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

Messages - Tare

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2
Also I tested:

2A 2B 2C xx 5C xx 236 xx 632147B 5B 2B 2C 632147B 5B 2B 2C xx 5C 2A 5B 2B 2C 4C airdash j.C j.63214A 5B 2B 2C 623A

And the j.63214A only really gives you 27 more dmg and requires more delaying. 5268 dmg.

vs

2A 2B 2C xx 5C xx 236 xx 632147B 5B 2B 2C 632147B 5B 2B 2C xx 5C 2A 5B 2B 2C 4C airdash j.C 5A 5B 2B 2C 623A. 5201 dmg.

Assuming you're mostly gonna hit confirm off 2A x 2, this dmg difference is gonna be marginalized even more. So it's really up to preference how you want to end. I did leave out the 5B as well.


For those who are interested: http://www.youtube.com/watch?v=P4s5_EqFCi4&feature=youtu.be Here's a video of the combo.

3
So, at certain distances, like past 3/4ish of the screen or if you're extremely close to the corner, 2C 5CC j.B j.C 5B 2B just won't work. There's not enough untechable time to reach the other end of the wall or they just fly too fast for you to catch up. But anything from closer than 3/4 to around 1/4 away from the screen 2C 5CC will work.

Now as for your relaunches, generally you can just do whatever 2C 4C air dash J.C 2C (Now you're in the corner) TK 63214B 5B 2B 2C xx 5C etc loop. However sometimes they're actually too far for you to even 4C so at that point you need to recognize when 2C 5CC wall slam works and when it doesnt and you just need to go for guarantee knockdown without the extra damage. Hope this helps.

4
Archetype: Earth / Re: F-Archetype 姫様!やりたい!
« on: October 24, 2011, 10:24:43 PM »
Here's my guesses for matchups:

Good matchups:
Miyako
Nanaya
Tohno
Kouma
Satsuki
Mostly characters with a limited range. Miyako and Kouma probably having the worst matchups.

Bad matchups:
Ciel
Mech
Aoko
Roa
Warc
Wara
Characters with good to decent air to air or ground to air projectiles. Wara and Roa would probably be the best against Archetype.
VAkiha
Her aerial mobility baits and punishes Archetype's moveset all day.


Of course, take my writing with a grain of salt. It's completely from watching vids and guessing. :toot: Feel free to tear it apart.

So I was reading this and although the game hasn't been in out in our hands yet, I think maybe you should re-consider the points that make F.Arch-Type really strong. First her geyser CH is extremely fast for a mid range attack. All her pressure antics rely on her being able to air cancel safely or be in range to geyser CH. So any other character that rely on mid-range footsie is gonna have a really hard time fighting her because the trade-off of her moves pays out way more, especially if you're trying to air to ground her like Warakia's J.C, you're gonna get demolished. She's gonna get wrecked by anything character that's in your face like Miyako, Arcueid. Her escape options and normals are not gonna be good enough when you get characters like this really close to you. Satsuki is just gonna air grab you all day. Aoko will be forced to not use orbs on a defensive way while playing footsies and her get in is pretty poor, so overall I think Arch-type will have the advantage.

tl;dr: In your face characters > Arch Type. Mid range character < Arch-Type.

5
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: November 09, 2010, 01:19:45 PM »
thanks for the info ehrik (and the rochishin vid, why aren't there more of this guy????)

took your advice to practice mode but still haven't successfully pulled off a punish (I set the dummy to crouch - status guard + forward tech), but it looks highly doable in that vid, just gotta grind it out some more but this is great shit for all the F-Arc players out there, will really help this char lock people down in the corner.

The thing with punishing tech with j.2C is you have to be well aware of how high your opponent is in the air combo when you're hitting it. I don't know if you can tell but I think the Arc player ever so slightly delays that j.2C at the end so V.Sion moves up a bit from the j.C. If they're too low during the air combo they can just tech for free.

