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

Topics - S-Blade

Pages: [1]
1
Akiha's Tea Room / Social Networking
« on: August 07, 2010, 10:34:49 AM »
This serves as a list to help everyone in the community connect to each other through social networking sites. If you use either Twitter or Facebook, please post up your info so that we can all become more connected in the community.
Also, as a courtesy to all of us and so everyone knows who each other is and we all don't get a ton of random adds, please, if you friend-request someone on Facebook, use that little text box to identify who you are (whatever handle you use here or on IRC will do).

updated 21feb11

Blogs/Sites
---
mizuumi.net
Team Sp00ky
The Nipah Hut - Mizuki
Lord Knight's Blog
TECHMODE - True Tech
utawaremono - sibladeko
The Digital Pugilist - CPhame
Zaelar's Thread
MissedFRC's music blog

Facebook
---
Mizuumi
Team Sp00ky
Jiyuna
Numakie
S-Blade
MissedFRC
ShinMasaki
Van Artic
Rowanism
AM2
Vinn Aleixo
Pete278
TrueGunnerShadow
Sogekingdude
THCxWADE

Twitter
---
MeltyBread
Mizuumi
Team Sp00ky
Evolution Championship Series
iPlayWinner
Arcade UFO
Super Battle Opera
Capcom Unity
AlphaISMRadio
EventHubs
FADC
Level Up Series

Arlieth
Dipstick
jiyuna
Numakie
S-Blade
Fox
Warpticon
woof
Dakanya
True Tech
ShardZ
Ultima66
IPWCoopa
Kryojenix
fiendmaw
MagnusXL
CPhame
Van Artic
academio

Ponder
Yoshinori Ono
Arturo Sanchez aka Sabin
Keits
Sanford
Justin Wong
Alex Valle
Gootecks

I won't add links to people's facebook profiles unless they post them here, PM me or otherwise give permission (catch me on irc or something). If I find your twitter, I'll add it up on the list unless you have your settings set to require requests to be followed. If you want to be removed, just PM me. Thanks.

2
With NECX creating so much MBAA hype, and and influx of new players coming in with backgrounds in other fighting games, I've written this guide to help those players adjust and adapt to a different game enough so that they can quickly make the most of their existing skills and spend less time learning "Melty Blood" while the rest of us MB players are still trying to learn "Actress Again".

This is not a generic "how to play MB guide" particularly because I use lots and lots of fighting game terms that you already need to know, and I also try to show parallels to SF whenever possible. This guide assumes that you already know a number of things about this game (the differences between moon styles in particular), many of which can be read about on the MBAA wiki. Think of this guide as less of a instruction manual and more of an answer to the question of, "I learned what everything does, how do I use it?" Note that with some of the mechanics, I barely glaze over the details in favor of explaining their functionality and usefulness; you should read about the basics and/or details of these elsewhere. Lastly, I'll be trying to hit everything as short and directly as possible while still not missing anything important, so as to not overwhelm the learner.

Here's a semi-categorized list of mechanics/techniques/etc about MBAA, with the ones I'll be going over in bold. Note that the last part of this guide, the way the game flows and how all the small pieces are pieced together into the big picture, is the main meat of this guide, and the most important part to learn.

Quote
------mechanics
----movement
--dash
--backdash
--jump
--double jump
--airdash
--super jump forward
--super jump neutral
--super double jump
----meter system
----offensive
--normal chaining system
--reverse beat
--frametraps as staggers
--guard crush
--fuzzy guard
--OTG state

----defensive
--crossup protection
--shield
--shield bunker

--dodge/roll
--circuit spark
--teching
--heat activate
--superarmor
----moon specifics

-- ....

------techniques
----offensive
--okizeme
--IAD

--heat bait
--tech punish
--TKing air moves
--guard break
--crossup roll
----defensive
--chicken blocking
--inputting reversal heat
--inputting reversal backdash


------game flow
----offense
----neutral
----defense
----transitioning

Throw
---
Please understand that REGULAR GROUND THROWS SUCK IN THIS GAME. They are not anything like SF4 where any move that is not invincible or airborne by the time the throw lands, loses to the throw. In MB they are all high risk for low reward because they will get eaten up by just about any move that your opponent throws out. Many command grabs are great, some regular throws are decent with a specific setup beforehand or because of the setups they allow afterward, but realize that alone, all grabs give low damage and, if they have the short range that most throws do, they will win versus blocking, shielding, and dodging ONLY. Anything else gets fucked. This results in a game with more blocking than in traditional SF.

Something else to note is that while there are throw techs that you might want to use from time to time, many strong throw setups will punish a throw tech harder than just eating the throw, because of recovery on the tech and proration on the throw.


Meter System
---
The MB meter system is pretty standard once you learn about it a little, but has a bit of a twist with MAX. It can go up to 300% (unless in half-moon), and each EX move uses 100%, but once you get to 300%, you enter MAX. Once in MAX, your meter slowly drains, as noted by the orange bar, and once it finishes draining, you end up back at 100% if you're in Full Moon, or 200% if you're in Crescent. Each EX move you do while in MAX takes out a portion of the draining bar (so that it finishes quicker).

What MAX actually allows you to do, however, is three things: heat activate, arc drive (super), and circuit spark. If you do any one of these, however, you'll return to 0% meter instead of 100% or 200%.

Unlike SF, meter in MB is usually used for EXes rather than Arc Drives. In combos, arc drives/supers are rarely used because they usually don't offer enough damage for how much they cost in meter, and EXes usually suffice. Arc Drives, however, almost all have pretty good usefulness and functionality on their own and still offer great damage when not comboed into so it can easily still be worth it to save up the meter for an arc drive. Meter is useful for mostly just three main things: damage output for combos most of all, then after that, for reversal EXes, and coming in third, ++frame pressure EXes for rushdown. Note that none of these apply to neutral game and zoning. Therefore, with so much blockstring-ing and blocking and etc for gaining meter, you should easily be able to do EXes when you have the need to do them (as long as this is within reason).

There is nothing anything like where when Ryu has super or two bars or Rufus has three bars that your entire footsie game changes and your rushdown stops because of reversal fadc ultra and you stop fireballing and you stop doing barely-unsafe moves. In MB, although it can change your strategy and some of the risk/reward and some things that can be (lightly) punished, there is very rarely anything game changing in watching your opponent's meter, which is why in the MB community we rarely if ever use the phrase "if _______ has meter".

Reverse Beat
---
Reverse Beat is another mechanic that's easy to explain what it does, but more difficult to really communicate the whole idea of how it is used. Basically, MB's chain-cancelling system is as simple as "you can pretty much use any and every normal anywhere anyhow in a single chain, once" with a few exceptions. However, chaining (basically) from a higher power normal to a lower one (here's a thread with specific details, it's a little more complicated), you get a damage reduction. "Reverse Beat" actually refers to the action of making that higher -> lower chain rather than the reduction.

What it actually does is, firstly, create combos that would otherwise be impossible. However, looking at a perspective of how the game flows, Reverse Beat gives extreme variance in blockstrings. Overheads and lows can come in at any time, causing you to stay focused, and frametraps can suddenly be anywhere in the blockstring, and if the character's normals move them forward, the range that your opponent is at during said blockstring also can vary quite a lot through the blockstring depending on what order he chained his normals in.

Another, more practical thing that it does is called whiff cancelling. Obviously, a jab has less recovery than a sweep, so what if in SF, you could sweep, then cancel it to a jab to make it safe? This is essentially what whiff cancelling is, and it can make ground poking much, much easier, but offense can also be much stronger. This is because your chain of cancelled normals will reset, and you would be able to do the equivalent of a pressure string like, cr.short x2, cr.mp, cr.forward, st. jab whiff cancel, cr.forward AGAIN. You can use that forward again because when you whiff cancelled, your fast move completely finished quite fast, and your chain of cancelled normals was over, and you started a new one. However, because you whiff cancelled with a move that was fast, there was little time for your opponent to punish or react to your whiff.

Therefore, these whiff cancels, in addition to making many moves safe as pokes, also work to restart offensive pressure by ending your blockstring and starting a new, fresh one, with very little time between the two. When whiff cancelling is used this way, it works a lot like FADC. You get to cancel something and dash in to continue pressure, and although it's technically unsafe and you're at a disadvantage by a few frames, if your opponent isn't ready for it, you get to continue your pressure. Because of that slight disadvantage, they're often your chance to reversal or escape somehow, given that 1. your action is strong/fast enough and 2. that you reacted fast enough, or even simply guessed (judging on how many moves they have already used in the blockstring). It sounds a bit broken at first since it can be done for free with no meter, but the tradeoff is that reverse beat incurs a damage penalty, so if rebeats happened shortly before or during you got hit, you're going to take a lot less damage than usual.

Frametraps as staggered moves in a blockstring
---
Quote from: bellreisa
The blockstring concept works similarly in both games, with SF4 blockstrings consisting of manually-executed gaps based off of block advantage and spacing, while MB blockstrings work off of canceling the mostly-negative-on-block normals into each other with artificially introduced delays introduced by staggering to catch pokes.

...F-Moon as a whole may be a more familiar moon for SF players since the more limited cancel chain and safe ender specials are more SF-ish

Fuzzy Guard
---
Fuzzy guard is where, after blocking an airborne move (standing), you will still have the hitbox of your standing character until you exit blockstun even if you choose to crouch-block. The way that this is applied is with characters have aerials that have large downward hitboxes and are fast and easy to combo out of. What happens is this: they will do their jumpin very deep, usually meaty, and then either land on the ground and follow with some low hits into a combo/blockstring, or jumpcancel the jumpin, and immediately do it again. If the defender was crouching, the second jumpin would normally whiff, but they'd also block the low followup. However, with fuzzy guard, their hitbox is still standing even though they are crouching, so it does not whiff, and because they are crouching, they have blocked wrong and get hit into a combo. This basically creates 50/50 high/low mixups with medium-to-high damage and are also low risk, but usually require strong knockdowns.

The SF equivalent to this would be instant overheads that have combos afterwards....which don't exist as far as I know. If Cammy had an instant overhead, and could combo it into a low divekick (which could be followed by more hits), her mixup would work exactly like a fuzzy guard setup: an airtight guess between blocking high and low, with high reward in nice damage and low risk in your following blockstring.

OTG State
---
OTG state is when you are knocked down, but can still get hit while on the floor. However, while getting hit on the floor, you are counted as airborne, and gravity is increased by quite a lot to avoid easy relaunch combos. After enough time of being on the ground in OTG state and not being hit, you automatically get up. Also, you can generally be OTG'd only once or twice, after the second OTG string ends and you hit the floor for the second time in the combo, usually there is not enough vulnerable time on the ground or however the system works to be OTG'd again. There are a few special cases depending on certain specials and EXes and resetting of states and stuff similar to SF4's "free juggle opportunity" but with OTGs...and stuff like that, I don't honestly know the small details but it isn't something to worry too much about.

This is often applied in combos that don't end in a guaranteed knockdown, but a tech punish setup in the corner. After you decide not to tech, you'll be in OTG state and the offender will hit you with OTG strings. This is usually for a bit of extra damage (but not much, which is why there are a lot of reverse beats and 2As in strings) and often quite a substansial amount of meter. You can also ground tech once you hit the ground after the OTG string but is generally a very bad idea.

This is a little bit like hitting dead bodies in Marvel, but it is done at different times for entirely different reasons. The good thing is that it isn't something that requires much reaction or training: as the offender, you should have studied your character's combos and after what combo enders you should throw out your OTG strings (in the corner), and as the defender, just don't ground tech ever.

Crossup Protection
---
This is really fucked up and will really fuck up your blocking at first, but in the end it makes sure a lot of really broken unblockables and retarded crossups don't happen. There are three basic points to the blocking system regarding crossups:
1. If the defender successfully blocks, until they exit blockstun, they may keep blocking in that same direction regardless of any side switches that may happen. Note that you only get the protection until you exit blockstun.
and most importantly
2. Block the character, not the item that they threw out. i.e. If kohaku's helicopter plant is behind me as I'm getting up and she's standing in front of me doing nothing, block away from her or you'll get hit. There are no Aegis-Reflector-type unblockables in this game.
3. If the opponent is facing away from you while they hit you, you can actually block either direction until they turn around.

I might be missing something, but in the end it is usually GG players that have trouble with this, not SF players. With enough playing you'll get used to the crossup protection pretty easily.

Shield
---
This is essentially parry with it's own button. There are many properties to shield, but the general consensus is that it's been nerfed so hard in MBAA that it's generally just not that useful anymore unless you don't really have another option, which you usually do now because of air dodge. A SF equivalent of the new shield would be a Focus Attack that you can't dash cancel unless you hit it, and when you do hit it, you get very low damage. Also, when you whiff it, your guard meter changes a different color and goes to hell.

Shield Bunker
---
Alpha Counter. Performed with 214D. Uses 50% meter, 100% in half moon (but half-moon's is better in that it has tons more invincibility). However it still comes out even if you aren't on blockstun, in which case it won't use meter, but will whiff horribly. No comboing off of it, but you get a free tech punish setup (and with that, a strong knockdown) afterwards, making it a very quick and easy way to go from defense to offense. More useful and important than it looks, but can be easily baited and punished.

