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

Messages - Benny1

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126
Tournament Results / Re: 3-27-10 ON BLAST! SF4 + Mbaa Full Results
« on: March 27, 2010, 10:33:20 PM »
Grats Zar, I've been hoping to see you win something for a long ass time and finally get to see it!

Sick shit though, everybody.

127
Melty Blood Auditorium / Re: why is there so much hate for Nero?
« on: March 20, 2010, 09:28:46 AM »
yeah his crescent moon reversal is absolutely trivial to bait/OS out of.  It's really easy to do safe jump ins again.  Bees is actually pretty good, it helps that you can block with baiting or shield because that gives him good advantage.  Gotta totally read it and jump it.

Nero is tough for me to fight because he absolutely destroys my biggest bad habits in melty, the most significant of which is I like to airdash.  If Nero jumps and doesn't airdash and you airdash, you pretty much lost right there.  Also, F-Nero's corner setups are freaking good, even in console.

128
I've actually felt in general like her fuzzy guard (j.B/C dj.C dj.236A xx dj.236C land 2C 5C etc) is harder to do, for some reason j.236A isn't really comboing as well as before, and I tried j.214A xx j.236C but the timing on that is hard...

129
Kohaku's Magical Garage / Re: how can we know the frames on block?
« on: March 18, 2010, 06:39:05 AM »
Yeah, in my opinion, the easiest way is to rip your legally bought copy of MBAA, use a PS2 emulator with the bios you dumped, and slow it down a lot so you can easily count frames so you can get advantage or not by doing the jumping method, this is how I've gotten all of my frame data.

130
Akiha Vermillion / Re: MBAA V Akiha :D
« on: March 09, 2010, 06:53:51 AM »
I won't lie, flametongues are very good and you shouldn't discredit them.  It's just yeah, j.C crossup has sucked so far in MBAA, and though it's not a good mixup, it's useful, and the lack of midscreen knockdown (because fuck airthrow) is painful.

I do love Crescent moon style flamepits too, but it's really not worth comparing them to half moon flamepits because the entire point of them is very different.

131
Kohaku & Mech-Hisui / Re: Silly KohaMech team
« on: March 09, 2010, 06:45:48 AM »
I had been messing with H-KohaMech trying to figure out 214A combos.

In general, the basic form for them is

5C 5A 6AA 2[C] 214A 5C j.BC dj.BC airthrow

A harder variation is (and this is a bit character specific)

5C 5A 6AA 2[C] 214A BE5B delay 5A (that is hard) 5C 2A (whiff) 214A j.BC dj.BC

A really fucking cool variation is

5C 5A 6AA 2[C] 214A 236B(delay)A 5AC 236B(delay)A 5AC 214A j.BC dj.BC airthrow.

The first one is a lot of damage as it is and isn't too hard to confirm into, unfortunately, very often Mech-Hisui won't be in the right place and the entire combo just doesn't work.  It's a shame.  If you CAN confirm into it at any point though, at least doing a single 236B(delay)A loop isn't hard and you could definitely use the double loop as a bnb.

I did run her some in casuals though and I wouldn't say she's... bad, but I also don't feel she's good.  Was just trying to see if I could land those combos.

132
Akiha Vermillion / Re: MBAA V Akiha :D
« on: March 08, 2010, 03:16:36 PM »
ps as usual her corner j.C tech game (which is mindblowingly easy, mash 5C) has been completely ignored out of crescent moon but okay!

Anyways yeah Crescent moon at this point is ass midscreen and is better than half in the corner because she has tk flametongues.  But ass midscreen takes away from that.

Also she was really good in MBAC ver.A (which Satoken played) and I believe she was nerfed in ver.B.  I could be wrong though.

133
Red Arcueid / Re: Warc Combos and Tactics (MBAA)
« on: March 05, 2010, 08:12:34 AM »
A lot of the trouble with half moon warc is that for her to really have anything over crescent warc, you need to start doing her crazy tk shinso beam combos and those are by no means easy combos.  Possible, but difficult.

