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

Messages - Benny1

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26
Melty Blood Auditorium / Re: Compilation of Articles for Beginners
« on: January 17, 2012, 12:51:24 PM »
If somebody could edit it, I can easily write up an article on 5A/2A whiff pressure using Wallachia as an example.  The idea would basically be the different options you can do at different stages of a blockstring, and why 5A whiffing off of B moves isn't the end of the world and actually a very good thing.

27
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 16, 2012, 05:58:26 PM »
you should be able to hit a 5A, unless they're too high.

28
Wallachia (Warakia) / Re: F-Wara
« on: January 14, 2012, 10:11:42 AM »
As far as I'm concerned, anything that makes people afraid to jump out is always a good thing.

29
Wallachia (Warakia) / Re: F-Wara
« on: January 14, 2012, 08:19:00 AM »
http://www.youtube.com/watch?v=0F-rN63pnW0
Oki setups + combos from Highspeed

http://www.youtube.com/watch?v=-Gdtgl9C_I4
Highspeed CMV

I'd also recommend mentioning the 2C 214A xx 623C j.236A oki ender, since it gives you both haze + fireball rather than just one.

30
Michael Roa Valdamjong / Re: Tips for each moon style?
« on: January 13, 2012, 02:24:10 PM »
All three of them are very different >_>

Crescent moon is probably more difficult than you could play right now, I'd recommend H, it's quite simple.  236B (soko darou) is + frames and a very good trick, 6C is jump cancellable on block.  These two things by themselves make him a simple character, along with the sheer power of 214C, and the fact he has 236C reversal.

F is a much more simple, thought based style.  Using each of your buttons in the proper way isn't difficult, but getting it the best takes much work.

31
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 13, 2012, 10:37:59 AM »
hyyyype

And I'm sad, it looks like the combos I came up with last night have been sitting on the jp wara wiki for quite a while.

32
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 12, 2012, 07:04:01 PM »
I'm starting to really, really like 2A 5B 2C 623A 214A as a setup starter.  Obviously it's not the most damage, more meter combos would do more, but the height from the 2A 5B 2C 623A gives a lot of time to 214A and then do a setup.

Also, 2A 5B 5C 6C 623C is a reliable way to get into a 2B BE2C loop, and this obviously can be ended with 623A, or a 214A xx 623C again.  So basically either

2A 5B 5C 6C 623C [2B BE2C] x N 623A 214A dash mixup
2A 5B 5C 6C 623C [2B BE2C] x N 214A xx 623C j.236A dash mixup

This is really nice because this is basically a 4.5k damage combo that ends in a really good mixup, as opposed to a regular combo which is admittedly more damage, but doesn't allow for as good of a mixup.

Notes:  Seems you can only get up to three 2B BE2C's.  Also, 2AA or j.A 2A is acceptable, but any more A moves and the combo will stop working on some character, in particular Kouma for sure.

33
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 11, 2012, 09:19:46 AM »
If I get a chance to play some F-Wara vs. Greats I might type of a thread with some of the tech I'm trying.

I'm pretty much working so far with basic which way midscreen, basically after j.421C knockdown airdash over or not.  I've also noted that straight up jumping and falling with either j.A or j.B can create a lightning fast high/low mixup, in which you either fall and hit a low, or jump and airdash immediately, and follow with a j.A.  Both are easy to combo from and so on.

As for pressure, I did play him a little bit back in PS2, things I've noted are 5B(3) -> BE2C is pretty much poke proof, 2B(2) -> BE2C trades favorably most of the time if the opponent perfectly times a 4f startup 2A, 2B 2B 2B 2B 2B is a deceptively good blockstring, timed perfectly it's pretty much poke proof.  Obviously you're vulnerable to invulnerable DPs on any of these gaps, but the point I'm getting at is F-Wara is full of frame traps without any work.

34
All of them circuit break, don't they?

35
Sion TATARI (Vampire) / Re: C-V.Sion 1.07
« on: January 08, 2012, 11:58:28 AM »
I'm an idiot, max damage bnb is this:

2A 5B 2B 5C 2C 4B j.BC ad.BC dj.BC AT

36
The EX version is 2f faster, that's the only change.

63214A is 18f startup but only 11 frame invulnerable.
63214B is 23f startup and completely invulnerable the whole way through.

I think it's a pretty easy choice to see which one you want to use.

37
Tournament Results / Re: Frosty Faustings 4 MBAACC 1.07 results
« on: January 08, 2012, 10:58:24 AM »
Sorry I couldn't be there, I was sitting in my room 400 miles away getting mad as Skyrim crashed instead.

And yeah placings in Midwest are damned hilarious.  Pretty much only place where I could ever, ever top 8.

38
If you're ever using j.623C ender, I'd recommend using j.BC sdj.B dj.BE5C j.623C as your ender, just to eke out a little bit more damage.  Normally you don't combo j.B into j.BE5C just because you don't have airthrow after, but if you're doing j.623C, it's no problem.

