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

Messages - CT_Warrior

Pages: 1 ... 4 5 [6] 7 8
126
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: October 21, 2008, 05:58:15 PM »
I'll go if more people are going.

127
Hisui / Re: The Tragedy That is MBAA Hisui~
« on: October 20, 2008, 04:06:34 PM »
Well I guess broken was the wrong word.
I was referring to the 200% autospark and super quick HP gain.

128
Hisui / Re: The Tragedy That is MBAA Hisui~
« on: October 19, 2008, 10:41:22 PM »
So MBAC to Cresent-Moon differences:

-Airthrow nerfed.
-Loss of chair for EX obento (maybe it can punish backdash too? *shrugs*)
-Dust loop combo is gone.

Well, I can live with loss of chair and dust combo because I never really used them, but the airthrow nerf is a bit sad, although lots of other characters got their airthrows nerfed too.


Full Moon almost seems retarded in a way since you lose jBB and obento setups and a lot of the old decent normals for weaker or different ones that you may not be able to combo from, and you can't rebeat anymore.
Half Moon, you lose jBB, but you get all the half-moon broken shit and possibly better normals, time will tell for that. But I'm pretty confident that full moon sucks compared to her other styles.

129
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: October 04, 2008, 10:32:30 AM »
If Jeff says he's going to be coming at noon hour, I'll assume that you guys are going to be late and I'll come sometime around 1.

130
Tournaments and Events / Re: 10/18 SJSU MBAC PC #2, "Unite the Platypuses"
« on: September 29, 2008, 04:02:43 PM »
I might plan on going. Where in SJSU is it?

131
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: September 29, 2008, 03:56:42 PM »
Yeah, I'm free on Satruday. Anyone else?
And btw Jeff, can I borrow a stick? >_<

132
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: September 26, 2008, 06:50:54 PM »
I really love M-hisui(F), or Full moon characters in general, they seem to play much more like other classic fighters like Kof or Guilty gear, relying more on special moves, not wiffs, and actual super cancels, also BAZOOKA MINAGOROSHI

Same reason I like Crescent most because it plays like MBAC.
I really really hate that they replaced chair with ex bento though. :[

I might switch to halfmoon or full moon for my Hiko though, those seem interesting.


133
Kohaku's Magical Garage / Re: Getting out of blockstrings
« on: September 25, 2008, 04:39:46 PM »
Just jump out when it's safe, backdash if it's midscreen.
But you can never be too sure when it's safe, since your opponent would try to keep you guessing.
For each hitconfirming move they do, they get pushed back, eventually, they may get pushed out too far and it's safe to get out for sure.

Most characters whiffcancel or jump when they want to reset their blockstring, so you try to jump out on when you think they're going to whiffcancel, and maneuver cautiously if they jump. It just comes down to experience. It's easier to get out of them once you understand how they work.

134
Ciel's Tech Support / Re: Help with keyconfig
« on: September 24, 2008, 02:16:28 PM »
1) Install Melty Blood
2) Move the Setup folder and etc into the MBACWIN folder.
3) Open Setup.exe and click OK or Next or something.
4) keyconfig

135
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: September 24, 2008, 02:04:51 PM »
If Hiko can keep her 214B I'll be very happy. ^^
It seems like cresent moon is closest to the original MBAC characters from what I've seen.

Half-moon seems like the best style because of the instant heat recovery on 200%, spark, fast meter gain.
I really want some more Hisui videos. :[

136
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: August 23, 2008, 06:20:38 PM »
That has less range, and at that range, it'd be better to do the alternate relaunch combo.

137
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: August 23, 2008, 11:11:43 AM »
How's this for a BnB:
2A 2B 5C (one hit) 2C 6C 5B jBC jBC airthrow.

It works off a pretty far range of 2A or 2B. And you can do 5C (2 hits) if you think you're close enough. The second hit knocks them back about 1 and a half bodies more, so leaving it out really increases the range you can start from.

The thing is that it won't work if you manage to hit them when they're crouching.

Damage against vakiha:

4297 - standard BnB (2ABC 5C 6C jBC jBC airthrow)
4081 - jCBB ender

4431 - my BnB (2AB 5C[onehit] 2C 6C 5B jBC jBC airthrow)
4299 - jACBB ender (though I wouldn't due to double reverse beats)

4877 - alternative BnB (2AB 5C[twohit] 2C 6C 5B jBC jBC airthrow)
4753 - jACBB ender (maybe worth the reverse beat)

It does slightly more damage, looks cooler, and is easier to switch to the real alternative combo when you see a chance.
If the alternative relaunch BnB was meant to have the ambiguity for 5C, then I said this because I never see any Hisui using one-hit 5C.