I'm starting to try to learn Full Warc as my alt of the week (F-Sion is still the main!).  Her pressure is actually harder to do than I thought, you really have to be point blank to get into 236A.  Odd.

134
Seifuku Akiha / Re: C-Seifuku Akiha/Azaka
« on: March 04, 2010, 02:48:45 PM »
I didn't think about it, but 5A has to be shielded high and 2A has to be shielded low, since they aren't mashable.  Not overly important but can be important occasionally.  This game adds a lot of moves that have to be shielded high even though they hit low, lol.  It's kind of funny.

Also, I need to learn how to use her pits, really.  I've been having trouble wrapping my head around them and I think that might be pretty important.

135
Seifuku Akiha / Re: H-S.Akiha thread
« on: March 04, 2010, 02:46:51 PM »
Oh, figure it's worth posting this in here:

Combos:

2A 5B 5C (2) 5A 6AA 22A 2C 5C 6B j.BC dj.BC airthrow should be your bnb.

2A 5B 5C (2) 6C 22C 6B j.BC dj.BC I believe is her meter combo of choice.  I could be wrong but I believe that does max damage without doing CMV type shit.

136
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: March 04, 2010, 10:37:51 AM »
Do you know if C-V.Akiha j.C is still untechable?  That'd be awesome if it was.

137
Kohaku's Magical Garage / Re: Ground overheads
« on: March 02, 2010, 09:47:16 AM »
The number I give will be the startup.  It hits on the frame after that.  This is just because I'm lazy and this is how the frame data gives it.  Mind you, if you want to get Ryougi/S.Akiha data, two frames need to be added to what the frame displayer shows, one for when the game registers your input but doesn't start the attack, and one because in Melty, attacks don't hit until you have already been in the active frames for a frame, if that makes any sense.  This is from frama data from the mook, though.  Instant overheads are included.

Riesbyfe:

Crescent Moon:

BE6C: 29 frame startup.

Full Moon:

BE236B: 41 frame startup.
214C: 28 frame startup.

Half Moon:

214C: 25 frame startup.

Roa:

I do not believe Roa has any ground overheads?  Correct me if I'm wrong.

Sion:

Crescent Moon:

6B: 25 frame startup.
BE6B: 31 frame startup.

Full Moon:

6B: 25 frame startup.
BE6B: 31 frame startup.
6C: 25 frame startup.

Half Moon:

6B: 25 frame startup.
BE6B: 31 frame startup.
6C: 28 frame startup.
BE6C: 35 frame startup.

Arcueid Brunestud:

Crescent Moon:

BE5B: 30 frame startup.
BE5C: 39 frame startup.
BE4C: 35 frame startup.
236A/B 236A/B BE214A/B: 27 frame startup.
214B BE5B: 35 frame startup.

Full Moon:

6C: 27 frame startup.
214B BE5B: 35 frame startup.

Half Moon:

236A/B 236A/B BE214A/B: 27 frame startup.

Ciel:

Crescent Moon:

BE4B: 26 frame startup.
2C BE2C: 26 frame startup.
41236C final hit: lolololol.

Full Moon:

BE3C: 28 frame startup.
BE4B: 26 frame startup.
41236C final hit: lolololol.

Half Moon:

BE4B: 26 frame startup.
63214A: 31 frame startup.
63214C: 28 frame startup.
41236C final hit: lolololol.

Akiha Tohno

Crescent Moon:

2BBB: 28 frame startup.
Instant j.2C: 21 frame startup.

Full Moon:

No overheads

Half Moon:

2BBB: 28 frame startup.

Hisui

Crescent Moon:

6C BE6C: 22 frame startup.

Full Moon;

BE6C: 29 frame startup.

Half Moon:

6C BE6C: 22 frame startup.

Kohaku:

Crescent Moon:

BE236A: 27 frame startup.

Full Moon:

No ground overheads.

Half Moon:

BE236A: 27 frame startup.

