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

Messages - Ceehill

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1
Regional Community / Re: South Florida (Miami, Broward, WPB): Represent!
« on: February 21, 2012, 07:58:51 PM »
Yo, I'm in SFL, but more towards West Palm. Certainly wouldn't mind driving for some Melty though.

Great to finally see some people playing it down here. You guys ever go to Zero Ping?

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Really glad to see everyone in high spirits despite a few set-backs.  We should see a lot more hype for this after Winter Brawl, both from the shift in focus to FRXV and (hopefully) from a few new converts who'll get to see the game and the community in action this weekend.

I'll be in town Thursday night if anybody wants to get some matches in.  I'd also like to enter teams on Friday, so if anybody else is down to team up let me know.

3
Seifuku Akiha / Re: F-Seifuku Tutorial
« on: August 11, 2010, 02:28:00 PM »
An idea regarding 2[C] delay 236B:

236B whiffs crouchers (tested on Nero, who has the tallest crouching hitbox, and should work on the rest of the cast AFAIK) and can give you an interesting, albeit gimmicky, throw set-up.  As it is instinctive to block low against a grounded opponent on wake-up, both her normal throw and her command throw should catch them if they crouch the 236B since they won't be in blockstun.  If for whatever reason they stand up and block the 236B, you can catch them with a quick 2A into whatever if you anticipate it.

This set-up loses to reversals and mashing so I'm not entirely certain as to the practicality of it, but I guess it could be something worth pulling out every once in a while once you've conditioned your opponent to respect your oki.

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Kouma Kishima / Re: MBAA: F-Kouma Thread
« on: April 29, 2010, 09:50:55 PM »
F-Kouma has very few pressure options that look safe on paper, but once you condition your opponent to be aware of them, you can get away with a lot of other stuff that you shouldn't be able to really. If you're looking to reset pressure under the guise of some +frames, you've got 5A (+2), 2A (+1), 2C (+1) and 2[C] (+3 or 4 I think) to work with, although you're gonna get pushed out of 2A/5A range fairly quickly in pressure (that, or use a B/C normal) and resetting off 2C is going to get predictable fast.

If you watch Kaimaato videos though, every now and then you'll see him resetting off things you know are unsafe, yet the players elect to respect it. For the sake of example, dashing in off a blocked 2B (something you'll see him do from time to time) looks dangerous on paper, but if you're mixing up and staggering your strings like you should be (I'm sure you're already used to this since you play Ryougi), your opponent might be waiting for the staggered 2C/5C and not recognize your reset in time to punish. 

You'll also see him getting away with stuff like 2C 236A (wait) 5C; while the 236A by itself is -frames (pretty badly too, IIRC) if you've conditioned your opponent to be aware of staggered rekkas, they might elect to sit still and block thinking you're going to continue with the sequence.  When he's playing conservatively, you'll also see him back off slightly after the same strings and simply try to bait an escape attempt, reacting to his opponents' next move.

You've also got options like blocked 6C xx 214B, blocked IAD j.C xx 214A (whiff) land 214A, and other shit so gimmicky you almost feel straight up embarrassed for having done it until you remember that it's winning you matches. Basically, as long as you make sure you're utilizing *all* of your options, you'll be able to get away with some of the more gimmicky ones more often than not. IMHO, the two most important things to remember as F-Kouma while on offense are

-Always stagger your strings. Kouma's normals are big and slow to begin with, and EX Dunk is gonna make people really fidgety.
-Don't get predictable, holy shit do not get predictable, lol.

Bottom line is that most of Kouma's offensive options (with the exception of the 50/50 between 2A and 214C) are not very solid at best, and straight up cheesy at worst, but he's got enough of them so that you can keep opponents guessing. Just get creative and have some fun.  :toot:

5
Kouma Kishima / MBAA: H-Kouma Thread
« on: April 28, 2010, 09:07:59 PM »
So does anyone else play this character?  I've dabbled with both full and crescent Kouma at various points, and (surprisingly, considering his stigma as the most limited Kouma) H-Kouma seems to combine the better aspects of both the other styles: you get to keep crescent's low 2A and blockstring flexibility (reverse beats, etc.) while retaining full moon's strong set of normals (something that C-Kouma lacks in comparison) such as his 2B anti-air, 5C for counterpoking, and j.A/j.B for air footsies.

The big reason to play this style over the others though, I'd think, would be his 236A/B rekkas, which (on top of moving him a fair distance forward) are +2 and -1 on block respectively, putting the opponent in really dangerous RPS situations.  236A followed by 5A can be a 3 frame gap with optimal timing, giving him a textbook frametrap to punish mashing and jump-outs.  This is a big deal since Kouma is notorious for his grapple options, in this case 214A, and opponents are more prone to fidget and press buttons against Kouma than they would against characters without dangerous throw options.  As soon as you notice them starting to respect your pressure, you can start throwing more, and vice versa.

236B moves Kouma a bit further forward, although on paper -1 on block doesn't look too exceptional.  However, when you take into consideration that 214A comes out in 4 frames-- and when IIRC only a few characters have <5 frame jabs, most of them being restricted to full moon-- it starts to look a bit less favorable for the opponent to stay put or poke out with anything short of DPs/reversal EXes, both of which can potentially get baited for big damage.  Basically while the RPS isn't quite as strongly in Kouma's favor as the options off a 236A, it can still be a dangerous guessing game for an opponent if H-Kouma utilizes a bit of prediction, and you cover a bit more forward space in order to reset your pressure, something you'll especially notice when you end strings in 6C xx 236A/B.

A lot of this is assuming just frame timing (a few of the numbers are also assuming I'm not framedisplay illiterate), not to mention being fairly high risk/reward.  With Kouma's high defense though, and with automatic heat at full meter and access to an H-moon bunker further increasing his longevity, he can usually afford to put himself in higher risk situations simply because the damage he'll potentially do outweighs the damage he'll potentially take the majority of the time.  

Also, this isn't to imply that pressure ended in rekkas is the only option at his disposal; 2C is +1 on block, 5C followed by a whiffed 5A is +1, and 5A/2A are both neutral I believe.  Access to 5A 6AA also gives him an extra option in pressure, and another normal that moves him forward a considerable distance on top of 5B, 6C, and rekkas; set-ups like 5A6A xx 214B and 6C xx 214B will catch people a bit more often than you'd think, provided you don't wear them out.

It's probably important to mention that, like C-Kouma, half moon's 214C can be jumped on reaction to the EX flash.  It still retains some use as a reversal and as an answer against poking in the situations detailed above though, and his Arc Drive is still the same as ever so you do have a metered, inescapable (post EX flash) grapple option at times.