39
Sion TATARI (Vampire) / Re: C-V.Sion 1.07
« on: January 07, 2012, 08:56:27 PM »
If memory serves correctly, you should be able to get the BE6C to knock them into the last set of knives, setting you up for another 6C or something.  It was really difficult though so maybe it's not.

40
Seifuku Akiha / Re: [MBAACC] (v1.05) Crescent Seifuku Akiha Thread
« on: January 07, 2012, 10:17:06 AM »
Quote
5[C] 2C 2A (whiff) dash 214A j.ABC(possible to j.BC but j.ABC is more stable) j.B 9 j.[C] j.A (whiff) j.214A (land) dash 214A j.BC j.[C] j.A (whiff) j.22A/C
How do you get the j.214A after j.[C] in this combo? I use up the otg relaunch with 5[C] 2C 2A (whiff) dash 214A.

Just looking at it, that combo shouldn't work.  BE5C is your first 'slam', landing after 2C is your second, and landing from j.BE5C is your last one.  Shouldn't be able to combo past that.

41
Satsuki Yumizuka (Yumiduka) / Re: h-yumiduka
« on: January 07, 2012, 08:53:29 AM »
It's actually fairly common to see people doing j.BC d.BC ad.A AT as their aerial.  It gives a bit more corner carry so it's nice.

Added in 623B stuff and fuzzy guards.

42
Kohaku & Mech-Hisui / Re: Koha & Mech CC Changes
« on: January 06, 2012, 05:49:13 PM »
It doesn't reset gravity, it's not an infinite.

43
Satsuki Yumizuka (Yumiduka) / Hatsuki
« on: January 06, 2012, 01:59:22 PM »
BNB:

2A 5B 5C 5A 6AA 2C 3C 214A j.BC ad.A dj.BC AT (damage)
2A 5B 5C 5A 6AA 2C 3C 623A (oki)
2A 5B 5C 5A 6AA 2C 5C 623B 5B 2C 623C 2C 3C 623A (meter oki, note 5A 6AA to 2C is a link, not a cancel)
j.C dj.CAA 2A 5B 5C 5A 6AA 2C 3C 214A j.BC ad,A dj.BC AT (fuzzy guard setup, the j.CAA has a pretty big delay between the j.C and the j.A)
On characters which it works:
2A 5B 5C 5A 6AA BE2C 2C 3C 214A j.BC ad.A dj.BC AT is her bnb.  Any 5A 6AA 2C can be replaced with 5A 6AA BE2C 2C.

5A 6AA BE2C 2C combos are character specific.  Don't bother with 5A 6AA 2C (5A) 6AA j.BE5C, they're stupidly hard, character specific, and not worth it.

Sonic Boom (j.BE5B) can be combo'd off of at low height with 5A.  Sonic Boom DOES NOT hit high.

623A and 623B both have upper body invincibility.  623A is a solid down with no OTG, 623B is a solid down with OTG, 623C is ground bounce.  236 series follows the same pattern, 236B is unblockable.

214A is jump cancellable on block.  Throw also gives a solid down.  Can sort of sandoori off of any down, throwing a sonic boom isn't the worst choice in this case.  214B is your only ground overhead, and it's a slow one.

44
Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: January 06, 2012, 09:13:47 AM »
623B 236B enders should not be done after a super double jump.  You're far too high at that point to get any sort of a tech punish, those enders should only be done from low heights.

45
Kohaku's Video Room / Re: GIMME MBACC PC VIDEOS
« on: January 05, 2012, 10:44:12 PM »

46
Akiha Tohno / Re: MBAACC Akiha
« on: January 05, 2012, 09:15:53 PM »
So, what's the point of 2[C]?  Is it just supposed to be a stagger?  It barely has any more movement, it does the same exact damage, it's the same amount of - on block...

47
Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: January 05, 2012, 08:40:28 PM »
C-Kouma's BNB is 2A 5BB 5C 2C 236A 236B 236C j.CB sdj.BC airthrow.  Does more damage than anything else.

48
Kohaku & Mech-Hisui / Re: Koha & Mech CC Changes
« on: January 02, 2012, 12:13:42 AM »
214 assists are cancellable by dashing both forwards and backwards.  This dash is fully uncancellable.

49
Satsuki Yumizuka (Yumiduka) / Re: MBAACC 1.07 Satsuki Video Thread
« on: January 02, 2012, 12:05:00 AM »
Out of curiosity, when did all of H-Sacchin's throws get reworked?  I was surprised to see everything untechable.

50
Red Arcueid / Re: F-Warc 1.07
« on: December 24, 2011, 09:53:48 PM »
236A is your friend.  The move is extremely high +frames on block.  236A 5B is generally poke proof, though not airtight, so not dp proof.  2B and 5B both move forwards very far, so you can essentially work with 5B, 2B, and 236A to produce awesome blockstrings.  236A has fairly high pushback though.  2C is also plus on block, so if you want a safer blockstring, stagger 2B and 2C.  You'll not often get a 236A after 5C or 2C though, so 5C or 2C essentially resets your pressure.

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