5C(1) > 5A6AA > delay 236B > B Followup > 5A/2A  > 5C > 236B > B Followup > 5A > 6A > BE5B > 2B(1) > 5C(1) > 236A or 623A aerial
Most stable, highest damage corner combo. More or less works on everyone.

Quote from: Corner command grab combo
Magnum Upper > 2A whiff > BE5B > 5C(1) > 236A > 236B > B followup > 5A/2A > 5C > 236B > B Followup > 5A > 6A > BE5B > 2B(1) > 5C(1) > 236A or 623A aerial

Nero/Warakia - Doesn't work. If it does, it's way too hard  :nyoro:

Quote from: Corner command grab combo 2
Magnum Upper > 2A whiff > BE5B > 5C(1) > 236B > A followup > 5A/2A > 5C > 236B > A followup > 5A/2A > 236B > A followup > 5A > 6A > BE5B > 2B(1) > 5C(1) > 236A or 623A aerial

3 Rep command grab combo, pretty stable. Works on Sion's, Akiha's, Maids, Arc, Warc, probably Kouma... Might be forgetting a couple of characters   :laffo:. Anyways, this combo gains more meter and does a pinch more than the above, but a little more difficult.

Quote from: Nero/Wara Corner command grab combo
Magnum Upper > 2A whiff > BE5B > 5C(1) > 5A > 236B > B followup > 5A/2A > 5C > 236B > B followup > 5A/2A > 236B > B followup > 5A > 6A > BE5B > 2B(1) > 5C(1) > 236A or 623A aerial

Small change in order to get them to the correct height.

Quote from: Arc drive combo
xx > 236A > Arc drive

Yep, simple as that.

Quote from: Random character notes
Vs Len's - 623A does not OTG relaunch EVER
Magnum > 5A6A(Whiff)6A connects - Akiha, VAkiha, Seifuuku, Arc, Warc, Kouma, Aoko, Tohno, Nanaya, Ries, Ryougi
3 Rep Battou Loop (standard varient) connects on - Akiha, Seifuuku, Kouma, Sion, Vshion, Hisui, Kohaku, Mech Hisui, Sacchin, Hime

Feel free to contribute w/e.

2
Tournaments and Events / NEC SPECIAL EVENT POLL!
« on: October 21, 2010, 10:03:04 AM »
High Rollers (lol)
50 Dollar entry
Single Elim
2/3, L/W/GF 3/5
Open Entry


Battle By the Exit
1 Dollar
Single elim, best of one

True test of skill!!!!!!

5on at NEC
10 dollars a player (50 a team)
Standard tourney rules apply
Pokemon style (Winner stays)

This of course can only happen if we get numbers.

Exhibition Matches
0$
Feature matches voted on by the community/myself

LK Kumite
0$
8-10 players, details on the selection of players at a later date.

3
Akiha's Tea Room / LordBlog
« on: June 07, 2010, 09:36:40 PM »
I see him, the 2D god

Insights on Melty Blood, food, travel, life and philosophy

Leave quotes on blog or here or both

I update when I feel like but it can be anywhere from bi-weekly to twice a week.

4
Mech-Hisui / Why can't we talk about good chars
« on: June 01, 2010, 10:21:13 PM »
Let's talk about cool chars

Here's a list of what you can do to every char after xx 421a 236[a] without moving
Quote
<Rayza> Akiha - 421a/b/c work after 2c
<Rayza> SAkiha - 421a/b/c work after 2c
<Rayza> VAkiha - 421a/c work after 2c
<Rayza> Aoko - Nothing after 2c, 421b/c after 236[a]
<Rayza> Arc - 421a/b/c work after 2c
<Rayza> Ciel - 421a/c work after 2c
<Rayza> Hisui - 421b/c work after 2c
<Rayza> kohaku - 421b/c work after 2c
<Rayza> kouma - 421a/b/c/ work after 2c
<Rayza> Len - 421b/c work after 2c
<Rayza> Mech - 421b/c work after 2c
<Rayza> Miyako - 421c works after 2c
<Rayza> Neco - Nothing works, end at 2c
<Rayza> Nac - Nothing works, end at 2c
<Rayza> Nero - DOUBLE WHIP!!
<Rayza> Warc - 421a/b/c work after 2c
<Rayza> Ries - 421b/c work after 2c
<Rayza> Roa - 421b/c work after 2c
<Rayza> Satsuki - 421c after 236[a] or end at 2c
<Rayza> Nanaya - 421a/b/c work after 2c
<Rayza> Tohno - 421a/b/c work after 2c
<Rayza> Ryougi - 421a/b/c work after 2c
<Rayza> Sion - 421b/c work after 2c
<Rayza> Vsion - 421a/b work after 236[a] nothing after 2c
<Rayza> Wara - DOUBLE LOOP!!
<Rayza> W-Len - 421b/c work after 2c

How to make it look like you have good execution

Jetpacks
2369A87412369A etc etc churn that butter (After the first one, you won't super jump so these will come out much faster)

Combos
Some characters really suck and you can't easily continue after 236[a] without walking forward.  :-[ Insted do . . .
2B 5C (optional 5B if they are standing) 2C 421A 236[A] [6] 2C > whatever you want

5
Kohaku's Magical Garage / MBAA Universal Option Selects
« on: February 18, 2010, 07:50:55 PM »
I was playing SF4 the other day and was just amazed at how many and how prevalent OS is in that game, and was thinking why don't we talk about MB OS more. Most of the characters (well, maybe a couple) have their own individual ones, but I'm going to cover a couple that works with a large part of the cast.


OS Bunker Throw
Technically this works with anyone, but it's best and easiest with H moon. You input it like this:
-----5A6EE
On block, it will just do the universal H moon 1-2-3 series. But if they bunker, you will just throw it. A practical application of this would be using some move that kept them in blockstun for a long time. For example:
-----5B 5C 5A6EE
Most 5C's tend to have large amounts of blockstun, which makes it a good way to bait bunkers. One thing to keep in mind is that the 3rd hit of the A series is not normal cancellable on block, so if you don't have a special move that is somewhat safe on block, it makes this string a little bit weaker.

OS Shield/Throw Tech
This works with anyone. You input it like this:
-----1A+D
This will shield any A move or low move, or will tech a throw. If they don't throw, it will just look like you did a low shield. This OS is extremely weak against command grab characters.

OS shield counters
This OS is especially good against H moon, since on shield they auto counter, but does work on F moon if they decide to shield counter after a held shield. There are many ways to do this OS, so I'll just give an example:
-----5B [7] 5C 5A
Basically, you do a string that keeps them in blockstun once you start (like the throw bunker OS). However, you hold 7 after the first move. If you get shielded, you will jump and block the move. However, don't think small with this one! If you have a character that has a normal that is cancellable on the last frame (as in, delay the next normal as late as possible), this makes your blockstrings way stronger against shield. For example, KohakuH can do:
-----2B(2) [7] 5C
If you delay the 5C and they shield that, you will still jump and block the shield counter. Any character that has a normal that can be delayed into another normal that late can do this.

OS Backstep
Although this tends to be character specific, most of the cast has an OS that punishes hopping backsteps and sliding backsteps. You input it like this:
-----2A 2C
If they just block, your string starts as 2A 2C. If the 2A whiffs (because they backstep), you get them with 2C and confirm with a combo. Some players like adding an extra move that gets the opponent to the right height to confirm to an easy aerial. For example, with WarcC, a common anti-backstep string would be:
-----2A 2C 5B
On block, you just do 2A 6C 5C, then go into 5A or whatever normal you want, but when 2A whiffs, 2C 5B will catch them and set them up for an easy air combo. Most characters have a blockstring that does something like this, but the inputs can vary. Generally though, you can count on 2A 2C doing a decent job of this, especially if 2C is a sweep.

