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ahaha that's no--wait, what?

Topics - Funky-kun

Pages: [1]
1
Kohaku's Magical Garage / High/low shield
« on: October 02, 2013, 05:27:33 AM »
As far as I know standing B/C normals must be shielded high, while crouching ones must be shielded low.

Expected behavior:
http://youtu.be/P64yb8WcxM4

Unexpected behavior:
http://youtu.be/ZT5Jj071NwM

So it seems that if you attack into an EX shield while it's already active, your attack gets absorbed in the EX shield even if it is not of the corresponding height. It also works with held shield.

In the video example above, although there are only 8 indicators for EX Shield (for the 8 hits of the plant), actually 12 hits are shielded. The shielding character gains meter for all the shielded hits. Also, the trick only works if you hit in the shield within a given time period, which I presume is equal to the hitstop that occurs on successful shield.

 :V

2
Kohaku & Mech-Hisui / H-KohaMech (1.07)
« on: February 28, 2012, 07:03:08 PM »
H-Kohamech gets pretty ridiculous amounts of damage when she hits you with anything in the corner, and her midscreen damage is still quite high.

All damage tested on VSion with no reduction.

Midscreen Combos

Code: [Select]
2A2B(1)5C(1)5A6AA ... 2C236B~A j.[C]B dj.BC AT [4908 damage]Standard midscreen BNB.

Code: [Select]
2A2B(1)5C(1)5A6AA214B dash 5C(1)236B~A j.CB dj.BC AT [4725 damage]Midscreen combo for more corner carry. However, it requires correct Mech positioning - if she is too close to the opponent the beams will whiff. Also note that the beam assist shouldn't be cancelled into its special dash followup, instead you should wait for it to recover fully and then dash.

Code: [Select]
236[A] 623C [2776 damage]Hitconfirm off midscreen overhead. Requires Mech positioning. Gives untechable knockdown.

Code: [Select]
63214C j.[C] j.BC AT [2527 damage]Midscreen command throw combo.


Corner Combos
For optimum damage in the corner, you always want to go into the auxiliary facepalm (214A) loop.

Code: [Select]
2A2B(1)5C(1)5A6AA214A ... 5[B]5C(1)236A214A ... 5[B]5C(1)236B~A j.CB dj.BC AT [5770 damage]The full corner facepalm loop off normal hitconfirm. If the height after the second 214A is too small, instead you can go for 5B236B j.AB dj.ABC AT for a fail-proof ending.

Code: [Select]
22A (bounce) 5C(1)236A214A ... 5[B]5C(1)236B~A j.CB dj.BC AT [6032 damage]Confirm into this when the opponent is hit by 22A. The sheer amount of damage you get off this move should install fear into opponents.

Code: [Select]
236[A] ... 5C(1)236A214A ... 5[B]5C(1)236B~A j.CB j.BC AT [5182 damage]Overhead into facepalm loop.

Code: [Select]
63214C j.[B]C dj.BC AT [2602 damage]Corner command throw combo for an extra bit of damage.

Code: [Select]
63214C ... 214[C] ... 5B j.BC dj.BC AT [2938 damage (on Hime)]Character-specific command throw combo.Only works on Hime, Nero and Wara.


Neutral Game

H-KohaMech relies on 2C and j.B for space control in neutral. Her airdash is different from H-Koha's - now it is a shorter, parabolic airdash. This makes it arguably more difficult to space her j.B. However, she gains Mech assists to aid her neutral game.

214[C] is a very good way to control space, as the opponent can't hit the Mech summon when it comes from behind. Unfortunately, only 214C can be used from the air. Non-charged 214C is useful for covering air approach, acting as a meat shield.

214A can can be used from the air and is also (back)dash cancellable, but it's air blockable and whiffs crouchers. Can be used to unexpectedly change air momentum and catch opponents off guard. Easy to confirm from, as it causes wallslam.

623B is air unblockable, hits far, and can be backdash cancelled to keep it relatively safe.


