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

Topics - Tonberry

Pages: [1]
1
Tournaments and Events / 8/3 Troll in the dungeon interest check
« on: July 25, 2013, 01:54:58 PM »
This is pretty much the only weekend I can do stuff in August.  PM for my address/number if you need it.

Come play me in Aquapazza and Melty. 


2
Michael Roa Valdamjong / C-Roa tutorial series interest check
« on: May 07, 2013, 01:38:10 PM »
I was wondering if there was any interest in seeing a C-Roa tutorial series, similar to Zar's MBAA F-Ciel series.  I kinda want to do this since there's a lot of information missing from the wiki and the only video guide to him is also quite lacking: https://www.youtube.com/watch?v=zZhMWowCR_w

I'm not going to do a ton of work if no one cares though, so post up if you do.  :teach:

EDIT: Kusa streamed this http://www.twitch.tv/aozaki_kyo/b/306097836

It's ok but it's also missing a lot of stuff.  It sounded like he was planning on streaming more of his stuff but either he didn't or Twitch or didn't save it.

3
If I open my castle gates on August 4th, who would be interested in coming?  This would be only for MB(and maybe the hateful BB) not tanto, poverty, schoolgirls, etc. 

4
Hisui / F-Hisui tutorial thread
« on: February 07, 2012, 10:47:01 PM »
http://www.youtube.com/watch?v=BJr2Tn1yhLY

IAD j6b will always hit these characters in the corner
Hime
(Not finished)

Characters that 5b 2a will always CH 2a mashing
C/H/F Nero(trades vs C 5b though)
C/H/F Hime
C/H Warachia
C/H Pcl
C-SAkiha
H-Nanaya
H-Kouma
H-Mech
H-Meko
F-Ryougi

Characters that 5b 2a will always trade if they mash ASAP
C/H/F NAC
C/H/F Akiha
C/H/F VAkiha
C/H/F Arcueid
C/H/F KohaMech
C/F Kouma
C/H WLen
C/H Warc
C/H Meko
C/H Roa
C/H Ryougi
C/H Tohno
C/H Stridberg
C-Nanaya
C-Mech
H-SAkiha
F-Ciel

Characters that can always mash 5b 2a
C/H/F Neco
C/H/F Kohaku
C/H/F Satsuki
C/H/F Hisui
C/H/F Sion
C/H/F VSion
C/H/F Aoko
C/H/F Miyako
C/H/F Len
C/H Ciel
F-Pcl
F-Stridberg
F-Tohno
F-Warachia
F-Roa
F-Nanaya
F-Warc
F-SAkiha
F-WLen
F-Mech

Characters that have answers to long range 2c/6c into 214a[6]
Hime(geyser trades)
Kohaku(2c trades)
(Not finished)

Characters that you can slide under with throw dash 2a
Nanaya
Aoko
Miyako
Kohaku
Necos
Tohno(?)

Corner 6[c] 236a 236a j9 jb safejumps the following reversals
Shield counter
Bunker
C/H/F Nanaya 623b
C/H Miyako 623a whiffs, 623c hits once and cannot be comboed off of
C/H/F Ciel 22b(but 22a trades in her advantage and 22c hits you)
C/H/F VSion 623c
C/H/F Warachia 623c
C/H/F SAkiha 623c
C/H/F Len 623c(but she can catwalk under all your air normals so don't do this to her)
C/H/F Akiha/VAkiha 623c(whiffs)
C/H/F Hisui 236c
F-Hisui 623c(whiffs)
C/H/F Meko 236c
F Meko 22c
FVSion 214c
C/H Tohno 623b(must use jC or jA against C)
C-Satsuki 22abc
C/F Nero 63214c

5
Shiki Tohno / OFFICIAL H-Tohno CC Guide
« on: January 16, 2012, 04:49:35 PM »
Quit H, play C.

6
Shiki Tohno / 1.07 FTohno
« on: January 03, 2012, 12:03:49 AM »
Changes I've noticed since console
+ 623b hits crouchers
+ All of his EX moves OTG relaunch  :laffo:
-/+ EX cancel point on 214a/b delayed.  They can no longer be instantly cancelled into 236c to keep your opponent in blockstun.  If they're around midscreen you can OTG relaunch and push them into corner though.
- 6b doesn't launch nearly as high as it used to
- 6b 2[c] is no longer airtight
- 623c damage nerfed