Mixup Easy Confirm
This is definitely character specific, but I felt like it was worth mentioning. Basically, whatever mixup you do, you create a blockstring after it that starts with your optimal combo starter. For example with WarcC you can do:
-----{mixup}5B 5C
You can delay 5C pretty late, so on hit you do 6C 2B 2C into whatever, and on block you do 5A and continue pressure.

6
Kohaku / KohakuH Thread (AKA Combo movie thread)
« on: December 15, 2009, 10:06:41 PM »
JeffM give me your bomb setups, they are too good.

We got a new battou loop variation that works on Ries and uh. . . I dunno who else yet. Magnum > 2A whiff > BE5B > 2B(1) > 236B~A > [2A/5A >5B > 236B~A]x3 (or 2 if you want to make sure you land this!) 5A > 6A > BE5B into ender of choice.

Time for some CHARACTER SPECIFICS starting with her advanced bnb (Note: if I don't mention the character, they're just normal):

2A 2B(1) 5C(1) 5A 6AA 2[C] 236A feint 2A 2C 5Awhiff 6AA 623[A] J[C]B sdj JBC airthrow

Miyako - Same as Wara, but way harder. Not worth it.
Ryougi - can't do 2[C] > 236A. Have to do a delay 2C in order for it to work. The damage is DEFINATELY worth it.
Warakia - Two ways to get it to connect - do 2[C], delay the 236A or delay 2[C] and do instant 236A. The latter is easier, and it's worth the damage.
Arc - Doesn't work point blank. Do 2A 2C 623A > Aerial most of the time. If you're a pinch farther, go for it.
Warc - Same as Arc.
Nero - Same as Arc. Also 2A 2C is weird for some reason. Considering his high defense it's worth trying to get this consistent.
NAC - Impossible, but normal BNB rapes him.
Neco Arc - Same as NAC.
--------------

2A 2B(1) 5C(1) 5A 6AA 2[C] 236A feint 2A 2C 5Awhiff 6AA BE5B {2B(1) 5C(1) 623A > Aerial} or {bomb mixup}
2A 2B(1) 5C(1) 5A 6AA 2[C] 236B~A 5A 2B(1) 236B~A {5A 6A BE5B 5C(5) feint 5C(5) BE5B > bomb mixup} or {5A 5C 623A > Aerial}

-Both of these are corner combos that require 5A 6AA to hit after the first 5C. For the characters that these combos work on often, they are definately worth learning. The second one is much more difficult (battou loop off of 2A!) but if you can do it, it gives you high damge plus bomb oki or aerial.

-Doesn't work on/dumb hard on: Aoko, Tohno, Nanaya, Miyako, Ries, Wara*, V Akiha, Arc, Warc, Len, W Len. (Note on Wara, the 2nd combo works, the first does not).

-On those characters, do this combo instead:

2A 2B(1) 5C(1) 5A 6AA feint 5C 5A 236B~A 2A 5C 236B~A {5A 6A BE5B 5C(5) feint 5C(5) BE5B > bomb mixup} or {5A 5C 623A > Aerial}

If you can execute the battou loop, this combo is pretty easy (and it's made in the USA!  :toot:)
-------------------------------------
Warning, this combo is only for the true grinders, but if you can land this it's extremely worth it!

5C 2C 2B(1) 236B~A 5C 2C 5A(whiff) 6AA feint dash 5A 236B~A {5A 6A BE5B 5C(5) feint 5C(5) BE5B > bomb mixup} or {5A 5C 623A > Aerial}

This works from a little bit past midscreen, puts you in the corner and ends in bomb knockdown. You can choose to do aerial too, but its extra, unneccessary work - but still pretty hype.

-Alternate starters:
     Magnum
     OS Backstep punish (2A 2C 5C 236B~A etc)

Magnum will likely be the most common starter you use for this combo.
-------------------------------------
Magnum > 5Awhiff 6AA 2Awhiff BE5B 5C 623A > aerial
Command grab combo used near corner (maybe 1/4th screen away from corner). Gets rid of awkwardness of the standard airdash combo. Doesn't work on some characters (probably just loli's, I couldn't get it on Miyako at the very least).

Magnum > 5Awhiff BE5B delay 2AA 236B~A {5A 5C 236B~A}x 2 or 3 > {5A 6A BE5B 5C(5) feint 5C(5) BE5B > bomb mixup} or {5A 5C 623A > Aerial}

4 rep battou loop of command grab in the corner on characters you never thought possible! This is specifically for Aoko, Nanaya and Tohno.


 


7
Red Arcueid / Warc Combos and Tactics (MBAA)
« on: November 19, 2009, 11:26:27 AM »
Covering all moons (eventually). Stuff Like negekon and all that are on the wiki.

CRESCENT-WARC COMBOS
Regular BnBs
2A>5B>2B>2C>5C>Aerial
Basic starter, pretty much from MBAC

2A>5B>2B>2C>5A>5C>Aerial
Neko ground BnB starter

5B>5C>6C>2B>2C>Aerial[/u]
MAX Damage starter, great for punishing.

5B>2B>2C>6[C]>5C>Aerial[/u]
Easy, high damage hitconfirm.

Aerials:
JB(2)JC>(jc)>JB(2)JC>J2C/Airthrow/Airdash j214C
Basic aerial combo.

JAJBJC>(jc)>JAJBJC>J2C/Airthrow
Alternate aerial, use if they are lower.

JCJB>(dc)>JB(1)>(hjc)>JAJBJC>J2C/Airthrow
Nin combo from MBAC. Alternately you can cancel jB(1) into j214A>j214C (Since you already used your airdash cancel).

JCB>(dc)>JC>(hjc)>JABC>J2C/Airthrow
Alternate version of Nin combo from MBAC.

JA>(dc)JB(1)JC>Land, Hjc8>JCB(1)>hjc>JBC>J2C/Airthrow>Airdash j214C
Relaunch combo AKA shin-nin combo.

JB(1)>(dc)>JB(1)JC>Land, Hjc8>JB(1)C>hjc>JBC>J2C/Airthrow
Alternate Shin-nin combo, do this off 5B>6C>5C>2B>2C for max damage.
623C Wallslam possibilities
2A>2C>5C – Close to the wall
2A > 5B – Close to the wall, easy.
5B>2C>5C - One to two character widths away.
5B>5C - One to two character widths away.
5B > 2C > 6[C] > 5C - One to two character widths away
Dash 2B>6[C] > 5C – Three Character widths away
Dash 5C > 2C > 6[C] – Three Character widths away
HAKKEN (624C)> dash aerial – More than midscreen away
TK shinso beam > B shinso beam – Full screen
Aerial CH Followups
JB(1)>airdash JB(2)>dj>JBC>J2C/Airthrow
Easy confirm.
JB(1) > airdash JA(whiff). . .
5B>5C>Aerial
5B>2C>5C>Aerial
2C>6[C]>5C>Aerial
2B>6[C]>5C>Aerial – Target combo. This works even in places where 5B would miss.