Pressure

22A
This move is central to her corner pressure. The spikeball in air unblockable (but only 22A, not 22B), bounces the opponent on hit (enabling the paintrain for 1/2 of their life) and you can move after it so if the opponent ground shields it you can throw them. However, after a spikeball you don't get the Mech followup to the command throw for a limited amount of time. Also beware that Mech can be hit before she launches the spikeball.

Normals
Much like H-Kohaku, H-KohaMech has good normals to keep the opponent in the corner from a distance. However, with her feint cancel gone she now has less ways to cancel out of them. 5C, 2C and 5[ B] hit from very far and should keep the opponent at bay. Her 2[C] is different from H-Koha's - it moves her forward more, is multihit, and can be cancelled into 236A or 22A on block.

Other
Her overhead (236[A]) has reduced recovery and is very hard to punish. It is also cancellable into 22A on block. When the opponent starts respecting 22A you can dash in command throw and 22C dash normal throw for damage.

3
Akiha Vermillion / MBAACC C-VAkiha Thread
« on: January 11, 2012, 02:56:12 PM »
Changes:
Jump C is now untechable knockdown!
Other than that, the same nerf on Momiji Damage as H. (1800 -> 1400)
OTG Relaunches: (j.)22c, 623c, 214c

For those of you that don't know/remember MBAC VAkiha, the goal of Crescent is to slap the bad guys with her jC, and get them in the corner, where she can break down the opponent's defenses with pit fueled pressure. If you have the meter, each combo in the corner should end in EX pit. It drains life and meter, and on activation gives you massive frame advantage. Make the opponent fear this, and use this as your advantage. Midscreen use j.236a and j.236b to control space, and airdash jC on CH to start pressure. Although blessed with godlike mobility, Ms. V dies in two combos from most of the cast, so beware.


Midscreen Combos:

2aa5c4c2c5bb j.ab j.a(b)c
Basic midscreen BnB. In order to get all hits in, do a slight delay after 2c, and drift towards the opponent after the superjump cancel out of 5bb.

2aa5c4c5bb tk j.236a j.aaab j.bc
Advanced midscreen BnB for more damage and corner carry. It  whiffs on some distances where the basic BnB would connect. Depending on the timing of the tigerknee j.236a you can cross them up.

2aa5c2c4c j.abc
Sets up basic midscreen mixup. You can IAD from j.7 or j.9 for crossup/no crossup.

2aa5c4c2c(5b)623b
If too far for 5bb to connect. The 5b before 623b juggles them higher for more corner carry. You can go for superjump into crossup/no crossup, or dash 623c to carry them to corner.

2aa5c4c2c slight delay 623c
         - IAD j.a whiff 2c4c623b 4c2c(delay 5bb)623b
         - j9 4c2c623b 4c2c(delay 5bb)623b
         - 4c2c623b 4c2c(delay 5bb)623b
Midscreen to corner Momiji loops. Use whatever you find most appropriate.


Momiji Loops

This loop is the core of VAkiha's game. Decent damage, good meter gain, and sets up her okizeme. You also get to drain life and meter if done over a pit. You can pretty much freestyle throughout the combo, just keep in mind that additional hits scale the gravity, and you also have to adjust for some character's floatyness. Depending on the timing, some hits from 623b may whiff.

-4c is the easiest loop relauncher. Requires no particular timing, and the damage loss isn't that bad, so you can use it as a starting point.

-5b2c delay 4c is the best loop relauncher in terms of meter gain and damage. It is gravity sensitive, so avoid it if you have too many hits in.

-Use 2b(1)2c if you catch the opponent with the tip of 2c, and 623b lifts them just before they fall to the ground. Damage is pretty bad, but this is the only way to go through all reps of the loop with screwed up spacing.

- The loops below are what I use regularly, and are a good compromise between execution requirements and reward.

Starter:
2aa5c4c2c(5b)623b
The optimal starter. You can use 5b to juggle them if not near enough to the corner.

- 4c2c623b 4c2c(delay 5bb)623b
Full Momiji loop. Best meter gain, best damage. Afterwards you can set up pit with 227 j.22c land tk7 j.236a meaty. The ribbon may not be airtight against characters with fast wakeup. Also, tigerknee pit is kinda hard to do with the new buffer. If you're desperate, you can heat after the loop and continue pressure.