Quote from: Previously in Console
Optimal corner IH BnB is (jc) 5b 2b 5c IH dash 5b 2b 5c 623c 5a 5c jb jc jabc airthrow.  ~7.7k vs Kohaku off jc starter.  7227 damage off of 5b starter.  6173 damage off of 2a before 5b.  6119 damage off of 2a before 5b with dash 2a after IH instead of dash 5b.

and now, +doing 5b 5c after 623c instead of 5a 5c
off jC starter vs Kohaku - 7078 damage. 
off 5b starter - 6444 damage.
off 2a starter - 5533 damage.
off 2a starter, dash 2a - 5540 damage.

new IH bnb is replace 623c with 623b IAD jc land 5b 5c air combo
off jC starter vs Kohaku - 7611 damage
off 5b starter - 7001 damage
off 2a starter - 5704 damage
off 2a starter, dash 2a - 5695 damage

Quote from: Previously in console
2a, 5b, 2b, 5c, 623c, 5a, 5c, j.bc, dj.bc, airthrow = 5392 damage vs VSion

now - 4867 damage(5b 5c instead after 623c)

Thanks to new CH system
+ 2[c] CH IAD ja/b/c all combo
+ After 2a 5a whiff 5b(CH) dash 2a combos(bit tight)
+ 5b CH 5b combos
+ 2aaa 5b(as fast as possible) 2b(CH) dash 2a combos(bit tight at this range but closer its freee)
+ 2a 5a(whiff) 2a(CH) 5a(whiff) 5b combos

7
Aoko Aozaki / MOVED: [MBAACC] Aoko Discussion Thread
« on: October 26, 2011, 01:41:23 PM »

9
Kohaku's Magical Garage / H-moon shield throw
« on: April 17, 2011, 10:00:40 PM »

http://www.youtube.com/watch?v=tx3256pAVv0#t=2m29s

What is the input for this?  I tried 5d 6eeeeeeeeeeee and 5d 6abababababababab, both failed.

10
Shiki Tohno / Tohno Option Selects
« on: March 16, 2011, 10:19:01 AM »
I really wanted to wait until I could borrow/buy recording equipment but since that isn't going to happen anytime soon....

Universal OS - meaty 5b 2b~214d.  Beats wakeup shield counter and bunker.  For C and H Tohno this also beats wakeup DPs, though for any that have a super flash you need to input bunker again after the super flash.  Unless otherwise stated in a specific OS, while it says 5b meaty there needs to be a slight delay on the 5b hitting.  If the 5b hits as early as it can it will still be meaty but it won't clash with certain dps.

Tech punishing after bunker
If H-Tohno does bunker out of blockstun or your opponent gets CH by bunker you can time 5c to hit all tech directions and still have enough time to meaty 2a(though you probably can't get this meaty vs Ryougi.)  If they neutral or forward tech you can go into your bnb of choice.  If they tech backwards you have to do 5c 2c 6c --> air combo.  

C-Tohno can also time a 5c to punish all tech directions in these scenarios but since he doesn't have 6c you can't combo them as hard after back tech.  Your options are
    - 5c 2c 5a whiff --> 22b/BE22b - This gives left right mixup.  May not work on Ryougi, should work on the rest of the cast.
    - 5c 2c 5a whiff dash 22bd - Another left right mixup though the timing is tight and won't work on characters that get up very fast.
    - 5c 236a 214c 214a - If you're close the the corner you can combo after this
    - 5c 236a 236c - If your opponent is close to dying this is the highest damage punisher you can do if they tech away and they aren't close to the corner.

Characters that get CH if their shield counter gets bunkered - V-Sion, Arcuied(high shield only), Tohno, Nanaya, Warc(high shield only), W-Len(low shield only), Len, Hisui(high shield only.)

Characters that don't get CH if their shield counter gets bunkered - Everyone else.  Special note: H-Satsuki low shield counter will cause your bunker to whiff.

Characters that get CH if their bunker gets bunkered - Akiha, V-Akiha, Len, Warachia, Mech, Ryougi

Characters that don't get CH if their bunker gets bunkered - Kohaku, Tohno, Aoko, Sion, V-Sion, Arcueid, Satsuki, Nero(his bunker hits you twice if you bunker it  >:()

vs C-Nanaya
C-Tohno - throw, slight delay dash 2a 5[d] 5b 2b.  On block, this looks like 2a 5b 2b.  If they heat this turns into 2a 5[d] and you react and input dp after 5[d] absorbs the heat.  If they dp, this turns into 2a 5d 5b(clash) 2b(low profile, dodges rest of dp.)  The punish after that is dash 2a, which is a little tight.  I'm not just imagining that I'm holding the shield button down sometimes and I'm not or vice versa; I set the dummy to do this input and those are the results.  No clue why this works but it does.  If he did EX dp you can try to shield the whole thing or bunker after shielding the first hit.

