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

Topics - Xie

Pages: [1]
1
Mech-Hisui / C-Mech Fuzzy Guard
« on: September 18, 2009, 03:15:40 AM »
So, I was in practice mode one day trying to do C-Mech's fuzzy guard on Nanaya (getting ready for BBG obviously), when I realized I couldn't get it to work on him. So I decided to test it on everyone. Now, I only tested on C-type characters for now, but I'll eventually try it on H/F if it comes to my attention that characters have different standing block animations/hitboxes in different styles (I know H-Wlen has one, but its crouching so technically it shouldn't matter). Now, my execution isn't the best in the world, so I divided it up into four categories. The first category is characters I was pretty much able to do it flawlessly on and repeat the process on them. The second category is where I had trouble doing it, but once and awhile the stars aligned and I managed to do it (or I miraculously did it once but never again). The third category is where I was able to keep the opponent in blockstun between both hits, but when I tried it on myself I was able to duck in time, so it might be possible but hard/situational. The last category is where I wasn't able to get jack shit on them, I would be pleasantly surprised if the fuzzy guard ended up working on them. I will probably proofread the list and test more down the line. Ideally, I end up eliminating the inbetween categories.

As a reminder, C-Mech's standard fuzzy guard is j.C 9 j.C. When done correctly, a crouching blocking opponent will be hit with a standing hitbox. Essentially, this gives your second j.C incredible vertical range and allows you to hit with it where it would otherwise whiff a crouching opponent. Mech's other double overhead, j.C j.B works pretty much on everyone with proper spacing, so there isn't really a list for that. On another note, it is theoretically possible to perform this with the other style Mechs since the j.C is practically the same across styles. However, it is not as practical because it is not as easy to combo off of a very high j.C since; because other styles lack j.A, they cannot as easily confirm it into a combo.

Show me the list already!:
Characters you can do C-Mech Fuzzy Guard on (Confirmed): Kouma, Ciel, Sion, Ries, V.Sion, Wara, Akiha, Warc, V.Akiha, S.Akiha, Nero, Hisui, Kohaku
Characters you can probably do C-Mech Fuzzy Guard on (Confirmed-ish): Mech Hisui, Ryougi
Characters you might be able to C-Mech Fuzzy Guard on (Unconfirmed, but seems possible): Roa, Arc
Characters you can't seem to do C-Mech Fuzzy Guard on (Unconfirmed): Aoko, Tohno, Nanaya, Miyako, Satsuki, Len, WLen, NA, NAC

For completion's sake, a list of combo followups after the j.C hits:
C-Mech: j.A (most stable, leads to 2c 6c 236[a] loop), j.B (more damaging on non-metered combos, but less stable), j.63214 (unsparkable if it lands, very situational)
H-Mech: Pre Summoned Gradius... but other than that nothing seems to work(j.A whiffs, j.B is too slow, j.236A/j.623A seems to whiff over everyone)
F-Mech: IH j.B, Pre Summoned 22B or 22C(you can time your junk to hit right after your j.C)

If you're wondering how I tested this, I set the dummy character to M-Hisui and the test character on myself. Then recorded the dummy performing the fuzzy guard on the test character set to Recover D, All Guard, and Stand. Hence, the test character would block, but once it left hitstun it would attempt a 5D. Once I prevented the test character from 5Ding, I then let the dummy perform the action on myself, switching to crouch block before the second j.C. Hence the confusion: sometimes I would prevent the test subject and even myself from 5Ding between the j.Cs, but I would still be able to crouch block despite never leaving blockstun. More testing is probably needed, and of course, input from other sources.

2
Tournaments and Events / MBAA At West Coast Warzone?
« on: September 02, 2009, 12:57:07 PM »
So I hear after the tournaments are over there will be BYOC in Saturday night. Anyone who is already going up for MBAA?

3
Tournament Results / Melty Blood: Actress Antihype 3/28/09
« on: March 29, 2009, 04:08:23 AM »
Pretty awesome tournament.  :prinny:
$0 Entry - Pay to play - Winner gets $5
Single match, 3/5 rounds.