Off of really high j214A/B counterhits
3C>2A>2C>5C>Aerial – 2A is not needed though. Also keep in mind that you can do all of the above confirms off these moves as well

8
Tournament Results / LK lowers the drawbridge AGAIN (Results)
« on: November 14, 2009, 03:12:56 PM »
1. Lord Knight (Kohaku-H)
2. Kurikurikurimi (Miyako-F)
3  Ehrik (Warakia-C)
4. Komidol (Kohaku-F)
5. Great Knight (Arcueid-F)
7. Phauxe (Len-H)
7. Chaser (Riesbyfe-F)

Grand Finals footage: http://www.youtube.com/watch?v=buG-xF0w7Eg
Winners Finals footage: http://www.youtube.com/watch?v=UaWf8v00jVs
Loser's Finals footage: http://www.youtube.com/watch?v=mY8de2-UCrY

9
Red Arcueid / Warc Anti Half Moon Sheild Counters
« on: November 10, 2009, 12:33:08 PM »
Been working with this ever since I saw the Sacchin vid where she super armors the sheild counter. I tested this out with WarcC.

Ground: After being sheilded, instead of holding up back, try doing sheild bunker (costs no meter!) for knockdown, or 623C/214C (623C is best damage). Geass ring won't work, it isn't invincible on startup. None of the ground normal teleports will work either.

Air: If you have the meter, cancel into 214C. If you don't, you can cancel into any of the air teleports to avoid it successfully. J2C will also super armor through the counter.


10
Tournaments and Events / LK Lowers the Drawbridge AGAIN
« on: November 01, 2009, 12:18:20 PM »
The last gathering I had was small private meeting of kings. The scribes recorded the session here:

http://www.youtube.com/view_play_list?p=91032A2494261A92

This time, my door is open to all. This is just a gathering, but if enough people show up I'm willing to run a tourney. All we need is setupsssssssssssss - I only have 1 PS2 + CRT (CRT's are preferred over everything else!)

Date: November 14th

Time: Drawbridge lowered at 11:45 (early birds get free brunch - limit 3!), if a tourney is going on, then 3 PM. Singles/Teams/Nihon Style tbd.

Address:

6051 Overbrook Ave - Unit 260 Morris Townhouse
Philadelphia, PA, 19131

For (bus) TRAVERLERS:

If you're coming into Philly from NYC on a BUS, try to make your reservation to get off at 30th Street Station. From there go inside and the R5 Regional Rail towards Malvern. You're going to get off at the first stop, Overbrook. My place is 5 min away on foot.

For DRIVERS:

Use Mapquest/Google Maps  :psyduck:. As far as parking, I suggest you park on Overbrook Avenue, near Moore Hall (visible from City Ave)

For TRAIN:

Coming from Jersey? If you're coming from North/Central Jersey, you gotta get to Trenton Train Station. After that, get on the Septa train (there's only one) to 30 Street, Philadelpha. Once you get there, take the R5 towards Malvern, getting off at the first stop, Overbrook.

If you're coming from Atlantic City (or that train line), take the NJ transit to 30th Street, then take the R5 towards Malvern, getting off at Overbrook.


This is (maybe) the last tourney before NEC, so make it hyyyyyyyyyyyyyype


Get out here EC!!!!!!!!

11
Kohaku's Video Room / SBO 08 Warmups
« on: October 31, 2008, 04:00:00 PM »
Never saw this on the forum, but these vids are VERY worth watching. Will organize by match later.

3498: http://www.youtube.com/watch?v=D-bdz05osmY&feature=related
3499: http://www.youtube.com/watch?v=_SKH9Azp318
3500: http://www.youtube.com/watch?v=30EuOoDvfMQ&feature=related
3501: http://www.youtube.com/watch?v=v1ucMEy8cH4&feature=related
3502: http://www.youtube.com/watch?v=U3fdzfqRdYs&feature=related
3503: http://www.youtube.com/watch?v=EmBbB2UlqdI&feature=related
3504: http://www.youtube.com/watch?v=LbbXkl-y1E4&feature=related
3505: http://www.youtube.com/watch?v=HMlrycMSnZw&feature=related
3506: http://www.youtube.com/watch?v=yhVzi2YebkE&feature=related
3507: http://www.youtube.com/watch?v=iWbmHpJvXRs&feature=related
3508: http://www.youtube.com/watch?v=RxilEmo6Oag&feature=related
3509: http://www.youtube.com/watch?v=CrmCLsgrhio&feature=related
3510: http://www.youtube.com/watch?v=cQS1BkDsOVY&feature=related
3511: http://www.youtube.com/watch?v=UtLKAqkTZQc&feature=related
3512: http://www.youtube.com/watch?v=iz0ugRUaK_g&feature=related
3513: http://www.youtube.com/watch?v=sk9GuTfuBPk&feature=related
3514: http://www.youtube.com/watch?v=BYfM9bI0QDU&feature=related
3515: http://www.youtube.com/watch?v=7mztSh-5NEk&feature=related
3516: http://www.youtube.com/watch?v=-oEawmfVg8w&feature=related
3517: http://www.youtube.com/watch?v=r_VJ0g43fcw&feature=related
3518: http://www.youtube.com/watch?v=whzf1beOS4k&feature=related
3519: Arcana Heart 2!
3520: http://www.youtube.com/watch?v=rWvRZnbip7M&feature=related

JOYBOX movie no3521- http://uk.youtube.com/watch?v=X8ltPdL8ir0&feature=related
0:00 - Nanaya vs Sacchin
2:18 - Nanaya vs VSion (Momotachi)
5:02 - Warakia vs vSion (Momotachi)
7:44 - Warakia vs VSion (Momotachi)

JOYBOX movie no 3522 - http://uk.youtube.com/watch?v=wnMOvVL89DA&feature=related
0:00 - Kouma (Kouji?) vs VSion (Momotachi)
3:13 - VSion vs VSion (Momotachi)
4:50 - Nero vs VSion (Momotachi)

JOYBOX movie no 3523 - http://uk.youtube.com/watch?v=Wf0TwqC6UDQ&feature=related
0:00 - Nero vs VSion
2:16 - Nero vs Sacchin (Denpa)
6:07 - Warc (Leo) vs Sacchin (Denpa)
8:08 - Sacchin (Hagi) vs Sacchin (Denpa)

JOYBOX movie no3524 - http://uk.youtube.com/watch?v=yhs_hrZkngk&feature=related
0:00 - Sacchin (Hagi) vs VSion (Inoshi?)
3:05 - Sacchin (Hagi) vs VSion (Momotachi)
5:00 - Sacchin (Hagi) vs Nanaya (Taka)
7:19 - Sacchin (Hagi) vs VSion (Inoshi?)

JOYBOX movie no3525 - http://uk.youtube.com/watch?v=GeXe8-Ligto&feature=related
0:00 - Warc (Leo) vs VSion (Inoshi?)
2:52 - Warc (Leo) vs VSion (Momotachi)
6:22 - Warc (Leo) vs Akiha (GO1)
8:07 - Warc (Leo) vs Nanaya (Taka)

JOYBOX movie no3526 - http://uk.youtube.com/watch?v=Z37LAffmdEk&feature=related
0:00 - Warc (Leo) vs VSion (Inoshi?)
2:12 - Warc (Leo) vs Vsion
4:17 - Warc (Leo) vs VSion (Momotachi)
7:47 - Warc (Leo) vs VSion (Inoshi?)

