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

Messages - noradseven

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26
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 11, 2012, 03:03:26 PM »
On Kohaku and Akiha in the corner just do 5B5A623C

27
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 09, 2012, 02:57:12 PM »
It shouldn't be, I mean it works on the neco's even.  I mostly needed to know who you did it on just for safety when I set the dummy because some people have looser timing then others for the 9sj.[C]

28
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 09, 2012, 02:47:51 PM »
I am having a bit of trouble going for the j.[C] 5[C] link mid screen.
It's a bit tough.

You are doing
NEUTRAL JUMP [C], then FORWARD SUPER JUMP(double jump) right before you touch the ground [C],land [C] right.

If it still isn't working record it using training mode dummy and dump the dummy file on mediafire and tell me who you did it on.

edit:
Here is a dummy example I'm lazy and didn't do 2[C] :/
http://www.mediafire.com/download.php?z2z8vcs7243j2vc

The example is the 3rd dummy I did it against Satsuki, the other 2 dummies is me messing around with a dummy to loop the 421A~2E loop

29
Satsuki Yumizuka (Yumiduka) / Re: h-yumiduka
« on: January 06, 2012, 09:03:50 PM »
Hey the 2[C] combos are just memorize what works on who.

The 2[C], 2C timing is the same for everyone pretty much it just doesn't work on some people.  Plus it isn't too much effort to learn and can net significantly more damage.

623B combos...

Midscreen Blah blah 2C3C,slight delay, 214A,j.slight delay B, slight delay j.C land 623C, way easier just as much maybe more damage.  *this actually works on everyone and is like 100% more relyable.

Corner: blah blah 623B 5B 2C 623C is pretty much universal.

The midscreen thing of 2C,3C,214A,j.BC land 623C is useful in air counter hit combos too.

edit: The 5A6AA,2C 5A6AA combos are not only really tricky they are also super character specific as well yay.  I only ever learned how to do it consistantly in a match against kouma :(.

edit 2: Ha 2A 5B 5C 5A 6AA 2C 3C 214A j.BC dj.ABC AT (damage)  Does insignificantly more damage for an insignificant amount of effort.  But yeah it doesn't matter I just use BC BC cause w/e.

30
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 04, 2012, 10:47:41 PM »
You can use 623B in otgs if the hit count is low. for example if you do combo > 2c 5c 623{b} 5b 2c 623B it wont work but 5b into 623B does.
For 4way off of 623C in the corner after 5b 2c 623c it creates a gap in the corner. When you dash at them and jump straight up your dash momentum carries you to the other side if you dont press a button. A simple 4way is:
jump over, late airbackdash jc
jump over, late airbackdash jc(wiff) 2a/2c (i'm not sure if 2a is a low, also spacing usually requires 2c)
jump over, jump and air backdash towards the corner and jc (the faster you do the IADB the harder it is to react to it)
jump over, jump and air backdash jc (wiff) 2a/2b/2c
you can also do these midscreen, i haven't figured out the timing for IADB jc yet but i've hit it before. I dont buffer 496 by the way, i do 7-6AB. It might be easier to hit by using 496

also i might be completely wrong about 623b in otg and might be confusing it with 623a

623A doesn't seem to work at all as an OTG.

I'll check out the timing to see, exactly how it works then add it to the wiki, and yeah 496 is way easier.



edit:vvvvv yeah it works.

31
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 04, 2012, 06:35:12 PM »
I don't think a real 4-way really exists with Satsuki anymore, at least one that can't be blocked on reaction from all 4 sides. It's more like 2 differently timed 3-ways you can do off 623C I believe but I could be wrong.

Yeah that is the only one I can think of so I put it on the wiki, you can still do the old 4-way off 421A.

PS: If you do create a F-Satsuki page please call it
Fatsuki Yumiduka - Hungry Demon

For reference http://media.photobucket.com/image/recent/Xenozip/fatsuki.png

32
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 04, 2012, 04:35:37 PM »
Quick question about OTGs can 623B replace 623C in these OTG strings?  I'm assuming that your out of meter and your going for the kill of course.

Someone else please explain the proper 4-way off the 623C I can only think of a 3-way I know I must be forgetting something.

33
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 04, 2012, 11:57:29 AM »
I would suggest wiki now, thread later.  Because there is no reason to have a thread detailing the properties of every move when you can just shove it on the wiki.  This way everyone can edit it instead of one guy having to do all the work.