Heat Activate
---
Heat Activating was a very important concept in MBAC, and has become slightly less so in MBAA. What heat activating does is send you from MAX mode to Blood Heat, or if you're in cresent, from a regular state to just HEAT. It drains all your meter, but stops the game timer for as long as it lasts, and recovers your health (up until the red bar, either gradually or instantly depending on moon). You can also use arc drives in HEAT, or blood heat arc drives in BH (stronger versions), as well as last arcs in BH (basically successful parry into 65% life)

What's more important is the actual process of activating heat; activation varies from around 16 frames? startup all the way up to about 30. However, it's invincible and unblockable, causes wallslam, and the hitbox is the entire height of the character (sometimes more?), and quite a bit of the width, depending on the specific character. In short, it's a very effective reversal tool that will beat out every non-projectile (unless it clashes) and gives you bonuses afterwards. The problem lies in the long recovery in the case that it misses. If it is explicitly baited (which happened in mid-to-high level MBAC very often) the scrub will eat a full combo. A fairly good SF equivalent would be reversal FADC, with the exception that you get no damage versus your opponent when it hits. A better SF equivalent would be an unblockable lariat that costs 3 bars.

Okizeme
---
This is the name for the offensive player doing something on the defending player's wakeup, like a meaty. However, it's usually a lot more complicated than a meaty; often the extra knockdown time will be used to use a move for a setup, like a plant, fire pit, summon, etc. With some characters, oki is very strong and will put you in very tough mixups that you'll have to deal with, usually making you guess between which way you should block.

A great example of oki in SF4 would be Akuma jumping or demonflipping at a knocked down character while he has a meaty air fireball going for them, the generic Akuma vortex, Dhalsim Ultra setups, Seth's weird crossup with sonicboom and teleport after his ultra, or doing anything similar with Fireball FADC -> follow the fireball as it hits knocked down opponent meaty.

IAD
---
IAD stands for instant air dash, which is doing an air dash as soon as possible after a forward jump. Very simple, but the way it's used in pressure/offense is a little harder to explain. It functions almost exactly like KoF short hops. In SF however, an equivalent of the IAD would have to be a divekick; one that isn't as slow as demon flip in SF4, but as fast as SF4 Cammy's done at a lower height. It goes over all ground pokes, and nets you either a blockstring/advantage or a nice combo, but being in the air also comes with defensive risk (because in MB you cannot airblock ground normals). Another equivalent could be Fei's chicken wing, travelling far horizontally over most ground pokes, and netting you a combo (with a tight link) if it hits.

The reason why it's more useful in MB than the equivalent is useful in SF4, is because in MB, it's generally harder to AA than it is to ground poke. One of the reasons is because any air moves used for air-to-ground have rather good speed and have downward attack-hitboxes, meaning that it's basically hard to beat them with anything other than a move that has a hitbox that makes it very clear that should be used for AA. Moves that simply have a high attack hitbox but do not lower your own character's hitbox usually will not cut it if you want reliable AA.

Guard Break
---
This is DIFFERENT than guard crush. Guard crush is when your guard meter hits zero and you're vulnerable for a long time for a fast combo. Guard BREAK is when your opponent is in the air, blocking your hits, but you hit the ground first, and do a normal on the ground (which is air unblockable), and follow up with a combo. The most common and easy-to-see example of this is Mech Hisui's Arc Drive. If it's blocked in the air, the move has so many hits and keeps them blocking in the air for so long that Mech can simply dash forward and get in a free launcher and air combo.

Note that virtually anyone (certain grooves of kouma and sacchin have a hard time) can do this, if they jump at their opponent in the air and land an air blockstring, and the trajectory/height of the jumps cause them to land before the opponent. If your opponent refuses to throw out pokes in the air, this is a good way to force damage on them until they do.

I'm actually not sure if this concept/technique exists in the alpha series or marvel, although I have a feeling that it might....

Chicken Blocking
---
Chicken blocking is a little bit of a scrub tactic (hence the name) and refers to air blocking very close to the ground. It can get you out of some high/low mixups if the moves are airblockable and the mixup isn't airtight. Also, when you chicken block, you also are pushed back farther than you would be on the ground due to the fact that you had jump momentum and some other physics stuff. If you do it too much, you get guard broken (see above) pretty easily.

Inputting Reversal Backdash
---
This is a little more interesting. There are only two requirements to do a reversal backdash out of blockstun, and it depends how you decide to input it. There's 44, and 4A+B. With 44, you have to have pressed back within the last 12 frames (the size of the buffer), and be holding back as you come out of blockstun, and the reversal backdash will come out on the first frame that you exit blockstun. 4A+B is similar, you can simply hold 4 and press A+B within the last 12 frames from when you come out of blockstun and it'll come out.

This probably also applies to getting up from a knockdown, but note that a properly timed meaty will always win versus a backdash because the invincibility isn't instant, so it isn't that useful to wakeup backdash.


Game Flow
..........................................

Offense
---
Rushdown in Melty Blood is a little unique. First off, normal moves are much, much more useful and used more often than special moves for offense and for really most of the game. A lot of the rushdown consists of greatly varying blockstrings either completely airtight or littered with frametraps, depending on if the opponent is able to do a reversal or not. Usually offense is lengthened by whiff cancelling 5A and then dashing in or airdashing in again to keep going. A good SF equivalent of this would be randomly throwing in a level 1 or 2 focus and dashing in afterwards. However, in MB, whiff cancelling and dashing in usually results in being at a frame disadvantage rather than advantage, so it can be stopped, but it's usually not obvious when the whiff cancel will happen, requiring either good reactions, attention to the normals they've already chained with, or some guesswork. Moves, usually specials, that are safe on block or better are used mostly in offense rather than poking because you can end blockstrings with them safely before attempting to start new ones, which is a much safer and usually better option to restart your offense, but this often either costs meter or has a vulnerable startup.

Neutral
---
Neutral game in MB is even more unique. Like most fighting games, when the game is at a neutral state, the players then resort to zoning, which in SF is usually footsies. Footsies and zoning still happen in MB, but the very very very different thing is that they happen in the air, not on the ground. This is generally because movement in the air is actually quite good for every character and even godlike for some (but no flying like in marvel), and in the air, most characters have at least solid air-to-ground and a solid air-to-air, whereas on the ground many characters are missing an anti-air that is as effective.

Explaining how to play air-footsies in MB is really tough, but the first step is understanding all of the movement options you have. Everyone has the same jump, airdashes differ a little from character to character, superjumping forward from the ground leaves you in the air at a unique trajectory, and a super double jump is a new addition that can also take you farther while already in the air. C and H moon have air dodge which not only add another movement option, but obviously will dodge anything your opponent pokes with which can directly be offensive or defensive as well as a movement option. Lastly, there are also character specific moves that can alter your momentum and trajectory.

From there, actually throwing out moves or blocking is kind of straightforward. Either there's a trade, or someone scores a counter-hit and lands and combos, or someone blocks too much and ends up being guard broken or airthrown, etc. Note that if your character does have a solid AA, landing and AAing also gets thrown into the mix. And as another note, even though ground throws suck in MB, air throws do not, so getting into your airborne opponent's face and airthrowing them isn't going to lose nearly as easily.

Defense
---
Defense in MB has a lot of blocking. Block lots, try and shield bunker maybe, and then once you see that gap between the offense's blockstrings, they will usually be farther away from you, meaning if you want to counter-poke you have to use your longer ranged normals. If you're coming up from a knockdown, for okizeme chances are you'll have some kind of orb, flame, summon, plant, etc, on top of you that will force you to block and will give your opponent lots (and i mean lots) of frame advantage, forcing you to deal with any high/lows they decide to run on you while they are safe to do so. If this doesn't happen, then it's also likely that your opponent will manipulate different air trajectories or whatever else to put you in a crossup mixup, which here in the MB community we like to call a which-way when we're hype. Occaisionally neither of these will happen because of your opponent's character, or the type of knockdown they scored, in which case either they'll go for a simple meaty and you'll be facing standard pressure without crazy mixups or your opponent will back off SF4-style and the game flows back to neutral.

As a general rule, try your hardest not to ever ground throw or ground tech while on defense.

Transitioning
---
Lastly is how the game flows from each of these "phases" to the other, which is actually very simple.

Offense and defense basically start when one players scores a random hit on the other and it leads into a knockdown, or when one player throws out a move that the other player blocks and it leads into a blockstring on the ground. Note that during a blockstring, offense/defense isn't going to last very long unless the defender's escape routes are limited and he's put into the corner.

The game flow shifts back to neutral once both characters are out of range of each other's normal attacks UNLESS one of the characters has a special move that can lead things back into their offensive despite being out of range of normals, for example EX deer.

..........................................

With all of this, I hope that learning MB becomes easy for all of the new players we see in the future enough that our community can finally grow to truly rival other games. I leave our learners with a few quick, generic tips:
-It might be easier to learn the game with a full moon character rather than a character with more offensive and defensive mechanics. However, realize that your offense and rushdown will likely be weaker and you'll spend more time learning zoning and learning to spot gaps in pressure strings for you to escape out of or make more risky reversals against. However, this also means less time learning how to reverse beat and when you shouldn't heat or dodge.
-Unless the game's at neutral and you know it's safe, don't ground tech ever.
-Take tiers with a grain of salt. The tiers in this game are always rather tight and every character in this game is solid at worst. Play the character you like, because then you will play them more and you'll learn faster.

Feel free to ask questions, although I'd like to keep the criticism, especially non-constructive, to a minimum; we're here to learn, not to tell me how good or bad of a job I did writing this. If I'm missing something you think is important or got something straight up wrong please say something so that I can bash my head against the wall. Thanks for reading and good luck with your matches.

Addendum:

Character summaries- these are here to help you get a quick gist of the playstyle of each character so that you don't have to try out 80+ characters to find the one that suits your playstyle.

Sion
------

Crescent-
Quote from: Tempered
Frame trap and Rush down. Sion is mostly an in your face rush down character. She has numerous frame traps and fast movement with a plethora of options to make an opponent block for a long time. She is a solid character with Plenty of options on offense and defense and even some zoning tools in her whips and gun shots. Her rush down is augmented by the fact she can easily circuit break and if you get caught in a whip combo you cannot burst. She also has some of the highest average damage in the game though her combos are somewhat tricky. Her downfall is her lack of range. She does have some range in her slow whips (which are easily punishable). most of her normals don't reach that far compared to most of the characters which means she is more susceptible to pokes and reversals. Her high point is nearly any hit you land leads into her main bnb which will net you an easy 4-5k damage.

Full-
Quote from: Sp00ky
Frametrap/Rushdown character. Her Air Slides and her gunshots have advantage, and she can put herself in scenarios where she can use these again and again, forcing you to take risks to escape. She has some weaknesses in her neutral game. Her Jump [C] bnbs have some variations which can be used to deal high damage.

Half-
Quote from: Sp00ky
Rushdown character. Several innate overheads combined with several forward moving normals. Also has a good DP. Has one of the game's best post knockdown scenarios, but does not always have what she needs to capitalize on it. She has some surprise zoning factor with her B whip and her Gunshots. Has some Fancy BNBs involving jump [C]

V.Sion
------

Crescent-

Full-

Half-
Quote from: Lord Knight
The strongest character in the game. Very strong pressure, high meter gain, high damage, great mixups. She moves quickly, has good zoning with 6[ B ] and has 5B to use as a good anti-air. She literally has everything.

Arc
------

Crescent-
Quote from: Lord Knight
Combo movie character. Not very beginner friendly, but still decent in terms of strength. Her greatest asset is the ability to corner from pretty much anywhere.
Quote from: SilentShinobi
C-Arc has the most mixup/punishment potential of all the moons. See j.63214a/b (air rings). Also the hardest to combo consistently with, out of all the moons.

Full-
Quote from: Lord Knight
The strongest version of this character. Good zoning tools with 236A, 236B and 623B. Her damage output is the highest overall between the moons, and she has good mixup off her fuzzy guard. She also gets the highest damage off of random hits.

Half-
Quote from: Lord Knight
She's a generic H character. Her mixup game is substaintially weaker thanks to the loss of 5[ B ] - being able to play her well means you can hitconfirm well and generally understand MB well. Doesn't really stand out in any other way.

Warc
------

Crescent-
Quote from: Lord Knight
The strongest Warc. Great zoning with j214A/j214B, and her jB is a long reaching, fast aerial. Her damage output is extremely high off random hits and off properly hitconfirmed hits. Her rushdown is extremely strong, and she can keep you blocking for a long time. Her mixup, while not amazing, is still decent, and if you use meter midscreen, can be a bit deceiving.

Full-
Quote from: Lord Knight
An interesting variation of Warc. Her rushdown is extremely strong, but doesn't have the same ambiguity that WarcC has. Her mixup is all right, but she is definately the best at guard crushing.