6
Regional Community / Re: Canadian Eh?
« on: November 17, 2009, 01:22:16 PM »
Calgary, Alberta players anyone?

7
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: September 02, 2009, 01:30:47 PM »
Quote
Which combo are you using exactly? The 236B Loop? Looking at the range of characters that you've listed, unless they've changed the hitbox since MBAC, which perhaps they have but only to make it more lenient, it should work on the rest of the cast. I know it works against Arcueid herself as well.

yes, it's the first F-Arc corner combo: i can only do 2C 236B one time because the next 2C always miss, i even delay the 6A after the 623A a lot, but still miss, even against Archtype Earth it doesn't work. The combo works in Len but in White Len doesn't even though their hit boxes should be very similar, is strange.

I forgot to mention one thing, this combo: 2A 2B 2C 421C 2C 623A-x6A x 2C x 236B x 2C x 236B xx 623A-x6A x 5A 623B j.B j.C jc j.B j.C Air Throw
there is a problem with it, this combo has three slams, after the three slam the character becomes invincible so its not posible to continue the combo, the last 623A should be replased with a 5A 623B or 5B and then continue with the air combo, well that is all thanks for the guide and good luck with the updates :).

http://www.youtube.com/watch?v=6sQf6DzCaTY&feature=channel_page#t=1m21s

That video shows it against Arcueid, although he uses a different ender.

Oh, thanks for catching that combo, I didn't even notice.

8
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: September 01, 2009, 01:22:27 PM »
i tested the corner combo to see if works against the rest of the cast. The combo works on Warachia, Ciel, Nero, Riesbife, Len, Aoko, Ryougi, Akiha, Nanaya, Tohno, Neco-Arc-Chaos, Neco-Arc and Seifuyu Akiha. But it doesn't seem to work on the other characters, if someone can confirm this, that would be very good, i am sure you can find a diferent combo setup to use against the other characters.

By the way SilentShinobi, the combo you display in the video, only works if you start with a counter?, can you do it without catching the oponent in midair?.


Which combo are you using exactly? The 236B Loop? Looking at the range of characters that you've listed, unless they've changed the hitbox since MBAC, which perhaps they have but only to make it more lenient, it should work on the rest of the cast. I know it works against Arcueid herself as well.

9
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 30, 2009, 04:44:17 PM »
I have 2 questions regarding F-Arc:
1. the corner combo, is for character specific? i have a hard time landing the second 236b on Kouma, but maybe that's just me not geting used to it well.
2. in the midscreen combo after the serie of claw moves, how can i continue the combo with j.c?, since the last 623b doesn't seem to be posible to jump cancel.
3. i forgot one last question!. In the third combo, the one that requires a 421c, you've got to delay the 623a after the first 2c?, because for me the 623a miss ???, that's all and thanks.

1) I don't think the combo is character specific, however I have not gone through the whole cast with it. Just try responding with different lengths of delays if you really think that it's not working out.

2) I don't know, but it seems to work fine for me. 236A to 623B is a link and you should be able to jump after the 623B.

3) This combo is pretty screen distance specific, because when they bounce off, it depends on where you're at for the initial 2C and how they're falling. I try and get them as low as possible, but 623A doesn't seem to miss for me? Perhaps the delay really just depends on what height you caught them off 2C.

10
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 27, 2009, 11:17:39 PM »
Anyone mind pointing out the full OTG string for C-Arc? I recall seeing a really cool OTG involving 5CC but I don't know if it still works for MBAA PS2.

Yeah I remember seeing this too, but don't remember where. I think it Arc was just spamming 2A and 5A high enough for her to 5B 5C-C j.A j.A land and keep doing stuff. Don't remember the exact string though.

11
Sion Eltnam Atlasia / Re: F Sion in MBAA
« on: August 27, 2009, 05:09:44 PM »
Playing around with her, I found out that 5B actually links after 3C 236A. This doesn't seem to have much use over her standard BNB, but if you were ever to hit them with 3C off a blockstring, it's definitely helpful to force some decent damge with 5B j.BC j.BC Air Throw.

