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

Messages - CT_Warrior

Pages: 1 ... 5 6 [7] 8
151
Hisui / Re: Hisui Throw Okizeme
« on: July 06, 2008, 12:57:51 AM »
Whatever. You're the one starting all the flames.
You think obento is better. You know obento is better.
I think kohaku summons are better. I know kohaku summons are better.

That's the only difference in opinion between us, yet all you do is disagree and swear.
The only "contradiction" I said was that kohaku summons are better.

If you can't deal with one simple disagreement, then YOU gtfo.
I've never insulted you once, just calm down, okay? Accept that there's an idiot who uses HisuKoha in the Hisui forums trying to prove he's not an idiot and stop swearing so much for one.
And Sphyra, you've got me misunderstood.

I'm saying that using obento as a tickthrow too predictably is easily countered by spamming anything, being blown up by the obento and not being further punished because your opponent is in hitstun. Then you can only use the obento to keep them blocking, and I think Kohaku summons do a better job at that by preventing some of their other options and giving you some more options for mixups instead of having to make sure they sit still.

Obentos aren't bad, I just think Kohaku summons are better at doing what obentos are supposed to do.
Never once did I say that obentos are horrible and that it is completely conquered by a countergrab. That's retarded.

EDIT: Oh. When I made that last post. I was referring to the obento setups listed in Frozen's post. :P

152
Hisui / Re: Hisui Throw Okizeme
« on: July 05, 2008, 07:56:22 PM »
Well, I've been playing with a lot of better players, and I improved very quickly because of them.
terry, romc, Prinny, and Munsu mostly, if not always.

I found that most of the tactics that work against better players.. don't work on the newer players who mash.
Frozen, I'll tell you an easy counter to the predictable obento setups: throw.

If you hit them with 2a and they block it, they have frame advantage, and would be the one throwing you while the obento blows up wastefully.
In normal 2a/5a tickthrows, you mixup your 2a/5a and your grab so they don't know which one you'll use. If they guess wrong, they'll either get poked or thrown.

In an obento setup, if you throw more than one 2a/5a, the obentos gonna explode and you're not gonna get your tickthrow (but a combo if you use another attack).
Resetting the obento is not something I really recommend until you train them to block. Besides, it's better to try for a combo instead of just a weak throw.

Chibi's examples were the ones that were the most accurate (completely accurate actually, but it doesn't sound right saying it that way).
Look at your "wakeup reversal and wakeup jump" that's already a 50% guessing game.

The reason I still say Kohaku summons are superior is because I've found a setup that's heat-safe, shield/ex-shield safe, EX reversal safe, backdash safe, parry safe, and jump safe all at once, where you can punish them with either a throw, a hit or two, or even a full BnB depending on which one they do. You also get a crossup if they block (even if it's extremely easy to block).

Another setup that assumes they'll block that's harder to block is there too.
I don't know the potential of obento setups as I've never used them seriously, so I'm not gonna contradict anyone but agree with myself.


153
Kohaku's Magical Garage / Does heat or EX specials buffer on wakeup?
« on: July 05, 2008, 01:07:35 AM »
I seem to have a lot of trouble timing it, I would think that it would be easier with 5-6 frames.
But do I even have 5-6 frames?

There's only one reversal frame.. hmm.
Probably my last question on mechanics, then I'll do some answering. ^^

154
Kohaku's Magical Garage / Re: Air Tech Punishing?
« on: July 05, 2008, 12:27:42 AM »
I see, thanks.
It's just that I always hitconfirm a 2c5a whiffcancel fairly often, and I don't know what to do after, and then the situation is neutral again.

I'll give those two a try and post back later on this. Another one I thought of was running behind them so that they airtech into you, and you get some hits off the ground.
I'll test it first.

155
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: July 04, 2008, 11:42:59 AM »
Ahh.. parents always unexpectingly forcing you to places. x_x
Seems I won't be able to go today.

156
Hisui / Re: Hisui Throw Okizeme
« on: July 01, 2008, 03:13:24 PM »
By the way, I don't understand how to use the obento okizeme.
If I hit them 2a/2b/5b on wakeup, then try to do a mixup, they just backdash.
If I leave no holes, then.. I just continue my pressure as normal as though the obento were never there.