Admittedly these things alone probably don't exactly make H-Kouma a contender for a spot in the higher tiers, however there's no character he isn't capable of going toe-to-toe with (no Gief/Seth type match-ups anyway) and I'd argue that H-Kouma is at the very least on par with his crescent/full moon counterparts.  Just wanted to shed some light on a few aspects of his character and maybe share some strategies with anyone else who might play this style.  

If you play/have played/want to play this character, or if anyone has a different perspective to offer regarding the above, or if you even think watching H-Kouma is about as fun as watching paint dry or something, speak up and we'll get this thread going.   :toot:

A few combos for anyone who wants to get the ball rolling in training mode:
(Damage tested on V.Sion)

2A 2A 2B 5B 5C 2C (small delay) 236B link 5A 5C Airthrow
(Standard BnB off a hit confirm on the ground)  4115 Damage/ 2959 Reduced

2A 5B 5C 5A 6AA (delay) 2C (delay) 236B link 5A 5C Airthrow
(Combo utilizing 6AA, slightly more damaging than the above combo. Combo must have 3 or less hits before the 5A, otherwise the 5A link after 236B becomes very difficult, if not impossible)  4193 Damage/3020 Reduced

2A 2A 2B 5B 5C 2C (delay) 236C link 5A 2B/5C Airthrow
(Metered combo in the corner, 5A 5C followup is possible on some characters if 236C hit as low to the ground as possible without hitting OTG)  4701 Damage/3342 Reduced

OTG Combos/Tech Punishes/Misc. Combos:

OTG 5B 5A6A 2B 5C 236A/IAD backward or forward
-I'm pretty sure there are better options that get you more damage/build more meter, but this is a simple OTG follow-up for random knockdowns that gives you the option to punish techs if you guess right on the IAD.  If you've already used your jump cancel for whatever reason, just cancel into 236A and you should recover in time to punish most techs.

Combo off of 5D or anti-air CH 2B (on hit or trade):
(walk forward) 2C (delay) 236B link 5A 5C Airthrow
-Combo off a 2B starter does 3078, combo off a high shield counter does 1783.
-2C timing is especially strict off a 5D shield counter; if you're not certain you can hit the combo, your best bet is something like 5C 2B Airthrow.  The most important thing is to keep your knockdown, and shield counters scale their follow-up combos to hell regardless so don't feel bad for just playing it safe.

5A/2A 2C
-Typical Kouma anti-backdash pressure starter, pretty sure any groove can do this and half is no exception. 5A/2A will whiff and 2C should catch them in the recovery of the backdash.  If they block, you can end your string in 236A for some +frames without incurring any reverse beat penalties.

Any airthrow can be replaced by j.C 236B 236B if you think you can punish the tech, or j.C 236C if you think the extra damage will kill your opponent.

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Mech-Hisui / Re: H-Mech Discussion
« on: April 16, 2010, 07:37:20 PM »
That's a good point regarding 236236C, I honestly hadn't thought of that.  Generally, when I spend meter on an EX finisher midscreen, I opt for something like:

2A 2B 5C(3 hits) 2C 623B(6 hits) 623C

...since you get a meaty 63214A + superjump oki afterward, although I might have to rethink all that now, knowing you can put your opponent in the corner virtually at a whim from most parts of the screen.  I'd argue that ending with 236236C from some ranges puts them too far away and forfeits too much mix-up, but H-Mech out-classes so many characters at neutral anyway that knocking them away would probably even be optimal in matches where you need to play more conservatively (thinking mostly of characters with dangerous reversal options such as Nanaya, Kouma, etc).

Not really saying that either is correct 100% of the time, in the end I guess it's up to the player to decide what will put them in the better position judging from the situation at hand.

Shield combo after 5d in corner: http://www.youtube.com/watch?v=Jqn6LfTp9FE#t=0m27s
The combo isn't done off shield counter but the only practical way to do it is off shield counter.  Notation is 5d 63214b 6c 63214b 2[c] delay 5a6aa j[c] ja j623c 236236c.  I've gotten up to ja but whiffed it and you get 3201 damage on Riesbyfe up to that far.  I might try to finish it later but it's an obnoxious combo to do even up to there.

Lol, I tried this for a few days and never even got close to finishing it.  Still, it's good to know you can combo into 63214B from a 5D in the corner.  A more match-practical, scrubby-mode variation might be something like:

5D 63214B (delay) 2[C] 5C (3 hits) 6C sjc.BC sdj. BC Air Throw (does ~3570 unreduced to Ries, iirc)

For whatever reason, I can't hit the 63214B 6C 63214B part anywhere close to consistently, probably due to being limited to one maid assist on the screen at a time.  If you can hit that part though, you could probably throw that into the above combo for even more damage.

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Melty Blood Auditorium / Re: Regarding MBAA H-Mech Hisui
« on: February 07, 2010, 04:33:40 PM »
This thread is bad news bears for my trying to find people to run casuals with. :/

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C-Kouma:  '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.

H-Kouma:  '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.

H-Mech Hisui:  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.        

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Melty Blood Auditorium / Re: best character for a beginner?
« on: February 03, 2010, 02:17:10 PM »
For whatever reason I was thinking about this today, C-Wara seems like he'd be one of the more ideal characters to start with since his normals are pretty strong in the general context of Melty footsies.  He's got a fairly strong anti-air in 2B, his j.B is pretty good air to air, and he's got decent tools in 5B, tornadoes, and summons for controlling the ground.

Also, between Nero set-ups and air throw/j.421C finishers you get to experiment with the higher damage/better oki exchange, getting a decent grasp of when you want one or the other (not that this is entirely specific to Wara, but it is a basic part of his game).

I would think that having a firm grasp on those facets of his gameplay would give you a solid foundation for picking up basically any other character, or for going even further in depth with Warachia stuff if that's the route you choose to take.

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Mech-Hisui / Re: F-Mech Amber Junk Setups & Strats (incomplete)
« on: January 20, 2010, 05:57:59 PM »
Haha, I hear you on the point of "kill or be killed".  In a case like this you can only really work with what you're given, and I'd say there are definitely instances where it's worth it to risk a quick 2A or something as opposed to respecting everything and just getting thrown over and over.  To a certain extent, if someone gets mashed/thrown out of a string, then that's the risk of resetting their pressure and they more or less brought it upon themselves by using an unsafe string perhaps a bit too predictably.  Like you said, if you recognize a gap early or get a good read on a predictable opponent, by all means you have to turn those gaps and resets against them.

I was messing around a bit in training mode just now seeing if you can reliably set up the 214A/B overhead since I hadn't gotten a chance to really check that out before. I'm kind of liking strings like 2B 5C 214A from certain ranges, since if they get hit by the overhead, you can hit confirm into 623A 623C (timing is kind of strict though).  It's a pretty slow overhead and I doubt a whole lot of people end up getting hit by it, but it seems to give some considerable +frames from the right distance and might be good to throw in every now and then to keep your opponent from just blocking everything low, or if they start getting too used to you resetting off 5C. I'm sure all of this can be made even safer/more ridiculous working in conjunction with 22C pulses as well.

