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

Messages - keobas

Pages: [1] 2
1
after playing this character for long ...long time. I'm finally convinced this character is shit with tools that have limited application.

While I still love the character i just need to understand what does this character offer besides command bunker and crescent style mechanics.

every other tool seem far too limited.

2
What reccomended for cries player to do after knockdowns? Also is their any data on her 63214 guard cancle?

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3
Regional Community / Re: South Florida (Miami, Broward, WPB): Represent!
« on: February 18, 2013, 12:15:45 PM »
Congrats. We should try netplay since were local. I reside fort lauderdale

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4
So it looks like no one posts in here but I'll give it a try...

I play at arcade odyssey. They have a cab with the latest version of melty blood. I and about 4 others play there pretty regularly. I know this is south Florida, So what I'm about to ask for can be quite difficult. I'd like for anybody who's willing to come down and play me and or the others. Usually Friday and Saturday nights are when we play or least when I play. We have also tried running tournaments for this game but I'm sure you all know that there are not many of us. I'd be willing to take money matches for anyone that would like to drive down. Post up and let me know.
i would love to visit ao.but it'll be difficult visiting miami when my free time is at night

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5
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 26, 2012, 03:23:24 PM »

Command cancel? You mean EX cancel, right?

Ex canceling does make it easier to confirm on hit, but you can do an effective EX cancel on 421b by TKing the input. (421b 2369c for example)

Yeah, I've been noticing that against certain characters I have enough time to block. But I wouldn't rely on that.
I mean command cancel, 421a allow one to cancel the recovery frames to a any Ryougi's air commands. I believe 421b does as well but timing is different.

I'm not implying 623b be use all the time but it nice option to use now and then.

6
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 26, 2012, 08:36:03 AM »
snip
I've been fooling around with punishable 2a scenarios from blocked 623b corner (Ex-block another story). I found that not everyones 2a can punish or even punish at all corner wise or not. 

Personally I'm bigger fan of 421a as it allow command cancel right away after hit, and I'm not finding many punishment if commit to command cancel. But 421b jump cancel is good.

7
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 25, 2012, 04:14:09 PM »

I've done this quite a bit myself, but it's more punishable than it may look. I'd suggest only doing it midscreen where the crossup has enough distance to get 2a to whiff. The main problem with doing it is that you commit and then you either have to do a low or the unblockable. (which in and of itself is not that bad of a mixup). I think the 623b unblockable is better than 5[c] because it's an untechable knockdown which you then get oki off of.
Can you mention few of the punishable things? I think you may be right in that regards to one has to commit to it. One thing I think that helps with the mix up is 421a/b.

But in the end Ryougi oki is the strongest when she cause a circuit break knock down from 6c,623c.  While it does cost meter it limits some wake up options which some character dependent on I think.

8
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 25, 2012, 01:01:13 PM »
Yeah I thought those Oki options would be her only ones, thanks. But what can she do to take advantage of Oki though? 2A is just asking to get shielded once the opponent catches on, grab only sets up the same situation and I don't think she has an overhead that can lead into a combo, unless I'm missing something.

I noticed this question has gone pretty much unanswered and as someone who is really interested in C-Ryougi, I too would like to know how she can take advantage of Oki.  I just must not be very creative because I have a fairly difficult time coming up with creative ways of approaching a downed foe.

My prefer option to use 623b.
* Minimal Punishable opportunity if blocked, possible to delay for mix up. Follow up opportunity if near corner.

*more to come

 But as the other said its best to use things subtly, only reason i use this as it counter fair amount of opponents wake up option with.

9
Shiki Ryougi / Re: Re: 1.07 C-Ryougi
« on: January 18, 2012, 05:51:34 PM »
Thanks rei for the heads up.

Im still trying to find my own groove with this character since im very weak in her traditional game play.

I'm starting to realize I'm too predictable due to my poor offensive mix up game. So I've been focusing on safe offense tactic other than block strings. One that I particullay like is doing rekkas but preferably 236a/b-214d since 214d as super cancel able.

I'm surprise no one does 623c on otg scenarios, It lunches with some follow up potential if position appropriately.
You can also launch with 8x from custom combos, but i usually pick up my sweeps with a combo though. Also the 236b rekka ender is great for setting up a nice L/R mixup on oki.

Alao you mean 214c right? Only problem is that you can get bunker punished on superflash if you throw your knife (22c) or shielded on 214/421c

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good to know

10
Really a shame to see the thread this inactive but then again i wouldn't know what to contribute since im noob relying on gimmicks.

11
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 18, 2012, 03:52:23 AM »
Thanks rei for the heads up.

Im still trying to find my own groove with this character since im very weak in her traditional game play.

I'm starting to realize I'm too predictable due to my poor offensive mix up game. So I've been focusing on safe offense tactic other than block strings. One that I particullay like is doing rekkas but preferably 236a/b-214d since 214d as super cancel able.

I'm surprise no one does 623c on otg scenarios, It lunches with some follow up potential if position appropriately.


12
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 12, 2012, 03:47:57 AM »
So finally got to try MBAACC netplay and was dominated by the other plays. Something about it was just really off, I've dropped combos, and react slower. Though I still learned a few things. But I need help in these specific area.

Capitalizing on successful Bunker/ shield bunker
Ground to air scenarios
Safe oki
Mid/long range

I know these cant be generalize as match up needs to be consider but the overall concept of these with Ryougi is foreign to me.