JOYBOX movie no3527 - http://uk.youtube.com/watch?v=hH7OuFopL28&feature=related
0:00 - Warc (Leo) vs Kouma
3:42 - Warc (Leo) vs Akiha (Yuu? Yukinose?)
7:37 - Sacchin (Hagi) vs Akiha (Yuu? Yukinose?)

JOYBOX movie no3528 - http://uk.youtube.com/watch?v=-DUZEQByHCo&feature=related
0:00 - Sacchin (Hagi) vs VSion (Momotachi)
1:40 - Sacchin (Hagi) vs VSion (Momotachi)
3:50 - Vsion (Inoshi?) vs VSion (Momotachi)
6:25 - VSion (Inoshi?) vs VSion (Momotachi)

JOYBOX movie no3529 - http://uk.youtube.com/watch?v=PQRYoGX4qrI&feature=related (last one)
0:00 - VSion (Inoshi?) vs Nanaya
3:11 - VSion (Inoshi?) vs Nanaya
6:01 - VSion (Inoshi?) vs Nanaya

12
Just to clarify, this topic is incorrect. There is no hierarchy system, it's just that A attacks cannot trade with B or C attacks, and in the instance where a trade would occur the A attack will flat out lose. It does not replace clashing, that system appears unchanged (although there aren't near as many clashes in MBAA, perhaps they toned down the number of clash frames in general).

Should probably get rid of this topic to stop confusing people who stumble across it.

13
Akiha Vermillion / MBAA V Akiha :D
« on: October 22, 2008, 10:41:18 AM »
OK, forgot to add my V Akiha notes down, so now's the time to do it. I played a lot of H, and a bit of C and F.

Full is fucking boring as hell, all you do is camp pillars and she can't do cool stuff with her pits like Akiha. Her j236 is cool and you can get cool mixups of it. She can stay in the air for hella long though, with airdodges, j236, pits and pillars. I only got to play her like twice but it's a lot of pillar camping at the moment.

Bread and Butters:
2A 5B 5C 2C 3C sj8 jBC dsj8 jBC airthrow

2A 5B 5C 2C 3C sj8 jBC sj9 j236C

2A 5B 2C 5C IAD jC land jC dj jC airthrow - Midscreen to corner.

2A 5B 2C 5C IAD jC land jC dj j236C - Midscreen to corner.

Corner combos:
5B 5C 2C 623B 5B 2C 623B 5B 2C 623B

5B 5C 2C 623B 5B 2C 623A - Can follow this with some sick oki that I don't know how to do yet, lol.

j236C is untechable knockdown, can get some nice mixups. She can do a ghetto sandoori with airdodge, but I haven't practiced it. I think it applies to everyone.

She has a new moveset (obviously). I'll edit this post with info later.

---
Half moon is the other possible choice for V Akiha. It would be perfect, except for her j236 is fucking bunz. You stop in midair and set up a fire orb that goes off forever later, and it's so easy to get CH off of. However, it's good to use TK8 flame orb for a meaty. Flame ribbon is. . . 236A on the ground, an automatic and FUCKING SLOW tk. She has a new jC, a bit of a love/hate relationship with this move. It's as abusable as AkihaH/F jC, but it doesn't untechable knockdown. I guess the trade off for the shitty j236 is her auto ignite pits, which are good, but doesn't substitute a MAJOR loss of aerial mobility by losing the ribbons.4

BnB's

5C 4C 5A 6AA 6C dash 2C 623B 5B 2C 623B 5B 2C 623B - This works anywhere! Gdlk combo, lots of DAMAGE.

5C 4C 2C 5BB sj8 jBC sdj8/9 jBC airthrow - you know the drill.

4C 2C 5C IAD JC land jC sdj8 j BC airthrow - Midscreen to corner in case you hit confirm strangely.


Corner combos:

5C 4C 5A 6AA 5B 2C 623B 5B 2C 623B 5B 2C 623B - New momiji loop, coolo.

5C 4C 5A 6AA 5B 2C 623B 5B 2C 5C 2C - Half momiji.

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

Crescent is the most disappointing. It's our good old V Akiha but she's been nerfed. Her throw recovers less health than the other modes (even though it's slight, it matters). JC IS TECHABLE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAGH.

Combo's are all the same, just replace momiji stuff with 5B 2C.

14
Riesbyfe Stridberg / Riesbyfe Strategy and Tactics Thread
« on: October 20, 2008, 10:25:38 PM »
Sup.

Here's what I got on Riesbyfe so far. I only played RiesH.

Normals

5A -Tiny little pointless shin kick, Tohno style. The range is EXTREMELY small. It is very effective in whiff chains however, and it goes into 6AA.


5B - Long range poke, she steps forward, like a lunge. Can be canceled into normal/special extremely late (maybe even WHENEVER), and is one of her prime tools for continuing pressure. Also when spaced properly you can use it as a ghetto anti-air. It's also pretty fast so you can use it at close range if you want. Just think of it as a better Warakia 5B and you'll have the right idea. EXCELLENT stagger tool.

2B - Long range poke, but low. I need to test if it actually hits low. Like 5B though, it can be canceled extremely late, making it another great tool for blockstrings. However any uses you have for it in neutral, 5B does much better.

5C - Similar to her 6B, but steps forward more drastically. Has decent AA potential. Unlike her B normals, there is a defined point where it cannot be canceled - think Warc 5B. Taking advantage of the C blockstun is great for staggering when used properly. I *think* BE5C is an overhead, and it's useful when combining it with 5C staggers. This would make 5{C} an effective mixup with the overhead.

2C - Sliding kick forward, really really late cancel point, but it's not whenever you want. You can use this exactly like Nanaya's 2C (to a point). You can do similar strings and again this a tool to keep you nice and close. Example - 2A 2C 5A *whiff* grab. Even on hit this works because of Ries' MASSIVE grab range.

JA - Kind of sucks in face of JB, but still has its uses from coming down. Usually used most in hitconfirms or sideswap combo. It has pretty good priority though, and you can use it for hierarchy stuff if you aren't spaced for JB or JC.

JB - Big horizontal range. Probably her best air to air. On CH, land 5B aircombo.

JC - Big swipe through the air, easy to camp, huge hitbox. Hitbox goes below her body. On CH, land, 5B aircombo. You can use this for fuzzy guard setup, and because of how

Command normals:

6B - Big step forward. Need to test this move more.

6C - Not as big a step forward, but the move is angled upward. Need to test more.

J6C - Potential combo ender, and used in her corner combo. Has more horizontal range than jB, but it always wallslams on hit.

BEJC - Used in okizeme and combos generally, not too much in neutral. Has more blockstun/hitstun than JC.

5A6AA - 123 punch that is universal to H. Solid in strings and for hitconfirming. You can do strings like 5A6A2A5A6AA thanks to the properties of A moves, and they have very late cancels, except for the third hit. On hit, combo into 2C 236A.

Specials:
236A - This move is GDLK. Her prime anti-air. OOOOOOOOOOMMMMG words cannot describe how useful this move is and is probably one of the best reasons for picking H in the first place. It's a rather long dash that has upper body invulnerability. It's really useful for dealing with projectiles or single hit moves that have very high recovery on block or on whiff (236A CH 2a *whiff* 2c 236A aircombo). I'm sure you can do some cool kind of whiff combo on counter, but I haven't tried it yet. It's jump cancelable on hit.

236B - I believe this has mid/lower body invul. Knocksdown on hit, I don't know if you can jump cancel off it.

236C - Ex command dash. I haven't even inputted this move yet lol.  :psyduck:

214A/B/C - Drill that I don't know the properties of. 214B is used in her corner combo.

