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

Topics - BurstOfAnger

Pages: [1]
We all know that MBAACC, like most other fighting games, has an "invisible" mechanic where your opponent's character partially determines the effectiveness or to a certain extent the possibility of the combos you land on him/her based on that character's hitbox shape/size. So I was wondering if there was a character on whom generally all combos work, in other words the most "baseline" character to practise combos on. Preferably not characters like Nrvnqsr or Warachia who have abnormally large hitboxes.

Ciel's Tech Support / Stick problem - Suddenly flicks upwards
« on: February 08, 2012, 10:10:07 PM »
Hey guys, I have a Joytron Pro Fighter P stick and I've got this issue.

Sometimes when I input 2A 5B for example, my stick suddenly bounces up and inputs 8, so instead I do 2A jump. Even when I do 3A 5B to do a low A, it still bounces to input 8. It happens about 1 in 5 times. It's really difficult to do it on purpose as even if I flick my stick down vigorously (please keep in context), it doesn't actually happen.

However, I might have found a cause. I hold the stick between my middle and ring finger and my palm faces upwards. If I have my fingers curl in to hold the stick down, then release my fingers to let it go to neutral, I find that if my ring finger just barely touches the stick while uncurling, it occasionally causes my stick to input up, so I jump.
^Doesn't seem to be true anymore, after further testing.

Any way to work around this? I'm new to stick and I've found myself quite comfortable with this grip except for this problem. Should I learn a new grip or is there a workaround this problem by changing my style of using this grip? Or perhaps is there any way to lower the sensitivity of my stick through software or modding?

Also, sorry if I put this in the wrong section because maybe it isn't tech related after all.

EDIT: Here's how the input display looks like when it happens. Here, I try to input 6AB to dash in, 3A to do a low A, then let go of my stick to neutral to input 5B. It only happens when I'm facing to the left. The 2A does manage to come out and hit, but then gets cancelled to a jump:

Wallachia (Warakia) / F-Wara
« on: January 14, 2012, 08:52:35 AM »
This moon is gaining popularity!

Note: I probably don't know nuts about what I'm saying here. Please say I'm wrong somewhere.

Moves that OTG relaunch: 22 series, 623C, j421C (I don't know how in a practical match will this be useful), AD/AAD.

Pressure options:

2A 2B 2A is airtight when properly timed.

2B 2B 2B is a valid blockstring. Entire thing is a frame trap.

5C has lots of pushback, use it as an ender.

Anything into BE2C can be used as a frame trap.

NEVER use 236 fireballs in blockstrings. All of them are supremely minus on block, even on counterhit. Unless it's IAD jA/jB j236B which is a frame trap and airtight on landing. You can't use j236A thought, the fireball will appear after the opponent.


2A 2B 2C 6C jC jC AT/j421C - the most normal BnB around.

2A 2B 2C 6C 22A sj8 jB jC AT/j421C - tornado version

2A 5B 2C 6C jC jC AT/j421C - depending on spacing and height after 5B, 2C might be 1 or 2 hits.

2A 5B 5C jC jC AT/j421C - easier to confirm into EX combo.

2A 5B 5C 6C jB jC AT/j412C - character specific.

With haze: 2A 5B BE2C [2B BE2C]xN

Into oki:

xx 2C 623A - Only the last hit of 623A is a hard knockdown, meaning the 6th hit. If you only get 5 hits, the opponent is free to airtech.

xx 2C 623B - Only doable in corner, has higher chance of getting the last hit to connect due to it only going horizontal and seems to do more damage.

xx 2C 6C 623A - Timing needed. If the opponent is too high, the last hit of 623A might not connect, leaving it airtechable.

xx 5B 2C 6C 623A - The 5B starts launching the opponent, sending them higher into the air and causing them to spend more time to land after the 623A, giving better oki. Timing is needed, delay after 2C.

xx 2C 214A EX cancel 623C - Doing TKj2369A gives you both haze and fireball oki which shuns out jump-outs. The forward momentum will also put you closer to the opponent. You should recover fast enough to stuff-out pokes.