Half-
Quote from: Lord Knight
The weakest Warc. Basically used for matches where you may have to zone on the ground. Her rushdown is all right, but pales in comparison to C. Her greatest strength is being able to corner easily with her 624C and her 236A/236B on the ground.

Akiha
------

Crescent-
Quote from: Lord Knight
The devs love this character. As far as mixup she has an easy 50/50 thanks to her tk j2C, an instant overhead. She can send you to the corner from pretty much anywhere. New to MBAA is a command grab that she can use as a combo ender. As far as midscreen she can zone with her air flametounges, the A version keeps her momentum and the B one stops her in place. However her range is mediocre and her damage output is sort of low.

Full-
Quote from: Lord Knight
The most technical Akiha. Her zoning is the strongest out of all of the moons. She can negative edge her flame pillars - on knockdown, this gives her a pretty strong high/low game.

Half-
Quote from: Lord Knight
Formally the strongest character, they nerfed her pretty hard but she's still pretty good. However thanks to her j2C being a mid, her mixup game is much weaker. Her damage output, while lower, is still decent. In the air, her greatest tool is jC, a big move thats great at fetching counterhits.

V.Akiha
------

Crescent-
Quote from: Lord Knight
A hollow version of her former MBAC self.

Full-
Quote from: Lord Knight
The strongest V Akiha. Great pressure, great mixup, great damage. She gets an air flame puffball that hits below her and adds to her mobility. She also gains an air flame pillar to aid her zoning.

Half-
Quote from: Lord Knight
Not too shabby. Her pressure is stronger thanks to 5A6A, and she has auto ignite pits to keep enemies from sitting around. However, she doesn't have air flame tounges, so her air game is a bit weaker. She has two airdashes, making some of her mixup strong, and she is one of the fastest characters in the game. Her damage output is pretty good, and she can send you to the corner off a good hitconfirm, but she has the worst defense in the game.

Maids
------

Crescent-

Full-
Quote from: Sp00ky
(With Kohaku on point) Trap character. Strong Zoning tools, good bnb damage combine with knockdown into corner pressure setup. Her corner pressure can go on perpetually for as long as her meter holds out, mixing in the occasional high/low to keep you guessing while chipping you down. She is especially strong versus half moon characters who cannot escape perfectly executed guard crush setups outside of using Bunker or Risking an inv move of some kind.

Half-

Hisui
------

Crescent-
Quote from: Sp00ky
'Morphing' character. She starts as a soso zoner, using her Dust and her Stuff-Fu specials to establish pressure, while also abusing her 5[C] and her divekick. She transforms when she lands a hit close enough to the corner, setting up one of the game's best tech trap setups and forcing essentially guaranteed damage regardless of your tech or no tech options using j.BB from the perfect height into land 5A2C. She also has a strong post throw game. Her defense is lacking, forcing her to depend on calculated risks to escape.

Full-
Quote from: Mizuki
Zoning type character.
She really wants to play on the defensive side throwing fireballs to space the opponent out, and a good ex dp that wall slams. Really good 5b, use it kind of like ST Guile's forward mk (even better since you can combo off hit on hit).

Half-

Kohaku
------

Crescent-
Quote from: Lord Knight
One of the most improved characters from MBAC to MBAA. She gained two new normals (4B and 6C) to help with her pressure, along with 2BB and 5CC - manual inputs for her multi-hitting normals. She does big damage with her 6C loops, all of which lead into solid knockdown into mixup. Combine this with her great normals and her plant oki and you have a very strong character.

Full-
Quote from: Lord Knight
The weird Kohaku. She has great normals, but her damage output is a bit lower than C/H. Her mixup is a bit weaker than Crescent, but she still has plants. She has counter specials and can zone with her 236A/B. Definately the simplest Kohaku, easy to pick up and play.

Half-
Quote from: Lord Knight
One of the strongest characters in the game (some say the best). She gives up plant oki for a simple poke/throw mixup. Both of these options, if you have the execution, lead into huge damage into her bomb mixup, which resets the poke/throw mixup. Her normals are also great, but not quite as good as Crescent, and she loses 2BB and 5CC (replaced with 2B and 5C).

Mech-Hisui
------

Crescent-
Quote from: Sp00ky
Zoning character. Focus is on jetpacks to cover the air, long range ground normals and lasers to prevent ground advancement. Her defense is weak but strong C-Mech players will use frequent heat activations and arc drives to push the opponent out far enough to reestablish her game. She also has occasional offensive spurts involving her whips as well as using deep jump C to set up a fuzzy situation.

Full-

Half-
Quote from: Ceehill
Momentum-based character.  H-Mech could be considered a "morphing" character, similar to characters like Venom (GGXX), Dhalsim, or maybe even E. Honda at a stretch.  With access to a myriad of projectiles and zoning tools, H-Mech can control the screen and force the opponent to take the initiative in closing space, often putting them in disadvantageous positions.  Once she scores a knockdown, she is free to begin applying her 3-way mix-up, usually protected from reversals somewhat by a meaty 63214A.  Her tech punish game is very strong, especially at midscreen, thanks in part to long range normals such as 5B and 2B. If at any point you feel unsafe continuing offense, you are free to revert back to zoning/annoying your opponent, as you will likely outrange them and thus still maintain a situational advantage.

Tohno
------

Crescent-

Full-

Half-
Quote from: Butters
The hero of Tsukihime, you can kind of consider Shiki the Ken of the game. Fittingly, he doesn't have super complex specials to rely on and confuse opponents. He overcomes this by having simply fantastic normals. It is very easy to lead into generously high damaging launcher combos with Shiki. His 2A is one of the best in the game, as well as his j.c. His 6C, quite frankly, is one of the best moves you can have in any fighting game, PERIOD. While he does have a DP, he does not have a fireball, or any projectile or move that stays out on the field, so he can occasionally have trouble getting in on zoning characters. Regardless, Shiki is one of the best in the game.

Nanaya
------

Crescent-
Quote from: Irysa
This character has very strong normals, almost every single one of them grounded moves him forward a lot (even on block), and his air normals also have great zoning potential. As a payoff, almost all of his specials are extremely weak/situational. He lacks good mixup, but the payoff is that once he has you under pressure, he can keep that going a VERY long time with many ambiguous frametraps/whiff cancels. He has fairly high damage output from clean hits but the amount of reverse beating/whiff canceling he does in his blockstrings leads to his overall damage being sub par due to proration penaties. Also the only character in the game to have a fastfall, j22. This cancels all movement and drops him to the floor very quickly, can be canceled into from air normals or done neutral. This allows him to get some decent mixups going for left right off a throw. (But, again, this fastfall counts as a reverse beat so your proration on this mixup is bad).

Full-
Quote from: Irysa
An almost entirely reworked character, most of his normals have much worse range/hitboxes, the only thing he retains in common with his other styles is his trolling potential. With an absurdly strong divekick that has no crossup protection and counts as an overhead along with his j22 fastfall this gives him some disgusting okizeme potential, further exemplified by the fact his basic combos go into rekkas for oki knockdown. He also has a ridiculously strong dragon punch in his 623b, doing the flip kick can make it near safe against some chars if they don't react very fast. Despite focusing on knockdown from easymode rekka combos, he does have a few notably hype combos, using his fastfall to net a second dp link in. Some like to compare him to Yun/Yang from 3S but specials aside, the comparison isn't too strong.

Half-
Quote from: Irysa
A sort of mix and match of Full and Crescent. Half retains some of the better normals (read, sillykicks) from Full, such as 5b and 5c, but also keeps more of the core of Nanaya's pressure game, his 2c. He also gains a low hitting 2a but as a result it's much slower than the other moons. His pressure game is even easier due to his 5a6aa reset ability, and his damage output is high...with meter. His 214 series is similar to Ryu's donkey kick in 3S or Shingo kick in KoF, except it can be used in the air as well. It's a strong but risky zoning tool. Half Nanaya for the most part is an "easier" Crescent, but overall doesn't get as much payoff and loses much of what little mixup game Crescent had in the first place.

Len
------

Crescent-

Full-

Half-

Ciel
------

Crescent-
Quote from: Rayza
'Jack of all Trades' Character, she can rushdown effectively using her amazing dash and fast air movement, but she also has powerful zoning using her variety of fireball specials. Has Decent mixup with her fuzzy guard and 214[a] 2c knockdown setups, and fairly high damage output in the corner. Isn't particularly missing anything but not really the best at any one thing.
Quote from: Azure Macabre
Her rushdown is fairly effective because she has a variety of normals that can be used to keep her close to the opponent and bait the opponent into a counter hit situation. C-Ciel also has a nice selection of anti-airs with 4C and 22B. She is also great at punishing mistakes against zoning characters because of her 236C and 623C which can punish some of best zoning options at full screen in addition to sloppy ground techs. These makes her a significant threat when she has at least 100% circuit. Remember, she is a Jack-of-All-Trades, which also implies that she is master of none.

Full-

Half-

Nero
------

Crescent-
Quote from: Sp00ky
Zoning character. One of the game's best jump normals for runaway (jump C.) Also has controlled risk in his 4C. His summons establish his ground game and allow him to pressure you into a knockdown or punish you for not attacking carefully. Notoriously difficult to antiair. Post Corner Knockdown ex crows establishes pressure that is unescapable for many characters and a high risk for others.

Full-

Half-
Quote from: Ceehill
Lockdown/frame trap character.  H-Nero is at his most fearsome with his opponent in the corner; standard mix-up tools such as 2A/2B and throw are simple, but effective.  His 236A sonic boom crow and his 623A deer are both string enders which leave him at an advantage, allowing him to frame trap with 4C to catch jumps/mashing, or to reset his pressure for free once the opponent starts respecting the threat of 4C.  H-Nero retains his trademark air normals, as well as his crescent moon 5B/2C and full moon 3C for anti-air, allowing him to control the space around him with authority.  In the context of pure zoning, his projectile/summon game is a bit lacking compared to other moons, forcing him to play a bit more pressure oriented; however, he does have a very strong, albeit a bit unwieldy, tool in his 63214C Bee summon, allowing him to safely apply pressure to airborne opponents and disrupting run-away games to some extent.

Wara
------

Crescent-
Quote from: Irysa
A char who's gameflow is average in every way, his zoning/footsie strength is fairly good (but sometimes difficult to hitconfirm off), his pressure game involves a lot of IADing for Highs/Lows but he lacks reliable ways to reset/good staggers, he has some strong okizeme mixups but these usually come at the cost of low damage. He has many long ranged/disjointed normals and is actually one of the faster characters in the game. Somewhat similar to playing a KoF character such as  regular Yashiro, many safe strings/good normals/movement but doesn't shine outstandingly in any area.

Full-
Quote from: Ceehill
Pressure based character.  F-Wara excels at keeping momentum once he forces his opponent to start blocking.  Unique to his character in the context of Melty Blood is his upward angled dash, similar to that of K-Morrigan (CvS2) and I-no (GGXX), allowing for a devastating wake-up game should he score a knockdown.  Opponents who manage to block his mix-ups face the risk of 236C guard-break traps (236C being an EX fireball which eats up roughly half of a guard bar on block) and relatively safe pressure resets off of his 2B.  Despite all of this, F-Wara is a bit underutilized in comparison to his crescent moon counterpart; this is most likely due to many of his better combos/set-ups being meter dependent (a factor alleviated somewhat by full moon being able to charge meter, but still notable) and the comparative lack of certain high-utility moves such as summons and 236x/623x kattos.  Still, F-Wara is a solid choice if he fits into your niche, as he can easily decide a round off of a single knockdown provided he has a good stockpile of meter to burn.

Half-

Satsuki
------

Crescent-
Quote from: S-Blade
Plays very similarly to Full, but some combos and setups differ a little. The main playstyle stays very close to the same, however, so the only real difference here is the application of the moon style mechanics.

Full-
Quote from: S-Blade
Mixup & Air Footsies character. Like Kouma, she gets only one air attack, but her j.B and j.C are very very strong air-to-air and air-to-ground moves respectively. Combined with her great movement, she can play a lot of air poking and baiting games by choosing to rush at people from neutral or baiting the risky ways that they use to try to combat her air game. Once she scores a combo into a strong knockdown, she has various 3-way-mixups that go into a combo and more mixup and so on and so forth, much like a vortex. Her pressure/lockdown isn't great, but if your opponent is either respecting or just afraid enough to block, she has good blockstring enders like her 236x series or her 22x series as well as moves that move her forward like 236
  • or her standing or crouching slides that let her rush down her opponent. While her ground dash has been much improved, a lack of good ground normals makes her ground footsie game weak, but the dash is great for comboing off of counter hit (which will happen often) or for utilizing her range with dash 2c or dash 3c.
Half-

Miyako
------

Crescent-
Quote from: Legendary Blue Shirt
Crescent Miyako is a character who is adept at unending rushdowns and wants to keep you in the corner as much as possible.  Her okizeme is fairly weak but she makes up for it with damage in spades when a move connects.  Her combo game relies on slamming you against the wall repeatedly, and she can do this from as far as midscreen.  Many would argue that her anti-air capability is fairly weak, so she is more well suited to playing ground footsies compared to most characters that prefer to jump around.  Also different from most characters is that she has more overhead moves than low moves.  Her poor range makes it difficult to get in at times but she sports the best dodge in the game as it is fairly quick and moves her forward.  If you like to MIX IT UP C.Miyako is the character for you

Full-
Quote from: Sp00ky
Risk versus Reward character. Highest consistent damage in the game. j.B And j.C are difficult to antiair and lead to big damage, they also can win air to air against defensive pokes. High/low game is also strong. This character is known as the one trick pony of the game, but is very effective at what she does - hit the opponent with a clean hit twice, you win the round.

