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

Messages - ChaseRLewis

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Aoko Aozaki / Re: [MBAACC 1.07] F-Aoko Discussion Thread
« on: February 12, 2012, 10:36:19 PM »
Got to play a really good C-Kohaku player recently. Matchup seems pretty hard at the second but think that's because he already knew the aoko matchup but I had to learn the Kohaku matchup.

C-Kohaku has an amazing jump attack that will clear proximity orbs and still force you to block without hitting her normally. Orbs aren't useless by any means but Kohaku has a pretty easy time getting rid of them.

You don't ever want to be in the air before kohaku as you WILL lose to j.B. However if you jump afterwards you can throw out your own j.B for a counter hit. If kohaku back airdashes she'll probably do j.B to land safely so recognize that distance and see what she likes to do. Rushing in can be dangerous so try to follow orbs and be creative as if she does a 5B to kill the orb you can space yourself to punish the whiff.

In the corner C-Kohaku has no reversal except burst so do everything you can to kill her. Also a high redash j.C seemed pretty effective as 5B is kinda too slow to reactively throw and will lose to the redash 2A pressure renewal. Kohaku has a pretty fast 2A so be very tight with your staggers and 2B->2A frame traps.

Honestly, your goal should be to keep this fight from nuetral as much as possible. With a little bit of practice it's not too hard to block C-Kohaku, but she has a really strong ability to punish any type of escape from her pressure. Typically you can start pushing yourself away after blocking a cut or 2C so look for those and react accordingly.

Matchup is probably pretty even, but could easily be 5.5-4.5 in Kohaku's favor.

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Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: January 30, 2012, 12:23:38 AM »
I thought I was beast with my combo that did 3 but he actually combo's into charged pillar? wholly fuck. Shit did 6k+ and it seems all you have to do to get the combo is hit a charged pillar which he kinda shows how to do in his matches as he sometimes does a crossup pillar after an EX puffball.

Fuck might go more back to F-VAkiha as I've been tinkering too much with aoko.

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Aoko Aozaki / Re: [MBAACC 1.07] F-Aoko Discussion Thread
« on: January 29, 2012, 10:07:56 PM »
Figured I'd post a couple more matches that I've been playing

H/F - Len
-You should be rushing down Len pretty hard because she out buttons you
-Follow behind orbs is the best way to get in and placing a few is really useful to make her have to be careful about her approach angles. Her j.2C will often go through orbs but it seems inconsistent for Len so risky.
-F is harder to lame because you lose the option to use your non-orb projectiles but I feel F is easier to deal with than H because it's pressure is more predictable.
-matchup is pretty even but watchout for her fuzzy as it hurts, whoever corner the other first probably wins.

C - WLen
-Her 5C and 5B are fucking amazing watchout when jumping
-Her pressure is better than yours but her damage at best is even but she has more life so things are pretty even on that front.
-End combo's from j.214C ->sweep->orb if she uppercuts you can be blocking than punish (if she doesn't get hit by the orb you can parry the super to prevent her from being safe but orb normally hits her). You can shutdown all her panic options with this setup.
-Use the above setup to set up mixup and establish your offensive game. Once they get used to blocking that you can be a bit more liberal in what you do. Use that blockstun to do BlueFiyah mixups if you have extra meter.
-Be careful when zoning because even though her dash is slow it is invulnerable so she can run through any of your zoning attempts.
-Matchup seems even but there you need to learn to shut down her panic options or your never going to get anything going.

F-VAkiha
-Ugh ... this matchup seems somewhere between even and in V. akiha's favor.
-j.C is surprising strong against her aerials if she's below but j.A is amazing in other circumstances. If v. akiha j. b's and is below you your probably going to lose unless you did a j.C pretty early.
-This matchup is over in 2 combo's but since V.Akiha can't setup her oki in the corner without sacrificing damage sometimes you'll live to 3 which is nice.
-Any hit should be tried to be converted into a blue fiyah mixup afterwards as if you get that second hit she's done.
-She's faster and more mobile than you and she can actually dash THROUGH your orbs if the player has the balls to be that fearless which is really annoying but something you need to consider when trying to get some breathing space.
-Bitch is just way to fast. Matchup tends to be one person gets absolutely smashed by the other and rounds tend to end pretty quickly as you can't run from v. akiha.

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Aoko Aozaki / Re: [MBAACC 1.07] F-Aoko Discussion Thread
« on: January 15, 2012, 08:34:30 PM »
F-Aoko high/low stuff: http://www.youtube.com/watch?v=pUtgo5xE0kU

Her damage seems to be a good amount lower from console.

Something to consider is that her 63214C doesn't prorate as much when it otg's as much as blue fiyah!

so what I like to do off my overhead if I don't have heat is 4[C]->63214A->63214C->j.C->3C->Air combo

Hits 3.3k ish and is hit confirmable while the 63214A is pretty safe unless done at point blank range.

Been playing a lot of hime and mech.

C-Mech

feel the matchup is in aoko's favor because your pressure and mixup is so much better than hers and she has a hard time keeping you out once you build meter.

