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

Messages - Parapets

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Akiha Tohno / Re: F-Akiha Combos & Setups
« on: January 19, 2012, 04:25:34 PM »
I found this fuzzy setup last week, but I'm not sure how useful it'd be. Total damage for the setup and follow-up is ~6000, which is high for F-Akiha, though maybe not high by other characters' standards.

Far from corner:
2A 5B 2B (1) 2C 22C (hold) xx 214C, dash 4C > j.C 2C - (2321)
After the combo, jump and airdash for a cross-up j.C. Double jump C for overhead or land 5B for low.
I'm thinking this would be a good alternative to using the 623C OTG to carry from corner to corner.

Near corner:
2A 5B 2B (1) 2C 22C/B (hold) xx 214C, dash 4C > j.BC > sdj C 2C - (2505)
This leads into the corner fuzzy setup. IAD j.B and then double jump C for overhead or land 5B for low. This would be most useful against Warachia and Half moon because they are unable to escape with EX Guard.

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Kohaku's Magical Garage / Re: Building combos?
« on: January 12, 2012, 02:21:57 PM »
1. string some normals together
2. knock opponent into the air
3. jump
4. air combo!
5. okizeme?

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Akiha Tohno / Re: F-Akiha Combos & Setups
« on: January 06, 2012, 07:08:38 PM »
It's possible, you just need enough practice.  2B was a much easier link for only a bit less damage in the PS2 days; not sure how well it'd work now since it's been changed to 2 hits.
It probably depends on the opponent character, come to think of it. I was testing on Archetype:Earth, and it's not reliable on her. I'm doing some quick testing with 2B on a few characters, and it seems like it might be even more reliable than 5A/2A, and it's also slightly better for damage and meter. I'll update my post again after some more testing.

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Akiha Tohno / Re: F-Akiha Combos & Setups
« on: January 06, 2012, 05:11:26 PM »
Midscreen you can combo into 214B 5B 4C into air combo.

Corner you can also replace the 5a/2a before 5C with a 5B, though this seems significantly harder to time properly.

If you're in the corner and using 214B to catch mashing, you can of course follow up with either 5B (or 5A) if you're close or if you're far away enough from being pushblocked you can do a raw 5C into charged 2369B combo.

Edit: What are you all doing after a raw airthrow?  I can't seem to land and followup with anything big, so I've taken to just doing j.A sdj.C2C.
That 214B, 5B link does improve combo damage, but it seems to be a 1-2f link, with approximately a 50f gap between inputs. That gap is also inconsistent when chaining into 214B because of the leniency window for inputting it. Because of this, I don't think it's humanly possible to learn.

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Akiha Tohno / F-Akiha Combos & Setups
« on: January 04, 2012, 09:13:59 PM »
I'm currently working on optimizing F-Akiha's combos. Since it feels really hard to do damage with her now, I want to make every hit count as much as possible. I'll be using this post to share what I've found.

All information is based on MBAACC 1.07. Damage numbers are tested on Archetype:Earth at max health.

Mid-screen BnB
2A 5B 2B (1) 2C 4C > j.AAA > airdash AA > sdj C 2C - (3076)
Best meterless corner carry.

2A 5B 2B (1) 2C 4C > j.AAAC > sdj (delay) C 2C - (3209)
Easier to execute and does more damage than the above combo, but has less carry.

2A 5B 2B (1) 2C 4C > j.BC > dj C 2C - (3159)
Easiest to execute but only carries about half the stage width.

2A 5B 2B (1) 2C 4C > j.C > sdj C 2C |> 623C, sdj A 2C - (3461)
Easily carries from corner to corner. Can also be used to prevent meter from reaching max. Character-specific?

2A 5B 2B (1) 2C 4C > j.BC > sdj (delay) C 2C |> 623C, sdj A 2C - (3607)
Amalgamation of the above 2 combos. Character-specific?