1) Obaloney (C-Wara) - $5
2) Scottind (C-Ciel) - ????
3) Pulsr (C/F-White Len) Antihype
4) Kryojenix (H-Miyako) - is still on the SF4 machine, someone pick Sagat
5) Numakie (F-Hisui) - looks pretty different from the right side
5) Thebiter (F-Aoko) - is pronounced "thebiter"
7) Psyblade (F-Akiha) - Gets 8th because he ruined the brackets
7) Xie (C/H-Mech) - Never Pick H-Mech against Lolis
9) Spidey (C-Ciel) - Lost, then forfeited
6000) Zaido - Super Antihype
6001) Ultracarl - Asleep

It was alright. And pretty good for what it's worth. My VGA adapter didn't work so no video footage was captured. :emo: Next one is probably in about a month or so, if people still care about playing MBAA by then.  :toot:

4
Kouma Kishima / MBAA: C-Kouma Thread
« on: March 18, 2009, 02:53:21 PM »
This is the thread for C-Kouma in MBAA. I'm too lazy to test stuff for the other two styles right now, so this is the only one I'll be talking about (for now). I'll probably make another thread for F and H as I get to them though. Also, nothing in this thread is correct :V. So please correct me as I make a hilarious pile of mistakes. Also, from my general consensus of what goes on in the MBAA BBS and in tournament videos, C-Kouma is pretty unpopular in japan. This is probably because C-Kouma is a bad version of the other good RTSD characters, but with a command grab instead of other useful tools. Or maybe just everyone who plays Kouma in Japan hates air combos.

I like C-Kouma because:

-Has solid options on offense, defense, and neutral
-Decent Blockstrings (important now that you can guard crash people)
-Command Grab (important now that ground throws can be throw broken)
-Decent Average Damage, Good Metered Damage
-He can do more than one air normal

I hate C-Kouma because:

-No non-risky anti-air outside of shielding
-No counterpoking outside of 2aa
-Very high recovery on many whiffed attacks
-Okizeme or damage, pick one

Normals: Most of C-Kouma's normals are different from MBAC Ver.B

5A - Downward chop. Overall, a good normal and a lot better than his MBAC version for a lot of reasons. For one, it will hit most crouching characters in most situations and will also catch jump outs and will actually give you a half decent combo in both situations. It can also still be used as an anti-air, because the hitbox is deceptively large despite what the animation looks like, so if you read an empty jump/deep jump in attack or are trying to air guardbreak your opponent, you can mash 5a and get a combo from it. It also isn't gimped after an anti-air shield either, because the 5a will successfully CH most of the time, though there are some exceptions.

2A - Downward chop while crouching. Hits low. The range is a lot smaller than the MBAC version, so in terms of poking/meaty attacks it's not as good. Also, if you do it too many times, your 2b won't reach afterward either. But it does hit low, which is a good trade off since it actually gives him a high-low game. Also decent as a reverse beat, if you DON'T want it to hit your opponent.

5B - Same motion as the MBAC 5b, with the forward advancing palm strike, but as far as I know, this normal does not clash anymore. It still does move you forward somewhat, and it still has relatively slow startup. Feasible combo starter if your j.C hits them from very far away. Relatively strong as a reverse beat normal to catch jump outs or random mashing. Special to MBAC is that 5B has a followup 5B, which you can perform if your first 5B hit the opponent or was blocked.

5B (followup) - This is a backwards palm swipe that you can perform if your 5B hit the opponent or was blocked. It's been nerfed slightly in Ver. A, as it doesn't bring your opponent back to anymore. However, if you charge it up, then it brings your opponent back to you, but the charge takes awhile, so you need to make sure your to not charge it all the way every now and then. This leads to some pretty scary tick throw opportunities if the changed 5B is blocked, but more often then not your opponent will mash, so make sure you mix it up by staggering a 5A/2B/5C instead of tick throwing.

2B -  :'( This 2B is pretty underwhelming in every aspect, especially since his old 2B was so godlike at a lot of things. It has really small range and the startup is actually quite long for a poke of its range. You won't really have much use for it outside of combos and blockstrings, since it pretty much sucks at everything else. But hey, it also hits low.

5C - Another different normal from MBAC. He does this like, awkward upward punching thing. It doesn't have as much horizontal range as his old 5C, but has more vertical range. Not that it matters too much, since it's not a very amazing anti-air or guard break normal though, since it is slow on startup and pretty bad on whiff (WATCH OUT FOR AIR DODGE). It doesn't clash either, as far as I know, but you can sometimes use it to beat out j.B in the new priority system. Overall, more for combos and block strings than actual poking.

2C - Same motion as MBAC, he does his downward arm sweep. You can use it to catch air counter hit combos and it moves you forward a little bit... but that's about it. Just like in MBAC, it has lots of startup and is really terrible on whiff. Also the prorate is not too amazing on it either, so sometimes it's better to do some combos without it.