12
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 27, 2009, 12:37:00 PM »
Some C-Arc stuff.

The combo listed earlier involving 214B is pretty consistent to use in my opinion.

[2a > 5b > 2b] > 5c > 214B B > xx air dash jB xx > 5b > 2b > 2c works from anywhere on the screen.

From there on, you can end it early with a 5cc air combo to carry to the corner, a launcher of choice (3c 623b, 623a 6a) into air combo, or if you are already at the wall, go into the corner loops tare listed above.

Only issue here could be funky hitboxes on certain characters, making the 5b > 2b > 2c link hard as the 2b might miss from personal experience.

An alternative I find myself doing on reaction is 5b > 5a > 5cc, there's a reverse beat in here, but usually the main purpose for midscreen combos are carrying opponents to the corner for further rush down/pressure.

I find 4c really hard to use consistently now that the range has been reduced, outside corner loops or punisher combos, I don't really like using it that often anymore but other people might disagree.

And after a long corner combo, the damage from air combos might not be that worth doing anymore and gravity messes up the combo easily, so I suggest ending with the rekkas (236 236 214) or a plain 623a for better oki.

Good work there tare, keep the information coming.

Thanks. Yes, you do have a point about the air combos. It really depends on what you feel comfortable with. You lose the chance to try and catch their tech and some damage, but as you mentioned, gain a better ground for oki. In cases where you think 4C is too far to reach, you can always use the 2C 5C combo I've listed if you're somewhere near the corner as well. Thanks for your input, I will try and post things as I come across them.

13
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 26, 2009, 12:40:43 PM »
Yo Tare, Does 2c, 2a whiff 2a, 2c, combos work on ryogi? For some reason Im having a hard time trying to get it to connect like shes a shiki from mbac or something : /

I will try it on Ryogi later when I have time to see what's up. I do know she has a weird hitbox so maybe requires some kind of delay somewhere in there but. If you're comboing with 2C 2a whiff 2A 2C, you're not going to get much damage in. Although I don't know if MBAA 2A proration is still the same not only will you be reverse beating throughout the match but you'll reverse beat and trade another heavy hit with 2A into the combo which will wield less damage. Although, keep in mind I'm just saying this off the top of my head, so I will actually test it myself later when I have time. Haven't been at home much this week.

Now for the actual combo itself, the delays I would try to play around first with is that initial j.B/j.C off off 214B-B. I don't know if there is a way maybe you can delay that launcher, but it's pretty important to adjust height. If not then maybe dont use 5C 214B and do 2C 4C instead to manually do it.

14
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 25, 2009, 09:15:57 PM »
Any tips for the corner 623a 6a 2c link? Can't seem to get it to connect. Either the 2c comes out too late or the opp is too high for it to connect.

Try delaying a little between the 623A and 6A so the opponent doesn't float as high for 2C to connect. It's really more about getting the feel for it. Also, I always try to keep in mind that it is kind of misleading that how much you have to wait before a command special.

15
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 24, 2009, 10:58:17 PM »
Decided to drop this off here. This was a video I capped last night to test a new render option.

http://www.youtube.com/watch?v=eFDcI0buNd4&feature=channel_page
j.B - 2a - 5b - 2b - 2c - 236a - 623a - 6a - 2c 236b x 2 - 5b - j.b - j.c - jc - j.b - j.c - air throw

I also capped an H-Arc combo on my thread, check it out.


Thanks for that, saves me some trouble as well. Also, what did you use to get the quality like that?

16
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 23, 2009, 01:23:53 PM »
Tare: I am interested on what you may say about F-Arc as well. I have some stuff on H-Arc already when I was going to start my thread but you beat me to it lol. Also, some of this would do well on the mbaa wiki on mizuumi. If you can, please paste some of this helpful info to the wiki there. Thank you for your contribution to the Arc threads.

Link:
mbaa.mizuumi.net

Sure I'll post what I have on the Wikipedia once I have her other staples down and recorded. I'll work on F-Arc soon, maybe you can help me out with the H-Arc section.

