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

Topics - ikeTATARI

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Kohaku's Magical Garage / Throws?
« on: July 22, 2010, 06:48:47 PM »
So maybe this is a stupid question, but throws suck, right?

I'm continuously getting thrown out of normals on the ground, and I can't figure out if it's input lag from my controller (using a wireless one right now) meaning I don't get the normal out before the throw, or if they just beefed throws up significantly.

Luckily for me I'm thinking of getting a stick soon, so it shouldn't be a problem for too much longer, but I want to know if I should be raging at the game or at the controller, or if maybe some properties changed between AC and AA?

Also, when I say normals, I mean moves like Len's 5A or 5B or Sacchin's 5B, not a really slow move like a charged normal or something. Getting thrown out of those doesn't really surprise me as they don't have any active frames to hit someone out of a throw attempt. :P

2
Len / H-Len Discussion
« on: July 21, 2010, 10:59:25 AM »
Because I finally picked a main and I actually really like her shenanigans, it's an H-Len thread!

Most of this stuff needs to be playtested a bit more (currently I only have Shashin to practice against, and we haven't gotten melt as much as I'd like to make this a rock solid thing), but if you're interested in H-Len, here's a good place to start! Some of this information is gonna be ganked from the Wiki (and I wrote the HLen entry anyways, so, herp derp), but I'm gonna go into more detail about her moveset and combo timing/strategies.

Additionally, I don't have any way to record any of these combos, sadly, so the hard ones (see-> TK236A 5C(1hit) jBC djBC AT or her corner throw/midscreen throw combos) you're gonna have to find yourself or figure the timing out for. With that said, I will give you the graphical timing of when you should start attempting inputs (at least off her throws, since there's a pretty obvious graphical cue). Now, on to the moveset!

Normal Moves
All moves are normal/special cancellable unless otherwise noted.

5A - Hits twice, hits mid. Len pokes outward and her orb extends past her finger.
5B - Hits three times, hits LOW. Len swings her hand in an arc and her orb follows it. Infinitely more useful with the knowledge that it hits low.
5C - Hits 5 times, can cancel on any hit, hits mid. Len twirls upwards and her orb follows her hand.

2A - Hits twice, hits low. Len pokes outward with her orb, only on the ground. Her orb extends past her finger.
2B - Hits once, hits low, trips. Cat Len swipes with her paw.
2C - Hits once, hits mid, trips. Len jumps forward from her cat form for a trip. Does not move you forward, despite what the animation looks like. Can be cancelled into 3C for stagger shenanigans, but it's not a low hit. Cannot be cancelled (except into 3C).

5A6AA - Len's half moon rekka. Mostly combo fodder.
4B - Hits once, hits mid, launches. Len does an upwards swipe with her hand and her orb follows it.
3C - Same as 2C, only moves you forward. Can be special cancelled.

Special Moves
236S: Ice
236A: Len throws a single spike of ice forward. Decent speed, hits low.
236[A]: Same as above, only more damage and freezes the enemy temporarily on hit.
236B: See 236A, only slower.
236{B}: Throws two spikes of ice - one that points upwards and one that points downward, freezes enemy temporarily on hit.
236C: EX Ice. Air unblockable. Throws a "flower" of ice around her. Tosses the enemy high up into the air.

j.236S: Air Ice
j.236A: Len throws a spike of ice forward. KEEPS YOUR MOMENTUM. One of Len's best approaches on TK.
j.236B: Len throws a spike of ice forward and slightly up. Stops your momentum instantly and hops up the tiniest bit.
j.236{B}: Len pauses for a moment before throwing a spike of ice at a sharper upwards angle. Freezes enemy temporarily on hit.
j.236C: EX Ice. Len throws a bunch of ice spikes downward. Not all of the hits connect on a TK.

214S: Cats!
214A: Len puts down either a brown cat or a tabby cat. Brown cat does nothing, tabby launches them into the air and moves quite fast. You can have either two tabby cats or one tabby cat and one tin cat out at a time.
214B: Len puts down either a white cat that pushes the enemy away (and is mostly useless aside from some 18 5A shenanigan combos) or a black cat that trips the enemy. Holding forward guarantees a black cat.
214C: Len tosses a "Tin Cat" (aka Rocket Neco Arc) that hits twice - once on its way down, and once on the way up. The first hit is an overhead.

623S: Twirls!
623A: Len twirls into the enemy and finishes with a kick. Cancels into 623C.
623A~A: Len does another twirl. Useful frametrap in the corner in blockstrings because it hitconfirms into 623C xx 5A 5C(1hit) jBC jBC AT, which sets up Len's strong corner games off of her throw.
623A~B: Len cancels the kick. Useful for tick throwing in the corner.
623B: Same as above, except the kick wallslams.
623B~B: Same as 623A~B, but not as strong because 623B isn't safe on block.
623C: EX Twirls. Final hit wallslams on hit. Can combo after it in the corner with xx 5A 5C(1hit) jBC jBC AT.