H-Tohno - do universal OS but replace 214d with 214a.  This loses to bunker but if Nanaya dps you slide under after clashing with the first hit and you have enough time to do dash 2a to punish his recovery.

F-Tohno - throw, slight delay dash 2a 5[d] 5b 5dd.  On block this is 2a 5b, if they dp this turns into 2a shield shield shield.  You let the last shield fully recover by itself and you still have enough time to fully punish the dp.

vs H-Nanaya
C-Tohno OS vs C-Nanaya still works vs B dp but H-Nanaya EX dp cannot be shielded or clashed with so the only way to beat it is to bait it.  

H-Tohno - Do universal OS.  This still fails vs EX DP.

vs F-Nanaya
C-Tohno OS fails again(the third hit of F-Nanaya dp hits too low for 2b to go under it.)  Do universal OS with C/H Tohno.

F-Tohno - throw, slight delay dash 2a 5[d] 5b 5d 236d.  On block this is 2a 5b, if they dp this turns into 2a shield shield, shield counter.  

vs C/H/F Miyako 623c
C/H-Tohno - meaty 5b 2b ~214d.  Beats wakeup shield counter and wakeup bunker.  If they ex dp the 2b~214d input gets eaten by the super flash and you can input 623b after the superflash to hit her out of her dp.  If you delay the 623b slightly you can combo off of it with C-Tohno with 5b 5c --> air combo.  If you delay it as much as possible you can do 5c 5bb --> air combo but that only does ~100 more damage and is a lot harder to hit.  If you're worried about dropping the timing on the delay you can do the dp immediately and then do 5a 5bb.  

vs C/H-Miyako 623a and C-Miyako 236c
C/H-Tohno - meaty 2a 5d 5b.  The 2a has to be as early as possible otherwise you will still get DPed.  If C-Miyako does wakeup 236c 5d 5b gets dropped and and you have to time a shield properly to punish her.

F-Tohno - meaty 2a 5d 5b 5d.  The 2a has to be as early as possible otherwise you will still get DPed.  If she did 623a on wakeup you'll get shield shield whiff then you have enough time to punish her with a max damage bnb.  If C-Miyako does wakeup 236c 5d 5b gets dropped and and you have to time a shield properly to punish her.

vs H-Kohaku
C/H Tohno - Do universal OS.  2b~214d gets eaten by superflash if she does wakeup 214c or wakeup 623c.  If she did 623c just combo her after the clash.  If she did 214c you have enough time to jump and airdash over her then do rising ja and CH her after her last molotov.  5b recovers in time to punish backdash in the corner and dodge anywhere.   Since this still beats wakeup bunker/shield counter that only leaves her with backdash in midscreen and nothing in the corner.

vs C/H/F V-Sion 623c
All moons - meaty 2a 5d 5b.  On block this is just 2a 5b, if she does 623c shield comes out with perfect timing.  Wait for shield to fully recover then do max damage punish bnb.  

vs F V-Sion 214c
C/F-Tohno - Same OS as vs 623c but you have to manually shield the second and third hits.  You can't wait for shield to recover though.  

vs C/H-Aoko 623c, bunker, and shield counter
C-Tohno - use universal OS.  If she does ex dp 2b~214d gets dropped, manually input dp and you can combo her after it.
H-Tohno - 5b 6c~623b.  For some reason Aoko's shield counter has less invul than most(maybe all?) other characters so H-Tohno dp goes right through it.

vs F-Aoko 623b
C/H-Tohno - absurdly delayed 5b 5c~214a.
Alternate OS for C-Tohno - meaty 2a 5[d] 5b 5[d].  Both of these OS' lose to wakeup 623c.

vs F-Aoko 623c
C-Tohno - do universal OS.  If she does 623c do 623c after superflash.  Puts her in CC CH2.  
meterless C/H-Tohno - do universal OS.  If she does 623c do 214a after superflash.  

vs C/H/F-Sion 623b/623c
C-Tohno - 5b 5c~623b.  If she does ex dp 5c~623b is omitted and you have to manually input dp.  In either case you have enough time to do 5b 5c --> air combo after your dp recovers.  This loses to C-Sion wakeup 236c.  The 5b must hit as early as possible.