17
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 22, 2009, 09:29:02 PM »
I'll be eventually running through all her styles. Right now, I'm trying to modify all the strings so it gives the most consistency but max damage output. I'm sure JP has them figured out as well already, but I haven't really seen the vids. So far I've just been piecing parts of vids together here and there, so we'll have a bit heads start without having to wait. If you want, I was going to hit H-Arc next, but I could do F-Arc instead.

18
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 22, 2009, 11:10:28 AM »
First of all, thanks for the info.

Second, I think I'm doomed to fail at those huge combos. I don't have the MBAC corner combo down yet.

One question: Is the timing the same for the delay after 5c in the corner combos?

For the most part yes, but you have to consider that that they have added a gravity system so the more hits your opponent takes, the faster they fall. So some links, especially if you want to do 2C 5C and catch 5B, you may have to shorten the delay here and there. It's pretty specific depending on where you are during the combo.


A good strat with those combos that Tare has listed:
You can end all of those combos on the ground with 236a-236a-214a or 623a to keep yourself grounded and start your oki sooner. After 623a, you can usually jump up and do a high/low/5b half/5b charge/throw mixup or start your air ring gimmicks.

Also, a good midscreen combo when you're far from a corner:
2a 5b 2b 2c 4c j.c 2c 4c j.c 63214a land j.a j.b j.c jc j.b j.c throw


If you use a combo like that, you're most likely really close to the screen enough that you could either just do another loop, or instead of j.ABC etc. you can do after j.63214A land 5B 2B 2C x 5C 623B 236A 623B j.B jc j.B j.C Air Throw. Does more damage and will net you same results. I forgot to mention the rekka endings, thanks for that.

19
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 21, 2009, 08:54:58 PM »
ok thanks, this is mainly the combo i been trying to do in MBAA, since i could do it in MBAC, it doesn't seem to work in AA: -2a 2b 5b 2c 4b(delay) airdash j.b land 5b 2b 2c j.2b land 22a 623c 2c 4b(delay) airdash j.b land 5b 2b 2c 5c(delay) 5b 2b 2c 4b jbc jbc airthrow. the question is, if i finish with a normal wallslam instead of an alt.wallslam, will it work? 

That combo does pretty bad damage because of the 623C, but the thing is, you can't do 5B after airdash j.B anymore. They're too low on the ground. So some of her MBAC combos don't work anymore. Keep in mind they have added a gravity system on the characters. So more hits, they fall faster.

20
Arcueid Brunestud / Re: ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 21, 2009, 07:05:17 PM »
I have a question: is it posible after the 4c + airdash j.b 5b 2b 2c 5c after this could you follow up with a 5b?, because for me it doesn't work compared to act cadenza and  i need to add 5a before 5b and it's pretty hard. and what does mean TK, sorry about that question, that's all and thanks.

TK means Tiger Knee, so you're trying to do the move as low as possible in the air. The input would be like 632148B. And if you're asking about in the corner, yeah it does work. 5B should be able to connect still. There is just a shorter delay between 2C and 5C. If you delay that part too long 5B knocks them right on the ground. If you're talking about Air Dash j.B 5B, I don't think that works anymore. They hit the ground too fast for 2B to catch. Hope that helps answer your question and issue. I guess I could be more specific if you're telling me how you want to follow up, like what combo you're trying to do.

21
Arcueid Brunestud / ~ Marble Phantasm Guide: Actress Again Revival ~
« on: August 21, 2009, 04:38:58 PM »
This will be much more brief than the previous one for MBAC, but will be updated as time goes. Input and feedback is always welcome.