- 4c2c623b 4c2c jump j.22c j.236a
Easier setup with meaty for the whole cast. The ribbon's momentum keeps you safe from most all reversals. but beware stuff like C-Ciel 236c. If j22c is done low enough, you land from the ribbon by the time the opponent can punish you. The video example has j.22c rather high, so the likes of C-Ciel 236C could punish it.

- 4c2c 2a (whiff) delay 5c 2c
Half Momiji loop. Keeps opponent in corner, but enables crossup.

- 4c2c5bb j.ab j.abc OTG
Depending on the OTG, this ender can gain more meter while dealing the same damage. Sets up tech punish situation. If pushed at the right distance, 236c covers all tech options and keeps momentum in your favor in case of no tech.

- 4c2c623b 4c2c5bb j.aab j.aab airthrow
Minimal damage gain. Use only when going for the kill.


Momiji loops when in MAX:

2aa5c4c2c slight delay 623c j.22c 2a2c623b 4c2c(delay 5bb)623b
Sets up pit and leaves you with tons of +frames.

2aa5c4c2c623b 4c2c623c j.22c 2a2c(delay 5bb)623b
This actually deals more damage.


Misc Combos:

Raw airthrow:

-2a2c delay 5b4c j.aab j.ac

-2a2c623b


j.B/j.C air counterhit:

-land 2c delay 4c5bb j.ab j.bc

-land 5c4c2c623b


Overhead Combos:

6c dash 5c4c2c623b 4c2c623b 4c2c(delay 5bb)623b
Works fullscreen, best damage.

6c dash 4c2c623b 4c2c623b 4c2c(delay 5bb)623b
From about midscreen. Omitting 5c because it will wallslam, removing a rep from the Momiji loop.

6c 623b 4c2c623b
In corner.


Back  to corner:

2aa5c4c2c5bb jump 668 j.bc
If you have a pit in the corner and cross them up, this brings them back in the same corner.


Pressure:

-Most of her normals can be canceled into each other extremely late, creating deceiving staggers.

-Whiff cancel cancel (?): cancelling the whiff cancel into another normal to keep opponent at bay. (e.g. 2aa5c5b 5a (whiff) cancel into 2c into 623b on hit)

-Tigerknee 8/7 j.236a are godlike in pressure. Keep you safe from heat/reversals, and have enough +frames to resume pressure.

-IAD blockstrings: With her 2 jumps and 2 airdashes, you can go for aerial blockstrings and mixups.

-If you hit them with max range 2c under pit, pit activation can be used to hitconfirm.

-Meter pressure reset is 236c. 236a (3) connects into 236c on hit. If they shield it, you can throw. If they jump, you can go for guard break.  If they block, reset pressure.

-In corner, dash 5a6e is good. This gives 5aa on jumping opponent, which you can hitconfirm, 5aa on standing block, or 5a (whiff) throw on crouch block.

-Midscreen, 2a2c beats backdashes.

-In aircombos, always end with jC instead of airthrow, as it keeps the momentum in your favor.



TO DO: Half Momiji loop mixups, optimal OTG.

4
Akiha Tohno / MBAACC H-Akiha Thread
« on: January 01, 2012, 03:18:23 AM »
Changes:

4c proration 100% -> 80%
j2c damage 800 -> 700
6aa proration 67%, 60% -> 60%, 60%
236a/b now 2hit, damage 800 -> 900
addition of BE2c
can now hold j236a/b orbs

OTG Relaunches:
214c, 22c, j22c , 623c

She plays the same she did in PS2 MBAA. Although she got some damage nerfs, they aren't really significant. Still the same deadly corner game, still the same hard time against zoners.


Midscreen combos:
2aa5c6c4c5a6aaBE2cBE5bb jbc jc2c (easy BnB)
2aa5c6c4c5a6aa 4c5c2c5a (whiff) 6aa 2c BE5bb jbc jc2c (advanced BnB)

Corner combos:
2aa5c6c4c5a6aa 4c6c delay 5c2cBE5bb jbc j(b)c2c
2aa5c6c4c5a6aa 4c6c2c delay 5c jc2c airdodge (50% crossup mixup)

Throw combo:
2a2cBE5b4c jabc jc2c


For okizeme, you can set up j236b most of the time with delay cancel from j2c. With the orb planted on top of your opponent you can either pop it meaty to keep them in place or dash and throw them (getting 2k with the help of the orb). Sadly the orb is air blockable, so no unblockable setup with the arc drive. Also beware, the orb still disappears if Akiha is hit.