Shiki Tohno:

Crescent Moon:

BE5C: 33 frame startup (unblockable, becomes blockable eventually).
5B BE5B: 28 frame startup.
BE6B: 28 frame startup.
BE22A: 30 frame startup.

Full Moon:

BE22A: 30 frame startup.

Half Moon:

5B BE5B: 28 frame startup.
BE6C: 26 frame startup.
BE22A: 30 frame startup.

Miyako Arima:

Crescent Moon:

BE5C: 30 frame startup.
623B: 27 frame startup.
BE214A: 28 frame startup.
BE214B: 34 frame startup.

Full Moon:

BE5C: 30 frame startup.
BE214A: 28 frame startup.
BE214B: 34 frame startup.
421A/B: 25 frame startup.
421C: 2 frame preflash, 12 frame postflash.

Half Moon:

623B: 27 frame startup.
BE214A: 28 frame startup.
BE214B: 34 frame startup.
421A/B: 25 frame startup.
421C: 3 frame preflash, 12 frame postflash.

Wallachia:

Crescent Moon:

BE6C: 31 frame startup.
Instant j.2C: 26 frame startup.
214A: 36 frame startup.

Full Moon:

BE6C: 31 frame startup.
Instant j.2C: 26 frame startup.
Dash j.A: 17 frame startup.

Half Moon

Instant j.2C: 26 frame startup.
214A: 36 frame startup.

Nero Chaos:

Crescent Moon:

None

Half Moon:

None

Full Moon:

BE6C: 31 frame startup.

Sion TATARI:

Crescent Moon:

6C: 27 frame startup.
BE6C: 34 frame startup.

Full Moon:

6C: 27 frame startup.
BE6C: 34 frame startup.
236A: 30 frame startup.
236B: 31 frame startup.
236C: 7 frame preflash, 7 frame postflash.
Instant j.214A: 16 frame startup.

Half Moon:

6C: 27 frame startup.
BE6C: 34 frame startup.

Red Arcueid:

All Styles:

BE5B: 27 frame startup.
BE5C: 43 frame startup (Unblockable).

Akiha Vermillion:

All Styles:

2BBB: 26 frame startup.
6C: 26 frame startup.

Mech-Hisui:

Crescent Moon:

BE214A: 26 frame startup.

Full Moon:

214A/B: 24 frame startup for projectiles, more time for them to hit.

Half Moon:

None.

Nanaya:

Crescent Moon:

BE5C: 27 frame startup.
BE5BB: 28 frame startup.
I don't really get how the startup for dash overhead is listed, it's apparently 8(33), whatever that means.

Full Moon:

BE5C: 28 frame startup.
I don't really get how the startup for dash overhead is listed, it's apparently 8(33), whatever that means.

Half Moon:

BE214B: 36 frame startup.
BE214C: 4 frame preflash, 8 frame postflash.

Satsuki:

Crescent Moon:

BE5C: 32 frame startup.
236B: 31 frame startup throw.
214B: 29 frame startup.
BE214B: 68 frame startup unblockable.

Full Moon:

214B: 29 frame startup.
BE214B: 68 frame startup unblockable.

Half Moon:

236B: 34 frame startup throw.
214B: 29 frame startup.

Len:

Crescent Moon:

214C: 28 frame startup.
421D: 43 frame startup.

Full Moon:

None.

Half Moon:

214C: 28 frame startup.

Neco Arc:

Crescent Moon:

BE6A: 28 frame startup.

Full Moon:

BE6A: 28 frame startup. (Can be cancelled into from any ground normal)

Half Moon:

BE6A: 28 frame startup.

Aoko:

Crescent Moon:

4C: 25 frame startup.
BE6A: 27 frame startup.
6ABC 214C: 29 frame startup.
BE236B: 93 frame startup unblockable.
623A: 23 frame startup (assuming the first hit does not hit).
623B: 31 frame startup.

Full Moon:

BE4C: 25 frame startup.
(Orb Out) 421A/B/C: 18 frame startup.

Half Moon:

BE4C: 25 frame startup.
623A: 23 frame startup (assuming the first hit does not hit).
623B: 31 frame startup.

