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

Messages - BurstOfAnger

Pages: 1 ... 3 4 [5] 6 7 ... 22
101
Wallachia (Warakia) / Re: Wara Critique thread
« on: January 31, 2012, 01:26:07 AM »
Will gladly do so when I actually get decent :V

102
Wallachia (Warakia) / Re: F-Wara
« on: January 30, 2012, 04:32:06 AM »
I notice that JP players don't use orbs much in zoning and neutral. Any reason for this? I personally think they're not too bad, in some cases it fishes out counterhits from careless jump-ins (but that's more of a case of low level play) so why doesn't it seem viable for the JP players? Is it because they don't last long enough or TKing it is obvious enough for the enemy to come in really quick for a punish?

103
Ciel's Tech Support / Re: Problem with Cherry Blossom Stage
« on: January 26, 2012, 05:23:44 PM »
Of course, you could also do the normal basic things like updating drivers and stuff. I've also heard that turning Aero off on Windows 7 (setting a high performance background) helps as well in windowed mode.

104
Ciel's Tech Support / Re: Problem with Cherry Blossom Stage
« on: January 26, 2012, 01:25:43 AM »
You could set stage animations to be off. But that will remove the falling cherry blossoms effect. Not sure if you'd like that...

105
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 23, 2012, 05:48:53 PM »
I'll volunteer to write it up. But I've never seen the wikis before. Will try my best.

EDIT: I'll have to leave move names to someone else. But I can do descriptions.

106
It's to disable your game from reading inputs from your keyboard. Also, welcome to the forum. Do introduce yourself in the introduction thread in Akiha's Tea Room.

107
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: January 18, 2012, 01:16:52 AM »
^Did you try setting the CPU to auto shield/dodge?

108
Melty Blood Auditorium / Re: Compilation of Articles for Beginners
« on: January 17, 2012, 03:18:12 AM »
How about an article on Neutral Game Theory? Or Mobility Theory?

109
Wallachia (Warakia) / Re: F-Wara
« on: January 14, 2012, 10:46:25 PM »
Yea, rejump combo after hitconfirm jB isn't there. Well, it's good to know that each moon has its ups and downs, making each a viable option.

110
Shiki Nanaya / Re: Nanaya MBAACC 1.07 Discussion Thread!
« on: January 14, 2012, 09:07:22 PM »
If what you say is correct, that is, its just like in MBAC, that link is a 1 frame link. Highly impractical.

111
Wallachia (Warakia) / Re: F-Wara
« on: January 14, 2012, 06:02:34 PM »
About that close to ground above opponent jB > rising jB djB > ender, I think F-Wara can still do it with jA. Let me check later.

I thought F-Wara can combo after 22X as well. Will have to check on that too.

And yes, C-Moons dashing made for good air-punishing or zoning, also because of dash-in 2B.

But dash instant overhead jA has to be a fantastic plus point for F-Moon.

112
Wallachia (Warakia) / Re: F-Wara
« on: January 14, 2012, 05:20:50 PM »
As far as I'm concerned, anything that makes people afraid to jump out is always a good thing.

Point taken. Imma include it.

EDIT: I wouldn't say his neutral is weaker, just different. F-Moon has the same 22 series for zoning and fireball projectiles and jB being 1-hit has a lower chance of F-ing up air CH's. Ground dash goes airborne and it's quite fast, so perhaps he can fish out air CH's from the ground. He doesn't have C's 2B gdlk anti-air, but his 2A is very high profile and shield counter also reaches up. But I admit, maybe he isn't as mobile as C-Moon.

Indeed, F has a very high execution barrier, but that is if you aim for the best of combos. His normal combos are actually still quite good, and the haze adds in damage too, though not much. I don't think F-Moon loses to C-Moon in terms of reach.

113
Ciel's Tech Support / Re: TCP/UDP Port Number?
« on: January 14, 2012, 05:02:37 PM »
By trying that number, do you mean opening your ports?

114
Wallachia (Warakia) / Re: F-Wara
« on: January 14, 2012, 08:40:49 AM »
To be honest, I don't fully understand that oki ender because the way I see it, TKj2369A floats too high to hit crouchers. Mind clarifying what options do you have after this oki?