If your opponent blocks, you can go for the fuzzy (needs dash momentum): dash deep jC -> 2a.../jc delay jb land 2a...

During pressure 236a and 214b can be used as resets if the opponent respects your blockstrings.

5
Akiha Vermillion / MBAACC F-VAkiha Thread
« on: December 31, 2011, 07:30:50 AM »
And a thread for F moon of our favorite fiery tsundere.

Significant changes:
1) Momiji loop damage was murdered.
2) Removal of anti-A armor makes her j.A and 5A even more godlike than before.
3) 623C and 214C OTG relaunch.

Some numbers:
B Momiji damage 1800 -> 1400, proration 70% -> 42%  :emo:
Pits damage 1000 -> 1300   ;D

Her neutral game is now better because j.A poking is stronger than before and 5A can be better used as an antiair. Her OTG relaunches don't really help her much IMO.


Midscreen combos:
2AA5B5C4C(2) j.ABC dj.BC AT (basic BnB)
2AA5B5C4C(1) tk j.22B airdash j.C land j.BC dj.C AT (advanced damage combo)
2AA5B5C4C(2) 236C 5C3C j.BC dj.C AT (100 meter damage combo)
2AA5B5C4C(2) j.AC dj.C j.236B j.A (whiff) j.BE214B (corner carry)
2AA5B5C4C(2) j.ABC dj.C 236C j.A (whiff) j.BE214A (100 meter corner carry)


Near corner:
2AA5B5C623A j.22A j.C land j.BC dj.BC AT (damage combo in corner)
2AA5B5C623A(1) IAD j.C land j.BC dj.BC AT (damage + corner carry)


Momiji loops:

Starters:
2AA5B2C delay 3C623B
2A5AAA5B5C4C(1)623B (number of hits required for 623B to connect is character specific)
2AA5B5C236C 2C3C (does not work on crouchers; use 4C if too far for 2C to connect)

Enders:
2C623A j.8 delay j.22A j.236A (crossup setup)
2C3C623B 2C delay 4C(1) j.22A j.236A (crossup setup)
2C3C623B 2C3C623B (hard knockdown)

Hard knockdown okizeme:
tk7 j.22B j.214B on landing - safe way to start ground pressure
sj forward j.22A j.236A - safe way to start air pressure, can go into (j.22B j.22C)x N loop for some meter gain


Misc. Combos:
air counterhit land 5C4C(2) j.BC j.BC AT
shield counter 2C3C j.BC dj.BC AT
raw airthrow j.22A land j.BC dj.BC AT (damage)
raw airthrow immediate j.236a/b (knockdown)
6C 623B 2C3C623B (knockdown in corner)
6C dash 2C delay 4C(2)623B -> Momiji loop (fullscreen knockdown)
6C dash 5C4C(2) j.BC dj.BC AT (damage, when in corner omit the dash and link directly into 5c)
623C airdash j.A (whiff) land ...2C3C j.BC dj.BC AT (damage)
(hitconfirms for reversal 623c)...2C623B 2C3C623B (knockdown)




Pressure:

Frame data:
2A        +3
5A        +4
5B        -1
2B        -3
5C        -5
5[C]      +/-0
2C        -4
6C        -4
3C        -4
4C        -16
623A    -7
22B      +3

Corner blockstrings:
//  * denotes stagger
Can reset with dash in 2A/5A, IAD or throw.
On 5B counter link into a second 5B for massive damage.
If opponent uses low shield (or 1A+D OS) use 5B to beat it - although it hits low, it must be shielded high as all 5B's.