If anyone wants to we still need a Hatsuki and a Fatsuki thread as well, though nobody likes Fatsuki  :V.

As for the stuff above I would suggest just either making dummy's and shoving them on mediafire or youtube.  I'm busy putting my windows computer back together right now but I'll try to put some dummy's up at least.

34
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 03, 2012, 10:47:13 PM »
yeah, i do that ( skip 2[c]), too. But I think it's alittle cool so just want practice it ( too bad I can't do this)
can you send me one replay of this ( want check about frame date)

My windows is borked right now so, not till maybe late tomorrow I finished all the prep work for reinstalling windows today.  It isn't just cool it actually adds a good bit of damage to the combo 300-500 on average I find.

I always mess up one of 2 things when doing 2[C],2C

1) I mistime 2[C] all that matters is the last hit of 2[C] has to hit them as long as that hits w/e.
2) The link between 2[C] and 2C, to practice this make sure you can hit lets say V.sion or w/e with 2[C],2C,3C raw and do it consistantly, then try to do it off just 5[C], then try to do the whole combo into it.

35
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: January 03, 2012, 10:27:39 PM »
Everyone's air throw can combo if you land it raw.

Off 3C just neutral jump hold forward. 

I have seen Junpei do nuts stuff like 3C,2949C.  All of those are in relation to your starting position but in reality you do 4 before you jump over them and 9 after, this lets you like instant doublejump>backdash C.


5[C],2[C],2C does after the j.[C] loop does indeed work.  It can be real finicky depending on who you are trying it against though.  Normally if I am playing against a character I'm not used to fighting I just skip the 2[C], because I will probably drop it.

36
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: December 31, 2011, 08:23:20 PM »
So hey guys troll combo found

(2C,3C,623[A],421A~2E,j.C(whiff))xN works

I thought AAD was always airunblockable for some reason.  :nyoro:

It was. It can now be airblocked, but is still unblockable on the ground.

Ohh I can't read

super edit:

Also this is really stupid but for reference, you can now do 214B 623{B}, any OTG into 623C. I'm 99% sure 623{B} would not combo before and you could only get an airthrow. This is like 4500 off an overhead but you can get 4500 meterless off her other overhead that's not terrible so w/e it's still not useful.

In the corner(or on bigs like Nero)
214B,623[ B],5B,421A~2E,BnB, works and it costs 50% less meter  :fap:

37
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: December 31, 2011, 09:25:05 AM »
I thought AAD was always airunblockable for some reason.  :nyoro:

It is a lot easier than it was before. It used to be something like a 2f window and it's definitely much larger now because j.[C] should be faster.

This I think it is 4 frames now, regardless it is way easier, the one in the first post works on everyone in the game if timed properly, the rejump one is character specific.

38
Seifuku Akiha / Re: [MBAACC] (v1.05) Crescent Seifuku Akiha Thread
« on: December 30, 2011, 10:19:24 AM »
The wiki seems mad outdated is this her current Go to BnB?

5B2B6B5C2C6C,214A,j.BC,dj.[C],whiff j.A,right before landing j.214A,land j.ABC,(dj.ABC),throw

What are some of her crazier meter using BnBs as well?

39
Satsuki Yumizuka (Yumiduka) / Re: Catsuki help thread
« on: December 30, 2011, 09:33:10 AM »
I'll add some of that stuff to the top.

-super double jumps carry Satsuki too far in CC, so you have to do a normal double jump for the second BEj.C to connect.

Not True, if you do the 623[A] point blank you have some weird timing but if you start at a range that you will normally hit them at in a real match, super jump works just fine, plus if you don't super jump you can't do 5[C] after you land midscreen.

3C ender is a meterless ender that you can mixup after, when your getting close to the corner but you don't want to 623C.

I just checked you can if you start point blank can just make the second jump normal and 5[C] works on some characters.  But like I said 9 times out of always your starting a bit farther away and if your fill in the combo with 5B/2B or something.

edit: Umm wow in 1.07 you can 2C,3C,623[A],9j.[C],land,9j.[C],5[C],2[C],2C,3C anywhere this is really easy O_o.  This seems better then the one I was doing more consistant at least, though the one I posted first if done at the right time can let you dunk them back to midscreen.

40
Satsuki Yumizuka (Yumiduka) / Catsuki help thread
« on: December 29, 2011, 07:07:56 PM »
WIKI : http://wiki.mizuumi.net/w/Melty_Blood/Satsuki_Yumiduka/Crescent_Moon

I just wanted to make a thread for people new to C-Satsuki, and wanted to know what the hell to do with her in a nutshell.  This is intended to be just a start please add anything you know to help out new people trying to learn this character.