Crescent Style Arcueid

Some significant changes:

-2C 5C Special Air Dash no longer puts them all the way across screen.
-4B has changed into 4C, so j.B followups now cause reverse beat.
-New 63214A/B/C command. TKable. Has a large hitbox that even hits behind her. TK A version on the ground forces her to pop up in the air a little on block or hit.
-214B got Re-vamped. A followup lets her teleport, B followup makes her 4C, C followup makes her do her normal 214B MBAC version\
-Her 236 Rekkas have been buffed. All versions are chargable, and the first rekka charge causes her to vacuum pull her opponent back to her for pressure in + Frames.
-Combos are much more freestyle.

623 Flow Chart

623A -> 6A/B

623B -> 6A/B -> 623A/B or 236A/B or 623214A/B

Corner Combo

x denotes delay
* Some stable staple combos you might want to use

2A 5B 2B 2C x 4C x j.B 2C 63214A 5B 2B 2C x TK63214B 5A 5B 2B 2C 4C j.B j.C jc j.B j.C Air Throw
^ Note you want j.B to hit as high as possible, but that they don't tech so 63214A connects after 2C. Also if you do the TK643214B too late, 2B will whiff, too early, 5B will whiff.

2A 2B 2C x 5C xx 5A 5B 2B 2C xx TK63214B 5B 2B 2C xx 214B x 5A 5B 2C 4C j.B j.C jc j.B j.C Air Throw
^Note the timing from 2C delay to 214B is really important. If they float too high the 5B won't connect after 5A.

2A 2B 2C x 5C xx 5A 5B 2B 2C xx 5C xx 5B 2B 2C x TK63214B 5B 2B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash j.B j.63214A 5B 2B 2C 4C j.BC j.BC j.2C
^Note The last 4C will hit twice, end with j.ABC if you want to Air Throw. Make sure the initial Air Dash j.B to 5A is slightly higher because by the time of the second rep, the enemy falls a little bit lower, causing 4C to OTG instead of launch.

2A 2B 2C x 5C xx 5A 5B 2B 2C x TK63214B 5B 2B 2C xx 5C xx 5A 5B 2B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash j.B j.63214A 5B 2B 2C 4C j.BC j.BC j.2C
^Note The last 4C will hit twice, end with j.ABC if you want to Air Throw. Make sure the 2C xx 5C is there, or else 5A wont connect after

*2A 2B 2C x 5C xx 5A 5B 2B 2C x TK63214B 5B 2B 2C xx 5C xx 5A 5B 2B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A land J.B j.C jc j.B j.C Air Throw
^After playing around with her for a bit I decided that this may be her best consistent long string corner combo. The previous 2 had some funky issues with the gravity due to the high hit count. The timing for j.B j.63214A was incredibly tight in order for that last 5B 2B 2C 4C loop. They output the same amounts of damage. For some small hitbox characters like Len, you have to do land j.A j.B j.C jc j.A j.B j.C Air Throw as an ender to adjust height or the j.63214A has to be done rather high.
^
Combo Link: http://www.youtube.com/watch?v=Y496BAAQPOY

*Air Dash j.B j.C j.63214A 5B 2B 2C xx 5C xx 5A 5B 2B 2C x TK63214B 5B 2B 2C x 5C xx 5A 5B 2B 2C x 4C Air Dash j.B 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A land J.B j.C jc j.B j.C Air
^Same as the string above, but just so if you happen to air to ground them, this does massive damage.

Midscreen Combo

*2A 2B 2C 5C Special Air Dash j.B j.C 5B 2B 2C x TK63214B 5B 2B 2C x 5C xx 5A 5B 2B 2C x 4C Air Dash j.B 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A land J.B j.C jc j.B j.C Air
^Note they can only be a bit more than half way behind mid screen for it to connect to the wall. On some characters you have to delay the initial 5C after 2C so 5B will be able to connect, EX. Ryogi. Some characters you have to delay cause they float high and the 2C won't connect, EX. Warcueid.
^
Combo Link: http://www.youtube.com/watch?v=6SNzejguNmA&feature=channel_page

2A 2B 2C x 4C Air Dash x j.B 2C x 4C Air Dash x j.B 5A 5B 2B 2C x 4C Air Dash x j.B j.63214B 5B 2B 2C 4C j.BC j.BC Air Throw
^Note you want those j.B's to hit low so they don't float too high. This will usually take them from 1 end to another, so you can compensate how many relaunch loops you want before the corner end.

