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

Messages - hipikachu

Pages: 1 ... 4 5 [6]
126
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: March 26, 2013, 08:22:13 AM »
1. j.AB/j.AC are pretty much interchangeable. C does slightly more damage.
3. Input (read: mash) it faster. At some distances confirming into 5A6AA will cause 5A to whiff but the 6AA will still combo. However, there are certain spacings that it will not. In these situations, cut confirms short with 2C 623B.
<1> I was actually talking about j.BC>j.BC, like everyone else's BnB. I'm pretty sure that does the most damage.
<3> In what instances can 5A(w)>6AA combo? When the opponent is floating?

127
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: March 25, 2013, 06:04:07 PM »
Wow, thanks for the quick reply and the impressive information! Two more questions though if you don't mind:
<1> Why j.AC? I thought j.B did the trick
<2> 227C is TK j.22C, right?
<3> And I often find the 5A of my 5A>6AA string whiffing, how can I remedy that?

128
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 25, 2013, 05:55:07 PM »
Thanks guys, I can't believe a 5 hit combo would require this much effort.

129
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: March 24, 2013, 09:23:57 PM »
So, everyone's all happy with our confirms off of 5B, 5C, 4C etc. But I'm new to her mixup/hitconfirm game in general. Does 2BBB EVER get used? What should my blockstrings look like? What do I reset pressure with? What do I confirm off a random 2C midscreen? Airborne confirms? Please help, knowing the Momiji Loop means jack if the only confirm I know is stuff>5A>6AA>rape.

130
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 24, 2013, 09:01:21 PM »
Practicing meterless corner BnB 4C>214B>j.22>214B>2c>214A against VSion. Why does my second 214B wallbound instead of launch like it's supposed to?

131
Shiki Nanaya / Re: C-Nanaya Combo Thread
« on: March 22, 2013, 02:10:32 PM »
...stuff
BE is Blowback Edge (?), which is the charged version.
Oh, don't worry, I can live with Kanji, it's just the Hiragna and Katakana that end up killing me. The only reason I haven't applied the updates is because this computer I'm using doesn't support Asian characters, I'll have to go home to update the thread. Thanks for the dictionary though, I knew most of the terms already, but there are still a couple things here and there I need to familiarize myself with.
This is really helpful. I've been thinking of picking up Crecent and FullMoon Nanaya since I already play Halfmoon. You should refrain from using coloured text since it makes it hard to read. Atleast it does for me. It'd be great to get Video of these combos too. :D  :blah:
Yay, a semi-newcomer! I didn't expect this thread to be seen by anyone who would find it useful until a couple months from now... And about the color coding, sorry about that. I'm used to seeing this format back at Dustloop. I'll get to videos once my execution improves. This pad I'm using hates DP motions.

132
Shiki Nanaya / Re: C-Nanaya Combo Thread
« on: March 21, 2013, 04:55:25 PM »
Wow, thanks for the help! Now, onto grinding that Moonspeak...

133
Shiki Nanaya / C-Nanaya Combo Thread
« on: March 21, 2013, 01:09:40 PM »
I hope I'm not spamming the boards, but the I'm really used to seeing these threads categorized back in Dustloop. The mod here can remove this thread if it proves to be a nuisance, or offer me a template if this looks too sloppy. Feel free to add/correct/optimize combos:
(All combos may begin off of any A or j.C starter)
(Any 2C>214A combo enders can be replaced with 2C>5BB>22C>Air Ender)
(CH = Counter Hit, AT = Air Throw, AD = Arc Drive, AAD = Another Arc Drive)
Requires 100 Meter
Requires MAX mode
Requires HEAT mode
Requires BLOOD HEAT mode