I tried to follow up the overhead with a 236A 236C and learned that 236X seems to just straight up whiff a lot of crouching characters. Oof.  :-\

And on the subject of moves that shouldn't be air blockable but are...how nice would anti-air 214A/B be? I'd think having a sort of anti-air missile barrage would definitely fit the, uh, theme of F-Mech.  :psyduck:

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Mech-Hisui / Re: F-Mech Amber Junk Setups & Strats (incomplete)
« on: January 20, 2010, 01:51:58 PM »
F-Mech is pretty cool.  Her 5C has to be one of my favorite moves in the game with it's ridiculous +frames on block, the fact that it hits low as well just makes me giggle. I've only gotten to use her in casuals a few times, but I'm pretty sure everyone eats the 5C, run up 2B frame trap at least once.

It's just a shame that, AFAIK, she doesn't really have any reliable options for escaping pressure, outside of maybe held shield --> 236D or terrible mash 2A and feel dirty about it afterward.  Just waiting it out is usually an option I guess, since you can just ex block to keep your guard meter safe, but still, any better ideas?

Anyway good stuff Zar, definitely looking forward to seeing what else you come up with.

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Kouma Kishima / Re: MBAA: C-Kouma Thread
« on: January 15, 2010, 01:07:36 AM »
^Ah, I see your point now. On some characters you can do jcb djbc (I only tried Miyako)

Didn't want to reply until I got a chance to try it out, but adding that extra j.C brings the damage pretty much in line with any other BnB. Thanks for the find!

I'll test it out on some other characters and update this post if I find anything out of the ordinary.

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So since C-Roa doesn't have any normals that have reliable hitboxes for crossups and has no command overheads; what are you supposed to do for mixups on oki? Like you can get a Sandoori type setup off combo > 22C(4L) > 2C, but what are his options on it? My Oki is mostly just trying to get an orb and/or a meaty; I'm still trying to find some decent mixups for him (aside from tickthrow versus not).

My experience with C-Roa is quite limited, so if something is wrong feel free to correct me.

I always looked at Roa across all grooves as a character who, due to (as you pointed out) lack of a reliable cross-up/grounded overhead, had to rely more on frame trapping and (in the case of H-moon at least) the threat of air-unblockable moves forcing your opponent to respect your pressure and sometimes allow you to reset it for free. Some examples I'm sure you're aware of are F-Moon's high frame advantage string finishers (236B, 5B) and H-Moon's mix-ups off a blocked/whiffed 6C (214C to catch jumps, IAD j.C/236B to reset pressure).

I would think C-Roa's (albeit weaker) equivalent to these are his 214X orbs, which seem to give some nice frame advantage on activation allowing you to reset your pressure, apply hit/throw mix-ups, and use other frame traps (reverse beat strings are the first thing that come to mind).  An opponent with an orb on top of them really shouldn't be able do much as far as escaping your pressure since the orb's activation stuff jumps easily, and once you have your opponent conditioned to respect this you can probably reset your pressure off a number of things. Just as an example:

(with an 214A orb over the opponent)
...5C, 2C, 214A, 66, 2A (somewhat predictable pressure reset off an orb activation)
...5C, 2C, 2A (whiff), 66, 2A (somewhat quick, but not airtight, reset off a reverse chain)
...5C, 2C, 2A (whiff), 214A/236A (fake RB reset into orb activation/lightning frame trap)

The basic idea here is that each one of these options makes the others stronger:
-An opponent expecting a string into 214A is more likely to respect a reverse beat reset out of fear of getting tagged by the orb
-An opponent who has adapted to you resetting off a 2A whiff is more likely to try and jump/mash out when they see it, making the last option especially deadly.
-An opponent who says "fuck it, I'mma sit here and block until this guy runs out of steam" will inevitably either get guard crushed or thrown.

As far as oki off a 2C goes, I'd say one of your more solid options is canceling into an orb over your opponent (or a bit behind them if midscreen). Off of a set-up like that, you get a few options:

(Opponent in corner, 2C xx 214B...)
-j.C 214B (activates) dj.C/land 2B (basic 50/50 mix-up)
-j.C 214B (activates) dj.CB (fuzzy guard string, will catch opponents somewhat reliably but is a bit lackluster in comparison to others)
-j.CB 214B (uses the double overhead as the first part of your string into 214B for an easy hit confirm, follow up as appropriate)
-j.C 214B (activates) land 2B/dash up throw (a bit different, might be good to use every once in a while)

I'm sure there are other options and ways to change this around so as not to start looking too predictable, but these are a start.  On a cornered opponent who is conditioned to respect these, you might be able to do an Aoko-esque j.CB 214A for a second (!!!) orb on your opponent; however, be aware that there's a large gap and not getting mashed out of this is largely based off fear. I'd say high risk/moderate reward, use it like once in a blue moon, if at all.

I'd say the basis of C-Roa's mix-up centralizes around little things like this, but of course you're not going to have your opponent in the corner with an orb over them all the time, which I guess is why C-Roa is often regarded as a bit more unwieldy than the other two styles, and requires a good deal more micromanagement and "work" than a number of other characters. Basically, bottom line is that you can get a decent 50/50 for oki, but the most important thing is simply to make sure you're hitting meaty with *something* because later on in your pressure strings is where it can get really dangerous for your opponent to guess wrong.

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Kouma Kishima / Re: MBAA: C-Kouma Thread
« on: January 12, 2010, 11:40:33 AM »
Yeah, you can. The above combo ensures that they get put in the corner though, rather than somewhat midscreen with room to backdash, etc.

Like I said, admittedly it's probably situational and maybe even unnecessary. I just thought it was an interesting find (I honestly hadn't found a use for the second 236C rekka yet) and figured maybe someone could put it to some use.

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Kouma Kishima / Re: MBAA: C-Kouma Thread
« on: January 12, 2010, 01:52:57 AM »
I'm not sure if this is common knowledge or whatever, but I wasn't aware until tonight and felt it deserved a mention at the least. It turns out you can actually use C-Kouma's 236C 236C rekkas to perform a sideswap combo, which could probably have some situational use.

Ground string --> 2C 236A 236C 236C jump cancel (9) j.B double jump (7) j.BC Air Throw/236B x2
(Tested on about half the cast, and didn't really have any difficulty performing it on anyone, so for the time being I'd assume it's universal.)