138
Akiha Vermillion / Re: Kohaku and Hisui guide, with Kohaku lead.
« on: August 17, 2008, 12:37:00 AM »
Is it possible to combo from an instant jC or fuzzy guard without plants?
I don't see a way, but I wanted to make sure.

Nice guide btw, provided me with my BnBs and misc info. ^^
What's her highest counterhit-from-air damaging combo?

139
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: August 07, 2008, 03:43:53 PM »
I guess so.
School's about to start soon. And I still have loads of summer homework!

140
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: August 01, 2008, 11:13:57 PM »
I'll make the next session. ^^
I have to go to my tutor on Fridays. >_>

But I guess I can ditch a couple of days!

141
Hisui / !
« on: July 26, 2008, 09:00:59 PM »
Xavori, you misunderstood.
Like if you were staggering, and your 2C suddenly hit, my combo would do 100 damage more. BIG difference! I mean, psh, 100!

142
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: July 25, 2008, 10:10:57 PM »
Okay here's a tiny tiny contribution:
A slightly tweaked BnB that does about 100 more damage.

2C 5[C] 6C jBC djBC airthrow.


You might be thinking that it's exactly the same, but no!
The difference is in the 5C. If you hold it for a short period of time, it does three hits instead of two, since it doesn't prorate, it just basically adds about 100 damage to the BnB no matter what you do. Drawback is that you have to be a bit.. close. >_> Take it as you will. When you hit confirm off 2C or whatever.

143
Hisui / Re: 236C Cancel
« on: July 24, 2008, 08:56:03 PM »
I'd like to see you try to ban me over a mistake.
And yes, it stopped working. >_>

I'll just make a new account and/or go proxy if you do somehow ban me.
But it's weird.. because seriously, I wasn't kidding.

End the thread if you would please. :P

144
Hisui / Re: 236C Cancel
« on: July 24, 2008, 06:19:46 PM »
...That's hella fucking weird.
It stopped working.

o_o
Let me try to get it to work again before someone deletes this.

145
Hisui / 236C Cancel
« on: July 23, 2008, 08:00:10 PM »
Did you know that you can cancel 236C with another EX move on whiff?
If you're willing to waste 200 meter, you can possibly freely relieve yourself of okizeme.

146
Kohaku's Magical Garage / Re: Tick throws
« on: July 22, 2008, 03:56:58 PM »
You can feel it.. a little. It's a nice feeling if you avoided something that would have hit you. :P
When you leave a gap open too long, they'll try to attack, normally with 2A/2B/2C, Hisui's j2c is great to do during that situation. ^^

Imagine something like this:
You and your opponent and sitting next to each other blocking. If you threw out an attack half a second before he did, you get a counter and you can combo from there, and if he attacked before you did, then you're the one being combo'ed. If you can grab them before their attack comes out, then you get the grab. Just use good judgment or gamble a bit. Every time you're tickthrowing, you're gambling a small bit by leaving an opening, but it's pretty useful since your opponent can just block all the time and it's easier than having to continue your pressure until they mess up or guess wrong, and it makes your opponent stop shielding as often in response to a dash-in.

147
Kohaku's Magical Garage / Re: Tick throws
« on: July 12, 2008, 10:18:32 PM »
Examples would be good:

1) 2a (wait a small small bit) 2a - dashgrab.

2) jB/C before landing so it doesn't come out in time (or a held jC so it doesn't come out) - grab



For first one, they don't know whether you're gonna continue poking them or whether you're gonna grab them or not. After the first 2a, you 2a them again, they expect a 2a so they hold block, but your grab beats their block.
"You basically make your opponent react into blocking, and then use a move (i.e. throw) that beats blocking."

Second one is kinda self explanatory. Don't use it too often though (unless it works)

148
Akiha Vermillion / A Guide to Hisui Lead
« on: July 10, 2008, 11:59:19 AM »
REMOVED MY SUPER SECRET TECHNIQUE.

I've been using HisuKoha for about 3 months now, so you can have some hope that I know what I'm talking about.

You don't have stuff-fu, you need to use other tools.

You have three options:
1) Chair
2) Obento
3) Approach

I throw out chairs instead of stuff-fu usually, they work well against some characters. You can tech to it, watch them clash the chair, then punish them while they're unable to do anything or at least get out. (character dependent). The chair also protects you from aerial attacks usually if you duck, then you can smack them while they clash and get a BnB on them. It also seriously messes up their combo or blockstring when they clash it.