Anyone have example obento uses?
(At this point, I think Kohaku summons are superior than obentos [but still agree Stuff-fu is more useful])

157
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: July 01, 2008, 03:07:04 PM »
Well, Friday seems good for Nandeyanen and JeffM and me.
How's Friday?

158
Hisui / Re: Hisui Ver B2 Changes
« on: July 01, 2008, 02:06:36 AM »
Charged jC loses meter too. :[

159
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: June 26, 2008, 10:22:05 PM »
Well, when I posted it, it was as a contribution to anyone who wanted to use it and didn't know about it.

You're really mean deep down.
In your pants and your heart. :o

160
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: June 26, 2008, 09:01:31 PM »
Well, it's a bit harder and different from the typical BnB, and it does like 100 less damage. :P

161
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: June 26, 2008, 06:52:31 PM »
Also, I found a "new" BnB that has good potential.
When I hitconfirm and know that I hit confirm, I'll do this combo, minus some of the first few steps depending on when I get the hitconfirm:

2a 5b/2b 2b/5b 2c 5c 6c jBC djBC airthrow.

It's basically the same as the normal one with an added B.
5B2B does a bit more damage than 2B5B
If you get a jC in the corner, doing 5B 2B instead of just 2B gives you about 400 more damage.

I don't think it's worth it most of the time since you need to be a bit closer.

162
Hisui / Re: Hisui Block Strings?
« on: June 26, 2008, 06:38:43 PM »
Well, I already knew most of those mixups minus the dustloop stuff, but I learned that 5[c] is really bad, thanks for saving me from a very very bad habit. x_x

This is what I got after practicing for a while.

"Dashin - 2a
1) more staggered 2a , dash in/IAD
2) 2b/5b + whiff cancel, dash in/IAD
3) 2c/5c 5a, dash in/IAD
4) dashthrow
5) 5a 5b

Dashin - 2b
1) 5A 5b/2c
2) 5b/2c/5c whiffcancel

Dashin - throw"

Now, I just need some advice.
How long do I wait before I whiff cancel (in case of hitconfirm) or do I even wait at all?

163
Hisui / Hisui Block Strings?
« on: June 25, 2008, 09:21:49 PM »
I don't know how to pressure with her.

For me, the only thing I know how to do is 2abc 5[c] ;_;
Can anyone provide some example blockstrings?


164
Kohaku's Magical Garage / Air Tech Punishing?
« on: June 25, 2008, 12:07:12 PM »
When do the invincibility frames end?
What would be a good way to punish it?

I just jump and do an airthrow normally, it's beyond reaction and unblockable.
But I don't time it well.

165
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: June 25, 2008, 11:57:48 AM »
I see, so it was just a mistiming on my part.
Because when Prinny did meaties against me, I spammed heat as fast as I could, it wouldn't even come out.
Yet when I did it, I got heat-countered all the time.

How many frames do you get to heat safely?

166
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: June 24, 2008, 08:37:10 PM »
Whenever I get a knockdown, and do a 2b or 2c meaty, they always get "counter" if they try to attack.
Is that bad, is it my mistiming? Also, when you time the meaty, do you want the end of the attack to hit them, or the beginning of the attack?

When I played against Prinny's Arcueid, I could spam A all I wanted without getting a counter on wakeup.
And people seemed to be able to heat/backdash when they woke up against my meaty midscreen.

167
Hisui / Re: j.BB Tech Punish Strings
« on: June 22, 2008, 12:15:59 AM »
I'm trying to learn the real combo. :/
Maybe when I evolve from the scrub level, I'll play against you. :D

As for the keyboarding, it sucks being on a low budget (no income actually).
I've just reached the age where it's legal to even have a job, and I don't have a job.

I've spent a whole month longing for a HRAP3, I already bought the Sanwa buttons.
Yet I don't think I'll ever have that $99 dollars for the HRAP3.

Do you recommend playing on pad? What's a good and universal keysetup? (like in the PS version of Melty Blood)

168
Hisui / Re: Hisui Throw Okizeme
« on: June 22, 2008, 12:07:56 AM »
Agreed..

PISHI!

169
Hisui / Re: j.BB Tech Punish Strings
« on: June 21, 2008, 01:23:01 PM »
I dunno..
The 2C6C jC timing is fairly small.

I play on the keyboard, and it feels really.. weird to perform compared to anything else.
I'm trying to learn the better combo but I get impatient.