Midscreen:
2B Starter:
  • (Max Range Confirm) 2B>5C>214B
  • 2B>2C>5C>j.BC>j.66>j.B>sdj.BC>AT
  • 2B>2C>5C>j.BC>sdj.BC>j.66>j.A>AT
  • 2B>5C>2C>5BB>22C>j.BC>sdj.BC>j.66>AT
  • 2B>2C>214B>66>2A>5C>j.BCA>sdj.BC>j.66>AT
  • 2B>5C>2C>5BB>22C>236C>2C>214A
5B Starter:
  • 5BB>hjc>j.BCA>sdj.BC>j.66>AT
  • 5B>5C>2C>214B>66>2A>5C>j.BCA>sdj.BC>j.66>AT
  • 5B>5C>2C>2B>236C>2C>214A
5[C] Starter:
  • (Max Range Confirm) 5[C]>236A
  • 5[C]>5B>j.BCA>sdj.BC>j.66>AT
  • CH 5[C]>2C>214B>66>2A>5C>j.BCA>sdj.BC>j.66>AT
  • 5[C]>236A>236C>2C>214A
  • CH 5[C]>2C>5BB>22C>236C>2C>214A
623B Starter:
  • 623B(1)>236C>2C>214A
AT Starter:
  • AT>66>2C>5C>j.BCA>sdj.BC>j.66>AT
  • AT>66>2C>214B>66>2A>5C>j.BCA>sdj.BC>j.66>AT
Corner:
2B Starter:
  • 2B>5C>214B>j.22>214B>2C>214A
  • 2B>5C>214B>delay j.B>land>j.BCA>sdj.BC>j.66>AT
  • 2B>5C>214B>j.22>2C>5BB>22C>j.BC>sdj.BC>j.66>AT
  • 2B>2C>5C>623C>2A>5B>j.BCA>sdj.BC>j.66>AT
  • 2B>5C>2C>5B>623C>2A>5B>j.BCA>sdj.BC>j.66>AT
  • 2B>2C>5C>623B(1)>AD>2C>5C>j.BC>sdj.BC>j.66>AT
5B Starter:
  • 5B>5C>214B>j.22>214B>2C>214A
  • 5B>5C>214B>delay j.B>land>j.BCA>sdj.BC>j.66>AT
  • 5B>5C>214B>j.22>2C>5BB>22C>j.BC>sdj.BC>j.66>AT
  • 5B>5C>2C>delay 2B>623C>2A>5B>j.BCA>sdj.BC>j.66>AT
  • 5B>5C>2C>delay 2B>623C>2A>5B>j.BCA>sdj.BC>j.66>AT
  • 5B>2B>2C>5C>623B(1)>AD>2C>5C>j.BC>sdj.BC>j.66>AT
5[C] Starter:
  • 5[C]>623C>2A>5B>j.BCA>sdj.BC>j.66>AT
  • CH 5[C]>2C>2B>623C>2A>5B>j.BCA>sdj.BC>j.66>AT
623B Starter:
  • (Back to Corner) 623B(1)>41236C>214B>j.22>214B>2C>214A

134
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 20, 2013, 09:07:11 AM »
236A 623C(6)~C.
623C(6)~C :psyduck:
IT'S ALWAYS A TRAP!
I guess it really must be that bad if high-level players are actually telling me to avoid teching in a competitive fighting game. I still have nightmares of Atomic Collider even though I play Hazama.

You have to hit the first j.B close to the ground then land and immediately buffer a jump into the standard air combo. Pretty sure it's easier if you do an IAD after the forward jump (9). Not sure if it's even worth it though, to be honest.
I thought this game didn't allow you to jump cancel twice within the same combo? Jump cancel after 214B to j.B, and then again after relaunch.

Also, what is the magic oki/meaty I can do off a 214A ender, since everyone is so insistent on using that ender? That, and what is the optimal followup to 5[C]? I'm kinda stuck with 5[C]>5A>air combo right now.

135
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 19, 2013, 01:11:29 PM »
@ the bolded: I don't get it. Explain.
I typed in 5[C] and 5B[B ]. The [B ] without the space after the 'B', automatically bolds the rest of my sentence for no good reason.

EDIT: Oops, you meant your bolded quote. Well, I know H-Moon 214x not safe per say, but I've been able to use it in frametraps against 2A mashy friends, along with whenever I'm desperate to cover the knockback distance after a long blockstring. While it is punishable on block, it's nowhere near as  :bricks:
a blocked C-Moon 214B.

For ground techs, you can hold the direction to tech. For air techs, you have to time direction + button. And, if you are teching before a hiero, chances are, you are going to get tech punished by the hiero.
Wait, I can't air tech, block EX Hiero, and punish with combo? This isn't high-level play I'm talking about. This is my friend having below average execution and dropping a combo, and me not teching out in time.

BTW guys,
http://www.youtube.com/watch?feature=player_detailpage&v=Ne8KvPvkCHU#t=39s
So it DOES combo into stuff.

Another thing, does shield have any startup? It kinda feels like Hakumen's 5D, which is like 5 frames. It would be nice if I could airtech, and shield air-unblockables immediately.