EX Pinwheel combos:

xx 5B 5C 6C 623C [2B BE2C]xN (Oki option)

Can only be done if there are a maximum of 2 hits before 5B, either two 2A's or jA/jB 2A. This combo so far has the highest chance of success for 623C to connect properly, where the final hit when Warakia lands connects. If 2B is done too early, the BE2C might only be 1 hit, which will mess up your timing. Should this actually happen, your best bet is to do 2A2C after a 1 hit BE2C because connecting 2B after that is difficult. This takes quite some reflex, so practice makes perfect.

The most number of practical reps is 2 or 3 because nearing the end the hit counter will be past 20, giving the opponent a lot of meter. If the opponent is too far, switch to 2B2C instead of BE2C. Continuing into an air combo after the BE2C reps is doable, but not practical because normally this combo would have already raked in 5k, and an air combo will raise the hit counter a great deal unnecessarily, even if it is for the kill.

236 Fireballs:

236A generates it quickly in front of Warakia. Doing it point blank at the opponent will generate it AFTER the opponent. The fireball doesn't oscillate vertically too much, hence it might whiff crouchers. Disappears relatively quickly.

236B has a longer startup and the recovery after is a little slower than 236A. Can be done point blank. Oscillates quite a bit vertically, meaning it can hit crouchers more easily than 236A. Travels slower than 236A but 2x further.

236C ACTUALLY HAS HITSTUN AND DAMAGE NOW! Destroys 1/3 of total C-Moon guard bar (haven't tried on H-Moon yet), which isn't much. Extremely minus on block though. Not a very viable pressure/guard crush option actually. Oscillates as much as 236B, travels as far as 236B and has a larger hitbox.

j236A continues momentum while summoning an A fireball. Low air normal to j236A does NOT connect.

j236B completely halts momentum whilte summoning a B fireball, then continues momentum. TKj236B will have you fly up into the air after summoning. Low air normal to j236A connects and is a good pressure option.

j236C will push you back while summoning regardless of momentum before.

Maximum of 2 fireballs can be out at the same time, however if there is one fireball out, an EX fireball cannot come out. If an EX fireball comes out first, though, a normal fireball can come out after that.

214 Haze:

All hazes increase air hitstun of moves when the opponent is touching it and launchers become untechable. Also gives you and your opponent meter ONLY if the opponent is in the haze. Deals slight damage per instance which cannot kill.

214A generates a moving haze which lasts for about 6 seconds. Gives you 1.8% and the opponent 0.6% each instance. A haze passing by a stationary opponent causes 5 instances. Maximum of 12 instances.

214B generates a stationary haze which lasts for about 3 seconds. Gives you 4.5% and the opponent 1.5% each instance. Maximum of 6 instances.

214C generates a bigger stationary haze which does the same thing as B haze, except that it deals more damage.

In order to maximise damage from haze, do combos with the opponent in them, especially BE2C reps which keep them low to the ground, constantly in the haze. Haze increases air hitstun, making reps easier to perform. Also, use haze to make high/low mixups more ambiguous and hide BE6C overheads.

Oki options:

Airborne dash jA/2A high/low. Most basic mixup for F-Wara. If you do jA right after the dash, the forward momentum will still carry on, pushing you upward and forward over the opponent, which isn't what you want. To do it properly, delay after the dash to let Warakia fall down a little, killing the momentum before doing the jA overhead.

TKj2369A has forward momentum, bringing you closer to the opponent almost instantly. Depending on situation, can cross up. If the fireball is over the downed opponent, it'll shun off jump-outs.

236B has long startup, so to compensate for this, do it when the opponent is on the floor. Having the fireball float right at the opponent when he/she is waking up covers you and lets you perform any other oki option like the jA/2A high/low. After throw: 236B 2A is airtight. The A fireball will float over most crouchers.

214 haze in most cases will recover in time for you to do a jA/2A high/low.

Oki options are the same for after a throw.

BE6C overhead:

Haze after BE6C normally causes the BE6C to be untechable. Unfortunately, you will not recover in time to combo. However, since fireballs and haze are now EX-cancellable, they are also IH-able as well.

BE6C 623A gives oki, but is not safe on block.

BE6C recover 5B (1hit) 6C EX Pinwheel/sj air combo is character specific.

BE6C 22A is probably your best option on block. Vulnerable to poke, though.