6C - Different motion. A lot different. Kouma powers up and does a double fisted smash attack on both sides himself. This is an overhead, but it's really, really slow. Your opponent has to be relatively slow to get hit by this. After you do this overhead you can reverse beat back into 2B for a really big damage combo if you're point blank (and haven't used it yet), or just start the rekka combos if you're farther. This move probably clashes or has superarmor, but I'm not really sure where it does. More on that some other time

jA - Midair downward chop. It looks kinda like he is doing his 2a midair. This normal is not half bad, it has decent range and you can cannonball this fairly effectively against someone who jump blocks in the corner. Just think of it like Hisui's MBAC jA, but with more range. Probably the air to air of choice you're really, really close to your opponent

jB - Shortranged elbow strike. This thing is really, really small. It's both smaller and slower than his jA, making it pretty much useless for air to air. Not too hard to combo from as an air to ground if it manages to hit though.

jC - Same motion as MBAC, he does his reaching out arm strike. Unlike MBAC, it doesn't seem to clash anymore and you cannot charge this either. However, this will probably still be your air to air AND air to ground of choice, since it's the only one with any range and is quite good when fully extended.

Specials: Similar, but different from MBAC

236a/236b/236c - Rekka Attack
This is a pretty essential part of Kouma's bnb combos. It is pretty different from MBAC and the other styles. Each 236a 236b or 236c gives you a different rekka attack, but always gives you that same one. They are all air unblockable as far as I know (not sure about the second 236c, I will have to test it out later). They have superarmor at the startup. You can chain them together like:
A>B; A>C; A>B>C; A>C>C; A>B>C>C

236a - Kouma swings his arm forward in a downwards like a body blow, longest range of the rekka attacks. Safe on block, not a lot of range in blockstrings though, if you're trying to do 2b5b5c 236a, it will whiff almost every time. Can special cancel on whiff. Trips on hit.
236b - Kouma swings his arm forward in a more upward arc like an uppercut, pretty horizontal short range. Only real use is in combos or for blockstrings that are pretty much point blank or as an anti-air against single hit jump ins.The recovery on this seems a lot better than 236a, however. Jump cancelable on hit. Can special cancel on whiff.
236c - The first 236c is an elbow strike, it's pretty quick, but also has very short range. Also possible anti-air against single hit jump ins. It is not an EX attack. Can special cancel on whiff.

236c (second one) - Upward fist punch. Only comes out after performing the first 236c. Safe on block at longer ranges, but not at point blank. It is pretty much the same animation as F-Kouma's anti air grabs, but it only has the strike property from what I've seen so far. It's pretty hard to follow up from this attack because it sends them flying upwards on hit.

More when I finish finals and test it out.

5
Tournaments and Events / MBAA Ver.A Ranbats @ AI (3/28/09) SATURDAY
« on: March 02, 2009, 01:19:04 PM »
WHAT: MBAA Ver.A RANBAT
WHERE: 1380 Fullerton Rd Rowland Heights, CA 91748 [ARCADE INFINITY]
WHEN: 6PM, 3/28/09
WHO: YOU, AND ANYONE WHO PLAYS MELTY BLOOD
WHY:  :psyduck:
Entry: $3, Pay to play per match
Format: DOUBLE ELIM
Banned Characters: F-VSion JUST KIDDING


Edit: Sorry, the date is set for 3/28/09. For everyone who can't come now due to the date change, sorry  :emo: :emo:, come to the next one.

6
Kohaku's Video Room / NEC9 Video Thread
« on: December 18, 2008, 09:43:02 AM »
NEWS FLASH. SOMEONE STOLE THE VIDEOS OFF MY LAPTOP AND EDITED THEM AND UPLOADED THEM TO YOUTUBE.
THEY UPLOADED THEM HERE: http://www.youtube.com/user/StolenECFootage

LET US ALL JOIN HANDS SO THAT WE MAY FIND THE PERPETRATOR AND BRING HIM TO JUSTICE.

I'll post direct links to each and every match if someone wants them, but otherwise just navigate the channel.

7
Tournament Results / AMERICAN MELTY 3 RESULTS [DAY ONE AND TWO]
« on: July 19, 2008, 10:07:05 PM »
SINGLES RESULTS:
($5 Entry) * (16 Entrants) = $80 Pot
Pot Spilt 70/20/10

