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

Messages - CT_Warrior

Pages: 1 [2] 3 4 ... 8
26
NetPlay Community / Re: [MBAC-Netplay] Melty World Zero
« on: January 08, 2011, 09:28:19 AM »
2011/01/08 10:21:57 Session start. Players: academico vs CT_Warrior
2011/01/08 10:24:21 Player 2 wins match 0-2 : V.Sion vs Hisui and Kohaku (95s)
2011/01/08 10:26:00 Player 2 wins match 0-2 : V.Sion vs Hisui and Kohaku (86s)
2011/01/08 10:27:40 Player 2 wins match 0-2 : V.Sion vs Hisui and Kohaku (93s)

Another 9 delay..

27
NetPlay Community / Re: [MBAC-Netplay] Melty World Zero
« on: January 08, 2011, 09:12:25 AM »
2011/01/08 10:02:50 Session start. Players: CT_Warrior vs Yuki
2011/01/08 10:05:17 Player 1 wins match 2-0 : Hisui and Kohaku vs V.Sion (108s)
2011/01/08 10:08:17 Player 1 wins match 2-1 : Hisui and Kohaku vs V.Sion (169s)
2011/01/08 10:10:26 Player 1 wins match 2-0 : Hisui and Kohaku vs Satsuki (101s)
2011/01/08 10:10:36 Session results: 3 matches, 3(6) - 0(1) wins(rounds) (380s)

We decided to play with 9 delay.

28
Hisui / Re: MBAACC Hisui
« on: December 25, 2010, 07:25:14 PM »
I use single-ladle into jBB combo and you should too.  :nyoro:
Combos are longer so you're dominating for a longer time.

29
NetPlay Community / Re: [MBAC-Netplay] Melty World Zero - Registration
« on: November 26, 2010, 04:28:47 PM »
CT_Warrior, USA, 3/5
Rustay~

30
Regional Community / Re: NorPor: KJAAAAAAHHHHHHHHHH!!!!!!!!
« on: November 22, 2010, 10:46:33 PM »
There was a thunder/hailstorm with the hail the size of marbles on Saturday. It was so cold. ;_;

31
Melty Blood Auditorium / Re: what should i do with out competition?
« on: November 16, 2010, 10:58:52 PM »
MBAC Netplay. :)
Imo, that's how Kusa placed so well.

It helped me a ton, although that may be due to the fact that my main (Hisui&Kohaku) didn't change very much from MBAC to MBAA.

32
Melty Blood Auditorium / Re: Picking a main character
« on: October 25, 2010, 02:37:56 PM »
You won't be able to determine the playstyle of each character just by messing around with them imo.

I used to hate using VAkiha so much until I played her enough to appreciate her speed and attack angles and got absorbed into her metagame.
She'd just be a very unforgiving character with low health that gets swatted out of the air all the time without all the experience I feel is needed to play her.

33
Tournament Results / Re: NorCal Install Season 2 Results
« on: October 03, 2010, 09:44:34 PM »
I'll try for next time.
I had a UC Workshop that day.

College apps, personal statements, decisions, ahh~

34
Thanks Tao.

On second thought though, I may not be up for the MM depending on whether it gets too late or not.
I'll probably be taking the BART, which stops running around midnight.

35
Can you take me off the list for GG? I didn't register for it, or maybe I made a mistake or something.

I'm up for some Melty MMs if anyone wants some free money. :D
Any takers?

36
Regional Community / Re: NorPor: KJAAAAAAHHHHHHHHHH!!!!!!!!
« on: July 21, 2010, 10:07:53 PM »
Did the date of the minor get pushed back?

37
Regional Community / Re: NorPor: KJAAAAAAHHHHHHHHHH!!!!!!!!
« on: June 24, 2010, 11:35:40 AM »
What city do you live in, Abstract?

38
Hisui & Kohaku (Team) / Re: The C-Maids Guide and Thread
« on: June 05, 2010, 06:34:38 AM »
Triple yayaya looks pretty hype, and one of my unblockable setups is revealed~!
Needs more plant/molotov setups though imo, airthrow in corner into summon is gimmicky.