If performed correctly (hopefully the notation isn't too vague) you should end the combo facing the direction opposite of the one you started in; Kouma might not switch directions until after the double jump. This is probably at its most useful after poking out of strings with your back to the corner, where you want to put your opponent in the corner rather than just midscreen, or after using cross-up oki on a nearly-cornered opponent in order to, well, make sure they go back in the corner.

IMO, you make the most out of this using the 236B 236B aerial finisher, since it moves them further horizontally than an air throw. They can tech on the ground, of course, so keep that in mind. You lose about 400-500ish damage in comparison to doing a regular BnB, so it's up to the player whether or not putting them closer to the corner is worth the exchange.

TL;DR Situational? Yes. Superfluous? Maybe. Sexy looking? Very. 

16
Kouma Kishima / Re: MBAA: C-Kouma Thread
« on: December 28, 2009, 11:46:02 PM »
Ah, my mistake then. Thanks for clearing that up.

17
Kouma Kishima / Re: MBAA: C-Kouma Thread
« on: December 22, 2009, 02:15:31 AM »
Word, glad to see people posting, and with good input nonetheless. :3

@LPT
I had actually tried to get 214B to work off the aforementioned tick, however with 5[ B] already being held down, I couldn't find a way to do it without ridiculously fast fingers or weird button mapping.  That got me thinking about a meterless option out of the tick though.  The best I could come up with was using the pushback on the first 5B and whatever string preceded it to force a 5A/2A whiff (not very hard to find the spacing actually, I was surprised) followed immediately by 6A+B3214A for a dashing command grab.  Does Kouma still have any sort of super armor on his dash like (if memory serves) he had during MBAC?  If so, that actually makes this option somewhat mash-proof, and the only real risk is tipping off your opponent by whiffing the jab.  Not quite as solid as EX Dunk, but alright for a meterless option I guess.

And yeah, I should actually go back and edit my first post, as I hadn't realized doing ground BnB >> 236A 236B 236C j.CB dj.BC actually does a bit more damage while being significantly more reliable than the relaunch combo.  Thanks for the heads up, it's a shame that the relaunch does less damage, it looks pretty sexy. :(

@MasterT/Thana, building off their point
I was having some input troubles during rekka combos as well until I started forcing myself to delay each rekka a bit after the first.  The timing to chain 2C into 236A is generally pretty tight--and made moreso by the gravity of whatever you've hit them with up to that point--so you've got to commit to that early if that's what you're planning on doing.  After that, though, putting delays in between 236A >> 236B and 236B >> 236C is probably a good habit to get into as it gives you time to really check your execution, not to mention keeps your opponent floated lower in order to make the air combo follow-up easier to hit.  You won't drop the combo like this thanks to the huge untechable time on C-Kouma's rekkas.  :toot:

It's worth reiterating that you shouldn't put a delay in between 2C and 236A due to the small window for not hitting them OTG.  This is also why I've been making a point not to use 2C much in staggered pressure unless I've already hit confirmed, but that's another point entirely.

Also, don't feel bad getting 623C every once in a while.  Every now and then I'll accidentally do 2C 236A 236B DAIIIIENJOUUUU and promptly die a little bit inside.

18
Kouma Kishima / Re: MBAA: C-Kouma Thread
« on: December 12, 2009, 05:44:34 PM »
My apologies for the double post, but this isn't really related to what I was talking about before. Not sure if this is common knowledge, but I didn't see it mentioned so I figured I would share.  

I've been messing around with C-Kouma blockstrings, particularly pressure options involving his 5B 5[ B] follow-up.  As far as I can tell, once you input and start holding the second 5B, you don't really have to commit to the move until it's either fully charged or you let go of the button. Basically, until one of those two things occur, you're free to cancel into whatever you want (barring B moves, of course), increasing even further his arsenal of ticks/staggering gimmicks.

For instance: (just to clarify, keep in mind that you're never actually letting go of 5[ B] thus the follow-up never comes out)
2AA 2B 5B 5[ B] 214C <--- really deceptive looking tick into EX Command Grab
...5B 5[ B] 2C 5C <--- 2C to catch jump outs when opponents start catching on to the tick, 5C after for ez-mode hit confirm (you can use whatever)
...and so on.

You'll probably have to use 5B --> no charge 5B or half charged 5[ B] once or twice before utilizing these options just to show your opponent that it's in your arsenal and make them respect your strings enough to not mash/jump/etc. One down side to this is I can't really think of a practical way to make this mash-proof other than 214C, which loses to jump-outs and possibly backdashes if they're already pushed pretty far out.  It's definitely something worth implementing though IMHO, even if it only gets to be a one-off thing over the course of a set.

19
Kouma Kishima / Re: MBAA: C-Kouma Thread
« on: December 08, 2009, 08:30:06 AM »
Not sure how many people still play C-Kouma, but I was a bit inspired by Kaimaato's performance in this video (http://www.youtube.com/watch?v=BdfoKMN1DyM&feature=related) and wanted to learn that relaunch variation on the rekka BnB that he does (about 2:25 in):

Notation would be something like:
2A 2A 2B 5B 5C 2C 236A 236C j.C j.A j.B (land) j.B sdj.B dj.C --> Air Throw (4371 damage to Sion)

Basically, the trick seems to be hitting the j.C at about the apex of your first jump, which isn't very hard since 236C has a ton of untechable time, and then staggering the j.A j.B just a bit (should be fine as long as you're not just mashing it out) so you hit with j.B as late as possible. I also found it helpful to delay the second rekka on the ground just a bit, causing them to float a bit lower and making the last part of the combo easier to connect.

This isn't nearly as difficult/character specific as the F-Kouma rekka combo, definitely seems practical for match play if you have it down.  Surprisingly though, it does a bit less damage than some of his other BnBs, so keep that in mind.  Need to get some casuals going so I can get a better grasp on how C-Kouma's tools work in some matches.

20
Mech-Hisui / Re: H-Mech Discussion
« on: November 27, 2009, 06:37:32 AM »
Videos:
(will be updated as necessary)

http://www.youtube.com/watch?v=Pwa9Yl67_ww&feature=related <--- H-Mech OCV
http://www.youtube.com/watch?v=KMIduToC-lY
http://www.youtube.com/watch?v=6ZheHcPdkWE
http://www.nicovideo.jp/watch/sm8847758 <---H-Mech comes in at about 16:10.

At the moment, Niiya seems to be the main H-Mech player around. If anyone manages to dig up any more videos, I'll be updating this post to keep things organized.

Also, please post any feedback you might have regarding the contents of the guide. I will edit it according to player consensus in order to keep the information as accurate as possible, and, as I'm fairly new to the game myself, any thoughts/questions/input/criticism is welcome.

21
Mech-Hisui / H-Mech Discussion
« on: November 27, 2009, 06:30:27 AM »
(This guide is intended to be a perpetual work in progress, and will be updated and changed as deemed necessary by player input, metagame/character evolution, and my increasing experience with H-Mech.)