115
Wallachia (Warakia) / F-Wara
« on: January 14, 2012, 07:52:35 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.

Combos:

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!

116
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 13, 2012, 05:56:07 PM »
^Which makes me kind of happy to know that F-Wara is getting support in JP.

117
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 12, 2012, 11:44:42 PM »
I find the haze a really good setup tool. It blocks vision, making airborne dash jA/2A high/low mixups even more ambiguous. And if you do a regular BnB with the presence of the haze, it adds around 300 damage or so, not to mention giving you more meter (and the opponent too).

Did you manage to do the 2bBE2c combos without haze? It is the one thing that is blocking me from mastering this character. Any tips at all? If possible, a replay?

EDIT: OH MY GOODNESS BENNY1 YOU ARE A LIFESAVER!! That 5b5c6c combo is DEFINITELY a reliable way to do those 623c combos!

EDIT2: Also, not sure how much this matters, but his AD and AAD also OTG relaunch.

118
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 12, 2012, 05:47:05 AM »
I am still for the life of me baffled at how BE2C combos are doable.

EDIT: I've figured a little more about how F-Wara's haze works. Basically, if the opponent is launched by a move while touching the haze but IN BETWEEN the haze and you (contrary to popular belief, not INSIDE the haze), the move becomes untechable. The effects seem to be quite instantaneous, seeing as BE6C 214A causes an untechable knockdown.

Scrap all that. A lot more further testing is needed to confirm this. So far this stands untrue for P-Ciel.

119
Shiki Nanaya / Re: Nanaya MBAACC 1.07 video thread!
« on: January 10, 2012, 12:20:46 AM »
But, it might be a reliable OTG string starter. And after THAT one, the 2c tech punish becomes more viable.

120
Shiki Nanaya / Re: Nanaya MBAACC 1.07 video thread!
« on: January 09, 2012, 02:29:56 AM »
The thing is, when fighting against other people, it's quite unlikely that they will try to tech out of a 214C to give you the chance to 2C tech punish.

121
Kohaku & Mech-Hisui / Re: Koha & Mech CC Changes
« on: January 06, 2012, 05:34:54 PM »
Not only that, somehow it also seems like it resets the gravity. I'm guessing something to do with the throw properties of the grapple?

122
Shiki Ryougi / Re: 1.07 H-Ryougi
« on: January 05, 2012, 05:32:35 AM »
I did some digging. Turns out 2C has two less active frames than the PS2 version.  That might explain why the timing is so weird now on tk236B combos.

On another topic, does anyone know a meterless combo that breaks 5k? (and gives good oki)

Would that be two active frames less in the beginning or the end of the move?

123
Now this is really weird... After trying your methods (not yet updated drivers though. But I doubt there are new ones. My laptop needs to get the drivers released by Asus and not the ones directly by nVidia because of the Power4Hybrid, and they release drivers real slowly...) everything's smooth again, even with my old settings. But what really baffled me was why does it lagg when I'm in Heat and not in Blood Heat.

124
I've got a peculiar problem. It seems that whenever I enter Heat, be it manually in C-Moon, automatically in H-Moon or by IH in F-Moon, the whole game suddenly gets laggy and runs at around 50fps. However, if I ever enter Blood Heat, everything is perfectly fine. Turning animated backgrounds off in the options solves this, but if possible, I prefer leaving them on. Exactly what specs are needed to run a game like this?

Specs (laptop btw):
[ OS ]
Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_gdr.110622-1503)
[ CPU ]
Intel(R) Core(TM) i5-2410M CPU @ 2.30GHz (4 CPUs), ~2.3GHz
[ MEMORY ]
4096MB RAM
[ DISPLAY ]
1366 x 768 (32 bit) (60Hz)

[ DisplayAdapter ]
NVIDIA GeForce GT 540M 
3762 MB RAM
DriverVersion : 8.15.0010.2291

[ DirectX ]
DirectX 11

125
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 04, 2012, 03:54:43 AM »
None of his normals do. If 5b OTG relaunched, that would be gdlk. So far, I've identified 22 series, 623c and j421c (lol who the heck would do that)

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