13
Only play a bit with C-Hime and my view is pretty skeptical, it looks like C-can do some thing but F-moon can outdue them with little to no compromise. Its starting to look more like a moon preference than character.

14
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 03, 2012, 02:30:37 AM »
@Ichipoo: Thats and excellent starting point. Her normals have range and tricks that can screw with ur opponent. These really help out by poor hit confirm ability.

@LivingShadow: Your right about 2b being unsafe but I still use hit as raw 2b into bnb nets major damage.  I've been using 5c BE against player with poor defensive game but I think good player will know how to deal with it so I should be subtle with it IMO. Aoko overwhelms me with her command set.

15
Len / Re: [MBAACC] Len Discussion
« on: January 02, 2012, 12:12:15 AM »
236c catches all tech options and leaves you safe (even OTGs some characters). I don't think she has a catch-all no meter option, but I might be wrong. Neutral punish is beaten by dash in normal (5b/5c), back punish is pretty much the same, but with delay. If your opponent techs away from the corner 5c can easily catch  them.

I like C's loli hammer better than her orbs. :P Now it even OTG relaunches.  :D
I never knew that techs had vulnerable frames. I have hard time wrapping my head around the mixup, and pressure game. Don't even get me started on hit confirm.
 

16
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 01, 2012, 11:40:09 PM »
Hey guys I've picked up this character back in AA. Now looking to solidify as she may be my top character. Haven'nt see match videos of how expert like to use her. Though she seems to shine in big damaging, I'm very weak in that department and mostly rely on other stuff.

I'm more effective as turtle so what type of stuff does C-Ryougi have to complement this?

17
Riesbyfe Stridberg / Re: F-Stridberg General discussion thread.
« on: January 01, 2012, 10:43:09 PM »
I had messed with F- Stridberg for a time but I had more sucess with C-Stridberg. She doesnt hurt quite like her F incarnation but she makes up for it in versatility and having an additional Guard cancel makes pressure strategy weaker (they can still bait).

18
Len / Re: [MBAACC] Len Discussion
« on: January 01, 2012, 06:15:42 PM »
@Funky-kun

Thanks for the heads up.
Your combos look like good place to start. Though I must say I like orbs as they can potentially extend certain combos. What are lens options against the techs I've seen how player are afraid to tech.

I see how H-len play and its decent but Half moon is not for me. C-Len has tools I prefer.

19
Regional Community / Re: South Florida (Miami, Broward, WPB): Represent!
« on: January 01, 2012, 09:58:41 AM »
Hopefully traffic picks up with the new developments

20
Len / Re: [MBAACC] Len Discussion
« on: January 01, 2012, 02:27:23 AM »
Hey guys hope we can all develop len together.

Personally I really len for her normals and interesting command set, It seems she capable of controlling most of match momentum, (similar to strider in MvC2).

In my last section i was getting bombed by my relatives C-Kouma. I was using c-len but my approach was pretty bad. The only sit i felt comfortable was enduring kouma atack strings and gound footsie. Sadly I did'nt know how to manage every thing else. Barly use cats, was to conservative with meter, and did not know how to capitalize on air counters.
Though I just learned about OTG so I'llll be developing on those situations, But what are your views on combos with len. Due to her damage modifier I simply like to focus on meter building since she can get 2/3k effortlessly  and 4k and beyond is situational( do go for big damage if opponent has huge life lead or combo will KO).

21
Regional Community / Re: South Florida (Miami, Broward, WPB): Represent!
« on: February 14, 2011, 07:39:11 AM »
Hey their guys, im currently helping a get together here in south florida for local tournament call spirit GC rebellion. Its main event will be Mvc3 and SSF4, but where interested in hosting some causal of other games. We do have an available ps2 port of MBAA and if its in demand will bring that set up, It'll be great if you guys visit and have a few games with us.


Location: Florida Super Comics, Games, Anime Store
5917 South University Drive, Davie, FL 33328
(On the NW corner of Stirling and University in the Home Depot Plaza)
#954-434-4822

The tournament will sport Marvel vs Capcom 3 and Super Street Fighter 4 for Xbox 360.

Entry is $10 For Each Game.
Prize for each Tournament:
1st: 70% of the pot
2nd: 20% of the Pot
3rd: 10% of the pot
Sponsor will add an additional $50 to each tournament pot. (Not to confuse but we mean the pot total amount after entry registration has ended, not prize)

Tournament  Schedule:
Registration starts at 11:00 am
SSF4 Tournament will start at 2:00 pm
MvC3 Tournament will start at 4:00 pm


22
Regional Community / Re: Central Florida Thread
« on: September 13, 2009, 02:08:16 AM »
Any Floridian still playing these underrated games?

23
Satsuki Yumizuka (Yumiduka) / Re: F Moon vs C Moon?
« on: August 29, 2009, 12:17:55 PM »
how reliable is  is 421 Commands?

24
Satsuki Yumizuka (Yumiduka) / Re: SATSUKI FLOWCHART
« on: August 29, 2009, 12:12:35 PM »
Satsuki I'm here for you.

25
Kohaku / Re: F-Kohaku
« on: August 29, 2009, 12:06:30 PM »
I haven't really explore the counters but 214A seems to aim for Middle and over heads (high attacks)  while 214b is for low and mids. But the counter activation seems deceptive on activation.

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