39
SATs and karaoke today.

40
Regional Community / Re: NorPor: KJAAAAAAHHHHHHHHHH!!!!!!!!
« on: April 13, 2010, 04:23:58 PM »
Sounds good.

Oh btw Riotblade, apparently I lied.
C-Arcueid does have decent pressure in the corner afterall. It's just a bit hard to hitconfirm.
Also, I found mixups I don't see Japan knowing about.

From now on, start any pressure string with 5A instead of 2A. That's how Arcueid should roll.

Dash 5A - 5B2A(late reverse beat, as late as possible) - 5B5A(late reverse beat) - 5B2A(late reverse beat) - 5B5A - 2C2A - 236B

At any dash mark, you can reset pressure with:
1) Dash 5A, wait a bit for your dash to come out.
2) IAD jC, no delay after IAD.
3) Dash throw

Cancel into 2B if you hitconfirm with 2A/5A.


Super awesome mixup:
For the first two 5Bs. Don't cancel into 2A or 5A. Hold forward and wait a few frames, then throw.

It's great that you have so many places to be able to throw on the first possible frame.
5A - walkthrow on first possible frame.
5A5B - walkthrow on first possible frame
5A5B2A - walkthrow on first possible frame
5A5B2A5B - walkthrow on first possible frame.


41
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: April 05, 2010, 10:36:48 PM »
I guess so, for the time being. Maybe I'll repost it in the Hisui thread later

42
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: April 05, 2010, 10:03:30 PM »
Hisui stuff, but the general tips apply to everyone in the cast:

Combo:
2A 5B 5C 2C 6B j[C]AB land jBC --> djC.B..B / djBC airthrow

I'd actually recommend it over her yayaya combo, especially midscreen because:
1) Works on every character.
2) Less hits, makes techpunishing inputs more lenient. (After jBB, if you already did 22-24 hits, they can airtech the standard punishes without harm)
3) Easier execution and techpunish spacing (sometimes you superdoublejump, sometimes you jump neutral instead of forward and etc to land at around the right area)

2A 5B 5C 2C 6C jC ad jB..B236B land 6B2A jBC djC.B..B
Corner only. Higher damage. Less reverse beats.

Blockstring:
2A - 5B5A - 2A - dash 2A - 2A(depends on spacing) - 2A (full recovery) - 5B5A - 5[C]2A (charge 5[C] only enough to get two hits with minimal charge time) - 2B5A or dash 2A for full reset -
2A - 5B5A - 2A(full recovery) - 2B5A - into whatever.

At any dashmark you can:
1) dash 2A, strong option to mixup if you do this out of their 2A range as they will whiff their 2A during the dash delay if they mash.
2) IAD jC(whiff or hit) / IAD jA , beats all scrubby mashing except Nero's 2A, you'll have to practice catching jumpouts if they react to it, but that's never guarenteed. jA delayed, good for tickthrows, safer than whiff jC.
3) dash/walk grab, YES. If you're pushed back too far though, it's very risky as you have to waste a quarter of a second dashing in to get into grab range. Dash 2A would be better during those times.
4) EX dust. You can purposely do nothing in your blockstring for even a whole second, and throw it out in hopes that you catch their jumpout or mashing. Resets blockstrings, watch out for bunker.

Neutral game:

Aggressive and Passive-Aggressive Strats:
1) Instant jA/jB, counter hit or force opponent in air to block since it's too fast to react against.
2) Superjump/Instant jC, normally done with forward jump to force them to block if they're trying to react and not mashing Nero's jC in the air. Cancel to whatever and force them into a blockstring when they land if you can.
3) Dash 5A, catch jumpouts in neutral with Hisui's quick dash. If they already jumped, you can probably do one of the above.
4) 5[C], let go at your discretion. Will crush dashin ground attack attempts. Can catch jumpouts. Risky as antiair (but I do it anyway).
5) 623B, throw it out if they're in a good place to airdash at you when you're on the ground. They may get wary of it and doublejump back before airdashing, yomi it. :D
6) 623C, gives you a safe haven to throw pots, setup bentos or to do an instant attack if they're fishing for an opening while you're near it. I use it when I see them airdash at me near close range. If they already threw an attack out, you have a combo opportunity. When they land, throw it out and force them to block it, then try to antiair them with instant airattacks, dash 5A, or potbooks to force them into corner.
7) Pots/books/potbooks, I can't say much here, but they're safer than instant attacks and 5[C].
8) Arc drive, :D
9) IAD jB, setup air blockstring and try to force them to block on the ground.
10) Activate heat if they back off to save your red health from being chipped since you don't have much use for meter anyway. You get an arcdrive opportunity as well!