2A*5A (x N) reset
2A throw (risky)
2AAA6C (use 2A's to move out of their 2A range, risky)
2AA(A)5C6C (overhead setup, needs dash momentum)
2A~2C (OS against backdash)
2A[7] continue blockstring (OS against H/F shield counter, can punish with 2A/5A if you're fast; any normal can be used)
5A3C214A 4C214B (catches jumpouts, confirm after 3C into aircombo, or continue on block)
5A3C214A reset (risky)
5A3C*623A (catches mashing)
2A tk j.236A -> mixups (directly dash into tk j.236A after groundthrow)
2A*A*5B reset
2A*A*5B*5B*2C*4C(1)623A (if opponents are eager to escape)
2AAA5A (whiff) cancel into 5B*5B (if opponent is looking for whiffs)
2A*A*5B*5C
2A*5B*5C214[A] (pressure reset)
2A*A*5B*5C*4C*623A
2A*A*5B*5C*4C*22B (you have +frames, but are too far away to safely continue blockstrings)

IAD mixups:
IAD j.B/C > 2A (low)
IAD j.B/C > IAD j.C (high, can be 5A'd)
IAD j.AB (double overhead) (does not work on Miyako, WLen)
IAD j.AA (double overhead) (works on Len, WLen, but not Miyako)
IAD j.B/C > IAD j.AB/j.AA (double overhead, airtight, not mashable)
IAD j.B/C j.214A (reset, not mashable)
IAD j.C tk (j.22A j.22B) x N
IAD j.B/C > land throw (risky)
IAD j.B/C > land 6C (risky)

j.236A mixups:
On the way down, in corner:
j.A/B > 2A (low)
j.A/B > IAD j.C (high)
j.C (whiff) > 2A (low)
j.A > j.236A (reset; puffball whiffs, if they block, but will hit them if they try to do anything)
tk.9 j.236A (reset)
j.B > j.214A (reset)
j.A/B > IAD j.AA/AB (double overhead)
j.A/B > land throw (risky)
j.A/B > land 6C (risky)

Fuzzy guard:
deep j.B > j.C j.22A j.A land 2A... (works only on Nero and Wara  :laffo:)


Random info:
Tigerknee j.236A is her pressure reset tool, lets yo go crazy on their head. (has been nerfed since PS2 but it's still good, especially in corner)
Burning meter in the corner doesn't really help with damage. Burning meter before 623B in corner still helps with damage.
I believe a midscreen 623Aa xx pit combo is possible, but I don't have any good results yet. 623A xx pit combos in the Tobari tutorial.
Holding [4] or [6] after j.236C changes the way VAkiha jumps from the puffball. This is great for setting up spacing for charge pillars or going into mixup.
Holding [4] or [6] when the pits hit grounded opponents makes them go towards you / away from you.
If you hit a half moon character in heat with a ground pit in blockstun (e.g. 4C 22B) it still forces a circuit spark.  :psyduck:



Videos:
Video tutorial by Tobari.
Combo examples by me.
Mixup examples by me.


EDIT: Video examples.

EDIT 2: Added damage and proration changes.

EDIT 3: Some more changes.

EDIT 4: Fixed syntax, added frame data, blockstrings and mixups, some other minor changes.

6
Kohaku's Magical Garage / Mixups
« on: September 23, 2011, 11:34:51 AM »
As far as I know, the following kinds of mixups exist in MBAA:



1) HIGH-LOW

Overheads (VAkiha 6C, C-Ciel BE4B, Akiha instant j2C)

Charge Overheads Cancellable to Lows (C-Arc BE5B/2A, F-Ciel BE4B/236A)

Jump Ins - faking the high, airbackdash jC at the last moment (a la C-Satsuki), blocked jC into IAD jC (VAkiha)

Fuzzy Guard (Len, C-Mech, F-Akiha under pit, F-Arc & C-Ciel with meter)



2) POKE-THROW

Poke-Normal Throw (Miyako; Len and VSion in corner)
While poke-normal throw is not a real mixup for the majority of the cast, some characters can combo after normal throw, making it a "real" mixup. 1A+D OS should be effective against this.

Poke-Command Throw (H-Koha, F-Kouma, C-Wlen)



3) CROSSUP

Crossup Mixup (C/H-Len & H-Sion dodge mixup, WLen teleport shenanigans, C-Hisui & H-Akiha j2C)
If not under the cover of something like WLen's BE236A, shield should be effective against this.