421S: Teleports
421A: Len "teleports" in place. Can be hit out of it. Hold the A button to stay in place for 6 "sparkles".
421B: Len teleports forward. Crosses up at close range, can be held for 6 "sparkles". You can be hit WHERE YOU WERE while holding.
421C: Len teleports above her, at about jump height. Can be held for 6 "sparkles". Len has air movement as if she used one jump. You can be hit WHERE YOU WERE while holding.

Combos~!
I'll go into more detail about when to use these combos later - this is just a reference. Again, this is almost straight from the wiki, just with some timing help because I encourage people to use the forums.

Midscreen/Anywhere
5A 5C(4 hits) 4B jBC djBC AT
Easiest, most basic BnB.

2A 5C(4 hits) 5A6AA xx 2B 4B jBC djBC AT
BnB off 2a. It takes the enemy very far and will generally put them into the corner. 4200 DMG on VSion.

5A 5C(4 hits) 2B 4B TK236{B} jBC djBC AT
4100 on VSion. I guess the only reason to use this over the combo above is off a 5A hit, but honestly, the execution for a tk236{B} is stupid and the damage isn't much higher than Len's other BnBs. If you DO want to use it, you have to delay between the 2B and the 4B as much as possible, and throw out the tk236{B} pretty much instantly. Good luck. Oh, and you land after the 236{B}.

Throw xx 3C 5C(1hits) jBC djBC AT
Ridiculous, ridiculous link for about 2500 damage. Will put the enemy into the corner, I guess, but the link after 3C is VERY strict. Can be cancelled into an EX Ice combo instead for about the same damage. Useful if you need the damage, maybe. ONLY WORKS MIDSCREEN. You can also do 3C 5C(2hits) jBC djC AT for an easier combo overall and to get the AT to connect every time (for the same damage). The best time to try your 3C input is RIGHT after Len's sprite resets to normal - you can watch her twirl, and the graphical cue you're looking for is when her hair is done twirling. Generally at this time you can input 2-3 3C's and get the hit - just don't mash, or you'll come out late every time.

2B 5B 5C(1hit) 236C 236[A] 5C(2hit) jBC jBC AT
You can repeat the {5C(1hit) 236C 236[A]} for as long as you have the meter, but the damage isn't quite worth it. Useful to note that this combo can also be continued off of a 236C used as anti-air. You have to cancel the 5C -RIGHT- after it connects.

TK236A -Land- 5C(1 hit) j.BC dj.BC AT
Good TK Ice approach. Does 4.2k on Warachia. The TK -MUST- be tight to the ground for the 5C to connect - it's not too hard of a link, but if you don't understand what's going wrong, this is probably it. The things below are WHAT TO DO IF YOU GET A COUNTERHIT (tm).

TK236A -Land- 236C 236[A] 5C(2hits) jBC djBC AT
If you have the meter, this is an anywhere 5k damage combo. Only works off counter hit, sadly, but is still strong if you catch mashers on wakeup with your 236A.

TK236A -Land- 5C(4hits) jBC djBC AT
This is your no meter counterhit option. Same combo as the normal TK236A combo, but the timing is MUCH easier (you can mash 5C and get it every time), and you get 4 hits of 5C, which is about 400~500 more damage for LESS execution. Again, only works on counterhit, sadly.

Corner

Throw xx 5A 5C(1hit) jBC djBC AT
The link for the 5A is strict. Generally I wait until I think it's time to hit the button and tap 5A twice. DON'T mash or your 5A will most definitely come out late. Sets up Len's strong corner tech punishes/mindgames (lawl).

623A 623C xx 5A 5C(1hit) jBC djBC AT
The timing is very similar to the timing above. Useful if you're using the 623A~A in the corner and they don't realize it's a frametrap. You have to cancel the 623A(~A) into the 623C DURING the kick - very hard timing to get down, but easy once you get it.

Blockstrings (aka SHENANIGANS)
HLen has some REALLY strong blockstrings - most of them are somewhat gimmicky, but, for gimmicks, they're surprisingly safe. The gist of a strong HLen blockstring is that it is a string of some sort that ends with a 5A whiff which goes into a TK236A. It's a frame trap against people trying to mash out of your blockstrings, if it connects on hit or counter hit you get a combo, AND there are some REALLY silly crossup/tick throw shenanigans. I believe HLen is one of the only characters (if not the only character) who has tick throw setups ANYWHERE - and I mean ANYWHERE. Here's a sample HLen blockstring (anywhere on the screen).

5B 5C(2hits) 5A(whiff) TK236A
Too many hits and HLen's blockstrings become bunker bait. This is a solid blockstring that doesn't push the opponent back TOO far. Now, here's the fun part - after the TK236A, you're in your opponents face again. You have a few options.