-Generally your aerials lose to mechs and jet pack rules the air, however if she's already in the air j.A isn't too terrible but I heavily discourage any other aerial.
-Orbs are somewhat useful after a knockdown for setups but if the mech is content to zone then she has an easy time clearing them.
-Her panic options when not in heat are pretty abysmal and luckily j.214C -> sweep->214A is pretty easy on her so you can get a lot of mixup on her without having to rely on blue fiyah.
-If she's cornered with heat just let the bitch up, drones is still really amazing
-Her crouching laser has been heavily nerfed so if you jump causing her to whiff instant double air dash and punish it. Take advantage of that and remember 236A->236C is solid for beginning pressure if you have excess meter as if you do it as similar times you can trade  heavily in your favor.
-Stay on that bitch and be ready to bait her back dash as moves back really far.


F-Hime

matchup is probably slightly in aoko's favor as your corner pressure rapes her.

-If she has 100% meter you can't use any of your zoning tools at all or you'll eat 2.3k+ into
a knockdown that sets up some shenanigans.
-j.A is your best aerial for tagging her out of the sky if she's above but if your even j.B is better.
-Your losing this matchup till you knock her down so save your meter for pressure and j.214C and do whatever you can to keep stuff going on her.
-Use safe jump setups to bait the uppercut because her low life normally means 2 solid hits or a solid and 2 random hits will end the match in your favor.

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Melty Breadcast / Re: Weekly Questions for Breadcast season 2!!!
« on: January 10, 2012, 11:16:12 PM »
Who do you feel are aoko and v. akiha's bad matchups? 

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Aoko Aozaki / Re: [MBAACC 1.07] C-Aoko Discussion Thread
« on: January 10, 2012, 10:19:56 PM »
Chain throw? Have any vids?

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Aoko Aozaki / Re: [MBAACC 1.07] F-Aoko Discussion Thread
« on: January 10, 2012, 09:57:06 PM »

Ya that's all I could figure out for the j.C fuzzy also which isn't too big, but not as strong as the H-aoko fuzzy options
1. Artillery > 2A > etc (it's a 1f link unless you activate artillery instantly, that way the link becomes easier)
2. Only way to follow up her fuzzy is doing IH > j.C > land > etc

That's not a drawback, that's just your poor meter management. She builds practically 100% in one combo.  :nyoro:

Cool hadn't thought to IH the j.C in the air. Does the Artillery instant have different frames or you talking having it meaty? Been thinking of trying half, how do you think F stacks up against H and C? H seems to have better mixup, but F has that easy mode damage.

Also blue fiyah comment was a joke. I just really like that move, lol.


Also mixups I've been running under Blue Fiyah!

j. C->airdash->j.A->j.B (her j.A is overhead? at least that's what Training Mode blocking says)
j.C -> cr. A -> Be at plus for more stuff
j.C -> 4[C]
j.C -> airdash->j.B-> be at plus for another jump mixup or whatever.

If I setup a up orb you can artillery rain into an easy combo by just staying grounded and using that.

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Aoko Aozaki / Re: [MBAACC 1.07] F-Aoko Discussion Thread
« on: January 02, 2012, 09:10:27 AM »
Alright so been playing F-aoko the last few days and have to say i've been liking her a lot. I think j.214C is always the better options unless your going for a zoning game as her airthrow leaves her with hardly any strong offensive options.

Questions
1. Is there a way to combo off artillery rain? are you even plus afterwards? I set it up so I was right next to them and couldn't even get 5A to combo on hit which is a bit annoying.
2. Is there a way to combo off her fuzzy when they are crouching? I can't seem to get the 421A to combo but read it was possible, can someone confirm that it combos form the j.C->j.C fuzzy.


Stuff I've come to realize.

1. You always want to end you combo's in sweep -> orb if possible. You get the most options post knockdown here compared to 63214X.
You get crossup bubble you can combo from, every type of jump mixup imaginable including emptyjumps, and standing overhead not to mention normal frametrap stuff.

Post j. 214C in the air it seems 5[C] ->2C is the best way to guarantee you can do 2C -> orb without it bursting before they stand up. However the 5[C] is a bit hard to time only doing it about 50% of the time correctly right now but only started doing it yesterday.

2. 5[C] -> stuff gives the best options after j. 214C combo's as you can go for sweep or even do 5[C]->214A->jump combo for an added 600-1200 dmg depending on the character.

3. if you have meter and they are blocking in the corner do 214C everytime it's just too good to not do.

Biggets drawback to F-aoko .... i never have meter for heat because I'm too busy blowing fools to smithereens with "Blue Fiyah!"

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Akiha Vermillion / Re: MBAACC ver.1.07 V Akiha Thread
« on: December 30, 2011, 04:35:19 PM »
Day one impression is that F-V.Akiha has high tier potential. Lots of easy damage, lots of options, and great mobility.

Reason all this is better then PS2 port, no priority armor and her bad matchups don't seem as strong at the moment (except arcuied). Did i mention being able to j.A Red arcuied out of her j.B is very fufilling retribution from my losses in PS2 era.

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