Sandoori (F-Satsuki, F-Kouma, I've seen F-Ryougi do it)



Of course all these mixups are more effective if they are in the cover of something like a summon or delay attack, in order to discourage backdashing, DPing, shielding, thus severely limiting your opponent's options and forcing them to react to the mixup. In the case of C-Koha, a Cactus setup or a Johnny mixup even gives more than one shot at 50/50.

The other way to make mixups more ambiguous is to hide them under something that obscures the vision. E.g. F-Aoko's Blue Fire mixup, Koha's mixup from molotovs and Wara under a Nero summon.



With all this in mind, what is the most effective type of mixup in this game?

Common sense leads me to believe it should be sandoori, as it not only gives many options (left, right, high, command throw), but also renders DPs unreliable, as inputting them the wrong way can lead to disaster.



P.S. Please correct me if I'm overlooking something.

7
Ciel's Tech Support / Keyboard on PS2, Mad Scientist style?
« on: December 07, 2010, 08:04:10 AM »
How do you do this mad science?

Adapter?

Or soldering/desoldering with an actual PS2 controller?

Does anyone have info on Mad Scientist? Forum profile or email?

This is vastly relevant to my interests, I recently got a beginners stick, and while I do well in SF4, playing MBAA on it is beyond my abilities.  :-\

8
Akiha Vermillion / MBAACC V-Akiha
« on: August 12, 2010, 04:11:19 PM »
Changes:

Crescent:
JC - Ground Untechable, No cancels from air hit
AD - Untechable time increased
AAD - Untechable time increased


Full Moon:
JB - Duration decreased
AD - Untechable time increased
AAD - Untechable time increased


Half Moon:
J236B - Start up faster
5A6A - Prorate stronger (Universal half moon nerf)


So Crescent is finally an relevant option now. Half moon is still the same. I doubt the decreased duration of jB will hurt Full moon's game either. I consider all 3 moons playable, with quite different play styles.

Videos:

Crescent, player: Asuka
http://www.youtube.com/watch?v=ne5Hs4fPMIM
http://www.youtube.com/watch?v=laT-Pvp2-yA

Half, player: Sky
http://www.youtube.com/watch?v=EB78Ustjmn0
http://www.youtube.com/watch?v=t2DmGCpdB4k

Half/Crescent, player: Lucifer (Korean I believe, very interesting/strange playstyle)
http://www.nicovideo.jp/watch/sm11727251
http://www.nicovideo.jp/watch/sm11727425
http://www.nicovideo.jp/watch/sm11727629 (note savage mixup @ 1:30 and 6:10)

Full, player: Yuu
http://www.nicovideo.jp/watch/sm11719112 (@ 6:25, @12:00)

Crescent, player: Jinbei
http://www.youtube.com/watch?v=HNJmdiU2rWU#t=2m40s
http://www.youtube.com/watch?v=eYHm4ANu5Ko#t=3m30s

Crescent, player: ?
http://www.nicovideo.jp/watch/sm11588755 (first and last 2 matches)

Full, player: Satoken
http://www.nicovideo.jp/watch/sm11635064 (@ 4:15, @ 10:10)
http://www.nicovideo.jp/watch/sm11636977 (@ 4:00)
http://www.nicovideo.jp/watch/sm11641457 (@ 8:00, @15:30)

Half/Full, player: Hato
http://www.nicovideo.jp/watch/sm11757640
http://www.nicovideo.jp/watch/sm11758577
http://www.nicovideo.jp/watch/sm11758965
http://www.nicovideo.jp/watch/sm11759689

9
Kohaku's Magical Garage / Dash 236
« on: June 15, 2010, 02:44:04 PM »
In MBAC it was absolutely possible and easy to do dash and while the dash was still active do a 236 motion and a 236 came out. In MBAA, every time I try do do a 236 shortly after the dash, a 623 motion comes out. I does not matter whether I input the dash with forward + A + B or double tap forward. Is this because of the input buffer being larger in MBAA? Are there any tricks to input dash 236?

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