1st Hiiragi "NORCAL'S SECRET WEAPON" [Satsuki/Len/Nero] (Lost to Kryo)
2nd Fui [Nero] (Lost to Hiiragi.. and Hiiragi again)
3rd Choco "I HATE YOU BELL" [Satsuki/Miyako] (Lost to Hiiragi and Fui)
4th H-F Blade "NO CIEL MIRRORS"  [Ciel/Sion] (Lost to Hiiragi and Tenkai)
6th Kryo "I CAN'T PICK A MAIN" [Ciel/Mecha/Miyako/Warc] (Lost to Hiiragi and Fui)
6th Xie "orz" [Kouma] (Lost to Choco and H-F Blade)
8th JeffM " [Kohaku] (Lost to Hiiragi and d. aika)
8th d. aika "the d stands for drunk" [Hisui] (Lost to H-F Blade and Fui)

12th Tenkai [Akiha Tohno] (Lost to Choco and Hiiragi)
12th Jaxx [Nero] (Lost to Xie and JeffM)
12th Obaloney [Warakia] (Lost to d. Aika and Jaxx)
12th Spidey [Ciel] (Lost to Kryo and H-F Blade)

16th shizuka [Aoko] (Lost to Fui and JeffM)
16th Tempered [Sion] (Lost to Spidey and Hiiragi)
16th Lokanas [Ciel] (Lost to H-F Blade and Choco)
16th TGS [V. Akiha] (Lost to Xie and Obaloney)

Brackets up soon; with art by Tenkai.

TEAMS RESULTS:
$5 Entry; 2nd places gets entry back, 1st takes the rest.

1st "TAIWANESE LIGHTNING" (H-F Blade and Hiiragi) [Ciel and V. Sion!]
2nd Team Madagascar (Fui and Aika) [Nero and Hisui]
4th Team VISTA DEL CAMPO NOR2a (Xie and Hellmonkey) [Kouma and Len]
4th "Just Pee in the Toliet" (Choco and Lokanas) [Satsuki and Ciel]
8th Team Master X Servant (Tenkai and JeffM) [Akiha and Kohaku]
8th "I don't care" (Shizuka and Tempered) [Aoko and Sion]
8th Team Stone Cold Chicken Busters (Jaxx and Tropnepod?) [Nero and V.Akiha]
8th TEAM BYE

POFV SIDE TOURNAMENT RESULTS:
14 Entrants; RANDOM 2V2 TEAMS
1st d.Aika and Spidey (AIKA CLEARLY CHEATED AND HAD TOO MUCH PREVIOUS EXPERIENCE; SPIDEY GETS FREE MONEY)
2nd Obaloney and Hiiragi (Obaloney is a beast who got carried all the to way to grand finals)
3rd-7th Place: EVERYONE ELSE

More to come when I get back.

8
Tournament Results / HORRIBLE ANIME EXPO TOURNAMENT 07/03/08
« on: July 03, 2008, 07:52:01 PM »
16 ENTRANTS
SINGLE ELIMINATION
PS2 ONLY, PS2 PAD ONLY, LAGGY HDTV'S. A HIGHLY COMPETITIVE TOURNAMENT.

1ST) Xie[Kouma] (HELL YEAH RANDOM BULLSHIT EVERYWHERE)
2ND) Leo[Satsuki] (LOST TO PS2 KOUMA HITBOX)
3RD) Jason O[Miyako] (Lost to Xie)
4th) Random Ciel player[Ciel] (Lost to Leo, and then Jason O)
8th) Bunch of EX randoms
8th) Scottind[Ciel] (Lost to Xie's random bullshit)
16th) Even more EX randoms
16th) Ultracarl[Hisui] (Lost to PS2 Pad).

Prize Spilt:
1st) Full metal panic DVD box set (Which I gave to Leo) + DBZ Shirt
2nd) Random Negima DVD + Random Animu Shirt
3rd) Random shit

9
64 MAN BRACKET, DOUBLE ELIM,
POT SIZE: AT LEAST 9000 OR SO.
POT SPLIT 70/20/10

1st Azure Macabre - SOME GUY WHO ISN'T H-F BLADE (Lost to himself) [Ciel/Sion]
2nd Kryojenix (Lost to Xie and SOME GUY WHO ISN'T H-F BLADE) [Mech-Hisui]
3rd Obaloney (Lost to Kryojenix and SOME GUY WHO ISN'T H-F BLADE) [Warachia]
4th linalys (Lost to Kryojenix and SOME GUY WHO ISN'T H-F BLADE) [HOOOOOAAAAAAAA!!!!!!!!!/Aoko/Len]
6th Xie (Lost to Linalys and Obaloney) [Kouma/JIYUNANAYA]
6th Numakie (Lost to Kryojenix and SOME GUY WHO ISN'T H-F BLADE) [Hisui/Kohaku (solo)]
8th uLTraCarL (Lost to Kryojenix and Numakie) [Hisui]
8th Wicked Element (Lost to Obaloney and Linalys) [Miyako]

13th Ennvi [Kouma/Aoko/Miyako]
13th Spidey [Ciel]
13th Alex #2 [White Len]
13th QSomethingOrother89 [V. Akiha]
13th Aaron [Warc]

16th Jiyuna
16th Kijea
16th Nerina

17th~64th: WARC CPU, TSHKN, HARMANSMITH, ANYONE ELSE YOU WANT TO SHIT ON.