IH combos:

2A 2B 2C IH [2B BE2C]xN - delay after IH, don't do 2B too early or BE2C will be invalid.

BE6C IH 214A [2B BE2C]xN - again, timing required.

Massive thanks to Benny1 for his research on the EX combos!

MBAA has the mechanic where the number of hits increases the gravity and hence prevents loops. But is this the mechanic that inhibits Ryougi from doing 214A after 10 hits? For example, for H-Ryougi, 2a5bb2b5c2cTKj236b5bb214a is possible because 214A is the 10th hit, but adding one more 2a will make 214a invalid. Now why is this? Is it really the increased gravity? How does increased gravity affect this when it is visible that 214a's hitbox is touching the opponent? To me, it feels more like reduced hitstun, but does MBAA have such a mechanic that reduces hitstun based on number of hits? And why is it that continuing with 2c6aaa214a possible if it really is the gravity that stops the 214 being valid?

Kohaku's Magical Garage / Late Air Tech
« on: May 07, 2011, 09:58:21 PM »
I've seen from vids that players tend to wait a little while after getting hit in the air to air tech instead of mashing a button to air tech as soon as they can. I've been trying to figure out a solid reason by myself to no avail, so here I am, asking you guys exactly why do people do that.

Sion Eltnam Atlasia / MBAACC Sion
« on: November 14, 2010, 10:03:41 PM »
Any changes in CC known yet?


Did she get a damage buff? Probably a change in the proration for j[c]. 7k on VSion not starting from an aerial.

Wallachia (Warakia) / F-Wara Discussion
« on: September 03, 2010, 12:43:59 AM »
I wanted to make a guide video, but I have no time. For now I'll put up interesting stuff I know.

The most damage BnB I could find was:

5b(3)5c6c sj jb 7 jc 421c

The 7 (jumping back) is to get as many hits off j421c as possible for max damage. Can't remember the damage off the top of my head and can't really test now.

And 236c although has absolutely no hitstun and super little damage, it destroys HALF your entire guard bar and MORE THAN HALF if you crouch block.


Akiha's Tea Room / Perfect Blood - A story work in progress by me
« on: January 09, 2010, 02:29:44 AM »
Hello all.

I'm currently working on a story entitled Perfect Blood. It's a work in progress so the site has "Project" on it. It's my first ever attempt in a serious story so please bear with anything I got wrong ><

Currently, it's hosted here: http://projectperfectblood.blogspot.com/
When I find a more suitable hosting site, I'll put it there but I won't delete the blog.

The story has some anime influence so those who never watched anime may find it a tad bit weird to read at times.

Basically I made this thread as an advertisement but of course, any comments can either go to the site or in this thread.

Hope to get some feedback!!

Edit: Oh, sorry if I posted this in the wrong place, couldn't think of the right place to post this.

Kohaku's Magical Garage / What's a sandoori?
« on: October 08, 2009, 04:07:59 AM »
I tried searching but immediately got no results so I'm asking here. Also making the thread in case new players would like to know what it is.

And if there are any new players checking this thread, I'll put this best description on the first post for easier viewing.

The most common example is off of Kouma 214A. It always involves jumping over the opponent on wakeup, but there's many variations. Kouma 214A (without 214A[4] or 214A[2] ender) gives a very long knockdown time, so you have a lot of time to do either dash up straight jump or superjump.

Straight up jump at point blank while they're knocked down:
-hold back, j.C 2A gives either a forward overhead or forward low attack, depending on when you timed the jump
-don't hold anything, j.C 2A lets you float over them midscreen for crossup low attack
-hold back, j.C whiff 214A gets you throw into another sandoori setup from in front
-don't hold anything, j.C whiff 214A gets you crossup throw into another sandoori going the other direction
-don't hold anything, airbackdash j.C gets you deep j.C off of early jump that looks like you're planning to cross up but don't
-don't hold anything, 496 j.C gets you crossup overhead
-don't hold anything, j.[C] gets you a cross up overhead on some tall characters

Off of superjump you can do pretty much all of the same things except it's a little harder to control where you cross up the opponent if you go for it, and you have to air backdash to not cross up.