BnB: 2C,3C,623[A],8j.[C],delay till you almost touch the ground, 9sj.[C],land,5[C],2[C],2C,3C,(623[A],421A)

3C is a hard knockdown that leaves you point blank so just do a sandoori mixup after it.

ABnB: 2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,5C,623[ B],5B,(2A,2C),623C

*On Kouma and Ries you need to delay 623[A].
*Both of these work midscreen and in the corner.
*On some characters you can put no delay on 9sj.[C] and you will switch sides with them, so you can throw them back into the center with 421A  :laffo:

Special 421A/B properties in the corner:
421A/B~2E,j.C(whiff),2C,BnB  *you can only do 1 j.[C] however because the 421A/B sets it to 1 bounce.
Also
(421A/B~2E,j.C(whiff)2C,3C,623[A])xN  does indeed work not very useful outside of combo vids though.

Corner to Corner combo end in 4-way it applies pretty much everything *uses 150 meter but builds like 100 during the combo
PB&J: 2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,3C,623[A],421B~2E,j.C(whiff), 2C,wait,5B,5C,623[ B],5B,2A,2C,623C

If you played MBAC you can still do her old 4-way mixup off 421A/B, or her 623C.

No matter where you do it in a combo 623C (236C, and 421A/B as well) sets the bounce counter to 1 meaning, so for instance 623[A],j.[C],j[C],land 623C,2C,214C,2C does indeed work.

Remember unlike C-Satsuki's other normals, j.[C] can be cancelled like any regular character's air normals can (double jump, air dash, reverse beat) so you can mix people up who are careless on a blocked j.[C].

In the rare chance you somehow land a j.[C] without having already used your jump cancel, you can tag this ender for extra damage:

[combo] > 2C > 3C > 623[A] > j.[C] > j.B > land > 5B/BE623B/Dunk/etc.

Also this is really stupid but for reference, you can now do 214B 623{B}, any OTG into 623C. I'm 99% sure 623{B} would not combo before and you could only get an airthrow. This is like 4500 off an overhead but you can get 4500 meterless off her other overhead that's not terrible so w/e it's still not useful.

And just for reference, AAD is now airblockable. They took out the corner trap.

http://www.nicovideo.jp/watch/sm16986459

relatively helpful primer video for everything from basic combos, big damage shit, alternate combo routes for midscreen stuffs, mix ups, even a couple blockstrings

covers catsuki and fatsuki

WIKI: http://wiki.mizuumi.net/w/Melty_Blood/Satsuki_Yumiduka/Crescent_Moon

41
^^^It's a laptop

Intel(R) 82945G Express Chipset Family

 :V sorry bro, I have a laptop just like this...weird MBAC ran just fine on it, but that only supports up to pixel shader 1.6 if I remember right, so if MBAA needs 3.0 your outta luck.

42
Sion Eltnam Atlasia / Re: MBAACC Sion
« on: December 21, 2011, 07:56:32 PM »
Hey. New to Sion, just started playing her with the MB:AA:CC demo. Since I started, I've been going through this thread and looking for things to help me. But I am just going to be outright specific right now.

I'm looking to learn how to do her charged j.C loop. I can get the three j.c's out but I can't do the 214a in the air to get to the ground and reset the loop. Is it still possible in this game or do I just really suck?

It all still works, and you can cancel j.214A from j.[C], but there is a minimum height to do specials I believe.

43
Fix the damn netcode some people say it works great others like me seem like the have random massive slowdown.

Put a Once Again : Quick option like in mbaa.

This

44
Sion Eltnam Atlasia / Re: MBAACC Sion
« on: December 19, 2011, 07:13:55 PM »
I just checked it again I could of sworn I did it in a match :/, must of just done the A version by mistake why I would do the A version instead of the the B is weird though.

Yep 2 2As work like a charm found out I can do2AA,5BC,6AA,2C,214A as well and get it to work but if I put a 2B between the 6AA and the 2C doesn't work, now to try getting this stuff working off 214C loops too.

45
Ciel's Tech Support / crazy lag/slowdown
« on: December 19, 2011, 06:46:22 PM »
Okay I can normally play other online fighters fine, I mean I will rage cause I'm like 6-7 frames of lag >:(, but you know they normally run smooth no matter how far behind they are.  So I try to play MBAACC demo online yeah no everyone I connect to the game slows to a complete crawl I'm talking like 5-6 fps I can run it just fine normally like no issues not even close.