Half-

Aoko
------

Crescent-

Full-
Quote from: Sp00ky
'Morphing' Character. In her first phase she is a strong zoner, utilizing orbs to stop jump ins and tiger shots to pressure the opponent into wanting to jump. She also has one of the games best DPs, making her playstyle not unlike Sagats. After building meter she morphs into a trap character, using her Blue Fire to set up dangerous 50/50s, repeating until she is out of meter or you are dead.

Half-

Kouma
------

Crescent-
Quote from: Ceehill
'Grappler'/Rushdown character.  Kouma in crescent moon plays similarly to hybrid type characters such as Alex (3S) or Abel (SF4); while primarily notorious for his 214x command grab series, he also boasts a set of more standard mix-up tools including his low hitting 2A/2B and his 6C grounded overhead, the former making his command throws more dangerous and vice versa.  On top of retaining a useful set of rekka moves in his arsenal, this is also the only style in which all of Kouma's air normals are normal and jump cancelable; these facets of his character give him relatively high-damage BnB combos as well as solid damage off of random hits.  To top it all off, C-Kouma has access to a number of reversal options, including his 214C EX Dunk, the ability to activate heat at will when over 100% meter, and his 22C which grants him 2 seconds of super armor.

Full-
Quote from: Sp00ky
'Grappler'. Many multiple use throws for defense or offense, some with high damage followups. His raw physical damage is high as well. He has 2 dead zones that cannot be effectively attacked by the opponent using his 2B and 5C, and can use these to pressure the opponent into bad positioning. Has a strong tech punish game after BNBs, allowing him to pile on the pressure after getting started.

Half-
Quote from: Ceehill
'Grappler'.  Inheriting aspects of both his full and crescent moon counterparts, Kouma in this style retains full moon's 2B anti-air as well as crescent moon's low hitting 2A.  Access to 6AA and reverse beats makes his pressure strong and his grapple options scary, however the inability to do "standard" air combos causes his damage off of random hits to drop somewhat (BnB damage is still very strong though) and the lack of full moon's 623X series forces him to work a bit harder to keep momentum after a knockdown.  Retains his reversal options from crescent moon with the exception of heat on command; in exchange he gets access to half-moon mechanics such as shield counters and automatic heat at full meter.  Arguably lacks extra tools in comparison to crescent and full moon styles, however this style is more than playable simply because he can still apply his notorious hit/throw mix-ups and control the space around him using his excellent set of normals.

White Len
------

Crescent-
Quote from: Sp00ky
Switches focus from Zoning to controlled offense. Better mixups involving her dash and her spin specials to cover the weakness of the loss of her fireball. Also has one of the games best DPs.

Full-
Quote from: Sp00ky
Zoning Character. High defense combined with Akuma style fireball traps. Her Ice traps are difficult for some characters to get around and can set confusing mixups post knockdown.

Half-

Roa
------

Crescent-

Full-

Half-
Quote from: Sp00ky
Frametrap character. Lightning Bolts and his 236x moves establish difficult situations for the opponent to escape or reverse. His 236C is a full screen punish on reaction to certain popular zoning tools, preventing the opponent from zoning him out when he has meter. He has a strong guard Crush game on half moon characters in the corner, which is also surprisingly difficult to shield bunker out of. His lack of any real overheads weakens his pressure, requiring strong fear establishment to land hits on opponents with good defense.

Ries
------

Crescent-
Quote from: Curbeh
Anti Rushdown Character
Crescent Reis has a moves set that can be described as watching what the opponent does first then acting accordingly. Many of her moves lack the reach that the other moons have but makes up for it with strong hitboxes and speed. Her combo damage is lower than the other two but she can still create block strings and pin the opponent down in the corner. This character also has a guard cancel that has a lot of invincibility attached to it, making it very hard to perform extended block strings on her. Perfect for people that have a good grasp of the game's mechanics but do not want to play the air footsies part. This the most technical of all the Ries'.

Full-
Quote from: Curbeh
Zoning Character
Full Ries varies quite a bit from the other moons. She loses her dash, but gains an excellent anti air and in addition to her long normals. She also loses her charge, but gains a locking move that gives her time to charge or okizeme. This character can be very successful while played defensively, but can easily switch to a solid offense when its her turn. Getting damage with her will require learning more difficult combos and the corner, but her oki-game is strong with just basic combos, allowing variability. This is probably the easiest Ries to learn.

Half-
Quote from: Curbeh
Rushdown/Zoning Character
Half Ries combines many of the good parts of crescent moon and Full moon Ries, creating a character that has reach, damage and excellent movement. Half can lay down the most damage out of her other moons on a consistent basis and her strengths come out in the corner, with reverse beats and her long reaching moves, Half can easily create oppressive blockstings. One thing to be careful of is that her moves do not come out very fast, making it necessary to be reading ahead on a constant basis. Being aware of your strengths and weakness will give you a very capable character.

Ryougi
------

Crescent-
Quote from: Rei
Highest damage out of the 3 moons, has unique custom combo(63214C), but less range than her other moons. Low defense character. Amazing pressure with rebeats and can guard crush pretty easily. Like H-Ryougi, she has some Sandoori setups, but they are different and corner only. C is really easy to pick up to do her basic combos and deal a good amount of damage, but lacks the complexity and range of H-Ryougi. Unlike the other two moons, she doesn't have a command parry, but she has a command crossup attack instead (421A/B/C). C has the most unblockable attacks out of the moons (7). Her arc drive is unblockable if the opponent is close, and not in block stun or wake up animation. Her normal unblockables (5C and 6C) come out fairly fast and can be half-charged to make your opponent afraid to shield. Like the rest of the moons, she has no reversal.

Full-
Quote from: S-Blade
F-Ryougi is a character who can control a lot of space, but has relatively weak rushdown. Her j.B and 214a dominate the air, but her reactive ground-to-air AA is poor. Her 22a allows her to extend blockstrings and pressure, land a far 3c in a combo for a crossup setup, or punish things from almost full screen with a knife and air combo. When played correctly her main threat is that, when spaced correctly and doing things safely, she can make the opponent on defense afraid to do anything; counter-shielding gets command parried, pokes get stuffed by pokes that are farther range, and long range unblockables, high guard bar damage, and BHAD setups (along with ways to easily get the meter) make the opponent afraid to block. However, keep in mind she still almost completely lacks a high/low and her crossup game is nonexistent other than one fairly weak and basic setup.

Half-
Quote from: CPhame
The only moon without any charged unblockables, H Ryougi has to rely on solid basics to win.  This is the only moon with a ground roll and knife catching.  Catching knives in the air will cancel dash momentum, which can create unique sandoori-style ground mixups on wake up.  Combining the range of Full with the combo-ability of Crescent, Half moon can dish out significant damage with sweep loops, huge guard damage with knife throw extensions, and excellent zoning / pressure games.  Her only drawbacks include slow normals with bad recovery on whiff, and a lack of anti-air moves, which makes her difficult to play on defense

S.Akiha
------

Crescent-

Full-
Quote from: Mizuki
Zoning type character.
Controls a character space in front of her with rings to force people out of the air to fight her on the ground where she's most strong at. Good blockstrings that always put her at a chance to land a 22a loop (which builds her a lot of meter) or a nice bnb. With full invincible EX dragon punch that has a huge hitbox and her constant source of meter makes her able to AA character reliably even with air back dash when they jump deep in. Able to knock down a lot, she has multiple options to cross the opponent up even if she doesn't land a huge damage bnb. She plays a lot like a street fighter character in the sense you want to avoid air to air situations, and jump in only when you know it will work.

Half-
Quote from: Curbeh
Rushdown Character
The most quirky S.Akiha. She has many quick moves in her arsenal and very unique and quick movement, allowing her to be in the opponents face at all times. However, her special set does not really allow for variability with auto TK flames and slow flame pillars. These are mostly only blockstings moves but they do a decent job at it. She also has a command grab that you can combo after that is great for getting in the tightest of defenses.This character is good for people that want to be quick and rushdown.

Kohaku & Mech
------

Crescent-

Full-

Half-

Mech and Neco
------

Crescent-

Full-

Half-
Quote from: Ceehill
Run-away/zoning character.  Probably the most notable aspect of this character is its 22B meter charge, something unique amount half moon characters.  Provided you can set it up successfully, you can usually keep yourself at or close to full meter (heat mode in half moon), utilizing constant arc drives and increasing your longevity significantly.  While keeping H-Mech's long reaching normals and high damaging BnBs, H-MechaNeco trades 623x buffering tricks for Neco Arc assists; this lowers the damage output on random 5B/2B hits dramatically.  Neco assists are surprisingly versatile though, with 214x replacing Mech's old fireball, 236x being decent for zoning, and 22A/C being great for oki provided you can set them up.  Despite losing a lot of versatility in comparison to regular H-Mech, H-MechaNeco is actually pretty legit despite the stigma of arguably being a "joke" character.


As you can see this section is massive and I obviously can't do it on my own so it would be great if people can PM me with short summaries (a paragraph maybe two, and of course you will get credit) of the playstyle of a character that they know so that I can throw it on here. Don't need to main the character but even if you've just been watching a lot of jp match vids of them and understand how the character plays that's enough. This saves a lot of new players a TON of trouble and also will help character variety in the scene, giving us all more matchup exp. This helps everyone so if any help is greatly appreciated by everyone. Thanks

3
Kohaku's Video Room / How to Convert UStream's FLVs Into Usable Video
« on: November 14, 2009, 11:46:38 PM »
This is mostly for the fair number of us who are streaming matches, training mode, whatever it may be to each other over ustream. It doesn't take too long to discover that, when you choose to download the FLV straight from ustream, it turns out that they use a disgusting audio codec that's hard to convert from and isn't open source etc.etc. it fucking sucks for us, and the only use the FLV has on its own is uploading to fucking facebook. However, after some serious searching around and toying around, I found a way to convert long-ass-session-video into a usable, completely synced AVI that can be edited however you choose, split up into seperate matches or smaller parts to be uploaded to youtube, put onto your portable music/video player, and all the other wonderful things that you can possibly do with a video file in common codecs. It's kind of long and roundabout, but the end result is worth it.

Quick and Dirty:

You convert it with VLC (yes VLC), likely to MPEG-4, and then convert that into AVI.

Breaking it down:

1. Downloading the FLV

Ustream -> My Shows -> My Videos -> find it, scroll down -> Download: .FLV -> Save link/target as....

2. Converting with VLC

VLC Media Player (make sure you've got the latest) -> File -> Convert and Save... -> fill in the FLV, destination file -> for Profile, technically it doesn't matter what you pick, but you'll probably want "Video - MPEG-4 + AAC (MP4)". Click Start.

You'll know it's going if in the status box at the bottom, it says Streaming, and you see the time of the video ticking away just to the right of that. Be patient, this is all the feedback you get (i.e. no window with all the lovely command line shit)

3. Converting into AVI

Find a converter for whatever file type you picked for the Profile (mp4 in this case) into AVI, and throw in the newly converted file that VLC gave you into it. I used Pazera and it worked great. Obviously I can't give real instructions here because there are hundreds of ways to do this.

And there you have it! A nice video, with great quality (well as great as your webcam and mic or whatever you streamed in the first place) fully editable so that you split it up into parts and throw it on youtube and show everyone your hot mixups/setup/pressure that you did in training mode or whatever the hell you were actually streaming.

The most practical use of all of this:

Video capture (webcam) + Audio capture (mic) + Laptop + Internet = Live stream of a tournament, with videos (of the stream) up on YouTube in no time.

have fun!

4
Shiki Ryougi / Ryougi: Differences between moon phases
« on: August 19, 2009, 07:44:22 PM »
The title is self-explanatory. Discussion on differences between styles of ryougi. I'll list off some simple move differences/similarities:

C-Ryougi:
Decent range
6c crossover move
No ground overhead
22x weak on comboability
Has dash-attack 623x, which is good range, only useful in corner, uncomboable, but quite unsafe
Has 421 and 214 options for her overhead slash, which give crossup options
63214c mixup rush which is very good at forcing damage
Decent AA


F-Ryougi:
Exceptional range
5b and 5c miss crouchers from outside close range
Fast ground overhead with good comboability
Has all three types of parries
22x much easier to combo in and out of
Has a dash with an abnormally large uncancellable window in the beginning
No 63214
Strong AA with 5b and jumping normals

H-Ryougi:
Has C-Ryougi's range, but F-Ryougi's 5C for a little more range
Has a parry and the dash-attack 623x
Has F-Ryougi's 22x comboability
Has F-Ryougi's ground overhead
63214 jumping knife....use is kind of unknown?