There's not a whole lot of discussion on H-Mech here, let's get some started!

Pros:
-Long range normals and an arsenal of projectiles/summons allow you to control space effectively and pressure your opponent from generally outside their own range.
-Surprising abare for a "zoning" character; BnBs can reach upwards of 3.5-4.5k, while random poke xx 623B can get about 3k on its own.
-Relatively small execution barrier; you need to improvise sometimes to avoid dropping your combos, but...it's not as though there's anything huge to overcome beyond a general level of comfort with the game itself.
-Has pretty decent mix-up tools with moves like j.C and 2A/2B, and can even get a sandoori off of her throw if you manage to land one.
-Has access to a huge arsenal of moves leading to untechable knockdowns, giving you a number of opportunities to apply said mix-ups.
-Has several uses for meter, but never really needs it for one particular thing (except probably Shield Bunker).
-Half-moon seems to be, at the moment, a relatively underutilized style in comparison to C-Mech, giving you an extra slight edge via the gimmick factor.

Cons:
-Generally outclassed by Crescent-style Mech; while this is something to be aware of, it is a bit of a moot point as you should always play what you enjoy and feel comfortable with, especially in a game as balanced as Actress Again.
-Third lowest overall defense in the game.
-Half-moon specific mechanics seem more beneficial towards rushdown characters, and IMHO don't really mesh well with a style like Mech's; the loss of EX guard/EX shield in particular really seems to hurt Mech, as it leaves her with few options to escape pressure/guard crush.
-Limited options to escape on wake-up, backdash being the only one that doesn't require meter.
-A number of Mech's more frequently used moves in pressure are either relatively long start-up or multiple hits; as such, anyone can mash to reduce damage in combos with fair success, and players skilled at EX guard will negate the risk of guard crush fairly quickly.

Normals:

5A: A forehead flick. Useful for tick throws, reverse beats, and other standard 5A applications. Range is pretty short, even as far as A moves are concerned.

2A: Hits low, spammable. Used as combo filler as well as everything mentioned for 5A. Pretty nice 2A.

6AA: Standard H-moon follow-up to 5A; first hit moves her forward a bit, second hit floats. Somewhat useful early in pressure strings. You shouldn't *really* be close enough to your opponent often enough to make real liberal use of this, but if you do land the last hit for some reason, cancel it into 2[C] 5C 6C for an air combo, or 2[C] 5C 623C for an untechable knockdown.

5B: Long reaching forward poke, range is significantly longer than C-Mech's 5B. Good for zoning and just being annoying, however this can be crouched under and as such you might want to stick with 2B for stuff like this. Chain into 2B if you think you're close enough for it to connect, and/or buffer in a 623B/236A/B if you're going to throw this out.

2B: Hits low. Great poke, has the same forward range as 5B. Combos from 2As and deep j.Cs, among other things. Like 5B, buffer in 623B/236A/B if you're poking with this from about max range. Keep in mind the scaling on this isn't fantastic (I think it prorates around 80%) but really this should still be one of your go-to pokes on the ground.

4B: Mech shoots fire out of her hands. Ehhhhh. Has a good amount of active frames and is alright on block, but H-Mech generally has safer/more effective tools for that kind of thing anyway.

5C: Standard Mech chainsaw swing. Hits up to 4 times, though you will typically be aiming for three hits in your BnB due to pushback. 5[C] has some application in pressure as a stagger, but it creates a hole in your blockstrings so don't get predictable with it.

2C: Standard Mech trip. Hits low, causes an untechable knockdown. As with 5[C], 2[C] has some application in pressure as a stagger, but it creates a hole in your blockstrings so don't get predictable with it.

6C: Launcher, air blockable. I rarely use this in lieu of 2C 214A to go into an air combo, but it does have some application in Air CH combos and the like. This move can be canceled into a superjump relatively easily by tapping and holding [8] immediately upon hitting with it.

j.A: Standard fast, short range aerial poke. Using this for counterpoking is a bit risky, due to its less than spectacular hitbox and the risk of anti-A armor. Still sees some use as combo filler, though.

j.B: Long range attack hitting downward in front of Mech. Very nice for air to ground zoning (or air to air if you're above your opponent). Buffer in a 236A/623B when throwing this out from about max range, depending on your position relative to your opponent's.

j.C: Used in her mix-up and in air combos. Can be charged for more damage (not terribly practical) or for j.[C] feint shenanigans.

j.2C: Flamethrower, hits mid. j.236x hits in basically the same area as this relative to Mech, and feels a lot safer IHMO since you retain your double jump/airdash options afterward.

Throw (4/6A+D while on the ground): Grants an untechable knockdown. Recovers immediately (no exaggeration), but cannot be followed up upon with a combo as the opponent is put in an unhittable state until their wake-up. More on this in the mix-ups section.

Air Throw (4/6A+D while in the air): Techable on the ground just before Mech fully recovers, giving you tech punish opportunities if you react quickly enough. I'll go over those in their own section. Regardless of whether you input 4A+D or 6A+D, this move will always finish with Mech facing the opposite direction as before the airthrow. This generally means you will be facing away from the corner, but that's not necessarily as bad as it sounds.

Shield Bunker (214D): 214A animation, costs 100% meter and comes out very fast. This can be baited, but is generally H-Mech's most reliable option for getting out of pressure.

Shield Counters: High shield counter is the 6C animation, and launches the opponent for a combo. Low shield counter is the 2C animation and grants an untechable knockdown, follow-up with a 63214A maid summon for oki. For the sake of completion, aerial shield counter is the Crescent-Mech j.B animation, although it's not cancelable on hit and following it up is limited to CHs and specific spacing.
 
Specials:

236x Series: A series of projectiles. 236A fires a drill that hits 4 times and homes in just a bit on your opponent towards the end of its flight. B variant travels slightly faster than 236A, hits once, and is air unblockable. These are pretty useful for zoning and gapping, but can be punished if you get predictable. EX version travels very quickly and grants an untechable knockdown on ground hit, and I've actually had a fair amount of success using it as a mid-full screen punish against things like Nero summons, Len's black cat, and the like.

236236C: An interesting EX move that fires a projectile appearing to move slightly faster than 236C.  This could probably also see some use as a mid-full screen punish against laggier set-up strategies, but both are a bit unwieldy so use at your own discretion and certainly don't let yourself get predictable.  Other than that, I haven't been able to find any other uses for this move, much less any properties other than speed that set it apart from 236C.