FULL BRACKETS: LOST IN A FIRE.
VIDEOS: COMING SOON. AROUND AFTER WTXI VIDEOS COME OUT.

This tournament was/is/will be the ULTIMATE PINNACLE OF THE AMERICAN MELTY COMMUNITY AND ITS ABILITIES. LOOK FORWARD TO VIDEOS OF "UNIQUE SETUPS" AND "RESETS."

Next AMERICAN MELTY tournament will probably be after WTXII.

10
Kouma Kishima / MBAC: "Advanced" Tactics: Kouma Blockstring Thread
« on: May 10, 2008, 03:20:10 PM »
Guide is a WIP as of today, 5.10.08. There will probably be a billion layout changes as I figure out better ways to structure this guide better, due to the "tree-like" nature of the guide. So much so that I might even eventually delete this thread and repost when it's complete.

If you're reading this right after starting to play Melty Blood or Kouma, it's probably a bit early. This "guide" will contain a lot of technical jargon and requires you to know the spacing and properties of all many of Kouma's moves, so getting lost or not being able to do these properly is just a sign you need to practice and read a bit more.

Required Reading:

http://www.meltybread.com/forums/index.php?topic=865.0 "How to Build a Blockstring"
http://www.meltybread.com/forums/index.php?topic=547.0 "Kouma: In Depth, and everything else you need to know"

With that out of the way, let's talk blockstrings. Kouma, as you probably know if you've clicked on this thread, has easily the most linear blockstring in the game. With no real danger from the attacks themselves so long as the defending player just holds downback. Luckily, when you put Kouma's throws into the picture, this at least puts some pressure on the opponent. Thus, because this leads me to believe that throws and throw awareness are what leads to the most damage; for the purposes of this thread, I will usually be talking more about creating throw setups and anti-anti-throw setups and how they loop into each other. Remember that the all important the purpose of a blockstring is to give your opponent opportunities to make mistakes that you can punish. Oh, and unfortunetly for you guys and the community, I'll have to name these blockstrings as I go along.

Notation:
~~ = denotes a [possible] stagger point.
{} = can/may be omitted
>>> = an additional followup to the followup, sounds redundant, but I can't keep the guide together without it yet.

[Bad] BnB Blockstring:

2a 2b 5b 5c 2c 6c

Kouma's most basic, and bad blockstring. You basically just do his BNB at maximum speed at your blocking opponent. This usually doesn't give your opponent a chance to make a mistake, but even so the [Bad] BnB Blockstring has a purpose: your opponent may mistake this for an actual blockstring attempt, foul up his bara/reversal timing, or think that you don't know good blockstrings (very rare) because of the vast speed difference between the [Bad] BnB blockstring and other blockstrings. Use sparingly.

[Basic] BnB Blockstring:

{2a} {2b} {5b} {5c} {2c} ~~

Now we're talking, this is where the fun begins. While this blockstring is at the bottom of the "tree" of options, this is probably the blockstring you will use first (to make your opponent block through all your different normals) and most often (because it builds the most meter, and Kouma needs all the meter he can get sometimes). Hopefully you understand the concept of staggering by now, and are staggering this string accordingly between all the normals up to 2c. Once you complete the 2c and have block confirmation, this is where you can give your opponent a significant ammount of places to make an error.

~~ 6C
>>> (on block) 5C
>>> (on block) 2C
>>> (on block) 5B

A basic followup. Great against jump outs (easy to hit confirm into a knockdown), short ranged reversal attacks (most 2a's). Bad against shield, block, dodge. Also, if you wait too long, your opponent will have ample time to get a long distance reversal poking going (I.E Nanaya 2b, Ciel 2c), which will beat out the 6C if the gap between 2c and 6c is too big. Vary the timing to bait long distance moves according. Very good in conjunction with throw setups, since between the two you cover almost all your opponent's escape options. Can deal big damage on counterhit. All the additional followups are possible after the 6C (since it resets your combo state) if you are (realtively) close to your opponent. Can catch an opponent off guard if your opponent thinks they can punish you with a long ranged normal.