5
Shiki Ryougi / Ryougi combo thread
« on: August 19, 2009, 05:28:54 PM »
This is kind of self explanatory, some useful combos you find for any groove of Ryougi Shiki. I'm no combomaestro so I'm not going to be inventing every single combo here and stating each purpose, so everyone submit what you have and I'll add it to the list.

please include:
-the moon style
-approximate damage (i believe v.sion is still the standard dummy we use? unless def mods all changed?)
-positioning requirements
-if it only works on certain characters (if you don't note this we'll assume it works on everyone since this is MB)
-any particular comments on usefulness
-really as long as we don't all have to ask "why would we use this"

Also, hopefully we can discuss and hopefully add a list of useful combo moves, generally ones that are easy to combo into and out of and/or do high damage, so that it can be easier for us to discover new combos.

C-Ryougi

Corner:
2a(?) 2b 5c 2c 5bb j.bc 22c (EX Knife Throw, Land)-> j.bc j.bc AT or 236 of any Variant, 236c is not worth wasting meter on IMO.
IAD j.c j.236c 5a 2c (don't do the 2c if its too tricky for you) 5bb j.bc j.bc AT or 236 Variant.  You can try the knife relaunch combo like in the first one but I don't consider combos that waste 200 meter to be practical.

Midscreen: 2a(?) 2b 5c 2c 5bb j.bc j.bc AT or 236 of any Variant, 236c does most damage, you can even do a knife throw of any variant but its pointless since they can tech out of it and the damage is basically the same.

Both of these can of course be started with an IAD j.c.  The 2a is optional but I would try to avoid it unless you need it to confirm your hits, since it makes the BnB do less damage overall.
C-Ryougi combos a friend of mine figured out.

w/knife anywhere [2A] 5BB 2B 5C 2C 22C 2C 5C j.BC dj.BC airthrow - 4839 damage, 1 EX

w/knife corner/near corner [2A] 5BB 2B 5C 2C 22C 2C 5C j.BC j.236C land neutral-j.BC dj.BC airthrow - 5436 damage, 2 EX's

w/o knife corner [2A] 5BB 2B 5C 2C 2369B 5BB 214A j.BC dj.BC airthrow - 4927 damage

F-Ryougi

(2a) 5b2b5c 236b 236b 236b 2b5c j.b(1) j.c dj.b(1) j.c airthrow - 4.8k, meterless
must be close enough for the third rekka (launcher) to land. also note that if you land 236a/b 214a/b jumping overhead, you can do the rekka launcher and then continue with the rest of this combo. 236c ender with j.b(2)s instead makes it 5k. you can sacrifice some damage for range by taking off some of the moves in the ground string, i.e. 2b5c will end in a complete combo from farther ranges than 2a5b2b5c. pretty much a BnB. the 2b link/catch is tough but you can also use 2a5b ya scrub

poke 214c slight delay j.c land j.b(2) j.c dj.b(2) dj.c j.236b - 4.2k, 100% meter
misses crouchers but combos off of practically every poke so use this when you AA from the ground if you want (i.e. 5b). useful but not critical

2b2c3c 22a 5c j.b(2) j.c dj.b(2) dj.c j.236b - 4.2k, no meter, need throwing knife
solid combo with lots of range, you use this when you're out of range for the last rekka hit to hit, usually. the tradeoff is that you need your throwing knife. more or less a BnB.

4c 22c 5c j.b(2) j.c dj.b(2) dj.c j.236b - 3.2k, 100% meter, off of 4c overhead, need throwing knife
you can also do 22a instead of 22c if you are in the corner and cancel early in the window, which is quite a bit more useful, but in the end fryougi isn't going to get to use this a lot because of the range of 4c.

H-Ryougi
Corner: Alot.
2b 5b 6aaa 2c 3c 5c 5bb(skip if its too hard to link the next part) j.bc j.bc AT or 236 of any variant, even 236c will add alot of damage in this bnb.
2b 6aaa 2c 3c 5c 5bb(skip the if its too hard) j.bc j.22c (Ex Throw Knife, if you did the 5bb connecting the next part will be pretty hard) j.bc(She might catch the knife again) j.bc AT or 236 of any variant.
if you can catch the knife again try to do 22b first then a j.bc relaunch into 22c for yet another relaunch.  Knife relaunches whats good.
6aaa 214a(Do this shit right away, the timing is strict) when you land-> time 2c 5c(This will cross you up, dont get confused just do-> j.bc into:
j.bc AT
j.bc 236a/b/c
j.22c -> land j.bc j.bc into AT or 236 variant.  The double knife might work on this one aswell not too sure.  You can do 2b at the beginning but it will eat damage overall in the BnB.

These can be started with IAD j.c of course.
4079 dmg
Close range, works everywhere
2a 5b 5b 2b 5c 2c 6aa jc j.b j.c djc j.b j.c 236b
Easy knifeless bnb with 2a starter

4353 dmg
Close range, works everywhere
2a 5b 5b 2b 5c 2c 22a 5c jc (catch knife) j.b j.c djc j.b j.c 236b
Knife combos avoid reverse beat proration and look sexy.  Pretty sure you can catch the knife wherever you start the combo.  Sub 5b for 5c after the 22a to make it easier to catch the knife for a little less dmg.  It helps to jump straight up when catching the knife.

5021 dmg
Close range, works everywhere
j.c 5b 5b 2b 5c 2c 22a 5c jc (catch knife) j.b j.c djc j.b j.c 236b
Same as above but starts with j.c aerial instead of 2a.  5k meterless with knife catching!
More combos:

BnB
2a 2b 5bb 5c 2c 22a 5c j.bc ad j.c dj.bc 236b 4778 dmg

Meterless midscreen/corner
2a 2b 5bb 5c 2c 6aaa 214a j.bc dj.bc 236a 4602 dmg

100 meter combos for corner/midscreen
2a 2b 5bb 5c 2c 22a 5b tk 236c (land) 623b j.abc dj.bc 236b 4530 dmg
2a 2b 5bb 5c 2c 22a 5b tk 236c (catch knife) 5a 22a j.abc dj.bc 236b 4648 dmg
2a 2b 5bb 5c 2c 22a 5c j.c ad j.c j.236c (land) j.bc dj.bc 236b 5275 dmg

etc.
4c 22a 5b j.bc (catch knife) ad j.c dj.bc 236b
2a 2b 5bb 5c 2c 22a 5b tk 236c tk 236c j.abc dj.bc 236b 5077 dmg

Sorry if any of the combos are repost. Damage for combos is on a crouching V. Sion.

Other things

-If you catch a knife while air dashing, it'll stop your forward momentum, and you'll drop down. Could be useful in blockstrings for high/low mixup.

Edit: you can use the ricocheting knife off of 22a/b/c and 63214a/b/c in conjunction with airdashes to create some relatively ambiguous mixup/crossup.

-I noticed that I deal more damage when the dummy is set to crouch. ???

After many hours of practicing H-Ryougi, here are my thoughts:

The Sweep Loop
combo starter --> [delay 2A, 2C, delay 3C]x3 > [2A, 2C, 3C,]x3 > 5BB > air combo

I was surprised that this loop isn't too difficult and it can be done from anywhere and from many different setups.  It is worth the effort in learning this.  So far, I can pull at least 3 reps of the loop on Akiha and Sion 80% of the time (still does like 4k damage).  Timing for the delay on all the characters varies greatly.  Tried to do the loop on Nanaya, but it looks impossible so far.  If you mess up during the loop after a 2C, it still knocks them down so you still have many safe options afterward.

The sweep loop may crossup midscreen, which makes it very difficult to continue the loop.  A way to prevent this is to use 623B in the combo, preventing 2C from crossing up.

Setups for the sweep loop I have tried so far:
2A> 2B > 5BB > 5C > 2C > 22A > 2C > 3C > sweep loop
This works best on the corner (if done midscreen, theres a chance of crossing over).  Requires knife.  I would use this as my BNB.

2A > 5B > 6AAA > delay 2C > 3C > sweep loop
Knifeless.  The timing of the sweep loop also changes.

Counterhit in the air > land > 2C > 3C > sweep loop
May crossover during the loop.

5C > 3C > 623B > 2C > 3C> sweep loop
Works best in midscreen.  The 623B puts you at a good distance away, which will later prevent a crossup during the sweep loop.

22A/22C (midrange) > 2C > 3C > sweep loop
Works anywhere.  A delayed knife throw (hit) after a pressure string can result in some nice damage.

4C > 22A > 2C > 3C > sweep loop
Overhead into the loop.  Corner only.

4C > 22A > 2C > 3C > 623B > 2C > 3C > sweep loop
Overhead into the loop.  Midscreen.

General strategy
-Catching the knife while air dashing stops the momentum.  This sets up some good high/low/throw mixups
-Blockstring > 22A > jump > air dash foward (catch knife) lets you reset your pressure.  22A can be delayed and if it hits --> sweep loop
-The only way to combo off the 4C overhead is 22A.
-Ending a combo with j.236B allows some time to pick up your knife if you used it.
-Midscreen blockstring > 63214B will cause the knife to ricochet against the ground and wall back to you, giving you an easy catch.
-combo starter > 22A > 5C > jump (catch) > j.BC > j.BC > j.236C/airthrow is the easy BNB without losing your knife.
-Losing your knife removes a lot of what H-Ryougi can do in pressure/mixups.
-combo starter > 3C > 623B > BNB or sweep loop for a knifeless combo.

6
Kohaku's Video Room / MBAA vids (always updated) + official notation notice
« on: September 18, 2008, 03:32:52 AM »
http://www.youtube.com/user/SEGA

They're always released here when they're updated. However the release date for everywhere is in two weeks so don't expect to be checking just here for MBAA vids when release time comes. This thread will probably be dead and useless then. As of the time this post was made, new videos were uploaded 3 hours ago or so.

Also, please notice their official notation for characters in the video names. It's <character name><first letter of moon name>. Right now I'm watching aokoH vs mechaF, or Aoko in Half Moon vs Mech Hisui in Full Moon.

7
Kouma Kishima / MBAA: Actress Again Kouma Discussion
« on: August 03, 2008, 04:55:06 PM »
This is a thread for us to discuss (i.e. speculate) Kouma in Actress Again until we get a console release or some other undetermined time (whatever).

First things first~~ When you talk about something, make sure to note what groove you're talking about! There are three grooves in MBAA (one of which none of us should use or talk about for very long), and all characters have move differences depending on which groove, so make sure to remember to state the groove! This will avoid a lot of potential confusion later.

For the record, if we (or I, rather) get a local/pc/console release, I will be writing another guide ;p MBAA looks like a big enough overhaul for everyone that it will be necessary.

I'll start us off with this and this, credit to kozu and Magikarp9:
http://www.youtube.com/watch?v=2ap5n15vxwE
http://www.youtube.com/watch?v=1KCn9JZxnQs

So far we've only seen Crescent Moon footage from these. Also, for the record, all of MBAA is faster so don't bother saying "so and so move seems a lot faster"

Here's what I noticed to seem the same:
5b
j.C
2c
Dash
Backdash
214b
22a
j.236a/b

And what's new! (at least in crescent moon):
5a
2a
Uppercut-move (2b or 5c?)
6c
Command air-dash
Axl Bomber-type move

The new 5a (overall nerf):
Goes a little farther for the price of not hitting high up directly above him anymore, which is a pretty critical and useful area to have a move, but he no longer has it and will probably have to use 22a to hit that area if he needs to (not good)

The new 2a (nerf):
He doesn't even extend his arm all the way anymore. :(

Uppercut move (I think this is 5c judging by where it was in the string and not 2b but i'm not sure):
If it replaces his 2b, meh. If it replaces his 5c, awesome. It's yet another move that moves him forward, and we love those. But if it replaces his 2b, it will probably make his AA worse overall. 2b was (is?) a good AA, this uppercut move doesn't look like it'd be as good.

6c (not sure but looks like a serious nerf to an already not so hot move):
This is the stomp and the V-shaped-fire move. It is slooooooooooooowwwwwwwwwww. That being said I think a Kouma combo would end up being something like 2c<uppercut move>6c. Pray that it doesn't rebeat. Otherwise, the V-fire reaches really high and that'd actually be a great way to control a lot of the space above him if you can pre-empt your opponent enough to not get CH'd on such a slow move, lol

Command air-dash:
It looks like 22b, but faster and in the air. He can do it after his regular dash which makes things sort of interesting. What he can do afterwards we aren't sure yet, and if it has clash/invincibility we aren't sure yet but if it does, expect to approach by tiger-kneeing this move. Seriously looks like it came from DBZ. lol.