623/A/B/C - Huge DP. The hitbox is more in front of her body than above, making 623B her wakeup of choice.

624A/B/C - Uh. ..  gold sheild? Didn't really see what this did. EDIT: This move has quite a bit of super armor, apparently.

She has this fire punch thing but I don't remember the input.

General strategy -  abuse long range moves, then lockdown once you get them to block. She's REALLY good at this.

Basic okizeme - jC has a ton of blockstun, so most mixups come off this. It's basically your standard IAD stuff. She can jC dj jC for a game winning fuzzy. JC from high enough can be cancellable into JB, standard 2 hit oki. Throw seems to have long range. Anti-backstep is 2A(Whiff) 5B, followup varies from char to char.

Combo's:

Midscreen

5B 2B 5C 2C 236A JBC dj JBC airthrow - level 1.

5B 2B 6C 2C 236A JBC airdash jump JAC airthrow - level 2. (sideswap)

5B 2B 5C 2C 214A JBC dj JBC airthrow - apparently SII says this combos, w/e.

Corner Combo:

5B 2B 2C 5C JC J6C land JC sdj JBC airthrow 

5B 2B 5C 2C 214B wallslams J[C] dj jBC dj JBC airthrow

Air CH Combo:

CH JB land 5B 236A JBC dj JBC airthrow. - 236A can be omitted if needed.

Situational Combos:

5B 2B 5C 2C 236A JBC aidash jump JAC - sideswap.

236A CH JCB dj JBC airthrow

5B CH - have some ideas, gonna test it out.

EDIT: Making this much better.

15
Red Arcueid / MBAA Warc Thread
« on: October 20, 2008, 10:02:37 PM »
OK, so I played MBAA on Sunday.

I had to play Warc a lot, people were out for blood! I only played WarcC, I don't like the other styles but I'll look into it at some point.

Big changes-
5A - No longer hits Nero/Aoko on crouch guard.
5C - Hits crouch guarders.
JA - . . .Something. I dunno if the recovery is slow or what, but JACB doesn't work anyore.
2A - Now a mid? Not sure, but vids are suggesting this as well. (This suck nuts for her oki)
Throw - Can be controlled,

2A being mid means that 2B is gonna be our low option, and if that's true then maybe there will be oki specific combos, like some crazy shit. I can hope, at least.

624C - Words can't describe how great this move is.
6C - Amazing blockstring piece, can be canceled at any point in the move, you move really far forward.
6[c] - GDLK. Rapes guard meter.

Combos -

5B 2B 6C 2C 5C JB(2) JC dj JB(2) JC J2C
5B 2B 6C 2C 5C JC JB(2) airdash jB(1) dj JA JB(2) JC airthrow.

And other stuff. Basically MBAC combos with some new tools and a couple of enders that are easier. For example, JB(2) airdash JC is WAY more easier in MBAA than MBAC.

Blockstring tools - 2A, 5B, 5{B}, BE5B, 6C, 6[C], 6{C}?, 2C, 5C, 2B, 214A, 214B, 214C, 624C, 623C

EDIT: Fuck forums sometimes. :/

16
Akiha Vermillion / Actress Again V Akiha Thread
« on: September 25, 2008, 04:57:27 PM »
OK, gonna be unorganized because I'm at work.

V AkihaH - new jC, doesn't knockdown.
She has j236/b now, flame orb.
236A/B auto tk?
Can charge 214A/B.
Auto ignite's pit.
Flametounges look smaller.
New ground command normal.
Air EX flametounges look better.
Throw does less damage.


More Later!
V AkihaF -

17
Akiha Vermillion / V Akiha Okizeme Thread
« on: September 03, 2008, 05:51:58 AM »
I feel like this needs it's own thread. V Akiha has a great mixup game and I'll explain all the options she has here. Whatever replays I have I'll post up later. Keep in mind her IAD mixups, once you learn the options, tend to repeat themselves a bit.
-----
Meaties

2a(whiffs) 5C - Clashes with heat.
5C - beats wakeup jump, mashing and low shield.
5B - beats wakeup jump, mashing and low shield.
5{b} - Half charge, might trick opponent into thinking you'll 6C.
4C - beats low sheild, 2nd hit beats high sheild.
2b - beats low shield, additional hits make it difficult to punish.
6C - Overhead.

Anti backstep okizeme
2A(whiffs) 4C -  Beats sliding backsteps (Nanaya, Warakia, Ciel for example)
2A(whiffs) 2C - Beats hopping backsteps (Akiha, Sion, and herself for example)

IAD Meaty okizeme (normally in corner)

I'll put a "*" next to some of her strongest stuff.

jA Airdash jC - basic high.
jA land 2A* - basic low, and one of her strongest mixups at high level.
jA land 5C - Anti jump and low shield (people shielding 2A after your landing is rare, but this keeps them in check).
jA land throw - a bit unsafe.
jA land 6C - for people who get used to basic high/low.
jA Airdash jC land 6C - Double overhead.
jA Airdash jC land throw - for people who are used to the basic high/low.
jAB land 2A - jAB is two aerials in one jump, so if they expect jA land 2A they will be hit.
jAB 686 jC - the added hitstun, along with V Akiha's height, makes this a good mixup. You need to input 686 to do the jC - if you do just 66, you will just dash.

jAB land throw - again, variety. Relies on opponents fear.
jAB land 6c - Double overhead.
jAB 686 jAB - double jAB, works on opponents who expect only one attack (normally jC) after an airdash).
jAB 7236A - for opponents who like to try chicken blocking the airdash part of mixups or like to heat in the middle. Follow up with dash jC. Keep in mind that j236A is +2 on block and adv on shield.

jAB dj jC - Fuzzy guard. Used to win games.
jB dj jA (whiff)A airdash jC - 4 hit mixup. Rapes scrubs. jB mixups are used on lower level players as a substitute for jAB shenanigans, but is still effective at high level. Training someone with jB mixups make all of her other stuff work very well. The whiffed jA is an option select, if they jump, you can force a guard break.
jB dj jA (whiff)A land 2A. - Low mixup.
jB dj jA (whiff) land throw - becomes effective once you train your opponent to recognize multi hit mixups.
jB dj jA (whiff)A land 6C - Standard 6C stuff.
jB dj jA (whiff)A airdash jC land 6C/throw - More standard stuff.
jB 686 jC - takes advantage of jB's hitstun to confuse an opponent who's accustomed to jA > C/jA > 2A stuffs.

jAB dj jA (whiff)A airdash C - 5 hit mixup.
jAB dj jA (whiff)A land 2A. - Low mixup.
jAB dj jA (whiff) land throw - becomes effective once you train your opponent to recognize multi hit mixups.
jAB dj jA (whiff)A land 6C - Standard 6C stuff.
jAB dj jA (whiff)A airdash jC land 6C/throw - More standard stuff.

whiff jC 2A - When done properly, it's a very strong mixup. Although 2A can be shielded high, this option still beats it if you do the whiffed jC as a meaty.
whiff jC 5C - Beats low sheild.
whiff jC 6C - For people accustomed to 2A. Unsafe.
whiff jC throw - For people accustomed to 2A. Unsafe.

jump jA airdash jA airdash jC- for people accustomed to you using one airdash in mixups.
jump jA airdash jA land 6C
jump jA airdash jA airdash jC land 6c
jump jA airdash jA airdash jC land throw
jump jA airdash jA land 2A
jump jA airdash jA land throw.