2A 2B 2C x 4C Air Dash x J.B land 2C x 4C Air Dash x j.B j.63214A land 5B 2B 2C x 5C 623B-6A 623B j.B jc j.B j.C Air Throw

*2A 2B 5B 5C 214B x B Air Dash x j.B/j.C land 2C x 4C Air Dash x j.B j.C j.63214A land j.A j.B j.C jc j.B j.C Air Throw
^Using 214B x B if you think you're too far from the opponent

Midscreen to Corner

2A  2B [ 2C x 4C Air dash j.B ] x N (Depending on positioning) 5A 5B 2B 2C --> If you did not previously do more than 2 reps of 4C you can corner wallslam into a corner combo finish I've listed about at your choice. Your safest bet would probably be ending it early like. 5A 5B 2B 2C x TK63214B 5B 2B 2C x 5C xx 5A 5B 2B 2C x 4C Air Dash j.B j.C j.63214A j.B j.C jc j.A j.B j.C Air Throw

Anti-Air Shield/CH Air Combo

Shield 5A CH Dash 2B [ 2C x 4C Air dash j.B ] x N (Depending on positioning) --> The ending to the wall or even just ending it midscreen with j.B j.63214A 5B 2B 2C x 5C 623B-6A 623B will really depend on how many loops you've done. Keep in mind the notes section I mentioned.

Air CH land (Depending on your position now, you can usually just run and then...) 5A 5B 2B [ 2C x 4C Air dash j.B ] x N (Depending on positioning) --> Read above

Notes

- I think it may be possible to end strings with "etc... 5B 2C xx 4C j.B j.C j.63214A land j.BC j.BC Air Throw" instead if you want to force damage
- As SilentShinobi mentioned, you can end her corner strings with rekkas as well for consistent time for oki setups.
- This seems like how it works, you can pretty much loop with your opponent almost an infinite amount of times with 4C loops. But because of the gravity system, eventually they will fall way too fast and you can't launch them into the air. With that being said, Some of the above midscreen combos that start with 2A 2B 2C x 4C Air Dash j.B 2C etc. can probably be looped from one side of the screen to the other. What you need to keep in mind is, the opponent will start getting noticeably heavier at around 10+ hits. So you if you want to improvise, you need to keep in mind that around here, you may want to consider ending your string soon.

OTG Combo

2A 5A x 5 5C Air Dash Follow J.A j.A j.B(1) j.C j63214A 2A 5A 5A 5C Air Dash Follow j.A j.A j.B(1) j.C j.63214A 2A 5A 5A 5C
^The air dash following timing is pretty tight. If you see a silhouette follow, you're probably hitting j.A too slow. It's important you're not mashing on 5C.

For any OTGs ending with 5C, a small delay 236[ B ] will punish neutral tech, and a longer delayed 236[ B ] will punish forward tech. I haven't really tried it in a match but if they back tech, you can home in on them with the air dash follow, although I'm not sure if you're at +Frames to punish back tech.

General Playstyle

Rough summary:

- Instead of Air Throw you can choose to end strings with j.2C. As you fall you can punish any sort of forward tech with j.63214, if they don't tech, you'll just OTG them.

Blockstrings

They gave her all sorts of neat things to do in this version. Pretty much her rekkas are pretty buffed up and do nice amounts of guard damage as well. Initial 236[A/B] will pull them back in to allow you to continue pressure, but watch out for pokes between the charge/shield reaction to the charge. The 214 in her 236 236 214 is also chargable now to as an overhead. TK 63214A/B is also a great way to keep the pressure on. A version will pop her upwards and allow you to air dash after they block it. So here's a few examples:

2A 2A 5B 5C 236[A] x 2A etc.
^Note, if somehow you managed to catch them with 236[A] as they were jumping, they're put into enough blockstun that you can run up and catch them with 5A into corner loops.