496 might sound confusing, but basically after your jump, your back will be to them with you in the air and them on the ground. Press "forward" relative to where you're facing, then tap 9, up and towards the opponent to turn around in the air, and then immediately away from the opponent again. If you did it right you would have buffered and air backdash immediately after the jump, getting you close enough to land a j.C off of the air backdash.

There's many variations of it, and a lot of characters get something like it in MBAA. F Satsuki can land it off of 623A, Warachia can off of AD combo or throw to an extent (you can do a really fast crossup off of throw -> Nero summon, and have many other options similar to sandoori), and I know many other characters can do it from any long knockdown. All you need is a source of a long knockdown, a dash that carries momentum into your jump (when you dash then jump straight up you shouldn't move straight up, the more forward the momentum carries you the better), an aerial that has good forward and downward range, and an air backdash that floats (though it shouldn't be too high like Nero's that's basically a back jump) and moves you back a decent distance.

I think Ultima's info in the initial post needs a little cleaning up, it's a little more simple than that (and the actual example mentioned is also kinda....yeah.). It's not necessarily wrong, but....sandoori isn't a 7 way mixup lol

Sandoori is a generic type of mixup, independent of a character's moveset, that allows them to crossup (usually) three ways (which is why it is called SAN doori): crossup, no/fake crossup, and a high/low (whatever the other two aren't) or a throw. The moveset of the character can allow them to go from a correct sandoori guess into another sandoori setup, and also determines if that last option is low or throw. A true sandoori can be done anywhere on the screen outside of in the very corner.

Another very notable thing about sandoori that makes it so strong is that the common airdash-back-over option is very safe from all kinds of reversals: if the air attack was meaty, heats often miss and get punished; dodges are usually safe from the air attack but lose to the throw and the low or throw option and rolls kind of lose to everything; stuff usually very reliable like MBAC ciel ex flashkick => cancel to ex knives do not work to the air option.

Examples are, as mentioned, (MBAC) Kouma 214a, (MBAC) Hisui close strong knockdown, and also (MBAC) Sacchin 623c (denpa uses this).

MBAC Kouma:
(From the left side), 214a, and then dash forward, jump straight up. Your momentum will carry you to the other side of the opponent. From here, you're in a position for all three options: Air backdash j.C for a left-side hit, land and 2a for a right side hit, or land and grab (kouma doesn't hit low). The positioning is really what makes the sandoori here: in range to land a ground hit, in range to land a grab (kind of difficult), and in range to combo off of air backdash j.C (also kind of difficult).

http://www.youtube.com/watch?v=ZA0EP-QSHjg This only has one option/instance of the example and some other ambigous crossup off 2c but it gets the job done.

MBAC Hisui (with my limited and possibly incorrect knowledge):
Off of a throw, Hisui has the exact same setup with the exact same options working the same way, except she follows the air j.C differently.

MBAC Sacchin:
623c. Superjump, neutral jump up after you've crossed up, and forward jump momentum back toward where you started. Sacchin then has: Airbackdash j.C high hit, land right side low hit, land left side low hit. Note that this is different than her 4-way.


Again, the thing with achieving sandoori with your character, because it is mostly independent of moveset, is more on gaining a nice knockdown and achieving that positioning before the opponent gets up. Getting a usable sandoori is actually dependent on moveset, however: being able to combo off the options and get good damage and, most importantly, being able to go from a sandoori into another sandoori.

I don't understand why people think jumpover air jump air backdash in the corner j.C is a sandoori/real mixup...it's perfectly reactable even when done very cleanly.

A more practical, newer example I recently discovered with F-Kouma (thanks goes to zar for using this back in friggin mbac ps2 days? lol):
(From the left side), 214a -or- 623a, dash superjump, timed airbackdash. Timed early, j.C for left side hit; Timed late, j.A/B/C whiff for less landing recovery, 2aa for right side hit; Timed either way, land 214a. Much harder than what MBAC Kouma had to do but it's still around.

Shiki Ryougi / j236 or Airthrow?
« on: October 05, 2009, 04:27:14 AM »
We all know by now that Ryougi's airthrow doesn't really give her much afterwards. You're too far away and your enemy recovers too soon for you to do any sort of oki. Unless you somehow scared the fella shitless to the point that he doesn't do anything besides block.