623x/j.623x Series: A series of long reaching lightning attacks. The grounded versions are air-unblockable. Great to buffer into while poking, also useful as block string finishers as they stuff jump-outs and, despite appearing to be disadvantageous on block, are very safe from max range. Be aware that there's a dead spot that extends a bit out in front of Mech, although you really shouldn't be using this from anywhere near that close anyway. Ground EX version knocks down and is untechable, air EX version floats a bit and is techable in the air.

214x Series: Mech dashes forward, delivering a 7 hit attack that is jump-cancelable on hit but not on block. A version is a staple in her BnB. B variant has too long of a start-up to have a whole lot of combo potential. It can be used in pressure strings from time to time as it covers forward space and isn't too bad on block, but I don't recommend using it a whole lot since it can be jumped/EXed out of on reaction. EX version is invincible until the active frames start up, and it can trade/beat a lot of things (think Satsuki 214C in terms of application) to get you out of pressure (please don't abuse this). It also wallslams, and can be followed up with 5A --> air combo in the corner, but the timing/spacing is very strict.

j.236x series: Aerial beam which hits downward at a shallow angle in front of Mech. A version hits once and is comboable from j.B. B version hits twice, but is slow to start up and cannot combo from j.B except on CH. EX version floats the opponent a bit, but is techable in the air. It's also important to note that you can use your double jump/air dash after these, provided you have not used them already.

63214A: Summons a maid assist (like her arc drive, except only one maid) which travels quickly across the ground. Great to use as a meaty, as it will absorb one hit for you and make your opponent weary to try jump-outs/reversals. Can also trade with jump-ins from certain distances.  This can also be used from about full screen while at neutral, as it will often manipulate your opponent into jumping.

63214B: Summons a flying maid that travels in a crescent arc downward across the screen. A tool that covers one of Mech's few weak spots, the area directly above her. Nice to use as preemptive anti-air, or to catch air-techs, forcing them to block, or just to be as annoying as possible. Using this while your opponent is in the air can either force them to block/shield or blow their second jump/air dash, and as such can really mess with their spacing and approach.

63214C: Summons a fighter jet, which takes its sweet time descending towards the ground and charging up in preparation to fire several beam shots. From my (limited) experience with this move, you're rarely going to have to time to get this out safely/effectively unless you're at full screen. Forces the opponent to block for a long time if you actually manage to hit with it, and late jump-outs can set up some guard break situations. I've actually been meaning to experiment with this a bit more to punish jumps, even though Arc Drive is probably more reliable for this.

41236C: Arc drive, usable while in HEAT mode. Same as Mech's other styles, arguably one of the better arc drives in the game. Despite being air-blockable, it is great for punishing jumps as it can easily lead to guard break situations. Also adds to H-Mech's already staggering arsenal of moves that do huge guard bar damage to your opponent.

Combos:
(All damage tested on Sion. Values marked "reduced damage" indicate combo performed with 100% damage reduction)

2A 2A 2B (2 hits) 5C 2C 214A jc j.AAC dj.AAC Air Throw (3953 damage, 2813 reduced damage)

H-Mech's BnB. Most of your combos are going to be this or a variant of this. Very solid damage, netting anywhere from 3.5k to 5k depending on the character and whether or not you started with a jump-in.  Omit one of the 2As if you started the combo from a j.C.  You can also do dj.BC Air Throw as a finisher for a bit more damage, but the timing is kind of awkward in comparison if you haven't already practiced it.

5A 6AA 2[C] 5C 6C sjc.BC dj.BC Air Throw (4621 damage, 3259 reduced damage)

Combo off of 6AA.  This does significantly more damage than the above BnB; however, H-Mech gets pushed out of 5A range very quickly, and as such it can only be applied reliably after a very quick hit confirm, usually after a jump-in or a 2A 2A with some sort of forward momentum.  Look to use this when you can, but if you have any doubts as to whether or not you'll be in range for the 5A just play it safe and use the regular BnB.  If you want an untechable knockdown for oki, cancel 5C into 623C for a nice damage combo ender.

5B/2B 623B {623c} (2903/2660 damage, 2027/1857 reduced damage)

Believe it or not, depending on the pace of a given round this might be where the bulk of your damage comes from. A solid 2.5k-3k from a poke and a buffered 623B is certainly nothing to scoff at. Whether or not you want to spend the meter on the 623C finisher is up to you; it does a nice extra chunk of damage and knocks down. If you're going for the EX finisher, you'll want to cancel 623B on the 5th, or next to last, hit. This is important, as you can drop your combo if you cancel it on the last hit.

j.B j.236A {236C/623C} (1595 damage, 1116 reduced damage)

Same idea as above, except used in the air when the opponent is below you. 623B will connect in lieu of 236A if you're not too far up above your opponent. The damage isn't quite as high as before but it's still nothing to scoff at from a random j.B poke. EX follow-up does about 900-1000 extra damage, but your opponent is floated a bit and can tech in the air afterward.

Air CH --> 2C 5C 6C sj.AC dj.BC Air Throw

Very basic combo off a counterhit in the air, most often from 63214B or j.A.  Throw out your 2C a bit earlier than you think you would need to, since the start-up is kind of long.  This is also the combo you use off a connected high shield counter.  Keep in mind that your air throw is going to leave you facing the direction opposite of the one you started the combo, so if you want to switch sides before the 2C or something, you probably want to position yourself so the combo itself is moving them out of the corner.

Punishing Techs:

After an airthrow, your opponent is able to tech just before you fully recover. While the usual follow-up for oki is to do 63214A maid summon for a meaty, if you're quick to react to their tech you have some pretty good options to punish them:

Forward Tech: 2AA into your BnB, rinse and repeat. This is a good opportunity to utilize the 6AA BnB.
Neutral Tech: In most cases, neutral techs leave your opponent just out of range for 2A.  That being the case, 2B seems like the most reliable tech punish in this situation as it leads to a BnB.
Backwards Tech: Since your airthrow leaves you fairly close to your opponent, Mech can utilize the crazy range on her 5B/2B to punish backwards techs midscreen. Buffer these into 623B for a nice 3k damage. The timing on this is rather strict, however, but the worst case scenario if you're a bit late is you force your opponent to block. Finish with 623C for an extra 1k damage and an untechable knockdown if you feel like spending the meter.

After a bit of conditioning, your opponent to will likely elect to respect your tech punishing capabilities, allowing you to summon a maid and begin your mix-up/pressure off knockdowns.

Mix-ups/Okizeme:
I figured I should clean this section up a bit and make it a bit more appealing to read, rather than just listing out mix-ups off given options in a wall of text without any explanation. This is, after all, one of H-Mech's biggest strengths over other styles IMHO.