2A 2A 5B 5C 236A 236A 236A 64321C (Does nice guard meter damage)

2A 2A 5B 2C 5A whiff TK64321A Air Dash j.B j.C j.64321A

Jump meaty j.64321A -> etc.

Full Moon Style Arcueid

Some significant changes:

-Can't reverse beat.
-Rekkas have been completely changed.
-No air version of 22 command.
-New 421 command teleports A/B goes forward, C moves her back. TKable.
-New 3C normal.
-New 6C normal.
-5A, 2A, 5B, 2C, j.B, j.C have changed.
-2C no longer gatlings into 5C
-2B no longer gatlings into 5B
-4C Removal
-22B command now has an auto followup.

Corner Combo

2A 5B 2B 2C 236A xx 623A-x6A 2c x 236b x 2C x 236B xx 623A-x6A x 5B 623B j.C x sjc j.A j.B j.C Air Throw
^ Want to keep them low in the air as you're looping them.
Combo Link: http://www.youtube.com/watch?v=Iv4-Fhq6iIA

2A 5B 2B 2C 236A xx 623A-x6A 2C x 236B x 2C x 236B x 5B j.B j.C jc j.B j.C Air Throw
^ Complimentary of SilentShinobi
Combo Link: http://www.youtube.com/watch?v=eFDcI0buNd4&feature=channel_page

2A 2B 2C 421C 2C 623A-x6A x 2C x 236B x 2C x 236B x 5A 623B j.B j.C jc j.B j.C Air Throw
^Note that 421C reverses the opponents position, so your opponent has to be facing the wall.

236B 421C OTG 2C 623A-x6A x 2C x 236B x 2C x 236B xx 623A-x6A x 5A 623B j.B j.C jc j.B j.C Air Throw

6C 623A-x6A 2C 623A-x6A x [ 2C x 236B ] x 3 5A j.B j.2B land 22B

Midscreen Combo

2A 5B 2B 2C 236A x 5B 623B j.B j.C jc j.B j.C Air Throw

2A 5B 2B 5C 623B-6A x 236A x 623B j.C xx j.A j.B j.C Air Throw
^ The pause between 623B-6A x 236A is just so you make sure you don't hit 236 really fast that it will register as 623A instead.

2A 5B 2B 2C 3C 236A 623B j.C x jc j.B j.C Air Throw
^ Use this if you think you're too far away from the opponent for 5B link after 236A

2A 5B 2B 2C j.2B 623A xx 5A 2C 236B xx 5C Air Dash Follow j.B j.C land j.B j.C jc j.B j.C
*Character Specific*


Notes:
-Choosing to end with j.2C will allow you to fall and punish tech with j.C, but if they don't tech, j.C will still OTG.
-6C links into 623A for possible corner loop followup.

OTG

OTG 2A 5A 5B 2B 5C 623A
OTG 2A 5A x 4 5C Air Dash Follow j.A j.A j.B 5A 5A 5B 2B 5C 623A

Fuzzy Guard

Instant Air Dash Deep j.C land j.A j.2B land 623A-6A x 5A 623B j.B j.C jc j.B j.C

Haven't really tried out all her options with fuzzy guard yet, but that looks like her most basic followup. I'm sure it's very possible to corner loop.

Air Counter Hit/Shield

Shield/Air CH 2C 236B 623B j.B j.C jc j.B j.C Air Throw

Shield/Air CH 2C x 236B x 623A xx 5A 2C x 236B x 623B j.B j.C jc j.A j.B j.C
^ Complimentary of SilentShinobi
http://www.youtube.com/watch?v=J8niFJNLvFk&feature=channel

Blockstrings

Although Full Moon Arcueid's rekkas have been changed, they're still very strong, leaving her at +F on block. And because of her fuzzy guard, 6C options, this version is arguably her best when it comes to a balance of pressure and high low game. Note that both her j.2B and 6C allows her to link into a normal upon landing, making both of these moves quite safe. Here's some generic strings you may want to use.