----
Half Momiji Mixups

5C 4C 2C 623B 2C 5C 2C jump 22C - Half momiji setup.

Note that all the below will be post 22C. You will have one jump and two airdashes left. Keep in mind that when you are BEHIND them, the pit's activation will bring them TOWARDS you rather than away. Airdashing over them after the setup can put several mixup opportunities for you.

Aerial Mixups

j236A - Because of the pit's air momentum (slightly backward) this will carry you slightly backward. Beats heat, jumps (have to dash 5C after) CIEL 236C, and most supers (as in, you will land and can block/punish appropriately). Also beats people who try to backstep out (because they'll dash at you like an idiot  :prinny: :prinny:).

airdash jB(whiff) 2A - simplest crossup.

airdash dj jA 2A - low mixup.

airdash dj jAB - high mixup.

airdash dj airdash back jC - Works on people who aren't accustomed to you going over them. Must be inputted quickly.

airdash 2368B airdash jC - Doing 2368B after going behind them is like doing a TK, but in the air (it's COOL). This part beats heat and hits meaty if you're fast enough. The airdash jC is just a high hit.

airdash (wait until last possible moment) dj (with 7) jAB - stole this idea from P2 V/Sion. This generally works against people who are accustomed to you going behind them. When done properly you'll go back to you're original side.

Reverse Pit Activation Mixups

22C(ignition) IAD back jA 484 jC - Basic activation mixup.
22C(ignition) IAD back jAB 484 jC - Variation.
22C(ignition) IAD back delay jC 2A - The jC should whiff, works on opponents accustomed to this oki.
22C(ignition) IAD back jA 2A - Low version of basic activation mixup.


Keep in mind that with reverse pit activation, you can do most of her normal IAD stuff - however they must be close to you (because of pushback). So you can't do IAD back jAB dj jAA airdash back jC, they will be too far. But things like IAD back jA 6C/jA 484 jC 6C can still work.

22C(ignition) 2Q - This can be very ambiguous when done properly (as in when you 2Q right on their hitbox). This can be done as a cute gimmick if you can't do it well and will crossup.

22C(ignition) 2368A - Can crossup or stay on the same side. Follow up with w/e (6C, IAD mixup, etc).

----
Player Side Specific Crossups

5C 4C 2C 623B 2C (pause) 5B 5C (pause) 623C sdj towards midscreen 22C
This is the 1P side crossup. You can use this setup on 2P side but it works differently (I don't have all the details yet). It's a bit more limited than the Half Momiji setup.

5C 4C 2C 623B 2C IAD j236A
This is supposed to be a 2P crossup but I can't do it. Once I figure out what I'm doing wrong I'm going to see if you can do 2 reps of the loop and then do it.

5C 4C 2C 623B 2C 5C 2C jump 22C, w/e aerial meaty, land 2A/5B activation, IAD back jA
2P crossup off half-momiji setup. Very strong when done properly.


18
Red Arcueid / Warc Combos and Tactics
« on: July 23, 2008, 05:11:05 AM »
I'm going into this short guide assuming you already know the basics, if you don't, there's a whole section on these boards. I'm also going to use BE (Blowback Edge) for charge moves rather than [] because the boards will make it bold :/.

Combos

As far as combo's go I'm not going to list stuff like bloodwall loops or anything, just the match practical stuff.

5B 2B 2C 5C jc JB(2) JC dj JB(2) JC Airthrow
Basic Warc combo, works on pretty much everyone. You can really get by with just this combo most of the time. When spaced a bit from your opponent, you want to delay the 2B (as in, let the 5B move you right next to your opponent).

5B 2B 2C 5C jc JB(2) JC dj JA JB(2) JC Airthrow
Alternate form of the above, squeezes out a bit more damage.

5B 2B 2C 5C jc JB(2) airdash JB(1) dj JB(2) JC Airthrow
Used when you think JC won't hit after your first JB. Situational combo, but definately worth knowing.

5B 2B 2C 5C jc JC JB(2) dj JC JB(2) Airthrow
Easy mode combo to use on Hisui, Mech Hisui, Kohaku, and both Len's. Hitting JB at the start is a bit uncertain sometimes, just use your judgement.

5B 2B 2C 5C jc JB(2) JC dj JB(1) JC J2C
Does more damage than airthrow, but give up okizeme. Usually used as a heat safe combo or a game winner.

5B 2B 2C 5C jc JC JB(2) dj JC JB(2) J2C
Same as above, but again for Hisui, Mech Hisui, Kohaku and both Len's.

5B 2B 2C 5C jc JB(2) JC dj 214C
EX bloodring combo. Used in corners to set up for OTG's or super jump okizeme, also used as a heat safe combo (but not as often). For Warc okizeme, see below.

5B 2B 2C 5C jc JC JB(2) airdash JB(1) dj JB(2) JC Airthrow
Higher level bnb, does more damage, works on most characters. When this doesn't work, use JBC dj JABC airthrow instead. You usually need to delay the 2C after the 2B to get this off.

5B 2B 2C 5C jc JC JB(2) airdash JC dj JB(2) JC Airthrow
Harder version of the above - timing is stricter but nets the most damage.

BE5B 2C 5C jc JB(2) JC dj JB(2) JC Airthrow
Standard overhead combo, works pretty much on everyone.

BE5B 2C 5C jc JB(2) JC dj 214c
EX bloodring off overhead.

BE5B 2C 5C jc JB(2) JC dj JB(1) JC J2C
Hahaha combo off overhead.

5B 2B dash 2B 5B 623C 5B 5C JB(2) JC dj JB(2)JC Airthrow
EX Tele combo done when your back is to the corner.

5C 623C (various possibilities) JB(2) JC dj JB(2) JC Airthrow
EX Tele combo used when you successfully 5C out of pressure. The possibilites will be listed below.

Throw (no tech) dash 2B 5B 623C (various possibilites) JB(2) JC dj JB(2) JC Airthrow
Same as above. Also there are variations of the air combo, but they are the same as the combo's listed above - these will require your own judgement.

214B CH sc 214C jc JB(2) dj JB(2) JC Airthrow
Combo off 214B counter hit.

---

623C Wallslam Combo Possibilities
2A 5B - Works at close and mid range, must dash to do 2A from mid range.
2A 2C - Works at close and mid range, must dash to do 2A from mid range.
2A 5C - Works at close and mid range, must dash to do 2A from mid range
5B 5C - Works at close and mid range.
2C 5C - Works up to the farthest rane, need to use tip of 2C.
5C 5B - Works close to the farthest range, dash 5C and delay into 5B, takes some practice.
sj J2C - lol.  :psyduck:

---
Counter Hit (CH) Combo's
There are two types of counter hits. There is Counter Hit Level 1  (CH1 or low counter) which when you hit someone out of a normal attack, and there is Counter Hit Level 2 (CH2 or high counter) which is when you hit someone out of a special attack. The difference? CH2 has far, FAR more stun time than CH1, allowing you to do special combos. Counter Hits in the air are untechable, and allow for an easy 2500-3000 damage knockdown. CH1's however, are far more common - CH2 is usually anticipated, and off certain attacks.

5C IAD JAB land 5B 2B 2C 236A jc JB(2) JC dj JB(2) JC Airthrow
CH2 combo (but not for Ciel 236c :/). A couple of specific uses - VSion and Warakia's 236C/623C (a note about 236C, there is a small window where you can 5C before you get hit, but you must not do it before the super flash), Nero's wakeup claw, etc.