Axl-Bomber-type move:
The downward fire kick. This looks AWESOME. Already we see two versions, one that pops Kouma back into the air after the hit, and one that continues him downward into the ground after the hit. I'd expect the EX version to groundbounce (aww yeah bomber loops lol) I'd imagine you can create some serious rushdown with this, imagine something like IAD j.C bomber still in air command dash bomber into ground groundstring ;p We could also be seeing some very interesting combos with the version that pops him back up, imagine launching your opponent and then TKing this move so that the opponent sort of falls into it, then Kouma pops back up and the opponent is hit upwards as well and then Kouma is still below his opponent so he can do the move again and loop like that ;p

This shit looks hot, guys. <3<3<3

8
taken from http://forums.shoryuken.com/showthread.php?t=158046

DATE: Saturday July 12th – Sunday July 13th

LOCATION:
Club Simbario
2041 Eglinton W
York (Toronto), Ontario
M6E 2K4

$10 venue fee

Melty Blood (PC) (side tournament)
$5 entry
Double elimination tournament
2 out of 3 games per match
3 out of 5 games per semi final match
4 out of 7 games grand finals
starts Saturday @ 3pm
Pot distribution 80/20

--

Is anyone going to be at this other than me? >_>

9
Akiha's Tea Room / Mnemosyne
« on: April 20, 2008, 01:48:54 PM »
I fucking love this shit.


10
I've noticed something with people starting to pick up Kouma, and they really can't seem to understand this bit.

There's one really big problem with Kouma for less skilled players, or at least people who don't know 100% what they are doing. You can't mash people out. Wakeup 2aa is absolutely out of question 99% of the time with Kouma. It does not work. If they have a move out there or a move that isn't even meaty but is going hit you, 2a will lose to the vast majority of the moves in the game. The ONLY reason you would use it is if the opponent somehow whiffed a move on you and you got up fast enough to punish with 2aa. Even if your opponent decides to block on wakeup (which is very rare), there isn't much of a difference between them blocking your 2aa (and maybe a blockstring that followed) and both of you just sitting there blocking nothing. So, I'm on wakeup, I'm Kouma, what the hell do I do?

You block.
You fucking block.

A lot of people don't realize it, but blocking is damn good for Kouma, and here's why.

There are two scenarios once you start blocking: the opponent uses a blockstring to keep you in blockstun, and the opponent plays a stagger/pressure game with gaps and frametraps. Kouma can easily deal with BOTH. Watch:

Scenario one. The opponent is using frametraps and other staggers to try and bait a counterhit from you off of your terrible 2a.
Here's what you can do in the gaps between their hits:
623a because its fast and good
22a to stuff a move and get them out of your face
22b to get you out of there
22c is the standard near-foolproof way to get out of a tough situation
236a/b to EITHER get a blocked first rekka hit and cancel into 22c for a direct 22c setup which almost guarantees you a knockdown when you learn to utilize it, OR absorb a hit of theirs with superarmor and score yourself a knockdown.
Utilize clash frames since you know they are going to throw something out (5b is nice and clashy, dashing and immediately blocking hoping for a clash somewhere is an ok substitute if you don't want to risk getting CH comboed)

This is all from blocking. These are all very good. The worst is 623a and although risky it still has great priority and resets to neutral positioning/situation.

Situation two. They're keeping you in blockstun and not letting you out.
First option is obvious. Bara them. Dunk that shit with RAGE.
Are they using moves that keep them in the air and away from bara-dunking danger? You can still bara 623c if you've practiced it. It's also still a really good move.
You might not have the meter which is very likely if you're utilizing your EXes like you should be. In this case, you keep blocking and you wait until you see a gap in their assault, which may be unpredictably often (V.Sion) or fairly obvious after a long while of blocking (Aoko). There are lots of ways you can trump them with this gap. If they ended in the air, you should be clear for a 623b. If they ended on the ground, 236b is still great.
Even if you miss all the gaps and find yourself blocking for a very long time, this still is not terrible and is no reason for a loss of hope and/or confidence. You're now in the corner and Kouma's ability to reverse the situation completely is great. You, eventually, are going to get a chance to one of these options or maybe another trick up your sleeve (dodge/held shield into grab is a standard that i haven't mentioned yet) and the probability of one of these succeeding against your opponent is high.

So block. Block. Block and fucking win.

New players of Kouma especially need to absorb and understand what I've mentioned here. It's the key to the lock that everyone has been fumbling with. It's also the missing piece to the puzzle as to why no one thinks Kouma is the A-tier that the Japanese have agreed upon.

I apologize for missing such a fundamental in my guide which I understand has been leading a lot of people through. But it's here now, and hopefully everyone who has been having trouble can now hop over the obstacle that's been hindering them and start to become better players.

EDIT: Almost forgot to add~~ if you're entering a Kouma vs Kouma match, forget everything that you've read here. This is one of the reasons why that matchup compared to what you usually see in an MB match is totally and completely fucked up beyond all recognition. The better Kouma will probably block more by habit, yet that's how the other Kouma will score his grabs, and of course it works the reverse way at the same time, so is whoever wins just whoever grabs first? Who the fuck knows.....you can fucking reverse a situation in the corner into a win when THEY tick you, it's so fucked up and weird.

11
Tournaments and Events / MB @ Sakura-con
« on: March 23, 2008, 11:48:19 PM »
Let's get straight to business. I talked to aaronyu2 and Veteru, read threads, and some other stuff.....this is what i could scrape.

The tourney that the guy was trying to plan....he sort of went MIA before he could pick a time slot, so whether a tournament is actually going to happen, let alone when it would happen, is still up in the air and iffy. Keyboards would be allowed.

What we do know is that there will be two PCs brought to play MBAC (one of them brought by Christian, the other person aaron didn't name) casuals on. We're not sure when, though, exactly (aaron assumed they'd bring them friday and leave the setup there all three days....I don't know.)

It'd be nice if anyone who knows anything more than this (and that both of these "events" would occur in the console arcade section), especially 'when', could shed some light on this, including whoever the second person is, since I want to contact to ask to install Xbox 360 Controller drivers on the laptops.

As for me, I'll be there on Saturday. Not enough time [nor money....I'd end up spending a lot of wallscrolls and shit if i were there] for three days.

EDIT: Talking to the console coordinator on AIM.
Quote
I s blade I: Hi, you're the console coordinator for Sakura-Con, right?
milesedgeworthwr: Yes yes
I s blade I: Me and a couple others are wondering if you have any better idea than we do what's going on with the person that intended (or intends to) run the melty blood tourney
I s blade I: even if its so late that you've basically just given him a no by now
milesedgeworthwr: We have set, as far as I know, a time for it to run
I s blade I: oh, really?
milesedgeworthwr: It's not an Official tournament, but it is a tournament none the less
I s blade I: ah i see
milesedgeworthwr: I myself am supplying the prize, due to it was my falt somewhat it wasn't offical
I s blade I: I'm guessing it'd be where all the other gaming tournaments are going to be held, but when is it going to be?
milesedgeworthwr: Yea...let me whip out my schedule
milesedgeworthwr: 7 pm on Saturday is what he chose for a Tournament time.
I s blade I: oh wow okay
milesedgeworthwr: If he doesn't show up with the equptment, we're SOL
I s blade I: thanks a bunch i'll be telling the MB scene
milesedgeworthwr: Because I have no idea what they're doing with the tournament
milesedgeworthwr:
I s blade I: actually, there are a couple other people that are planning to bring MB already for casuals
I s blade I: people from the competitive guilty gear scene
milesedgeworthwr: Right right, but I have no idea about this game
milesedgeworthwr: It was supposed to be run by somebody I ment last year, but he sat on his hands till it was too late
I s blade I: so if something goes wrong you could probably use their equipment, i'm sure if it means tournament or no tournament they'll gladly lend their stuff
milesedgeworthwr: Correct, I just have no clue LOL
I s blade I: lol
milesedgeworthwr: I don't have a ruleset or anything since it's not offical
milesedgeworthwr: So I have nothing to fall back on should he not show up
I s blade I: it would probably best to post on the forum with the schedule...in addition the people planning to bring their stuff could help sort something out
I s blade I: if they see something on the forums (they've been watching for a while)
milesedgeworthwr: Go for it, and ask for anybody who is willing to step up should the worst scenario happen and the organizer show up to PM me ASAP
milesedgeworthwr: I leave tomarrow night
I s blade I: oh, i meant you make a post since you have the entire schedule lol
I s blade I: not just for MB
I s blade I: just something that would probably be a good idea
milesedgeworthwr: AH, well freaking I-Jon made the schedule and he was supposed to post it LOL
I s blade I: lol
I s blade I: ic
milesedgeworthwr: I only know of the MB tournament because I interacted with Zery
milesedgeworthwr: Or whatever is name is
I s blade I: as for MB at sakuracon i've been trying to organize people at least into a group so it shouldn't be too hard for me to contact everyone
milesedgeworthwr: But yes, I shall post about MB in a moment
milesedgeworthwr: My head is everywhere at the moment, I'm so not ready for the con XD It came too fast
I s blade I: haha yeah it definitely did for a lot of people, i know some people that are suddenly rushing to fix up their costumes
milesedgeworthwr: I know I did. I just finished my Hakama tonight XD
milesedgeworthwr: But my costumes are for the most part done LOL
I s blade I: lol
milesedgeworthwr: I posted it
I s blade I: thanks a ton
I s blade I: the competitive seattle MB scene has your thanks as well
milesedgeworthwr: LOL Anytime
milesedgeworthwr: I just hope Zeyl knows what he's doing XD

http://scmb.sakuracon.org/viewtopic.php?p=503327#503327

12
Akiha's Tea Room / WoW players
« on: February 20, 2008, 11:09:02 PM »
Raei on Dragonmaw.

Why am I making this thread?

Because a Hisui on Dragonmaw is corpsecamping me.

Get off me, biatch!

13
Akiha's Tea Room / Political Garbage
« on: February 05, 2008, 09:19:45 PM »
Well, today's Super Tuesday.

I made this.

14
Melty Blood Auditorium / Tier List
« on: January 30, 2008, 08:35:59 PM »
Quote
[21:27] <sekuwrite> these are agreed upon by like
[21:27] <sekuwrite> the entire mbac bbs

here we go

S: Sion, Len, Ciel, Warc, Miyako, Akiha
A: Hisui, Kouma, V.Sion, Mech-Hisui
B: V.Akiha, Arc, Aoko, Nanaya, Tohno, Nero, Satsuki, Maids
C: Kohaku, Wara, W.Len
D: Nekos

Thanks hellmonkey for retrieving this...twice and putting up with our bullshit of you translating it and us yelling at you in disagreement even though you weren't the one who made it.

Now bicker and complain amongst yourselves and how much you disagree with this list.

EDIT: Keep in mind that this tier list assumes you're playing your character at the best of its ability. If this tier list were an "easiest to learn" kind of tier list, Ciel would be first by a huge margin and Nero and Aoko would go down a tier.

EDIT may28,08:

Quote
sekuhara: S:Ciel(83)Len(81)Sion(77)Warc(77)
sekuhara: A:Miyako(69)Akiha(67)Mecha(66)Kouma(59)Hisui(58)Nero(53)
sekuhara: B:Vsion(47)Nanaya(44)Arc(43)Satsuki(40)Aoko(39)vakiha(35)
sekuhara: C:Hisukoha(26)Tohno(26)Wara(24)wlen(24)kohaku(23)
sekuhara: characters were rated from S(4 points) to C(1 point) by all of the top players

supposedly revised from the same place (i.e. some popular japan bbs)

15
Akiha's Tea Room / Brawl getting delayed again?
« on: January 16, 2008, 10:30:35 PM »
So I open up outlook....

Quote from: my email
Hello from Amazon.com.

We have received new release date information related to your pre-ordered video game in the order you placed on January 12 2008 19:42 PST.The release date for the video game listed below has been changed by the publisher, and we want to provide you with a new delivery estimate based on the new release date:
           
   "Super Smash Bros. Brawl" [Video Game]
    Release date: 03/09/2008
    Estimated arrival date: 03/20/2008 - 03/26/2008

:(

16
Kohaku's Magical Garage / Command Throws
« on: October 26, 2007, 09:00:26 PM »
Properties and notes to know about command throws in general.

  • Like throws, they can't be blocked (there are exceptions....isn't that sad, Sacchin?).
  • They can't be dodged.*
  • They can't be backdashed. However, note that some backdashes keep the player in a grounded state, and others (best example would be Hisui) lift them. And you can't airthrow a ground person. You aren't Leo.
  • Some can hit people in block or hit stun (if you can combo into it, you can), while others cannot (Kouma's, and bites).
  • Very few of them have 0 startup. But some still do (costs meter), which is better than 4f startup of the regular throw (thx linalys).
  • You can mash them to reduce damage.

*Since you need to be close for a command throw, unless they start to walk close to you or get close to you while you're down, you can dodge to have them go through you while they dash in to fuck up their input on the command throw. Works even better if it's a roll. Akihas shrink somewhat significantly when dodging. Usually a width this small would be insignificant, there's one situation: Kouma 214a grab without any followup or movement afterwards. It positions the grabbed player in almost the exact range of another 214a. This means for the Akihas, walking backward and dodging at the right time is a liable way to pseudo dodge another immediate command throw attempt and a poke attempt and you don't get punished from jumping out or backdashing. It's actually really cool/hax.