EDIT: That works?
I think the higher one above that is 2b 5c 2c 6c 5b jBC djCBB

What's the step above that one?

170
Hisui / Re: Hisui Throw Okizeme
« on: June 21, 2008, 11:13:25 AM »
I agree with (almost) everything you had to say but.
Even though stuff-fu is infinitely better, without any hint or need for doubt, I just like HisuKoha too much. :P

Therefore, even without her most important tool that makes her worth using, I still want to be able to master this gimped version of Hisui as much as I can.
I already understand how important stuff-fu is and I still want to play Hisu-Koha.

Obviously I went to the wrong place when I went to the Hisui forums, but everyone in HisuKoha uses Koha (another point against me)
You have frame advantage if you do 5a2c214A which I think can be better than an obento setup in the corner depending on your opponent.

Yes, still not worth switching, but oh well. ~_~
HisuKoha may have better okizeme options in certain situations.
HisuKoha loses her most important stuff-fu.

I'll try to find more.

171
Hisui / Re: j.BB Tech Punish Strings
« on: June 20, 2008, 11:35:24 PM »
I made this very basic setup combo for newer folk like me to do in corners that gives you the best spacing without much effort:

2abc immediatelyASAP 5c (hold), jump up neutral on second hit, jACBB

Enjoy! (I'll be using this from now on as I suck, haha)
Works as far away as a third of the screen from the corners.

172
Hisui / Re: Hisui Throw Okizeme
« on: June 20, 2008, 10:36:00 PM »
Even if they are gimped, HisuKoha is still very playable.
It's not much different from a person choosing a lower-tier character because that character was his or her favorite.

Maybe it's not worth switching if Hisui's already your main, but HisuKoha isn't that bad. >_>

In that video, stuff-fu was only useful against Aoko, but it wasn't really used against Kohaku who likes to stay on the offense.
If I used Hisui I wouldn't really use stuff-fu that much, so I'm just going to stick with HisuKoha.

It's only 6% more damage, it's not that much. It might cost me a few matches, but not really.



173
Hisui / Re: Hisui Throw Okizeme
« on: June 20, 2008, 08:41:46 PM »
I think I finally found a use for a Kohaku summon.

If you throw them when they're in the corner, putting down an obento or chair is useless.
So what you do: 214B.

Throw - 214B

1) 2a, IAD jB whiff or jC hold-fake (if they react too slow) , grab/2b (Most of the time they don't react to the IAD jB for some reason, and then they try to process than you already landed and may attack low, at that time, their blockstun ends and you can grab them) jB whiff lands faster for lowmixup, jC has more of a guarentee on the tickthrow
And if they do block it, well, you still get to continue your pressure. Nothing's guaranteed to work anyway.

2) 2a, IAD jC (if they react too slow, you might as well hit them)

3) 2a2b5a, grab/2c (basically adds more pressure, better than nothing)

4) crouchguard, grab
Already a good mixup with her throw.

214B gives you a mixup opportunity as well as add some more confusing pressure as they will lose some sense of when their blockstun ends.
Unless anyone has better okizeme options when you throw them in the corner?

And occasionally, I use 22D to get out of pressure when they jump, it might be able to be used well.
There aren't many "true" (in my definition) HisuKoha players, so you might as well let me experiment and tell me when I'm wrong or right.

I like being able to take out a broomstick when I need it, especially against a better Aoko. x_x
You can argue that you might as well change characters at the beginning of the round but I bet you wouldn't.
You'll only want to stick with one character and be able to beat that Aoko with less concern of tiers.

174
Hisui / Re: j.BB Tech Punish Strings
« on: June 19, 2008, 11:09:53 AM »
Do obentos in corners really work well?
I might just be doing it wrong, but they just don't trigger when I use them in the corner. x_x

I see some people using the chair in front of them to have some shield against attacks with clash frames.
What do you think of the chair?

EDIT: nvm, it just didn't work when I throw them at corner, works well if I do 5a2c

175
Hisui / Re: j.BB Tech Punish Strings
« on: June 19, 2008, 10:27:41 AM »
2 Questions

The 5a2c5b2a
What's the 2a for?


And then the re-setup combo:
jBC AD djACBB.

Is there a simpler version of that? x_x
I always get invalid.

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