214A CH1 land dash 2A 5B jc JB(2) JC dj JB(2) JC Airthrow
Simple CH1 combo off A Bloodring. 5A 5B works as well.

214B CH1 airdash whiff JA land 5B 2C jc JB(2) JC dj JB(2) JC Airthrow
Simple CH1 combo off B Bloodring.

JB(1) CH1 airdash whiff jA land 2A 5B jc JB(2) JC dj JB(2) JC Airthrow
Simple CH1 combo off JB.

214A CH1 land dash 3C 5A 5B jc JB(2) JC dj JB(2) J Airthrow
Harder CH1 A bloodring combo.

236A CH1 dash 5A 5B jc JB(2) JC dj JB(2) JC Airthrow
Simple anti air 236A CH Combo.
-----
OTG
OTG's stand off On the Ground - a string of attacks you do when your opponent is knocked on the ground. Warc generally does this in two situations - off a j214C combo ender, or the rare situation where your back is to the corner and you get a grab.

2A 2A 2B 5B 5A 2A *let them drop* 2A 2B 5B 5C 2C whiff 5A
Warc's double OTG, doesn't work on Nanaya, Aoko, Kouma, Len, W Len, and both Neko's.

2A 2A 5B 5A 2A *let them drop* 2A 5B 5C 2C whiff 5A
Use this alternate OTG for the characters listed above.

2B 5B 5A 2C 5C -filler-
Midscreen OTG. Filler options are 214B/C, 623A/B, or 2A.

------

Basic Okizeme
Okizeme is a term describing the guessing game that occurs when your opponent is rising from knockdown. It's a situation where whoever is performing okizeme is at a sizeable advantage, but still must take into account what the other player will do. Here is some basic okizeme for people just picking up Warc or beginner players in general.

2AAAAAA
Yes, mashing. Everyone starts here. Usually forces opponent into block. This is a poor choice and should be avoided. The worst part about this is that 2A can be sheilded high or low. :(

5B
Meaty 5B. Beats crouch sheild and mashing. Off late whiff cancel 5A you can create a poke/throw guessing game that will be described below. A half-charged 5B can force clashes. This means you can clash with certain DP's and heats, as well as hit them out of their jump if they decide to wake up jump (a pretty low level decision, but it has its uses). Also there is a 50/50 involving half-charged 5B and BE5B - BE5B is an overhead obviously, they have to block high or else you will hit them. But if you use a half charged 5B and cancel into 2A, they might think that you are charging the overhead and go into high guard accordingly - but by this point, you hit them low with 2A. This idea is used with several characters but is quite effective with Warc.

2B
Meaty 2B. Beats standing sheild.

236B
It's uses are limited, but it's good at what it does. This works well midscreen but is good for corner as well. It's most useful because of its special cancel point. Using into 623C will chase backsteps - using this into 214C will beat heat (623C will as well, but not as reliably). Still, it's situational and best used only on occasion.

214B
This, generally used in the corner, is  basically just fishing for anything. If it hits you can special cancel into 214C or 623C, into a combo. Not that good oki since it doesn't hit meaty.

623A/B
Low level backstep chasers and crossups. 623B is the better bait - you're farther away from the opponent and can throw out some super (623C or 214C) - if they did something, they'll be hit and you can combo off it.

---
Anti-Backstep Okizeme
The following strings are how to punish wakeup backsteps with Warc:

2A(whiffs) 2C 5B
Works on - Sion, VSion, Arc, Warc, Akiha, Vakiha, Kohaku

2A(whiffs) 2C 5C
Works on - Hisui, Ciel (Difficult on Ciel though)

2A(whiffs) 2B
Works on - Practically everyone else.

623B or 236B or 214B
When you are unsure of the above (I need to test it too).
---
Advanced Okizeme/Aerial Okizeme
Tougher to execute Warc mixups, a lot revolving around jumping, instant airdash or super jumping. Although some of these are baits, most of these rely on your opponent blocking on wakeup.

IAD JA JB(1) or IAD JA land 2A
Basic 50/50. Even beginner Warc's should be using this.

SJ/8 JA JB(1) or SJ/8 JA land 2A
Basic super jump mixup, more effective after EX blood ring combo.

SJ/8 Airdash JB
Used on opponents who expect SJ JA JB mixup, and can be used to bait sheilds. If you think they will anticipate/react to the airdash forward, you can still do JA JB / JA 2A.

SJ/8 JA JB Airdash JB
For when people start consistently blocking the basic high/low. This additional option makes the others above work again. Be careful of sheilding or heat after you airdash.

SJ/8 Airdash back 214A
Basic bait. Beats heat, dp's, mashing, and you can hitconfirm on counterhit.

SJ/8 Airdash back jB
Another bait. Keeps you safe from sheild.

SJ/8 214B
This one is interesting, your options change depending on height. If you do it high, you have the option to airdash back or forth with a move or another bloodring. If you're lower, you can do the same, or just drop with a jB. Also, you can special cancel into EX bloodring if you think they'll heat or DP (seeing how DP would beat this, but the invul on EX bloodring will protect you, AND you can combo off it, but its hard) EX bloodrring of course is auto knockdown and resets into super jump oki.

Jump Airdash or SJ Airdash JA JC JB
Probably her toughest okizeme, same idea  behind Arc's IAD JC JA JB - 3hit okizeme when they are used to JAB stuffs already. Takes a considerable amount of practice, and does not work out of an instant airdash because of her 5 frame JA. If you do SJ Airdash, you airdash quickly out of your super jump.


Warc 3 Hit Okizeme list
The level of ease of are listed in order from top to bottom and split into 3 groups.

-------Easy---------
Nero
Warakia
Kouma/Satsuki
-------Medium----------
Akiha/VAkiha
Kohaku/Sion
MHisui/Warcueid/Arcueid/Hisui
VSion/Aoko
-------Hard----------
Ciel
Shiki Nanaya/Shiki Tohno
-------Impossible----------
WLen/Len
Miyako:
NAC/NecoArc:

Secrets behind this - On some characters that are stand blocking, you can abuse JC's huge hitbox to hit them when you're much higher above them (Satsuki is the most extreme example) making JCAB possible.

Secrets behind this - On some characters that are stand blocking, you can abuse JC's huge hitbox to hit them when you're much higher above them (Satsuki is the most extreme example) making JCAB possible. I haven't used JAAB yet in a match, but I've seen it done. Its actual effectiveness is still in question.

---
Blockstrings

Warc's blockstrings heavily on two things - 5A and 5B. Doing 2B 5A or 5B 5A leaves Warc neutral on block. This gives her much initiative to create traps for people who try to poke out. 5B has another property - how far you move forward. If you can learn to whiff cancel 5A as late as possible (the cancel window isn't that late and takes some practice to get used to), you can essentially create blockstring loops revolving around 5B, 2B and 5A. However the weakness is because of all the reverse beats, you're damage will suffer. So how can we take advantage of this tool? Let's take a simple Warc blockstring as an example.

2A 5B 5A

After the 5A you're free to do what you want, since your neutral again. However, you still have initiative. Any A move can be canceled into another A move, so you can create a poke/throw guessing game. You can do:

2A 5B 5A 2A, or 2A 5B 5A Throw.

Keep in mind that in order for this to work, you need to late whiff cancel your 5B. Also you can't throw until they are out of blockstun.