136
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 19, 2013, 11:58:29 AM »
I found this in the Wiki:
(Corner) 2B 5C 214B 9 j.B j.BC j.BC AT
How is this possible  :psyduck:

137
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 19, 2013, 11:08:32 AM »
This seems more like a "Help hipikachu" thread than a general discussion~

I also seem to have a lot more success with Half-Moon in terms of picking up and playing though. Not only is 5B a good poke thats safe on block, I can easily reset pressure with 214B mid blockstring. Not to mention his combos are more damaging, easier to pull off, and have better oki with meter. Is this to be expected?

138
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 19, 2013, 09:41:09 AM »
EDIT: Also forgot to mention 623BB combos. Worth considering if you're cornered and you managed to poke out. Just do some forward moving at the end and 623BB.
You can combo off of 623BB? I thought that was Full Moon only. Also, is 5[C] and 5B[B ] the only overheads you can combo off of?

139
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 18, 2013, 03:09:35 PM »
3. Air techs are a 4/5/6+A/B/C . Ground techs are just 4/8/6. Invalid doesn't mean that you can tech, but rather that you could have teched sometime in the past, so even if it says invalid, you're probably still gotta be in an untechable knockdown.
Exactly, but I really should not be failing to tech as many times as I have. Back to the Ciel 214B>Hiero example; it's a two-hit link, and invalid. Therefore, I should be able to easily tech out of the 214B, block immediately, and punish Hiero. However, it doesn't work out for me like that. Should I be mashing 8 whenever I'm in hitstun? I'm not used to have to use seperate techs for the ground and air specifically.

140
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 18, 2013, 01:27:42 PM »
Thanks guys, I was aware it wasn't a jump cancel, but I use "jc" to annotate any point in a combo where you have to jump, force of habit I guess. The tip about the gravity really helped though, this is my first time with such a mechanism.
So another couple things, if you guys don't mind.
<1> What DO I do with Cheese Slicer? I'm hoarding meter right now solely for 623C in the corner, but I'm clueless on advanced meter combos midscreen.
<2> Likewise, is our meterless corner combo really 2C>214B>j.22>2C>214A? It seems kinda unrewarding considering the execution. Perhaps some super meaty 50/50 oki setup?
<3> I'm on netplay, and I actually have difficulty teching, such as after an invalid Ciel 214B>Hiero. In Blazblue, we mashed to tech, and that works fine in the air in this game. However, I am constantly plaqued by ground knockdowns and air-unblockables, both which should be more than easy to avoid.
<4> Does A mashing beat grabs in this game? Because grab oki seems stupidly effective for some reason.
EDIT:
2C 5BB 22C (3 hits) is braindead easy if you delay the 5BB enough. I guess you should just delay 5BB. :V
Even against Neco-Arc? Some characters in this game have stupid hitboxes.

141
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: March 17, 2013, 05:35:31 PM »
I see now, thanks a lot! Seeing the dates of the last activity on these boards, I was afraid this ghost town wouldn't yield any results for weeks. Thanks again for the fast reply. Just wondering, how do you guarantee a full j.BC>j.BC>AT string off a 22C>jc? The opponent seems to tech rather high in the air, while Nanaya's air normals mostly hit downwards.

142
Hi Sai~ I'm a fresh C-Nanaya main, subbing H-Vakiha, and a teensy F-Sion. Looking forward to picking up one of the White Len and Ryougi Shiki moons. Just coming back from maining Hazama in Blazblue, I hope I'm not too late in joining this scene. It does look relatively barren here compared with the other FGCs.

143
Shiki Nanaya / C-Nanaya General Discussion
« on: March 17, 2013, 11:01:09 AM »
Hi guys, I'm new here, but we seriously do need some moon-specific threads. I'm somewhat new to Melty Blood as a whole, but am experienced with other anime fighters such as BB and GG. I hope you guys can show me how it's done here.

To start off, can anyone offer any advice regarding these problems:

2C>5C>jc>j.BC>AD>j.B>dj>j.BC>AT
I'm pretty sure this can be done, but the air dash keeps screwing me over.

stuff>2C>5BB>22C>jc>j.B>stuff
I don't understand how 22C brings the opponent any lower. I can do this link, just not consistently. Nanaya's j.B has some really awkward hitbox, and has issues linking into j.C at lower heights

Applying pressure
Ground overheads in this game seems difficult to land, and 214A cannot be combo'ed from IIRC. My mixup is somewhat limited, and my pressure is pathetic. How does one maintain and reset pressure without being pushed out of range? What blockstring enders does one use?

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