2A 2A 2B 236A 2A etc.

2A 2A 2B 2C 6C land 236A 2A etc.

2A 2A 2B 2C 236B
^ If you want to be able to react to 236B if it hit confirms. You can't do too much off of it, but you can force some damage with 623B j.B j.C jc j.B j.C Air Throw followup. It keeps them back down and it's free damage.

2A 2B 5{C} 236B Dash 5B 3C 236A
^{ } Half Charge

2A 2B 2C j.2B land 236A etc.

If you had decided to use 6C midscreen, you can only 623A followup on it. But you can dash up and OTG after.

It's important that you learn how to hit confirm well. If you're zoning your opponent and you manage a random 2A, but you think you're too far, or you weren't expecting it, remember that 3C is still a launcher. So simple things like 2A 2B 2C 3C 623B Air Combo. Or if you're dashing up, 5B 3C Air Combo if you happen to catch them jumping. Her normals are very good.

623B is a great move for opponents that like to be floaty, and you're a little far.




22
Tournament Results / Re: FINAL ROUND DRUNK RESULTS
« on: March 22, 2008, 11:30:44 PM »
unless theres a really nice soundtrack that the majority can agree on
brb winning a religious war

This thread is over.

The Big League Player has spoken guys, it's over. Im the one bitching? Where do you get your logic Harman? IRCtrolltrolltrolled

23
Yeah, that's the basis around her alternate wallslam combo that does more damage. I haven't really updated the guide in like forever, but whatever I have is posted on the website I linked at very top of of my first post. The only thing I guess I'd change is some of the strategy and blockstring sections. There's only really like 3-4 combos she really uses anyways, that continous link with 4B and whiffing is not very practical. But now that I look at it... some of the stuff I've posted in my guide seems really stupid, I should update sometime.

24
I got the video, relaunch infinate requires godly 2a whiff cancel after 2c in MBAC vb2. The Re-Act infinates are removed.

You can still extend the relaunch combo by using j2b > 22a > 623c. I'm still improving these combos as they suffer too much from proration. You might want to add some strict timing combos in it. j2b stresses on height. Don't expect much if you try to combo straight from the ground with 2C cause it is too low.

(stable reversal version) No strict timing with one wallslam to spare. I'm trying to send them back but so far i'm unable to do that consistently(air tech problems).
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > j2B (jump higher to connect) > land 22A > 623C > (move forward towards the wall to reverse) > 5A > 5B > 2B > 2C > half charge 5C > J.A > J.B > J.C > J.A > J.B > J.C > throw or 22B combo. Max 41 hits. 3900 Damage. :'(

Note : Doesn't work on Nayana and Aoko since you can't hit them with 2C.

Other j2B options
2nd Relaunch 2C > 4B (one hit) > j2B whiff > 22A > 623C > combo of your choice

2C > 4B (no delay) > j2B > 22A > 421C (you will have to reverse input 623C)> combo of your choice

Special air dash > J.C (to prevent wallslam, it is easier skip this but you waste one wall slam) > j2B > 22A > 623C > combo of your choice

5B > 2B > J.A > j2B > 623C > combo of your choice. It is possible to combo off 236A but it comes out slow compare to 22A or 623C.

Yes, I've mentioned this my updated guide awhile back. A video has been provided too. It actually didnt work in ReACT, couldn't cancel off 22A after landing.

25
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > > 4B > j.A or j.B whiff > 5A> 5B> 5C> 5A> 5B> 5C> 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Tare, can you pls double check this whether this combo works on MBACvB2? I never seen this clip in MBAC before. Seems like it doesn't work anymore(doubting).

[5B > 2B > 2C slowed]  > Second relaunch 4B [1 hit with no IAD]> j.A whiff > tech out before I even hit the ground.

Yes, I believe Brandon had a YouTube link at a point, and if you watch Batisters CMV, Arc's infinite revolves around this whiff concept. But really, it's not worth it, just don't bother with it.

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