Airthrow |> 2A 4C > (air combo)

(Air CH/Shield Counter) 2B 5C 4C > (air combo)

(Air CH/Shield Counter) 2C 4C > (air combo)

Corner BnB
Note: 214B, 2B 5C can be replaced with 214B, 5A/2A 5C or 214B, 6C for easier timing; however, the damage and meter gain is slightly worse, and each string may not work properly on certain characters.

2A 5B 5C 6C 214B, 2B 5C 6C 623B - (3685)
Allows you to set a 22A pillar on the opponent's wakeup without using meter. No OTG possible.

2A 5B 5C 6C 214B, 2B 5C > BE j.236B |> j.BC > sdj C 2C - (4333)
Maximizes damage while allowing an OTG follow-up.

2A 5B 5C 6C 214B, 2B 5C 6C 22A (hold) xx 236C, j.BC > sdj C 2C - (3622)
Sacrifices some damage but allows you to set up a fuzzy mix-up with a meaty IAD attack. Can also be used to prevent meter from reaching max (if starting the combo with about 220-250). No OTG possible.

Corner OTG strings
2A 5AAAA 6C 22A xx 236C
Does not work on: Sion, Sion Tatari, Len, White Len, Neco Arc, Neco Arc Chaos
The pushback of this string causes 236C ("EX Ribbons") to punish the opponent trying to tech forward out of the corner. The opponent is forced to stay in the corner and block the ribbons with the charging pillar underneath. Akiha is left with significant frame advantage.

2A 5AAA 6C 22A xx 236C
Does not work on: Sion, Sion Tatari, Ciel, Akiha, Akiha Vermillion, Arcueid, Hisui, Kohaku, Mech-Hisui, Roa, Satsuki, Chaos, Ryougi, Neco Arc, Neco Arc Chaos
This variation is only worth learning for using on Len and White Len.

2AAAAA 6C 22A xx 236C
Does not work on: Nanaya, Sion, Sion Tatari, Akiha, Akiha Vermillion, Arcueid, Red Arcueid, Satsuki, Len, White Len, Akiha (Seifuku), Ryougi, Powerd Ciel, Neco Arc Chaos
This variation is only worth learning for using on Neco Arc.

2A 5AAA 5B 2C 4C 22A xx 236C
This string only works after a short combo (7 hits), making it somewhat situational.

Initiative Heat
(any BnB) j.2C (IH) j.C |> j.AC > sdj C 2C
j.B is possible in place of j.A, but timing is tighter.

(any BnB) j.2C (IH) j.C 2C

Fuzzy setups
Akiha can do a fuzzy mix-up with a deep IAD attack on a cornered opponent. To keep it safe and allow follow-ups, you must either have a charged 22X pillar underneath them or max meter. Most characters can get out of the high/low mix-up if they EX Guard the IAD attack.

IAD j.B/j.C (blocked) > dj C, (release 22X) |> j.C > sdj C 2C - (3339)

A fuzzy setup can also be done from a mid-screen cross-up.

cross-up j.C > dj9 C (IH) j.C |> (5A) 6C 214B, 2B 4C > j.BC > sdj C 2C
cross-up j.C > dj C (IH) j.C |> 5B 2B (1) 2C 4C > j.BC > sdj C 2C
cross-up j.C > dj C (IH) j.C |> (any combo)

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Hi, I live here too. I'm mainly into KOF, but MB is cool too.

By the way, I'm not buying Carnival Phantasm. I don't even know what it is but it sounds stupid.

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Kohaku's Video Room / Re: MBAA Detailed Analysis Live Streaming Sessions
« on: October 09, 2011, 08:39:33 PM »
Jeez Roku, you really need to work on your Alt+2 execution.

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All builds of the online emulator are available in this folder: http://www.mediafire.com/?frsikk6uuwurd

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Kohaku's Video Room / Re: MBAA Detailed Analysis Live Streaming Sessions
« on: September 19, 2011, 10:59:52 AM »
I think it would be helpful if you went into more detail on how characters' moves work, e.g. for Chaos, you could explain what his deer does, what the A and B versions look like, what his EX crows do, why he would use it, etc.

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