H-Tohno - 5b 6c~623b.  If she does ex dp 5c~623b is omitted and you have to manually input dp.  This loses to C-Sion wakeup 236c.  The 5b must hit as early as possible.

vs C/H/F Arc 22c
C/H-Tohno - do universal OS.  If she does ex dp 2b~214d is omitted and you have to manually input dp.  C-Tohno has enough time to do 5b 5c --> air combo after his dp recovers.  The 5b has to hit as early as possible.

vs C-Wlen 214a, 421c, forward dash, and 22b  
C-Tohno - 5b 5c~623b.  If she does 214a 5c is omitted and she gets dped.  Tohno covers in time to do 5c 5bb --> air combo.  421c has 1? frame of startup so she'll get CH before it comes out.  If she does 22b 5b will whiff and Tohno will recover before she does allowing you to punish her.  The 5b must hit as early as possible.  This loses to wakeup 623c.  Note - this OS doesn't win against 214a j236c consistently.  If she does the j236c too early or too late Tohno dp still goes through it but there is a timing between those where she will get 4 hits on her j236c.  There seems to be no input that C-Tohno has that will consistently beat both 214a and 214a j236c(all possible timings.)  

H-Tohno - 5b 6c.  If she does 214a 5b clashes and 6c will CH her.  If she does 214a j236c your 6c will go under her and you can hit her on the other side once it's safe.  This loses to wakeup 623c.

vs F-Wlen 623c/214c
H-Tohno - meaty 2b, mash 6e if you see 214c

vs H-Wlen 214b
C/H-Tohno - meaty 5b 6c~623b.  C-Tohno has enough time to combo her after his dp recovers.

vs C/H/F V-Akiha 623c
C/H-Tohno - use universal OS.  The 5b has to be a little more delayed against her than on other characters.  There's a timing that will still allow your 5b to clash with her dp and not clash with her bunker but it's tight so you may as well piano the bunker in case you mess up.  If she does ex DP you have to input 623b manually to hit her out of it.  C-Tohno does not have time to combo her so do the follow hit every time.  This loses to CV-Akiha wakeup 236c.  If H-Vakiha does wakeup 236c she'll be airborne and you need to react to that to combo her.

vs C/H/F-Akiha 623c
C/H-Tohno - use universal OS.  The 5b has to be a little more delayed against her than on other characters.  If she does ex DP you have to input 623b manually to hit her out of it.  C-Tohno does not have time to combo her so do the follow hit every time.  This loses to C-Akiha wakeup 63214c and wakeup 5[d] 63214a.  For some reason, if you delay the 5b too much she'll pass right through Tohno with her ex DP.  You don't want to because you can get mashed if you delayed it that long but if you really want to troll someone when you know they're going to do wakeup ex DP you can do that.  If H-Akiha does wakeup 236c she'll be airborne and you need to react to that to combo her.

vs C-Sacchin 22b/22c
C/H-Tohno - meaty 2a 5d 5b.  There needs to be a slight delay to the 2a otherwise the shield will come out too early.  If she does 22c the 5d 5b inputs will get dropped.  For C-Tohno the easiest way to punish her is to do ex DP, for H-Tohno just shield it.  

vs F-Nero 63214c
All moons - meaty 2a, then react to the superflash and shield the bees.  The game will automatically shield all the hits for you after the first hit and you have enough time to let shield fully recover and do a max damage punish bnb.

vs C/H/F Roa 623b/c
C/H-Tohno - meaty 2a 5d 5b 2b~214a.  The 2a has to be done as early as possible.  If he does 623b this will turn into 2a whiff shield 5b clash slide under him.  You have enough time to dash 2a and combo him after you recover from slide.  If he does 623c usually 5d onward will get dropped though if you pressed D early enough it will appear during the superflash and shield the hit.  If the shield didn't appear during superflash you need to press 5d 5b, otherwise just 5b if you're C-Tohno.  This will make you shield the first hit and clash with the second hit with the remaining hits whiffing giving you ample time to punish.  H-Tohno has to also press shield if it didn't appear during the superflash and you get a free combo off the autocounter.  

vs C/H-Ries 623b/c
C-Tohno - 5b 5c~623b.  If she does 623b you have enough time to combo her after the dp.  If she does 623c you need to input dp again and you still have time to combo her after the dp.