46
Sion Eltnam Atlasia / Re: MBAACC Sion
« on: December 19, 2011, 04:47:20 PM »
So wait add in some more 2As before I 2C,214A, guess I'll give it a shot.

214A hits OTG not sure if it was always this way, but I can 2C wait 1 whole second then 214A and it will connect.

623B is now super cancelable as well so yay 623B,214C for comedy good AA.

47
Sion Eltnam Atlasia / Re: MBAACC Sion
« on: December 19, 2011, 04:28:36 PM »
Been playing H-Sion in the demo...this is the best shit I could find with her

confirm>5C,(5A,6AA,214B,dash,2B,5B,5C)x2, (5A,6A,2C,3C,623A(2 hits),214C,wait,2B,5B,5C)x2 5A6A,2C, HARD KNOCKDOWN.

Normally just do 1 214C and don't bother with the second, only a bit more damage.

If you do 214A after a long combo it doesn't hard knockdown, I didn't really play her in the PS2 version and don't feel like booting it up to check exactly how it works but it sounded like before after a long combo 214 would whiff and that it always caused hard knockdown, now if done to late you can tech out of it it seems to be about the same combos work to get the hard knockdown but now 2C appears to hard knockdown too which there wasn't a huge flashing label on the wiki about 2C being a hard knockdown that lasts for a while but there ya go.

So from what I know the old cutting sync combos on the wiki work, been messing around with getting a bit more damage out of them with adding in 623A before cutting sync, but doing this prevents a 214B from what I can tell...but you can 2C3C,623A,421C,214A,land,2C5C3C,421C,214A,land,214B

I don't see a mention of it anywhere in the wiki but air to air counter hit 623A(2hits),214C is a great way to confirm off air to airs if you don't have time to 214B or 214C immediately.

48
Satsuki Yumizuka (Yumiduka) / Re: MBAA Crescent Satsuki Reference
« on: June 02, 2010, 03:05:14 PM »
Quote
In the corner don't have to do a second SJ[C], you can if you want though.

No, the main problem was that you listed the first jump as sj. Which is...wrong.

As for 5C, haven't played enough to test it out, but it had clash frames that you could abuse for AA in MBAC. 5[C] probably has some goofy properties, but it's probably not quite worth it, as in MBAC, it's an incredibly risky AA, and should probably only be used for scaring people, showing off, or being silly.


Guys.

Bite is SO good.

Quote

j.632146C - Air EX Bite. Completely worthless for anything as far as I can tell. The only time I've ever seen it hit was when I kept trying to do it against a computer and it hit once. It has 9f startup, 3 post-flash, which means it's much crappier than her airthrow and ground EX bite, without any beneficial properties I believe. It can't be comboed into either. Maybe you can use it as a joke, but this attack may as well as have not been added, because it really has no use. Apparently it's only 15f recovery, but that doesn't matter on whiff because you'll get punished regardless of it being 15 or 20 something. You can OTG afterwards but you don't get any real combo unless you have meter to OTG into 623C.

Also, managed to test whether or not jB (blocked) air bite works. And it totally does. So Air Bite actually has uses.

Been a while since I posted but I have played a shit ton more.

5C clash frames seem way to risky.  Also yeah Bite totally rules, and air bite, is good in its own right.  Right now mostly im just spending all my meter on bite/heat shit, and when I land a BnB just end with 623[A], and mixup.

Also full kouma and full ries not only is the BnB combo annoying even after I got past that it seemed like a huge pain, kouma being the worse of the two.

49
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

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 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.

OTG

OTG 2A 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.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.

Shield/Air CH 2C 236B 5B 623B j.B j.C jc j.B j.C Air Throw


Hey I picked up F-Arc as a secondary for many reasons, but after fiddling around in practice mode I found these combos easy to learn for solid damage, and I would recommend anyone trying to pick up F-arc to learn these combos first.

An easier corner combo I have been using as a crutch sometimes is 5B,5C,623A-x6Ax2Cx236B...blah blah blah you know the rest.  I find it to be less character specific and more just press da buttons.

Yeah you can corner loop out of the fuzzy guard, it owns.

50
Satsuki Yumizuka (Yumiduka) / Re: 623C not connecting?
« on: April 04, 2010, 11:51:07 AM »
Nahh all them have real dashes, and all of them have air combos.  Though C/F air combos are really funky.

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