17
Melty Blood Auditorium / Two Letter Character Notation
« on: October 15, 2007, 07:20:44 PM »
Ever since MBAC for PC released, the amount of people who play this game has been growing faster than ever. However, one thing I noticed between MBAC and other fighters is the lack of 2 letter notation. First thing people might ask: Why? Well....why not? The other fighters have it, and it doesn't hurt. Normally it would be simple to just take or remember the first two letters of every name, but there are obvious problems with that. So, some would be more suited to be acronyms. Anyway, here is the list of character notations I propose, feel free to leave comments and suggestions:

SI - Sion Eltnam Atlasia
ST - Sion TATARI (Vampire)
AR - Arcueid Brunestud
RA - Red Arcueid
AK - Tohno Akiha
VA - Akiha Vermillion
HK - Hisui & Kohaku (Hisui on point)
KH - Hisui & Kohaku (Kohaku on point, i.e. Kohaku & Hisui)
HI - Hisui
KO - Kohaku
MH - Mech-Hisui
TS - Tohno Shiki (both TO and SH can end up being confusing because of both existing and future (coughryougicough) characters)
NS - Nanaya Shiki
LE - Len
WL - White Len
CI - Ciel (if only there wasn't a korean player named "CL"...)
NE - Nero Chaos (Nrvnqsr)
WA - Wallachia (Warakia)
SA - Yumizuka Satsuki
MI - Arima Miyako
AO - Aozaki Aoko
KK - Kishima Kouma
NA - Neko Arc
NC - Neko Arc Chaos

Notice how the names being used are the "official" names as in game. The game prints it as "Len" over "Ren", "Sion Tatari" over "V. Sion", etc. This is to avoid confusion, especially for the newer players. Melty has what will probably be the most potentially confusing names for characters and etc., so this could be one of many ways to fix one problem.

Discuss.

18
Kouma Kishima / MBAC: Kouma: In Depth, and everything else you need to know
« on: September 09, 2007, 10:43:33 PM »
September 29, 20 days after guide has been started: This guide is, for all intents and purposes, done. It'll take forever to actually find matchup information for every single character, so this is...done.

Introduction:
Kouma....is a manly man. Instead of having a high-low mixup, teleport/spindance mixup, or any other gimmick, he gets the 3D fighter mixup: Hit, Throw, Counter/Shield/Parry. As a character, he suffers from the same one-air-move syndrome as Satsuki, but makes up for it with his solid ground game. At a low level of play, he's an easy character because of simpler, easier combos to help you ease into the game with your shitty execution skills, yet, at a medium and high level of play, turns everything around by being the only character with a real usable command throw that can turn an opponent's (usually) most safe option, blocking, into a dangerous way to eat 3k and die. His normals are on the slow side, but they have many other advantages that make up for it. You might like Kouma if you like Makoto or maybe even Potemkin.

Kouma's biggest strength: Command throws. Enough said.

Kouma's biggest weakness: Because his combos are so few hits, they're easy as hell to mash to reduce the damage of. This can completely turn Kouma's great damage into pathetic attempts depending on if your opponent has gotten used to the MBAC PC mash timing yet  :V

Move by Move

Normals

5A
The hoe slapper. Kouma's 5A is fairly slow for a 5A, but it has a pretty unique hitbox. Imagine an arc starting at his waist, going out and arcing back and ending at his head. Like....a bitchslap. That's where it hits, and because it arcs to where he can hit stuff directly above him, he can hit other jump-ins that a lot of other characters might have trouble with. It's more useful in hitting dashovers, though. When you're getting up and maybe VAkiha is doing her trademark dashover dashback, or Satsuki is doing jump over, double jump up, dashback j.C, give them the bitchslap that they're just asking for.

2A
Your standard 2A. This doesn't hit low. This, in combination of a slow 2C, is why Kouma has near zero high-low mixup. The only reason you use it in the first place is because it has more range than 5A and doesn't miss crouchers.
In your combos, don't use more than 2 2As in the opener if you can (as always). Open with 1 if you're able to hitconfirm it, because a single 2A staggers nicer :V

5B
Facepalm. It's slow. It's slow. It's slow. A slow poke that moves you forward and has good clash frames. If you see them pressing buttons, whiffed something with a lot of recovery, or any situation where you get a free hit, pull this out and combo. The thing is, because it reaches so far, there are more of those "hey free hit" situations than you'd think, but you need to adjust your combo depending on how far they are. More on this later. The clash frames on this move are probably the best ones he has readily available, so use them when you start to smell a heat activate.

2B
Kouma's anti air. It looks sorta like that anti-air grabby thing that Potemkin does. It's pretty good as AA, but it takes a little while to learn how to use it because....it's slow. Gotta time it a little differently, sorta. :S As a poke, it's inferior to 5B because some characters can crouch under it at certain distances (FUCKING CAT). If you clash with 5B, don't follow up with 2B if you think they'll go for the 2As, as you'll likely just completely miss them and get combo'd.

5C
Some kind of....palm smack. It's faster than 5B, but has more recovery and less reach, so use your judgement to what you might want to poke with. Usually 5B works, but when you need speed, you need speed. The problem with using 5C as a regular poke is that you get reverse beat penalty for going down to 5B2B.

5[C]
Not too much use. Less damage than your command throw, and does pretty much the same thing but has tons more range. But I still can't think of a situation where you have the time to charge it, you need the extra range, you're outside of a combo, and that extra range is actually enough. Maybe if Hisui is busy preparing a picnic with chairs :V Or Kohaku is hiding in that fucking spinny plant. However, as a stagger move, it's alright but it's got one major advantage and one major disadvantage. The good part: It's got the best range out of all of Kouma's normals minus 6C, and it's a fast unblockable. The bad part: It wallslams them behind you, and this usually does more bad than good.

2C
A swipe. Note that this move does not hit when very close. However, it's so close that the only time it applies is when the opponent is in the air. This makes following up an air CH with 2C 5C 2B whatever more difficult than it needs to be. Try it if you're Japanese or something. The other thing about this move is that it hits pretty low. You don't get any Tohno or Akiha 2C ridiculousness here, you get a VSion 2C (which is also a swipe).

2[C]
Some extra range, and you step forward a bit, and some FIIIIYAAAAAAHHH (use this as a regular stagger move like how NAC's dragonfoot is so good at doing)

6C
Kouma's launcher. Moves him forward quite a bit. Don't use it outside of a combo...unless....you stagger it (which is still sort of inside a combo....inside the chain, outside the combo). Give them a block string, and pause slightly before the 6C ender so they unblock and throw something out or whatever and end up flying up for a free dunk for a knockdown and some extra damage. Very useful to stagger, but once they start blocking that, exploit their decision to keep blocking by dropping the 6C and whiff cancelling with 5A and dashing in to keep up the pressure.

j.A
Not really useful because of crap range. Go for the dunk.

j.B
Fairly useful at beating jump-ins. Think Satsuki j.B, but barely decent as an air normal. Tradeoff? It's better than j.C for air-to-air more often than not (although a landed j.C on air opponent, even without counter hit, is usually a free knockdown to land then jump back up and dunk). Oh, and since his air normals suck you'll actually use this fairly often despite how bleh it is.

j.C
His best air-to-ground, but pretty slow, even for a j.C. Follow this up with dash-in and combo, or a farther range combo (drop 2b).

His ground throw
Don't bother.

His air throw dunk
Two points

Specials and Supers

236A/B: Triple Sentenced Wisdom
1st and 2nd hits go farther with B version, 3rd hit is overhead and either goes backward on A version or forward on B version. Watch out, you can still completely miss with the B version, even though it doesn't look like it, if your opponent is crouching you'll just end up going over them. A version for first hit isn't so great, but B version sends you FAR and works as a poke and is great for pushing them into the corner and an extra 1.5k and a knockdown if they don't tech it (it usually isn't because it's rarely used but....watch out). These are staggerable, as well. This is useful for, say, first two hits, then pause to bait the low attack and then use A version for the third hit to dodge hit them with an overhead. In a lot of situations, if the first hit completely misses for whatever reason (teleported away or something) it's smart to use B version and follow through all the way so that you cover a lot of distance in a short time to gtfo before they spank you instead of sitting there and eating a lot of recovery time. There's also a little bit of superarmor on the 1st and 2nd hits of this move. Lastly, the third hit (the one where he jumps) can completely hit air at stupid times and it's sort of random, but happens most with the B version ender. They're sitting there blocking low (not in the corner), and you use B version ender and instead of them eating an overhead, you fucking go over them and get punished while they LOL. This can also happen when they're actually getting hit, in which they will LOL even harder. A version is a bit safer just because, but like mentioned, it will completely hit air sometimes. Anyway, this is nice as a long-range poke that you can use and (if you're feeling lucky, punk) you can get all three hits for a knockdown that probably pushes them into the corner. However....the first 236a/b is super cancelable. While you can cancel into EX Dunk and actually have it combo, it's a much better idea to combo into 236C and probably get a corner/wallslam combo in for a lot of damage. Good shit.

236C
You won't use it outside of his corner combo. You have better options (most of which don't even cost meter) all the times you would use this. The few situations you would use this? Random 236b poke (first hit) comboes into this which will probably get you in position for the rest of the corner combo, and this also punishes backdashes, but definitely not all of them, and things get situational on top of that (not a 0 startup move, distance between you and opponent, the velocity of their backdash, etc)

623A/B and j.236A/B: Dual Sentenced Comet
A version doesn't take you anywhere but B version makes you flyyy. However, doing them from the ground takes you a lot farther than doing it in the air, if you're using it to get out of the corner. Also, the off-the-ground versions are air-unblockable and do ~500 more damage. This move is how you keep people from jumping out against you. Since it's common (especially for EX dunk) for people to jump out to avoid grabs, use this to punish them for guessing wrong. This is also for when they're in the corner and try to jump out and/or away, just use this to keep them in. They can still tech the ground bounce so if they're teching it and punishing you, either stop at the first hit or use the EX version....so that you can at least guarantee a bit of damage before they get their free escape. The other option? Jump up and try to dunk them.

623C and j.236C: EX Hotfoot
Used alone, it isn't too bad although it is sort of wasting meter, just don't use j.236C because it sucks. The 623 (off the ground) has the same two advantages over the 236 version as their non EX counterparts (with the exception that the EX ground version gets a full 1k more damage which is nice because 1.5k for the air version isn't much at all compared to the b version), so combine this with the massive amount of fire on Kouma's feet, and it's a pretty nice DP if you're willing to spend the meter, but really you will only want to use it off the ground (623C) when you really, REALLY need to stuff a jump in or someone is baiting heat from you by jumping or something else of that nature. Another thing~ this move basically has three spots to hit someone, and once the opponent is hit by one, five hits are added to the move at the end. The first spot is pretty much the first few frames and it'll only hit if they're on the ground (in which you shouldn't be using this). The second spot is from where he starts to one-third screen length away, and this is where the move is airunblockable. After that, the third spot is the rest of the move (which is a great distance) and IS air blockable (This is all for the 623 version because as said before, the j.236 version just sucks)

22A/B/C: Helm of God
22A is your GTFO ME BIATCH move. It scores counter hits pretty often, so be ready to follow up. One of his safest moves on wakeup, because both versions have superarmor. 22B....has a odd dash after it. The thing about this dash though is that: 1. no one really expects it and it flusters them somewhat 2. it has properties similar to White Len's dash where Kouma will "disappear" for a bit and will be able to go through people. Depending on spacing and stuff, you can use this against a dashin when you're in the corner and you'll end up on the other side of them and they'll just sit there sorta "WTF was that" (or you go in for the grab and wallslam followup if you were close enough to the corner and they didn't dash in). However, it's high risk because...well...you ARE dashing into them and you can't stop it early so if you use it and its not close enough for you to phaze through them but also not far enough to be barely just in distance of them, they can do pretty much whatever they want to you, the worst usually being some mega damage charge up move or even an arc drive. It's much less high risk than I realized now because....you have superarmor at the startup, clash frames during the dash (where they should be), and a bit of superarmor at the end of the dash. Pretty damn good, but not on wakeup. 22C....is 22A that covers more area, Air CHs them (that is, if they are counter hitted they'll be launched in the air and it'll be an air CH so you can follow up with whatever), and launches them straight upwards, sending them falling to their doom (you). But the biggest part of this move....is the super armor. You have roughly...a second and a half? (need confirmation) of super armor after you finish recovering. You can force damage on people with this, which is GREAT for sealing the deal and finishing people off. Got 200% meter when they're within 3k of dying? 22C after knockdown, dash-in (twice if needed since people like to run from this move a lot) and hitconfirm. If they're throwing out 2As, combo them into the corner combo for massive damage. If they backdash, punish that with 236C and follow up with the rest of the corner combo. If they're sitting there doing nothing but blocking, turn on Kouma's Shaq Fu and DUNK THAT SHIT.