So, in my opinion, I'd rather use her j236 set to add some damage and let them tech back to a neutral game than do an airthrow that does less damage and gives you not that much of an advantage. Expecially in the case of F-Ryougi where I can maximize damage by allowing jb to hit twice and ending with a j236.

Of course, all of this is my opinion which, through experience, seems to be shallow and weak. So I'd like to hear from you others who have used Ryougi and actually fought with other humans (All I can fight against is the AI and that non-moving dummy in practice mode). Which do you prefer, j236 or airthrow, and why?

Akiha's Tea Room / WAIFU BATTORU!!
« on: September 09, 2009, 04:07:36 AM »
Hey all.

Recently, my friend made a(nother) voting battle on his blog. If you want to show your support for your favourite waifu, please visit:


All support will be appreciated!!

Akiha's Tea Room / Using PCSX2
« on: August 06, 2009, 10:51:33 PM »
Hey. I'm not sure where this should go so I just put it here.

Since MBAA PS2 is coming soon, I thought I'd try out MBAC PS2 on my computer using PCSX2 to see how MBAA PS2 would possibly fare when I get my hands on it. The results were laggy. Everything was in slow-motion. Executing moves and combos were somewhat possible, but combos that require some form of timing just couldn't be done.

So I was hoping someone could help me find out what plugins and configurations should be used for optimum performance. Here are my specs:

Processor: Intel(R) Core(TM)2 CPU E8400 @ 3.00GHz
DirectX 9.0c (4.09.0000.0904)
NVIDIA GeForce 9500 GT 512MB RAM

Kohaku's Magical Garage / What system mechanic is this?
« on: July 08, 2009, 04:10:16 AM »
Try this combo using Nanaya:

5b[b ] 822 (jump vertically then fastfall) (wait for opponent to fall back) 2c5c

For some reason you can't jump again after 5c. Why?

This also applies to Nero when you do something along the lines of:
2b2cjc (opponent wallslam) (you land) 2c (uncharged). You can't jump after the 2c

Also, why can Shiki do this:


The combo starts with 5a but you can still do the 5a whiff.

Kohaku's Video Room / This is A True Nero
« on: June 27, 2009, 02:26:38 AM »

Watch as he does 666 damage as a finisher!

Kohaku / The Kohaku Easter Egg
« on: May 31, 2009, 05:50:30 PM »
So we all know that when you choose Kohaku and have her crouch for around 30 seconds she will start acting differently (What, you didn't know? Well now you do). But what I just realized is that sometimes she starts talking. It's kinda muffled but can anyone translate what she says?

Shiki Nanaya / The wonders of 214b
« on: March 10, 2009, 02:11:02 AM »
I did a midscreen combo with 214b in it on NAC. So far NAC's the only one I can do it on. Care to see replay?

Edit: Now that I got myself video recording software, here's a Youtube link:


Akiha's Tea Room / Tsukihime KnK Reference
« on: February 07, 2009, 06:22:27 PM »

As you can see, the names Asagami, Fujyou and Ryougi have appeared in KnK before. Interesting, no?

Melty Blood Auditorium / The Thread of Random Useless Facts
« on: January 23, 2009, 02:26:21 AM »
Here you can put any random stuff you found while playing in MBAC. It can be any sort of info, be it helpful (e.g:amount of damage for minor BnB variations) or absolutely useless (small observations regarding backgrounds or in-game stuff). Lemme start.

Nanaya only has one face in Arcade mode, meaning whenever you see him in Arcade mode, it's the same picture.

The sound when Arcueid's Heat burst hits an enemy is different from others.

Your turn!

Kohaku's Video Room / Any way to download Nico vids?
« on: January 18, 2009, 05:15:11 AM »
Hey people. Sorry if I'm posting in the wrong section of the forums, but considering that it's video-related in a way, I thought of putting it here.

I was wondering if there is a way of downloading Nico vids. Why? Oh, say I wanted to watch this collection of super awesome team combos again and again without the need to wait for the thing to load on my browser (my Internet connection sucks). Can anyone help me?