The obento isn't really used too often outside of okizeme because your opponent can easily avoid it, and it has a long startup time, making it very risky.
They normally hesitate when you throw out a chair, so you could probably throw out a 22B and approach them.

The approach is.. just however you want to approach them. I find that nowadays, I'm just in complete rush-down mode, and I don't bother with chairs and obentos.

I find that the chair is underused because of stuff-fu, but it's time that somebody learn to use them to their max potential!

The differences between solo Hisui and Hisui lead.

Solo Hisui:
1) Stuff-fu and the zoning and mixup opportunities it brings.
2) Higher defense (approximately 6%)

Hisui lead:
1) Kohaku summon okizeme and chair replacements.
2) Lower defense.
3) Able to switch to Kohaku and all the uses of that.

The defense difference is extremely minor and you wouldn't notice it in a game. Maybe it might save you a few games, but not really.


KOHAKU SUMMONS!

214A)

Outside of okizeme:
Easiliy blockable/avoidable on reaction

Okizeme:
Lose frame advantage.

SCORE: FAIL, DON'T USE IT, EVER.


214C)

Outside of okizeme:
Good for zoning, don't throw out all the times you get a chance otherwise they'll rush you (like stuff-fu)
Has little (less than 214B) chance for counterhit if your opponent rushes too late.

Okizeme:
Better and safer than a standard meaty, but don't bother.

SCORE: BETTER THAN NOTHING.


214B)

Outside of okizeme:
Better than 214C for surrounding yourself. Has pretty good blast radius. It's sort of a luck thing to see how well this thing goes.

Okizeme:
Much better than obento in my opinion (corner AND midscreen)


214B Pros (against obento) (damage against kohaku)-

Punishes some/more EX reversals than obento.
More damage on tickthrow (2220 vs 975).
More damage on hit+combo and individual hit (1569 vs 540)
Works from throw in corner (obento flies offscreen, but still explodes randomly)
Doesn't have to be within proximity to explode
Can vary the explosion time a bit by varying when to summon Kohaku (not too useful, but allows for alternative setups)
Can catch backdash if Kohaku is positioned correctly. (character dependent)
Explosion can hide or distract and it's fairly big too.
There's a good period of time that Kohaku can be hit during and after the summon, if you two get combo'ed at the same time, you take a good amount less damage.
Opponent only has one chance to get out, and is punished harder if he tries to do so.
Can sometimes stop jumpout attempts, but not punish with the explosion.

Cons -
Is useless after the time it explodes (if they get out of obento, it's still there)
Kohaku position dependent (throwing them backward can help)
Less tickthrow opportunities (and less chances for your opponent to get out)
Mainstream setups all lose to heat.


Obentos in corners are really random and unreliable and can blow up when you don't want it to and cannot work well to your benefit other than a small damage explosion that you can't predict and combo from.

Midscreen 214B setups work 50% of the time, do more damage when they work, and are a lot safer because the explosion catches a lot of reversals and Kohaku can tank some damage.

Okizeme:
You only need two things. Throw setups, and meaty setups. That's it.


Throw, 214B:
Corner Throw Setups (universally beats blocking, parrying, shielding, attacking + reversals except grabs, and backdash in corners. Some characters harder to time against)
A) Low block, then throw ASAP. (1700-2700 damage beats low attacks, looks identical to MeatyA, delay the summon if you have trouble timing it)
B) Walk backward, walk forward to grab last moment to avoid heat or countergrabs (1700-2700 damage, beats heat and some grabs, though you should combo if they whiff a grab or heat)

Throw setups lose to jumpouts (the kohaku summon can bring them back down for some characters), EX/regular grabs, and teleports.

Throw, 214B:
Corner Meaty Setups (universally beats attacking, jumpouts, backdashes in corner)
A) 5B/2B 5[C] (partially-charged 3 hits) 6C jBC jCBB (4500-6000 damage and resetup, discourages shielding)
B) jC ad jC dj jBC airthrow (doesn't have to be a meaty, generally a safer "meaty" setup that allows a few mixups on block, but doesn't catch jumpouts)

Loses to reversals (they'll still probably get bombed, so you take less damage and stay in a neutral position, and Kohaku eats over half the damage of attacks like EX Hiero and dps), blocking (sorta, you're still in control), parry rolls like Kohaku's or Miyako's.

Alternative Setups (try to make one that covers the most options)
A) Heat. (Uh, yeah)
B) IAD/Jump and do whatever (anything to beat EX grabs)
C) Yes. (anything to beat teleports)

Loses to.. etc.