Kouma:

Crescent Moon:

6C: 28 frame startup.
214A: 4 frame throw.
214B: 29 frame throw.
214C: 5 preflash, 7 postflash throw. (Jumpable on reaction to flash)
Arc Drive: 4f startup throw.

Full Moon:

BE5C: 42 frame unblockable.
236A/B rekka finisher: 19 frame startup.
214A: 4 frame throw.
214B: 29 frame throw.
214C: 5 preflash, 1 postflash throw. (Not jumpable on reaction to flash)
Arc Drive: 4f startup throw.

Half Moon:

214A: 4 frame throw.
214B: 29 frame throw.
214C: 5 preflash, 7 postflash throw. (Jumpable on reaction to flash)
Arc Drive: 4f startup throw.

White Len:

Crescent Moon:

3C: 32 frame startup.
2CC: 29 frame startup.
623B: 37 frame startup.
63214A: 4 frame startup throw.
63214B: 12 frame (minimum) startup throw.
63214C: 4 preflash, 1 postflash throw. (Not jumpable on reaction to flash)

Full Moon:

2CC: 29 frame startup.
BE623A: 22f startup (22f gap with no active frames).

Half Moon

623B: 37 frame startup.
63214A: 4 frame startup throw.
63214B: 12 frame (minimum) startup throw.
63214C: 4 preflash, 1 postflash throw. (Not jumpable on reaction to flash)

138
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: February 25, 2010, 05:55:19 PM »
Looks like there's a loketest at club sega or something from February 27th until March 14th.  Holy shit!

139
Sion Eltnam Atlasia / Re: F Sion in MBAA
« on: February 24, 2010, 08:14:55 PM »
In my quest to find my true main character, this character is the next character I'm trying, and I'm really, really, really liking her.  I get hype for C-Sion pressure but this character is just more fun.

Things of notice, I think:

5B is a good, good meaty.  It has no hitbox for Sion near the tip so you can actually bait a few things and it is fast.  It's neutral on block which helps and it confirms into good damage.

2B is freaking godlike, it's fast, it has a good attack box, it's disjointed near the top, it moves her forwards, it's like C-V.Sion 2B on crack (MBAC V.Sion).

3B is really good anti-air.  Even if it's air blockable, the clash is nice and it goes REALLY high.

3C is actually also disjointed at the tip.  It's the best hitbox of the three F-V.Sion, H-Sion, and F-Sion slides.

For a correction in the starter post, the followup to 5C can be done with 5C, 2C, and 4C.  I think 6C doesn't work, and I know 3C cancels into slide.  The follow up is +10 on block and is godlike.

My strategy typically is to play very much like an MBAC V.Sion: 5B and 2B staggers all day.  They're so fast and advantageous that if you get any respect you can do stuff like 2B 2B dash 2B all day.  Also, I have discovered what I call THE BLOCKSTRING, which is awesome guard damage:

dash 5AA 5B 2B 5C (2) 3C 22A.

Yeah!  It's that awesome.  It won't work on really thin characters (Len) and some characters can like 5A it before the 22A (V.Akiha at least) so I need to work on it more, but this thing is about a third of their guard bar, is virtually poke proof between 3C and 22A and is airtight beyond that.  I was looking for a use for 22A and here it is!  It's like a freaking tiger knee blockstring.

Now if only I could find a use for 22B...

140
Shiki Tohno / Re: C moon Tohno
« on: February 24, 2010, 06:31:18 AM »
I know the EX version can be used in combos, I'm not quite sure how it works, but it's probably something like groundstring 5BB j.[C] (is that possible? I think it probably is) j.22C rejump aircombo.  Something like that.

EDIT:  Research shows I was wrong.  The proper setup is

2A 2B 6B 2C 5B j.B j.22C sj8.BC sdj.BC airthrow

It's just a cool midscreen meter combo.

For j.[C] though, you can do

2A 2B 6B 2C 5CC j.[C] j.22A land 623B (with followup).

That's a cool oki + fair damage combo.  Works because j.22A on landing is cancellable into specials.