-Off a Throw
Mech-Hisui's throw gives her a ton of time to set up okizeme as it recovers immediately and puts the opponent in an untechable state.  The following mix-up options can be applied off of knockdowns generated from other hits/combo finisherss, but for the sake of communicating everything clearly and ease of practice these are all going to assume you just threw your opponent.  Off a knockdown from an air throw or 623C for example, you might have to freestyle a bit to adjust for your spacing, i.e. doing a running jump or a super jump where you wouldn't normally.

6A+B 3214A: Input this immediately after a throw in order to get a dashing maid summon, which moves you closer to your opponent and makes it easier to time the maid to hit meaty. With practice, you should easily get used to timing the maid to hit meaty from different parts of the screen.

After summoning a maid, you have a number of options. Note that a "j.[C] feint" refers to charging the move long enough to where it never actually comes out before you land.

Regular jump forward:
Probably the safest mix-up off a blocked maid.  While you don't get a cross-up option, the pushback from blocking 63214A spaces you pretty well for a deep aerial follow-up, allowing you to work with high/low feint shenanigans and fuzzy guard strings.

Basic mix-up options:
-(High) j.C
-(Low) j.[C] feint, land 2B
-(Throw) j.[C] feint, land and throw
-(Throw) j.C, land, dash forward and throw

Advanced mix-up options:
-(High) j.B/j.C, airdash forward j.C
-(Low) j.B/j.C, airdash forward j.[C] feint, land 2B
-(Throw) j.B/j.C, airdash forward j.[C] feint, land and throw
-(What is this I don't even) j.B/j.C, airdash forward j.C, doublejump backward j.B

Super jump Forward:
Super jump mix-ups after a blocked maid allow you the luxury of a cross-up option at the cost of leaving a slightly larger gap in between the maid hitting and your mix-up. While this doesn't make them impractical or even terribly unsafe, be aware that they rely a bit on fear and as such should be used sparingly and only when you've established that your opponent is respecting your mix-up.

These are fun mix-ups as the pushback of the blocked maid makes the visual which-way game very confusing for your opponent, but make sure to practice these and become comfortable with the timing since the pushback can screw you up just as badly if you don't prepare for it accordingly.

Un-cross-up options:
Superjump forward...
-(High) Airdash backward, j.C
-(Fuzzy) Airdash backward, j.C, doublejump backward j.B
-(Low) Airdash backward, j.[C] feint, land 2B
-(Throw) Airdash backward, j.[C] feint, land and throw
-(Throw) Airdash backward, j.C, land, dash forward and throw

Cross-up options:
Superjump forward, jump backward (to switch directions), airdash backward...
-(High) j.C
-(Low) j.[C] feint, land 2B
-(Throw) j.[C] feint, land and throw
-(Throw) j.C, land, dash forward and throw

(See http://www.meltybread.com/forums/game-engine-mechanics/what%27s-a-sandoori/ for a better explanation of the technique.)

-Off a knockdown with no maid summon:
After some knockdowns such as an air throw, you might be looking for a tech and as such be a bit hesitant to commit to summoning a maid right away. In this case, you can still get a meaty and a decent mix-up just by doing the old MBAC Kouma sandoori.

A quick rundown of the basic options:
Dash forward, jump:
-(Un-cross-up) Airdash backward, j.C (high)
-(Un-cross-up) Airdash backward, j.C, doublejump backward j.B (fuzzy)
-(Un-cross-up) j.[C] feint, land 2B (low)
-(Un-cross-up) j.[C] feint, land and throw (throw)
-(Un-cross-up) j.C, land, dash forward and throw (throw)
-(Cross-up) Jump backward, Airdash backward, j.C (high)
-(Cross-up) Jump backward, Airdash backward, j.[C] feint, land 2B (low)
-(Cross-up) Jump backward, Airdash backward, j.[C] feint, land and throw (throw)
-(Cross-up) Jump backward, Airdash backward, j.C, land, dash forward and throw (throw)

You get the idea by now.

A few things to note:
-If your opponent gets tagged by the maid because they were not blocking for whatever reason, doing the normal jump mix-up allows you to hit confirm into j.AC dj.BC Airthrow. Nothing fancy, just get them back on the ground and back in your oki.
-Against Aoko, Nanaya, and Tohno Shiki, Mech can actually dash underneath them after a grab before they land, granting the possibility for some nasty which-way shenanigans. Keep that in mind when fighting these three so it doesn't mess you up when you see it.
-Fuzzy guard mix-ups involving j.C doublejump backwards j.B can be followed up with 236A 236C if your opponent was hit standing for whatever reason, or against taller characters in a crouching state if you're spaced well. These mix-ups are strong when the j.B can finish off your opponent, but generally you'll have better follow-up options off other mix-ups/pressure strings.
-If you suspect an activation, don't be afraid to use your second jump/airdash when applicable (i.e. doing jump forward, airdash back, double jump straight up/back in lieu of j.C or whatever you were going to do) in order to avoid and punish it. Potentially dropping your oki when you guess wrong sucks, but not necessarily as much for H-Mech as it does for other characters, since Mech can pressure/zone/make the opponent block something from a distance (and negate a good bit of their regen from heat if they manage to get it off somehow). Just revert back to zoning/annoying mode, and look for an opportunity to land a poke/punish a mistake into a knockdown.

Application:
In this section, I'll attempt to outline some tactics and strategies specific towards different states of the match, and how to reverse/maintain the flow of the match to keep it in your favor.

At Neutral:
At any point where the match resets to neutral, as H-Mech you are generally at an advantage against most of the cast with the ability to poke and keep stuff out on the screen without putting your hitbox at risk. 236A/B and 63214A summons are safe and effective ways of controlling the ground from afar; 63214B is a bit more risky as it leaves the area in front of you wide open, but recovers fairly quickly and is good for controlling the air if your opponent decides to jump. 5B and 2B are long range, disjointed ground pokes, allowing you to stuff pokes/setups from about half screen while buffering into 236A/B, 623A/B, 63214A/B, etc.  Should you get forced into the air for whatever reason, j.B, j.236A/B, and j.623A/B are all fairly safe zoning options, although, on top of the general added risks of being in the air, you are a bit more limited in what space you are able to control. (WTB aerial maid summons in FT :V) Jump backwards j.B is also a nice option to have against characters who close space on the ground quickly and make summoning a bit more risky.

Against other characters with long-range zoning strategies, 236C and 236236C can be used to stuff laggier set-ups, such as Nero summons, F-Moon meter charge, etc.  The timing for this can be a bit strict depending on what you're trying to punish, though, and should probably be used sparingly since you don't want to drop the meter for nothing.

At this stage of the match, you are also free to decide whether you want to play an active or reactive type of strategy. With maid summons and projectiles being able to control both the ground and the air, you can use your tools in a reactive manner to annoy and disrupt your opponent depending on their location and means of approach.  While that's not to imply that you act *only* in response to what your opponent does (that's essentially how you wind up getting baited and allowing your opponent to control the match), you can sometimes use a reactive approach to force your opponent to make the first move, allowing you to fish for counter hits with moderate success, or attempt to force them to block something and begin your momentum from there.