Throw, 214B:
Midscreen Throw Setups (universally beats blocking, parrying, shielding, attacking + reversals minus EX grabs, and has a chance to catch backdash witih molotov.)
A) Low block, throw at last moment. (1700-2700 damage beats low attacks)
B) Walk backward, dash forward to grab (1700-2700 damage, throw backwards if necessary, beats grabs and heat sometimes [character dependant, timing dependant])

It loses to everything I mentioned before and the new: backdashing, but it doesn't matter much. They can choose to jump and achieve the same results.
The kohaku summon random catches backdash depending on position.

Midscreen Meaty Setups (universally beats attacking, jumping, and backdash)
A) 5[C] (if they don't backdash)
A1) If Kohaku is positioned in a way that the opponent will be launched into the air from the molotov: 6C jBC jBC/jCBB
A2) If molotov will partially hit or not at all: EX Dust loop, or 2C 6C jC ad jB jACBB
A3) 5[C] (if they backdash) 6C jBC jBC/jCBB

If they block the 5C, EX dust can help keep them blocking to continue pressure.

Alternate Setups (corner alternative setups apply too)
A) 2A meaty, IAD jC (whiff/hit) 2B/grab (Easy to change setup into combo, adds mixups, loses backdash punishes)
B) Superjump, backdash, jC, j236C, combo. (not too hard to block, not good, just an example)
C) Heat Punish: Jump, jC ad jAB djCBB

And that's all you need to know about 214B.

MY OPINION:
Hisui's high and low are shit and very easy to block consistently compared to someone like Kohaku. That's why you need her tickthrows stronger. Kohaku summons make her tickthrows more powerful, especially in the corner. Stuff-fu helps you get in, and chair helps you be awesome. Stuff-fu is annoying to play against and use. For the type of player that I am, I'd do better with HisuKoha than Hisui solo.

Good luck and have fun!

149
Hisui / Re: Hisui Throw Okizeme
« on: July 07, 2008, 10:06:01 AM »
Well, it all depends then.

"Stuff you? And get counter hit by bento."
Depends on how late it is. Normally I have plenty of time to do 2c 2a and block the obento when my friend tries to grab me on my wakeup.
Even then, you can normally just poke one 2a and block the obento. But this is if they see that you're gonna grab.

"Grab you?"
Well he didn't exactly foresee a grab, he just tried to grab. Maybe after something obvious like 2a dashthrow.

Obento in corner seems good from what I see.

"You're telling us Kohaku summons are superior when you admit yourself you don't even know how to use bentos."
That's why I asked how to use them, to see if they are better. And I didn't see it.

Sure, it looks like I was being an asshole, but that wasn't my intention. I wasn't "spitting on your shit." I just needed to try to prove the point that obentos are supposed to keep them blocking, and not be used as a tickthrow. And if that were the case, then Kohaku summons force them to block more. And if that weren't the case, I would probably use obentos instead of kohaku summons, since I still have them even as a pair.

"You really gotta wonder why people don't talk about maid pair hisui lead even in the right fucking section of the forums."

I've seen the posts. Most of them are from people who never really tried to utilize kohaku summons, and are just spreading the word as you are. It gets put down so much (such as now) that few people even bother to try it. And from those few people, they're already convinced that they're crap before they learn how to properly use them.

As for why I'm ticked off.
People are always dissing Kohaku summons, even when someone claims that they have a good setup, they don't bother asking because they think it's crap. Even though I don't really know how to use obento setups, I tried to learn by asking so that I could compare the two better. Even with that, I get misinterpreted that I'm trying to spit on your shit. Maybe I am, but it's not my intention, and if it wasn't intended, then you shouldn't take it as such. Even when some of you get to throw out some of your setups, I get shot down before I can even try.

If that's the case, then I will gtfo. I don't know why I bothered to explain Kohaku summons to Hisui elistists anyway. I am stupid. (but you don't need to confirm that!)

150
Hisui / Re: Hisui Throw Okizeme
« on: July 06, 2008, 12:13:23 PM »
Fair enough, but we already agreed that HisuKoha forums are all KohaHisu players and I'm all alone. ;_;
It makes more sense to put it in a Hisui Throw Okizeme thread instead of a KohaHisu forum.

Plus, I've agreed that stuff-fu is a useful tool and that any gains (if any) with Kohaku summons are not worth the loss and that obentos are good.
I never said they were bad. :/

Frozen: I'm saying that their options are not defeated by grabbing. If they see that you're gonna grab, they'll change what they're gonna do and stuff you with an attack or grab you instead.

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