Satsuki Yumizuka (Yumiduka) / What to do after 623B
« on: July 05, 2008, 02:45:32 AM »
Since Sacchin's BnBs are quite character-specific, I thought I'd experiment with all the characters and see what you can do after the 623B. All this is done in MBAC PC ver1.03b. Tests are based on this BnB:

2A 5B 2C 5C 623B (?) 623C 2C 5C airthrow

Use the list below to fill in the brackets with the command(s) based on the character you're facing.

All OTG 2Cs are 2 hits except for Shiki, Nanaya, VAkiha and probably other people I didn't notice. A OTG 2C will result in only 1 hit for some reason.

5B- All but Ciel, Miyako, Len, WLen (they just whiff through), Neco-Arc, NAC (you can't connect afterwards)
2B- Shiki, Arc, Ciel, Wara, Nanaya, Kouma, Sacchin, Nero
5C- Shiki, Arc, Ciel, Wara, Nanaya, Kouma, Sacchin, Nero
2C- Shiki, Ciel, Wara, Nanaya, Kouma, Miyako, Sacchin, Nero
5B2B- Shiki, Wara, Nanaya, Kouma, Sacchin, Nero
5B2C- Shiki, Wara, Nanaya, Kouma, Sacchin, Nero

2B5B, 2B5C, 2B2C, 5C5B, 5C2B, 5C2C, 2C5B, 2C2B, and 2C5C can't/shouldn't be used against anyone. The 623C can't connect after.

Corner (anywhere where the OTGed opponent's movement will be restricted by the corner)
5B- All but Ciel, Miyako, Len, WLen, Neco-Arc and NAC
2B- All but Miyako, Hisui, Len, WLen, Kohaku, MHisui and Necos
5C- All but Miyako, Hisui, Len, WLen, Kohaku, MHisui and Necos
2C- Aoko, Shiki, Arc, Ciel, Wara, Nanaya, Kouma, Miyako, Sacchin, Nero
5B2B- All but Ciel, Miyako, Len, WLen, Necos
5B2C- All but Ciel, Miyako, Len, WLen, Necos
2B2C- Aoko, Shiki, Ciel, Wara, Nanaya, Kouma, Miyako, Sacchin, Nero
5C2B- Wara alone
5C2C- Aoko, Shiki, Ciel, Wara, Nanaya, Kouma, Miyako, Sacchin, Nero
2C5B- All but Shiki, Nanaya, VAkiha, Necos
2C5C- Ciel, Wara, Kouma, Sacchin, Nero

5B5C, 2B5B, 2B5C, 5C5B and 2C2B should not be attempted.

My execution isn't top-notch so I may have slipped up a combo that could be possible on a character. I haven't attempted 3 attacks nor combos with 1 hit 2Cs. I'll update when I feel like it or when someone discovers something and tells me.

1)When fighting Necos, abandon all BnBs or switch character. You can't connect 623Cs after OTGs.
2)Len and WLen seem only to be hittable in corners using 2C5B. ONLY. Unless someone proves me wrong, which I hope.
3)IIRC, 5Cs do the most damage as OTGs.

Please test these out for yourselves and if I made any mistakes (which should be plenty) post in this thread.

Hi all.

Just wondering if you would like it if every character, especially the "mirror-image" ones had entirely different sprites and moves in Actress Again. I mean that Nanaya wouldn't jump and land exactly like Shiki does and Sion and VSion's A and B normals weren't the exact same. Would this affect your playing since you're so used to their movesets now and if they changed it would it be hard to cope?

Personally, I would appreciate it if they changed VAkiha entirely. She resembles her counter-part too much.

Red Arcueid / Warc's better BnB?
« on: May 21, 2008, 04:51:01 AM »
Hi guys.

I just noticed that nobody has written this BnB, maybe I discovered it. I dunno. But it does more damage than the standard 2a2b2c5c jb jc dj.b jc th BnB. It's:

2a5b2b2c jb jc dj.b jc th

It does around 100 more damage than the standard if I remember right. Adding 5c after the 2c makes around 4k damage. Odd aint it, considering that it's 2 b attacks doing more damage than 2 c attacks.

For redundant info, 2a5b2b5c jb jc dj.b jc th does the least damage of all BnBs involving air combos, netting only 2.5k i think.

Also, for all BnBs, doing two 2a attacks before the rest does a wee bit more damage than only one 2a. Of course, no 2as does the most damage.

Whaddya think?

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