141
Melty Blood Auditorium / Re: The MB:AA:FT thread: Final Tuned
« on: February 21, 2010, 09:59:08 AM »
check the latest video that was posted in the thread, it has them.

142
Seifuku Akiha / Re: C-Seifuku Akiha/Azaka
« on: February 21, 2010, 09:04:03 AM »
Where I'm really struggling with this character is her normals or something.  5C is really really sick with its forwards movement, but the other moves are giving me trouble trying to get in on people.  Her ground dash speed sort of helps with this, but what hurts the most is trying to get a jump-in on people.  Even j.C doesn't work as well as I thought it would, maybe I should mess with j.A more...

Her pressure though seems pretty solid, and 236B is really, really awesome.  As is 236C.  Pretty much worth saving meter for those.  And her arc drive being completely safe doesn't hurt.

143
I should be at home during this, so I should be able to get out to this, with a little luck.  Yay for trains \o/

145
Melty Blood Auditorium / Re: The MB:AA:FT thread: Final Tuned
« on: February 20, 2010, 08:57:41 AM »
I think the old gui looked better but this is fine too.

Wallslams send a ripple effect across the screen, rofl.

146
Sion Eltnam Atlasia / Re: C-Sion in MBAA
« on: February 15, 2010, 08:51:15 PM »
Here, I stole these from the JP wiki.

2AA 5B 2B 3C 421C j.214 BE5C BE6B 214B <dash> 5AAB 2B 5C(1) 236B(5) 2AB 5C(1) 2C 214A/236C

Pretty cool, reduces the required meter a bit, reloads your bullets, and so on.  Sweet.

2AA 5B 2B 5C 3C j.[C] delay ad.[C] dj.[C] j.214A j.C dj.[C] delay ad.[C] j.214A j.C dj.[C] Airthrow

There is a note for this one that says the trick is to delay as much as possible, and it's for if you want to maximize your damage and such.  This is the full j.[C] loop.

2AA 5B 2B 5C j.BC dj.[C] delay ad.[C] j.214A j.C dj.[C] delay ad.[C] j.214A jC dj.[C] airthrow

Better crouch confirm combo.

Get grinding!

Also there is

2AA 5B 2B 3C 421C j.214A 2B 5C j.BC dj.[C] delay ad.[C] j.214A j.C dj.[C] delay ad.[C] j.214A j.C dj.[C] Airthrow

EXシンクの拾いをBEJCコンにしたコンボ。ダメージは上のBEJCコンとほとんど同じだがこちらのほうが難易度が低いので上のコンボが不安定な人向け。
is the comment, and I can't gather what it means, and I don't really know if this combo is worth the effort, and that note sort of makes it seem like that might be the case.

147
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 13, 2010, 11:58:21 AM »
In melty, 5A and 2A can always combo between each other, no matter what, with exceptions being unmashable 5A's/2A's.

148
Sion Eltnam Atlasia / Re: C-Sion in MBAA
« on: February 13, 2010, 10:59:17 AM »
lmao fuck is there any way to increase damage notably with 421C or 214C these days?  I can't think of anything that increases damage.

btw, 2AA 5B 2B 5C (2) 421C (3) j.214A BE5C BE6B 214B dash 2A 5B 2B 5C (2) 2C 236C takes exactly 140.2 meter, for what it's worth.  More than I was hoping...

149
Melty Blood Auditorium / Re: The MB:AA:FT thread: Final Tuned
« on: February 11, 2010, 05:58:39 AM »
That would be nice, but it didn't happen for B2...

Well, we'll see how much they balance change...

I gotta say, I'm pretty hype for this.

150
Riesbyfe Stridberg / Re: C-Riesbyfe Combos
« on: February 09, 2010, 10:00:46 AM »
I couldn't get it on any of the characters shorter than like, Kouma.  It's probably possible on a few, but not many reps.

Do keep in mind that if you use it as a blockstring, there's a very good chance they will crouch your j.A and you'll need to delay your j.C.

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