...5B 5A(whiff) TK236A
Why cut the 5C? Why, because in the corner this is a strong tick throw setup (and if they're expecting the above blockstring they'll get caught by it because the ice animation stays on screen for longer than the blockstun, making it hard to catch even if you know it's coming), and because TK236A MIDSCREEN CROSSES UP a crouching opponent. Additionally, 5B is a LOW hit, so it can guarantee a crouching opponent for your midscreen crossup shenanigans. Things to do off of a crossed up TK236A:

...2A+B Throw(on block)
Sounds stupid, but HLen has a dodge roll that crosses up. So you cross up, cross up AGAIN, and then throw them. If you do this fast enough, you get the throw while the Ice animation is STILL ONSCREEN. Useful if your opponent has proper fear of your Ice, and will catch an opponent who likes to try to poke out with things like mashed 2C or 2B. If they're mashing 2A, you CAN get hit out of this - after the first catch I suggest one of HLen's many other options. In the corner, take out the dodge roll - no crossup shenanigans for you. Also, if you know her midscreen throw combo (and you SHOULD know her corner throw combo), this can be some decent damage and a tech punish setup.

...2A 5B...(on block)
If your opponent doesn't catch the crossup soon enough, this will catch them. If so, this turns into 2A 5B 5C(2hits) 4B etc etc. If they block this, it leads into another, you guessed it, 5A(whiff) TK236A. That TK is perfectly safe on block, folks, so if they try to mash out, you've got them.

... 5C(2hits) jBC djBC AT(on hit)
That's right! Your TK236A combo works on crossup as well, so people trying to mash (or jump!) out of your blockstrings get a ticket to the HLen TK Ice pain train. This is sort of what you're hoping for every time, but most opponents won't lose to the TK236A every single time.

Additional blockstring shenanigans - Her jC in the corner can be cancelled into her 236A for every single setup listed above - tick throw, blockstring, OR COMBO (for lots of damage, actually). The jC must be done low for the combo, but everything else comes off of a higher or lower hit, and the 236A won't whiff on crouching opponents. Additionally, if you want to trick your opponent a bit, you can 5B 5C(2hits) 623A(~A for a frametrap), and if the 623A connects, hit confirm it into a combo with 623C! (only in the corner.)

Teleport Shenanigans
HLen's teleport is VERY useful in AA. And here's why: For every single version, right after she goes invisible, she HAS NO HITBOX. Lasts for about 5f's, but makes people trying to punish it very sorry that they did. Additionally, while you hold the sparkles (after she regains her hitbox) she has a crouching hitbox (but the sparkles make it seem as if she has a standing hitbox). And, finally, the lag from when you release the button to when she teleports is instant. Yes, that's right, instant. This means that if you set up a B or C teleport and the opponent rushes you, you can release the button and be COMPLETELY safe, unless they guess where you're going AND time it perfectly (there's a very small recovery on the teleport where you can't block.) This sets up a few interesting things:

Len crosses up the opponent on B teleport if they're close enough. This means that you can TK236A (if you're further away) or 5B (if you're closer) into a combo and expect either a counter hit or at least a block the wrong direction. This is safe because the recovery from the teleport is quick enough that any attempt to mash out of this set up will most likely be met by a counter hit, normal hit, or at least a trade (mostly if the opponent has moves with super armor or very quick long range moves - or if they use an EX or a reversal of some kind).

Len has full air movement as if she jumped once after a C teleport. This means that you have a few options after a C teleport - you can jC onto the enemy's head, j2C onto the enemy's head, or airdash forward for a jC crossup. Do note that if the enemy jumps in on your sparkles, this teleport gets a bit tricky to make safe - you have to wait until right after the active frames of their attack are done to release yourself. Luckily for YOU, it is very hard to find Len's crouching hitbox without being able to see her cat form.

And finally - You can TK236A right after an A teleport. This is mostly useful if the opponent is fullscreen and you have a black cat out. You throw out an A teleport (the feint, you don't go anywhere), they jump over your black cat, land, try to rush in, you TK236A their face. It comes out VERY quickly - and an opponent dashing in has very little graphical cues that Len is ending her teleport as she comes out of the teleport in cat form.

The final shenanigan with her teleports is very tricky, but still useful - You can cancel Len's 236[A] in her EX Ice combo into a B teleport for "Where did she go?" Shenanigans. The animation for the EX Ice covers Len perfectly, so if you throw out a B teleport after the 236[A] the opponent won't see your cat form. Useful oki, and can really mess with an opponent's head.

Final Notes/Strategy Notes
If you've read this far, congratulations! I'm almost done rambling about HLen.

One of the most important things to note when playing HLen is that your main purpose is to mess with your opponent until you get a hit. Her neutral zoning and pressure are pretty strong, but she must be played very cautiously until she scores that first hit - Len doesn't have very many tools to get out of the corner, and if the opponent gets in on you and starts playing their own games, you may never get the chance to let your character shine. So abuse your black cats, abuse your TK236A (safe on block!) and keep them trying things to get in. Your best opponent is one who feels harried and hassled by your tactics - they're the sorts of people that will start trying to mash through things, as a lot of HLen's best blockstrings are frametraps, or look VERY unsafe (blockstrings ending in a TK236A come to mind). Remember too that your teleport, while GOOD, is NOT good if the opponent isn't knocked down or otherwise incapacitated. They can (and will!) rush you while you're trying to teleport, and they CAN hit you out of it. The shenanigans with her teleports come AFTER you're holding the button, and not before.

Also, if you play this character, make sure you say "herp derp" when you hit with ANY of her crossup shenanigans, as all of them look EXTREMELY silly.

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