Command grabs: Mighty Destruction
Woohoo! Finally. Alright, let's start out with just what these -are-. The A version is a command grab that you need to be very close for (if they are blocking or otherwise neutral, if you poke before you use the A version it'll be too far). The B version has significantly more range to where you -can- poke (twice if it's with As) and then it will be within range to connect. The tradeoff is that it takes a while, and you're risking CH2, which can get you abused hard against anyone who's not an idiot. Once either the A or the B version connects, you can either do nothing, and Kouma will asplode them in his hand, doing 2k dmg, or you can hold down and he will throw them on the ground half of a screen length behind them, doing 2.2k dmg, or you can hold backward and he will throw them at the wall behind them, causing unairtechable wallslam if he's half a screen or less from the wall, which means you can follow up. His last option (which is never really a good idea) is to use 236C to explode them MOAR in his hand, doing the same thing as doing nothing but deals 3k damage instead and costs 100% meter. The reason why this is usually a mistake is because the C version....the infamous EX DUNK also does 3k damage, but has invincibility, the speed of the A version (very fast) and the range of the B version (although it seems even larger sometimes), so you should have used that in the first place :V EX Dunk....is beautiful. You can only escape it by jumping out after the superflash, heating, backdashing (unless they're in the corner then they still eat it lol), or by using some move with startup invincibility and there aren't a lot (any?) of non-EX ones. Because of the invincibility you can throw this shit out almost randomly as long as they're standing/crouching on the ground and not able to jump out from their current state. Awesome on dash-in for EITHER you or your opponent and tons more. Abuse it like White Len in striped panties. Against someone who doesn't know how to stop the monster, you can hit max mode and dunk to your heart's content while they piss their pants not knowing what to do (but don't expect it to work that many times in a row in a match against anyone good). Anyway, more on command grabs in the following sections, since that's where the content mentioned belongs.

Kouma's DAAAIIIIENNNNNJOOOOUUUUU
Don't use it. :(

Kouma's Last Arc (shield in air)
Makoto's SA2 with added flammability. lolol

Comboing

Standard midscreen/meterless BnB: {2aa} 5b 2b 5c 2c 6c airthrow.

Japanese combo: Replace 6c with 236a/b 236a/b 2aa 2b airthrow. The timing from 2c to 236a/b is different than 6c and hard to get used to (but not necessarily difficult), but 236a/b to 2a is hard.
Quote
[15:27] <S-Blade> 2c 236b 236b and then 2aab airthrow
[15:27] <Veteru> about that
[15:27] <Veteru> the secret is
[15:27] <Veteru> you need the first 236b to bounce them outside of the second 236b's hitbox
[15:27] <S-Blade> omg veteru already foudn the secret
[15:27] <S-Blade> wait what o_O?
[15:27] <Veteru> so that they "fall into it" during the later active frames
[15:27] <S-Blade> oh
[15:27] <Veteru> i.e. artificially meaty
[15:27] <S-Blade> so it's really 236b xx 236b
[15:27] <Veteru> then you're further into the move... so you recover sooner (relatively speaking)
[15:27] <S-Blade> in a sense
[15:27] <crispys> can't be as hard as arc's wallbounce timing
[15:28] <RoboDuk> yeah
[15:28] <Veteru> harder than arc's wallbounce imo
[15:28] <CrazyDaze> Veteru: Making Simple Things Look Complicated
[15:28] <Veteru> since that is pretty consistant
[15:28] <Veteru> and doesn't vary by charachter really
[15:28] <Veteru> crazydaze: it's pretty tough imo... I can't do it consistantly
[15:28] <Veteru> or even close to reliably really
[15:28] <S-Blade> so much for kouma having the easiest bnb out of everyone lol
[15:28] <S-Blade> anyhow....
[15:28] <crispys> i was close to ripping my hair out trying to get the wallbounce
[15:29] <S-Blade> does that mean to hit the 236b as fast as possible so they don't get lower to the ground?
[15:29] <S-Blade> the first*
[15:29] <Veteru> the timing varies depending on their charachter
[15:29] <Veteru> hehehe :~
[15:29] <S-Blade> oh lord lol
[15:29] <crispys> lol
[15:29] <RoboDuk> generally the first 236 has to be late as possible
[15:29] <S-Blade> well at least i don't have backdash cancels to grab people
[15:30] <S-Blade> :V
[15:30] <crispys> it soundsl ike you just 236b quickly so you sort of juggle them with the second 236b
[15:30] <RoboDuk> you'll miss
[15:30] <S-Blade> crispys: check out the kouma video thread
[15:30] <crispys> but the second 236b has to hit later
[15:30] <Veteru> some chars if you do a quick 236b you can't hit with the second one no matter what
[15:30] <Veteru> other charachters you can do a quick 236b (like neco arc)
[15:30] <Veteru> then slight delay on the 236b followup
[15:30] <S-Blade> so the 2a timing isn't hard
[15:30] <S-Blade> or is it?
[15:31] <S-Blade> hey whoever the fuck that is, stop raping hisui unnecessarily
[15:31] <S-Blade> hisui needs none of that aoko uppercut so don't keep giving it to her :V
[15:31] <Harem> no one cares about hisui anyway
[15:32] <S-Blade> do you have a death wish
[15:32] <S-Blade> you might be able to get away with that in #meltybread, but.....
[15:32] <Harem> does the truth hurt that much? :'(
[15:32] <Veteru> the 2a timing is pretty hard
[15:32] <Veteru> but getting the 236bs right so the 2a followup is even possible... is the hardest part
[15:32] <S-Blade> man fucking japanese

Drop the 2b if you're either against Len or you were too far to open with 2as.

Following up wallslam/CH: 5c 2b airthrow into corner. You can actually do 2c 5c 2b airthrow but....2c get a sketchy hitbox the closer you are to them, so it usually isn't worth the risk unless you've practiced it.

"For the kill": When you see them low on health and want the combo to finish them, replace any airthrow with j.C j.236a/b j.236a/b, or if you think you might need ~200 extra damage for the kill, go for j.C j.236c.

Kouma's Corner Combo: {2aa} 5b 2b 5c 236c wallslam 5a 2b airthrow.
You have two frames to hit the 5a. That would be 1/30th of a second. Practice it.
Anyway, it does tons of damage, and you can do it from pretty far away, some places that some people would even call midscreen. Then it ends in knockdown in the corner which is never good for them. Also, it does tons of damage. Yep. Again, if you're Japanese, you can do 5a 5c airthrow at the end but....again, it's hard. If you need the extra range, you can do 236b 236c, but you get less damage (236c prorates more when chained off 236b).

The Kouma groundbounce corner loop: Do a "for the kill" ender, and when they fail to ground tech, follow up with 5c 2b but, because you can't jump cancel, your next move is to 623a j.236a/b. From here, they get another chance to ground tech out but if they fail again, you have the choice of either gaining the knockdown by jumping up and airthrowing them, or going for more damage and following up again. If you do follow up again, they'll be invincible on the way down from the ground slam and you can set up a tech punish (with anything you feel like, just not one of his grabs) and if they don't tech, go in for some random OTG shit (Kouma doesn't really have OTG because of 2b....maybe try 2As2c5c2b5b?). The biggest problem with this "loop" is that they get THREE chances to safely tech out in the middle of it, and you lose momentum and control and all that good stuff. In addition, if they tech out on the FIRST bounce (the one after your combo) you'll probably get punished with a full combo for free. The thing is, it -is- hard to tech, and they pretty much have to spam the directional button in hopes that they'll tech out. So expect it to work for the first two bounces, and then have your opponent teching out all the time after that. The bonus to this is that you can squeeze large amounts of damage out of your opponent, and it doesn't use meter. It's just that it can be escaped and punished with some timing (PERFECT FOR NETPLAY). Note that you don't need to be in the corner or really anywhere near the corner to do this, but doing even part of it after the first bounce will end up with them in the corner. Anyway, I believe the first I heard about this from Kryojenix, so credit for discovering it goes to him until he says "HAY GAIZ I DINT RLY MAEK IT I SAW IN SUM JPNZ VIDYO THAS AWL"

Mixup/Your Offensive in General

Kouma's mixup isn't high/low, it's poke/throw. You want them to sit there blocking when you go in for the grab, for them to throw out a bad poke which loses to your poke, and for them to poke at your shields.

-If you can cancel into a grab, it's usually a good idea unless they're in the air, or it's a projectile. This is usually a clash from Kouma's dash (yum) or a held shield.
-If they are in the air and you get a held shield, you can choose not to cancel, or cancel into 623a/b, or 22a/b/c. 22b is your best defensive option since you'll phaze through them and end up (usually) midscreen and out of the corner. 22a is your best offensive, you should get air CH and followup into knockdown. Sometimes 22a won't hit, which is what 623a/b is for.
-On EX-Shield, go for the combo and not the grab unless they have you in the corner.
-Any single grab always loses to them being able to throw, and them pushing the button first. Adjust your offensive accordingly (hint: poke more, even drop 2aa if you're feeling fancy)

Basic Dash-in Mixup:
Dash in -> A grab ~ beats block, loses to poke
Dash in -> clash -> A grab ~ beats poke, loses to them pressing the throw button first or a really fast poke (satsuki 5a) on reaction
Dash in -> held shield -> A grab ~ beats poke, loses to throw and shield high/low counter (they throw you something that must be shielded low when you dash in shielding high). Those who play GG and have mastered FD breaking will love this.
Dash in -> EX Dunk ~ loses to doing nothing and immediately heating or doing anything else with invincibility or just 0 startup (hiero)
Dash in -> 2aa into combo -> beats shittier pokes, loses to shield
Dash in -> 623a -> beats trying to jump out of a grab or poke attempt, poking (not guaranteed, 623a is only 4f so you can still get stuffed but only by fast or clashy shit), loses to block and shield, try not to use this unless you're sure that they won't block otherwise you get punished hard for free
Dash in -> EX Hotfoot -> beats the above + poking guaranteed and also beats heat depending on when they activate and how fast theirs is
Dash in -> 236c -> beats backdash
Dash in -> Ticking (see below section)

Note that even though these are Dash in mixups, things change when you use 22b because you can't shield or grab in it, but you have super armor. However, you can be thrown out of it.

"Tick Mixup":
What the Koumas in #SRM like to do. I don't really like it because there are less options, but it catches those who don't have better reaction time. To start it, throw out one 2A at point blank. If it hits, combo. If its blocked, wait a short bit for blockstun to end, and then make your move. Your moves are essentially the same as in the dash in mixup, except that you grab without dashing in (you're still in range as long is it was point blank and ONE 2A). You lose dash-in clash, but you also sort of lose some of these because people will rarely attempt to backdash, jump out of the grab attempt, or heat in this situation. The main difference with the tick mixup and the dash-in mixup is that the tick mixup is dealing more with stuff "on reaction" than raw guessing. This goes for both sides. If you able to reliably hit/block confirm 2a (harder than it sounds), you can go into ticking from dash-in or oki, which can seriously mindfuck your opponent. The problem? It's hard, and really only works best on higher level play where your opponent is doing well at reading your guesses, and then you make them guess again immediately after guessing right. On your part, it's a little like a mulligan (oh, he read the poke and blocked, time to tick for another shot at a knockdown).

Okizeme/Wakeup

Kouma only has one real oki (without this, you wait for them to get up and then dash in for your basic mixup which isn't oki), which is his superjump backdash mixup. His superjump instant backdash (which should be referred to as sjabd which looks more like mashing on keys than a real acronym) puts him....right back where he started if done instantly. If you delay the backdash, you can end up on the other side of your opponent, right next to them. And don't forget that on the backdash, you can choose to throw out a j.C. Basically, it's a crossup, but when you land you're instantly close enough to do his basic grab/poke mixup without having to dash in. This isn't true if you throw out a j.C and it gets blocked, but from there you can just dash in mixup from there instead. Basically, unless your opponent can already read what side they're going to be on, they have to guess between a lot more options than they want to. Then you can shield their pokes if you want to, as well....it's pretty mean. Just make sure that you don't crossup yourself into a 236a. That could end up tragic.

Bara Cancels

....now cost an extra 50% meter. Ouch. Anyway, since the cost is so high, try to bara only A grabs if you can. The only thing you get from going into EX Dunk (and spending a total of 150%...fucking gross) is more damage. Kouma's got the best bara in the game, so use it. Don't bara if their hitbox isn't literally in your face. I can't think of any move that will dodge a bara'd A grab but lose to bara'd EX Dunk, so don't worry about that. Also, when you get good at bara'ing in game and you know when to do it, learn what moves have fucked up hitboxes that you can grab people out of when you shouldn't be able to (I remember someone commenting in #mbac that a V.Sion was getting grabbed out of 236 moves? fucked upppp) Kouma's bara is just really good and really simple so....there needs not be too much explanation here.

Implied Damage

Implied damage is not something that will work on advanced players. Now that that's out of the way, what does it mean? It means damage that isn't guaranteed because it isn't in a valid combo, but damage that is still at least probable because whatever you did before it gave the move some extra advantage. A good, general example of this is tech punishes.

Ways for Kouma to get implied damage:

-after 623a/b x2 or j.236a/b x2, 5c 2b airthrow on non-tech
-groundbounce corner loop
-after hotfoot, back dash and 623b x2

Feel free to be creative and add more.

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