H-Tohno - 5b 6c~623b.  

vs F-Ries 623b and 236c
C/H-Tohno - meaty 2a 5d 5b.  There has to be a slight delay on the 2a.  If she does 623c your 2a recovers with plenty of time to shield it.

vs C-Wara 623c, Heat, 63214c, and AD
All moons - meaty 2a 44 5b.  Warc summon has a bit of startup so you'll hit him during the startup if he tries that.  You'll get backdash if he does heat, dodge, or backdash.  If he does arc drive you have enough time to block after 2a whiffs.  If he did 623c you can shield the whole thing with C/F Tohno or with C/H Tohno you can 623b him through it.  You have to do the followup with C-Tohno because you don't have enough time to combo him after the first hit.

vs C/H-Tohno 623b
C/H-Tohno - meaty 2a 5d 5b.

vs F-Tohno 623c
all moons - meaty 2a then shield it on reaction.  

vs Mech AD
C-Tohno corner only - meaty 2a then 623c post flash.  You'll get one hit then get hit 4-5x by her AD.  Neutral air tech then do a ja just as you're about to hit the ground.  5b --> air combo after that.

All moons anywhere on the screen - meaty 2a then AD.

vs F-Kouma 22c/236c
All moons - meaty 2a then mash 6e if he does 22c.  If he does 236c you can time a bunker, time a shield, or ex DP in C and H.

vs C/H/F-Hisui 236c, 623c, AD
All moons - meaty 2a any b/c normal~214d.  If she does 236c just block after the meaty 2a.  If she does 623c in full shield it.  If she does arc drive you'll get hit by the first hit then you recover in time to punish her.  This also beats wakeup shield counter and wakeup bunker.

vs C-Warc 236c
C-Tohno - do universal OS.  If she does 236c ex DP her after the clash.  Puts her in like CC CH2.  Unfortunately, H-Tohno EX DP will trade a hit with Warc 236c and result in mutual CH but she doesn't have absurd CH stun like she does with C-Tohno so you don't get to combo her off of it.  This loses to 214c.

vs C-Warc 214c
C/H-Tohno - meaty 2a.  If she does 214c you can do 623b or 623c.  If you're too slow with 623b though, you'll trade and you won't be able to combo off of it.  This loses to 236c.

vs C-Ciel 214c midscreen/236c anywhere on the screen
C/H-Tohno - meaty 2a.  The 2a has to be done as early as possible or you can get hit by 236c.  If she does 214c there is a slight gap between the earliest possible shield and a properly timed shield.  Hold 9 after the first successful shield and you'll jump up and get hit by a few knives after automatically shielding the second two knives.  Air tech behind her then punish her with a max damage bnb.  If she does 236c you can either time the shield, which can be hard, or mash D until you see the first successful ex shield.  Most of the time Tohno will shield in the opposite direction he was originally facing(this is what you want.)  If he did so and you mashed D press 214a after ex hiero ends(if you don't, no matter what he will whiff another shield because you mashed D.)  If he didn't turn around just jump.  You can't combo her off that but you won't get stuck whiffing a shield that way.  If you DID time the shield you can do 2c --> bnb.  This loses to 22c.

vs C/H/FS-Akiha 623c
All moons - meaty 2a.  If she does 623c shield it on reaction and punish her.  

C/H/F-Maids 214214c
All moons - meaty 2a, shield if you see the superflash.

reversals I couldn't find OS' for - C/H/F-Ciel 22c, C-WLen 214a j236c(all possible timings) with C-Tohno, H-Ryougi 22c, Kouma 214c, C-Nero 63214c, C-Akiha 63214c

reversals I'm not going to look for OS' for - C/H-Tohno 623c, any gimmick character's reversal and high risk AD/AADs

11
Kohaku's Magical Garage / Ground overheads
« on: March 02, 2010, 07:26:03 AM »
Can someone post what frame every overhead hits on?  It'd be nice to have a list to refer to.

12
Aoko Aozaki / Aoko Anti Half Moon Shield Counters
« on: January 19, 2010, 07:26:05 PM »
Crescent
Ground - Shield bunker(requires some timing), 623c(have to use it right before the hit or you'll get hit anyways)[7]
Air - [7]

Half
Ground - Shield bunker(requires some timing), 236c(no this doesn't work with Crescent), [7]
Air - 7E.  Despite the fact that her air shield counter looks like her Crescent jB, this will hit unless you're too high

Full
Ground - 623B, 623c(have to use it right before the hit or you'll get hit anyways by high shield or whiff them low shielding) shield bunker(requires some timing), [7]
Air - 7E 236E.

Crescent/Half 22c and 214c post ground shield all get hit.  Crescent/Half/Full j214c, Crescent/Half j236c get hit post high shield.  Full 236c and 214c get hit post ground shield.

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