~~ 236a/b ~~ {236a/b} ~~{236a/b}

This followup has massive reach and pushes an opponent very far away into a very solid knockdown. Surpsingly, it can beat out a lot of different types of normals and reversals that 6c would have trouble beating at the same stagger timing tanks to the superarmor and (relative) speed. Much, much weaker against jump outs, shields, and even some dodges. Note that on block, you have many different options and you can stagger the addition 236a/b's or omit them completely to keep your opponent from punishing you. If you want to get gimmicky, you can intentionally whiff your opponent by performing the wrong final rekka (either falling short or leaping over them) to also avoid punishment, since most players will think "oh here comes the slow overhead attack that I can punish if I block correctly", but on whiff you may be able to escape due to the "WTF?" nature. In general, can be more rewarding than 6c because it can corner your opponent at midscreen, or you can cancel perform a 236c for the second rekka to perform a corner combo.

~~ Any normal omitted from the blockstring. (2b, 5b 5c)
>>> 236a/b ~~ 236a/b ~~ 236a/b
>>> 6C

If you left any long reaching normal out of your combo (2b, 5b, 5c), you may be in range to perform it at this stagger point. Much better at catching jump outs than 236a followup, but not quite as powerful against ground attacks save for when it manages to luckbox a clash. This option is the more versatile option between 236a and 6c; it does things similar to both options, but not quite as well. Note that if it hits a standing opponent, it might be better to perform the rekka combo follow up for the reach because the distance of putting an additional normal after 2c can be unpredictable, but the rekka will always hit.

~~ 5a(whiff cancel)
>>> (Dash in mixup)
>>> 6C
>>> 2C

Reset point for the block string, you basically perform your standard dash in mixup which S-Blade outlined quite well in his guide. One notable difference is that you can also perform 6C after whiff canceling. While the damge sucks, an opponent can jump out of ALL parts of the Dash in mixup (save for a lucky dash in 5a which is really hard to hit confirm) at the point of the 5a whiff cancel, so throwing a 6c after the 5a whiff can punish an opponent for trying to jump out. If you are prone to throwing this 6c out after the 5a whiff cancel, you can apply addition tension for your opponent to not jump out and just try to take on your dash in mixup.

~~ Do nothing (Block until you fully recovery from the 2c)
>>> (Dash in mixup)
>>> 6C
>>> 2C

While much weaker than the 5a whiff cancel from a logistical standpoint (significantly more frames for your opponent to escape and mount a counterattack), this is the perfect option to bait a bad reversal (EX Hiero, etc) from your opponent without giving up too much in terms of. Reason being, if you do nothing, your opponent no longer has the visual cue to jump or perform a reversal under normal conditions, so you may end up getting the same options presented to you as if you had just performed the 5a whiff cancel (dash in mixup, 6c) without actually peforming it. Furthermore, opponents know they can beat your 6C clean with various reversal attacks, this is where blocking can put them in a horrible situation.

Creating an "Advanced" Blockstgring

Now that you know what a normal Kouma blockstring looks like, you can now mix it up with various techniques to help you defeat various blocking/mashing habits your opponent may exhibit through the course of the match. This will vary from matchup to matchup, and there are a near infintie number of combinations you can create that are more or less optimal or have different maximum damage output; the choice is yours. Let's take a look at a few examples.


Dash 2a
>> 2a (staggered)
>> 214a (staggered)
>> Any other blockstring

The possibilities are literally endless with a dashing 2a. Most commonly following a reverse beat or on certain oki setups, a dashing 2a is often the starting point for many blockstrings. Though not strictly "advanced" it is certainly different from a normal 2a into blockstring because of the extra dash momentum you have, which makes 214a after the first 2a possible.

2a 2a 2b 2c 5b {ender of choice}

This is a very specific blockstring made to beat jump-outs and some reversals. Reverse beating immedatly from 2c into 5b can actually give your opponent enough time to attempt a jump out yet get hit during the startup of the jump and stay on the ground for the rest of the combo. It doesn't deal a lot of damage due to the reverse beat and missing some of the normals and you can't stop at 2c for the 2c okizeme setups (since you've already used it). Not that the 2a is not manditory, but is recommended in this blockstring since you need to be close enough for your to have been able to start with 2a for the 5c part of the combo to hit. Also remember that you cannot usually omit the 5c if you intend to go for a 6c ender because 5b does not link into 6c except on counterhit. Use any of the 236x attacks as the ender instead if you're afraid that your spacing was inappropriate

2a 2a 2b 214b
2a 2a 214b
2a 2a
5b 214b
2c 214b

All of these are blockstrings are geared toward landing the 214b throw. You can mash these out due to 214b's massive startup and the grab will still land. Note you should only use this type of blockstring fairly rarely and only if your opponent is afraid of your blockstring; if your opponent does ANYTHING but stay still they will be able to get out of it. You can mix this up with 5[c} since the startup animation for 5c/5[c] look exactly the same as 214b; but this doesn't change the fact that your opponent can easily just reversal and such to defeat both 5c or 214b.