The goal in the end for Warc is to constantly keep her pressure at neutral, and guessing your opponents actions. Warc doesn't really havve set blockstrings though - you have to be familiar enough with her moves to create these neutral situations on your own, because Warc is  very good at comboing off random hits. Here are some simple blockstring building blocks to get you started.

2A 5B 5A 2A
2A 2B 5A 2A
2B 5B 5A
2B 2C 5A 214B
5B 5A 2B





   



19
Sion Eltnam Atlasia / Sion Counter Hit Combos
« on: July 03, 2008, 04:40:22 PM »
Off CH jC midscreen:

jC (counter hit) land whiff 2a (not neccesary) 5[c] whiff 2b sj jBC dj jBjC airthrow (flashy combo)

Off CH jC corner:

jC (counter hit) land whiff 2a (not neccesary) 5[c] 6(b) 421b  22d 2b 5c jump jbc dj jbc airdash jc airthrow

CH2 combo: (For example, Ciel 236c blocked)

5c(1) 214b dash into midscreen or corner combo

CH2 combo on Nero

6c 214b dash into midscreen or corner combo

---

The secret to hitting 6c CH on Nero is to hold 9 on flash, then hold 4 at the end. You will be in the air blocking. On landing you can dash 6c 214b into some BIG DAMAGE. (Anyone can do this)

20
Tournament Results / East Toast TWO Results
« on: June 29, 2008, 08:12:31 AM »
Had to do a round robin since only FOUR people showed up. :X Zaelar if I made mistake correct meh plz

1. Zar
2. Jiyuna
3. Lord Knight.
3. Zaelar
4. Chibi

HYPE ass matches, can't wait to watch the replays (also can't wait to get a converter. . . :x)

21
3499 Route 1 South
Princeton NJ 08540
Palmer Inn (Clarion Hotel)

Venue Fee: $2.00
Games: Melty Blood: Act Cadenza VerB PC and Super Smash Bros Brawl
 
Signups: 1 PM
Melty Blood 2 vs 2 - $5.00 per person
Melty Blood Singles - $5.00
SBO Format - $2.00 per team (Waseda style, Single Elim best of ONE aka get fucking HUNGRY  >:()

-------

The Garden Room is right through the lobby. If anyone needs help getting to the hotel, call me at 609-516-8006.

The last one had more people show up than I expected, which is good, because I want MORE people to come to this one. Get down here and show everyone how LIVELY ECMB is.

. . .
 :psyduck:?

22
Philly Gamers, a regional gaming league, have been making a lot of ground recently. They've now added a FIGHTIN' GAEM division this year, but with some restrictions. Due to space issues, the max people we can have for MB is 16. Thankfully, that SHOULD be easy, and we SHOULD fill this cap at EVERY tourney. GET HYPE  >:(.

Address:
323 Edmonds Ave
Drexel Hill, PA 19026

Schedule:

July 6th - EARN YOUR INDEPENDENCE!
July 20 - PhillyGamers' Genesis
August 9th - East Coast Assault
August 23rd - Throwdown
September 13 - Proving Grounds
September 27th - Fall Brawl

----
Games
Brawl: 40 player cap
GGAC: 16 player cap
MBAC: 16 player cap
-----
Fee's:
Venue: $10.00
Singles: $10.00
2vs2: $10.00 a team
----
Address and Venue Info:

Going to visit the venue first before I post all of this sheezy, but it'll be up within the week. It's in Drexel Hill, PA, but I don't have the exact address yet.
-----
Contact Info:
AIM: Haitiansideplaya
Phone: 609-516-8006 for any questions, or look for me on #MBAC.

----
PRE-REGISTRATION - FIRST COME FIRST SERVE!:

Do NOT sign up unless you are SURE you can attend!

1. Lord Knight
2. R0uge Y0shi
3. Rayza

23
Talking on IRC, people want to know if a side 21 vs 21 is possible, which would mean we'd need to figure out who the 2 best players of each character are (and hope they show up  :'( ). This is 21 vs 21 (if it can happen) is open to ANYONE who can come to EVO, but they have to main the character. We can't talk about Zar's Tohno or my Warc or any silly secondaries. This is SRS  >:(.

Don't argue (too much) and keep this thread open. Gogogo :psyduck: I'm going to list good players of each character and you guys try to narrow it down to two.

Sion: Baod? Magz
VSion: Sp00ky, Zaido, Kurumster
Arc: XAQShinor, Tare
Warc: Sibladeko, Sledeau, Nerina
Akiha: Tenkai, Sync, Psylocke, Dakanya
VAkiha: Lord Knight
MHisui: Kyrojenix, Kijea
HisuKoha: Pfhor
Hisui: Numakie, Master Chibi, Sphyra
Kohaku: someAZNdude
Tohno: Tinshi, Nas
Nanaya: Jiyuna, Veteru, Darknall
Len: Hellmonkey, Xianoir, Bellreisa
White Len: Mizuki
Ciel: Brandino, Zaelar, HF-Blade
Nero: Arlieth, Jaxx, NightmareVoomer, LI Joe
Warakia: Lain
Satsuki: Choco, Frubam
Miyako: Kite
Kouma: S-Blade, Kamina, Xie
Aoko: Zar

----

Linalys can't play unless he picks a main!!!11!!1!111  :toot: :blah: :slowpoke: :prinny:

24
The guy I was sharing the bracket laptop with has yet to send me the full results for singles, but here's teams results and top singles results.

Teams (from memory):
1. Cotton Candy No No Homo - Zaelar (Ciel) & Zar (Aoko)
2. The Virgin Mary Is Watching You - Lord Knight (V Akiha) & Teh Spamerer (Warakia)
3. Kite Runner - Kite (Miyako) & Blaze (Hisui)
4. Cats and MATS! - Master Chibi (Hisui) & Quill (Len)
4. Team Why Did We Win - Kid.D (Sion) & Hacker (Ciel)


Singles:
1. Zar (Aoko - lost to no one)
2. Lord Knight (V Akiha - lost to Zar twice)
3. Zaelar (Ciel - lost to Lord Knight twice)
4. Master Chibi (Hisui - lost to Lord Knight and Zaelar)
5. Spamerer (Warakia)
7. Kid.D (Sion)
7. Rogue Yoshi (V. Sion)
9. Hacker (Ciel)
9. Atomsk (Nero)
9. Quill (Len)

-----

Quill, Zaelar and Zar please give me the replays as soon as possible (if you can). I'll get the bracket and shits up soon and try to get the date for East Toast Two as soon as possible.

REPLAYZ (but not all of them)

25
3499 Route 1 South
Princeton NJ 08540
Palmer Inn (Clarion Hotel)

http://forums.shoryuken.com/showthread.php?p=5126671#post5126671 - cross post.

Venue Fee: $2.00
Games: Melty Blood: Act Cadenza VerB PC and Super Smash Bros Brawl
 
Signups: 1 PM
Melty Blood 2 vs 2 - $5.00 per person
Melty Blood Singles - $5.00

Singles will start IMMEDIATELY after 2 vs 2. This place is in a pretty good area, there is food nearby. $2.00 Venue fee is to cover hosting costs.

GET YOUR SHIT OUT HERE, EAST COAST GOTTA GET HUUUUUNGRRRRRRRRRRRRRRYYYYYYYYYYYYY! No snapple machines needed in this shit.

The Garden Room is right through the lobby. If you have any questions, call 609-516-9658.

Get your asses down here EC, Lord Knight is having another tourney!!! :prinny:

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