However, there are instances and match-ups where such an approach becomes impractical, and in those situations it becomes necessary to take more of an initiative in controlling space.  Examples of this could range from a Nanaya who uses his j.22 fastfall in response to 63214B maid summons for free pressure, to an F-Aoko throwing hadoukens and limiting your opportunities to take control of the ground.  Alternately, you can just rush that shit down and force them to block something, and this can catch opponents by surprise if they expect only to have to worry about closing space themselves.    

Basically, if there's one thing to take from all of this, it's that you should never pass up an opportunity to begin your pressure safely, but as a longer range character you really don't have to worry so much about getting in your opponent's face as much as you would on the other end of the stick, so take advantage of that as you see fit.

On Offense:
Generally, at any point where an opponent blocks a 236A or (from some ranges) 63214A, or gets counter-hit out of the air (in most cases, by 63214A/B), you are free to follow-up and begin your pressure. Your main concerns at this point include using gaps and projectiles to close space, and to either keep your opponent locked down in blockstun or capitalize once they fall for frame traps/jump baits.

From further out, 5B and 2B are once again tools of choice for keeping an opponent in blockstun from a distance.  Generally, canceling into 236A/B is your best option out of these, while reverse chaining into 5A/2A to close more space is used sparingly. 236A hits 4 times and gives very nice frame advantage on block, but travels slowly and and is easy to jump out of on reaction from longer ranges. Mix up with 236B, which travels quickly and is air-unblockable, to stuff jumps and keep them honest. While it's possible to continue pressure off 236B, be aware that timing is a bit more strict.  623A/B can also stuff jumps and has the added distinction of comboing from a random 5B/2B hit, but puts you at a slight frame disadvantage when blocked and as such will generally signify the end of your pressure for the moment.

While H-Mech doesn't quite instill fear up close like close-range specialists such as V-Sion and Miyako, 5A and 2A are both +frames on block and can be used to stagger early in block strings and set up tick-throws, leading to some nasty mix-ups. Moves like 5B/2B and 5C/2C are strong moves in blockstrings but push Mech out of close range fairly quickly; the above tactics still apply for closing that space and continuing pressure.

If at any point you doubt whether or not you can reset your pressure safely, just play it safe and revert back to neutral.  You'll still likely be at an advantage given your range, and the last thing you want to do is hand over momentum to your opponent, as will be discussed in the next section.

TL;DR Make them get impatient, get that knockdown, do your mix-up, then do it all again.

On Defense:
With the third lowest overall defense in the game and a limited palette of escape options, H-Mech has a bit of a hard time dealing with heavy rushdown characters if they manage to get on top of you.  Being able to escape pressure is going to rely a lot on being patient, blocking properly, and reacting to gaps and reverse beats quickly enough to sneak out via a backdash (a bit risky), a jump (risky), or a quick 2A (very risky).  Shielding is also an option, but should probably be used sparingly since there's no held shield in half moon and your opponent can bait you out by delaying their hit or changing up their strings.  

If you have meter to spend, shield bunker can be used somewhat reliably as an escape tool as long as you're careful not to get baited.  I don't recommend using 214C any more than once in a blue moon; it is invincible on start-up and has a large disjointed hitbox in front of it, but is kind of slow and can get jumped easily if your opponent hasn't already committed to a move.  You're gonna feel really foolish dropping half a bar of meter only to give your opponent a free combo, trust me. :/

If you're in heat mode while getting up or when you see a gap in a blockstring, Arc Drive is about as close to a get out of jail free card as you're going to get. You shouldn't really feel bad spending the meter on this, since it is a great GTFO move.

Your safest strategy though is probably just to have knowledge of your match-ups.  Know which of your opponent's moves are unsafe on block, and look for longer start-up moves if you want to attempt a shield safely (Nero 4C and V-Sion 6C respectively come to mind as examples).  While I know I'm probably repeating myself a bit, it really needs to be emphasized that you're going to have to have a lot of patience while on defense with this character; while H-moon can't EX guard in order to keep their guard bar up, it does have a significantly longer guard bar from the start, giving you a bit more time to look for your ticket out.

22
Kouma Kishima / Re: MBAA: Actress Again Kouma Discussion
« on: November 21, 2009, 04:16:13 PM »
Recently got my copy of MBAA, and I've been practicing the F-Kouma BnB for the past few days.  I've got it down to about 50% consistency (not great by any means, but I couldn't even hit it once when I started practicing) and would like to help if I can.

2AA {5B} 2B 2C 236B 236B 236[C] 2A 6B j.[C] dj.[C] AT/land 623A

For the majority of the cast (Sions, Akihas, Maids, etc.), 4r5 nailed it when he said to delay the first rekka after 2C a bit.  The second one has to be done as quickly as possible, since the later it's performed the higher the opponent will float, causing 236[C] to whiff.  I also found it helpful to delay the last rekka very, very slightly, just to ensure that they fall into it correctly.

For smaller characters (Lens, Miyako) this combo is a lot easier.  It hardly felt like I was delaying the first rekka at all, but rather just flowing into it naturally.  I still delay the 236[C] very slightly though.  Not sure why these characters are easier than the rest.  (Against the Necos you can basically just mash out the combo as fast as you can and you will never drop it.  Not that you'll probably ever need to know that, but it does further support the observation that there is actually considerably more leeway for this combo on smaller characters for whatever reason.)

For bigger characters (Nero, Wara), the combo almost feels backwards; I had considerably greater success in doing the first rekka immediately after 2C, then delaying the second one as long as possible.  I'm guessing the bigger hitboxes make it a bit more awkward to cause them to "land" on 236[C], and doing it this way (no delay between 2C 236B, considerable delay between the first two rekkas) allows them to float as high as possible in preparation for the final rekka.

The combo nets a nice 500 or so extra damage over the 2C 6C variant, and pushes your opponent a bit closer to the corner.  Whether or not the added difficulty is worth the reward is inevitably up to you.  Hope this helps.

(Also, for your own sake, once you finally do nail the 236[C] 2A part of the combo, don't be a baddie like me and let your excitement cause you to mess up something really routine afterward, like doing 2A 6C into empty jump because you started charging your j.[C] too early.  It's painful, trust me on this one.  :emo: )

Edit: Although it may sound obvious, I should also add that you'll have to delay your first rekka less the further you're pushed out from your opponent by that point in the combo, and vice versa, i.e. 5B 2C would require a longer delay than if you confirmed your combo off a bunch of 2As. Definitely not a simple combo by any means (unless you're Kaimaato lol  :psyduck: ).

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