{2a} 2b 5b {5a} ~~
>>5b
>>5c
>>2c
>>dash
>>nothing

This is a blockstring that is stronger in some matchups but worse in others. This blockstring will put you at neutral-ish situation close to your opponent but leaving initiative in your hands. The reason this blockstring can be very powerful is that in some matchups is because they have no good reversal pokes at this range and this range is very good for scrubbing out some dash clashes. For example, Ciel has a short 2a, a relatively shorct reaching 2b, and a relatively slow 5c and 2c. If Ciel attempts either 2a or 2b, Ciel will whiff cleanly and if you chose to do nothing or 5c you will be able to beat out either of those choices for a combo. Furthermore, if Ciel chooses to reversal poke with 5c or 2c or 4c, if you chose 5c right after 5a you can easily counterhit that as well.

Situational hits

Now, we'll talk a little bit about situational hits that may occur during a blockstring. If this list gets too big, it might get its own thread, but for now it'll be in here. Difficulty in hit confirming will be colored colored as Very Hard, Hard, or Normal, because I hate hit confirming. Note that top japanese players such as Kaimaato also often do NOT check whether or not they have gotten a counterhit and often just go for the combo anyways. You'll often see Kaimaato do a 2b and immediately jump cancel into j.b 236b irregardless of whether or not it was a counterhit.

Against an airborne opponent:
2a (not counterhit): This one is hard to hit confirm on its own, sometimes happens when you attempt to whiff cancel close to your opponent with a 2a or your opponent jumps out of your dash in 2a ~~ 214a. The untechable window is very, very small on a single anti air 2a, so reacting to it is extremely hard. What you can do if you were expecting a jump out or have superhuman reflexes is to immediatly mash out some more 2aa's  and then into 5aaa into a jump instant air throw or 2ab into an airthrow. This can be more or less difficult depending on the height and hitbox of your opponent

5a (not counterhit): Nearly identical to the above, though this a different situations from how it happens. This will happen when attempting to whiff cancel 2c into 5a, but the 2c hits the opponent at a close range to where the 5a then hits afterwards; or when you anti air a certain bad crossup setups. Once again, those of us with superhuman reflexes or anticipated this kind of hit can mash 5aaa into instant air throw.

2b (not counterhit): Also similar to the other non-counterhits, a 2b non-counterhit against an airborne opponent will mean you have to jump and air throw your opponent before they can tech. This happens most often when you're performing a 2aab blockstring and your opponent jumped out from the get go or you did a 2b anti-air.

6c (not counterhit): Hits most often at the end of a blockstring against a jumpout. Hopefully you were holding up while performing the 6c because it's very difficult to hitconfirm a non-counterhit 6c into an air throw without having pre-emptively jump canceled it.

11
NetPlay Community / The Official Unofficial Netplay Ranking (Closed.)
« on: January 01, 2008, 02:29:27 AM »
No one really plays this shit anymore. According to the rankings, Tenkai is obviously the undisputed god of MBAC. Tenkai I'll give you 5 bux, great job.

Edit: The original post was truncated and shortened for your viewing pleasure. If enough people want to read the original post, I will put it back put. It is still bloody long though.
Edit Again: A lot of people are under the impression that it's too late to sign up for some reason, but you can still sign up if you want to join.

What is it?:
A netplay ranking tournament with free opponent choice and prizes. Also with NO ENTRY FEE.

When is it:
Preregistration begins on Sunday 01/06/08, 9:00PM PST. Matches may take place any time after Tuesday 01/08/08 at 12:00AM PST. The beta season will run until the beginning of West Toast X (02/16/08). However, if I or the mass majority are unsatisfied with the end date (mostly because exams are around that time) I will length the season.

Prize structure:
1-16 active players: $25 to first place.
16-32 active players: $50 to first place
33 or more active players: $100 divided amongst how top8 chooses to play out. That is, I will allow the top8 to vote what the final spilt is whether it is winner take all or something like 70/20/10.

How do I enter and participate?:

1) Have melty blood and get netplay working
   A) Lan matches are only acceptable when I AM PHYSICALLY PRESENT
      1) If you wish to have a Lan Match and you are close to me, you may PM or email me with this request.

2) Send a registration email to MB.ranking@gmail.com please follow the template below, you may register at any time in the season.
   A) the subject for the email must be "MeltyBlood Registration"
   B) it must contain the following information
      1) Your Alias (what you wish to be called in videos, on the ranking, etc)
      2) A contact method (AIM, Yahoo, GMAIL, anything)
      3) A password of some sort (This is so I can make sure that YOU are the one sending me the match data that you are sending me and not an fake)
   C) you will receive an Email response from me with your ID#. Please remember your ID# (or record it somewhere) as it is very important
   D) Alternatively, you may register via IRC or instant messaging if you catch me on either medium, however, make sure I am actaully there and not idle before you try and register with me live.

3) Play in ranked matches
   A) All matches must be netplay unless mandated specifically by me
   B) Find an opponent who is also registered (or has submitted a a registration and is awaiting confirmation)
   C) Play against your opponent in a valid ranked match
      1) a "2 out of 3 games" Match is considered a Standard Match (Valued at "5")
      2) a "4 out of 7 games" Match is considered an Extended Match (Valued at "10")
      3) a Featured Match is a match that has been scheduled beforehand by me and carries specifically high stakes. These will probably be made into videos (Valued at "20")
   D) Save the Replay. Mandating who saves the replay beforehand OR using a client that supports an autosave function
        E) You may change character between games.

3) Report your match results to MB.ranking@gmail.com
   A) BOTH PLAYERS MUST REPORT THE MATCH RESULTS TO ME AND SUBMIT THE REPLAY. THESE RESULTS MUST BE IDENTICAL
   B) A proper match report has the Subject Header "MeltyBlood Ranking Match <Your ID#> <0X-XX-2008> (Date of submittal)"
   C) A proper match report also has
      1) Your password
      2) A concise, yet detailed summarized account of who played who and who won. WinnerName[WinnerID#] (Winner's Character [Winner's Palate]) won against LoserName[LoserID#] (Loser's Character [Loser's Palate]) in a (MatchType).
      3) The replay attached
      4) ANYTHING out of the ordinary which occurred and how they were solved
   D) Match results should be submitted within 48 hours of their completion. This is mainly so I don't have to deal with 201,938,203 match reports right before the season ends.

4) Repeat and stay active
   A) Ratings and Rankings will be calculated and updated every few days
   B) If you do not participate within at least one match a week, you will be considered "inactive"
   C) Inactive players only yield and gain 1/2 of their normal points, also, inactive players will NOT count towards the prize pool.
   D) This is mostly to keep people playing regularly, if you were normally very active but had to take a week or so off, I can overlook that.
        E) Your account can have its "active" status restored if you consult with me.

5) Keep track of your rating. Aim for the top!
   A) At the end of the season, the top8 will play off

Other Information.

X) Follow the rules, breaking one of these rules is a banable offense. Not only that but I will probably find and kill you if you break one of these. Just sayin'.
   A) General rules
      1) Don't cheat.
      2) Seriously, just don't. I know prize money and glory are tempting, but if you cheat then it's all meaningless. So, seriously, I'm begging you here, I'm trying my hardest already, don't make things complicated for me.
      3) You may only have one account at any time. This should be a no brainier, this will skew the results greatly if a person has more than one account and WILL be considered an act of cheating

   B) Match rules
      1) You are not committed to playing a match unless you make an earnest attempt to finish the first round.
         a) After that point, you are committed to finishing this match irregardless of what occurs
         b) Make sure you don't lag before you start the match, you are not obligated to play immediately, so always make sure you can actually play the match before you do.
      2) If something happens to the match and two are unable to finish the match normally, both players must decide upon what to do
         a) If an EQUAL AND FAIR CONCLUSION CONSIDERED BY BOTH PARTIES is reached, than this will be the official ruling on this match
         b) However, in the event that one cannot be reached, differ the issue to the administrator (me), and I will rule on the match

Z) How are points awarded?
Points are awarded and subtracted based on three attributes. 1) How high your raw ranking is compaired to your opponent. 2) Your Win% and how many matches you've played. 3) How many different opponents you've played. There is a big complicated math formula that went over everyone's head in the original post, so I will only repost it when I've cleaned it up a bit more (and people actually ask to see it).

If you have any other questions or comments, either email me (Mb.ranking@gmail.com) or post it in this thread. I will post an FAQ once questions actually started getting asked. Good luck, see you in the ranking.

Current Standings
tenkai   1031
Zero   1021
Orochiwolf   1009
Lighty   1008
MasterT   1004
AkimotoK   1000
Rakon   999
Spidey   999
Jen   998
FabroRowan   995


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