Defensive:
1) If your opponent is landing near you after a jump or a dash:  It's risky to attack. Jump and block the attack in the air rather than blocking it on the ground. You have so many more options afterward, same things applies in corner when escaping pressure but beware of guard break setups and air dodge when you smell it. You can also backdash instead of groundblocking, but that depends on your opponent's spacing. You can also activate heat if you're willing to take the risk.
2) If your opponent is reasonably near you and you're floating in the air, or thinking of jumping (exactly what you're trying to punish above): Do some footsies with backwards/neutral momentum to give you time to react. jA and jC works best.

You've got good damage, defense, strong okizeme after most combos, and great neutral game. Instead of shieldable and blockable overheads that work less often overtime, you have breakable throws that are unshieldable, and give you a chance to re-pressure after a throw break via dust and the fact that they're cornered already. Not biased at all. :)

Oh yeah, tech punish setups:
1) 5A 2C, punishes neutral and no tech. Do 2C immediately after 5A. 5A 2C delay 623A 22A for no tech punish. 5A 2C into whatever for neutral tech punish.
2) 2B, punishes back and forward tech. 2B5AA[A] for OTG string. Pay attention to any teching of the second bounce before going for OTG string. Not too many 5As, otherwise punishing neutral tech is harder due to range.

I think I pretty much covered -everything-. I mean everything. x_x

EDIT: I'll cover bento setups another time. pfft

43
Dakanya, I believe I have just lost a dollar. :(

Mizuki, I'd appreciate it if you could take a picture of your stick, haha.

@Chibi: http://www.livestream.com/norcalinstall/video?clipId=pla_c153271a-6c74-4075-baf4-c78f1c412e05 22:00

44
Mizuki, what's the name of the girl on your stick? And what color is her hair?

GGs to everyone btw


EDIT: What's the link to the stream?

45
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: March 29, 2010, 08:21:14 PM »
Hmm, well this topic seems to be more SF-specific while the other one is SJ and etc.

Also, does anyone have any spare microswitches of any kind that'd be willing to sell or give to me?
I need about twelve more for this little project of mine.

46
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: March 24, 2010, 06:16:32 PM »
H-Ries pressure is looking pretty insane. I'll map out my reverse-beat style for you.

You only have one string to memorize.

String (Pointblank-range):
2A - 5B5A(no delay, whiff cancel immediately) - 2A(full recovery) - 5B5A - 6A  - (2Cdelay2A - 5B5A -6A)xRepeat

String (After IAD jA/jumpbackward ad jC):
Walk a bit after IAD jA enough so that the 2A(full recovery) doesn't whiff. Dashin after jump jC. Refer to string above.

The dash marks are where you should pause a bit or reset pressure by:
1) IAD jA for a quick attack that doesn't require the opponent to be standing. Great for punishing mashers. Walk a bit before 2A after landing for a frametrap, and leniency to mix-in a throw.
2) Jump backward ad jC. This is much safer versus IAD jA, especially if your opponent antiairs your IAD jA, like Nero might. Punishes a lot more moves, but a single 2A poke that may have been punished with IAD jA will be left unpunished and your opponent has more time to jump out of it.
3) Walk/dash throw depending on distance. Yep, probably your main mixup.

That string over there is pretty godly. There's absolutely no place to jump out safely, and hitconfirming is easy. There's an infinite pressure loop that you can do in it with easy hitconfirm. When you hitconfirm, don't use 5C, use 2B into 2C instead since 5C has too much pushback. Stronger than H-Ryougi's pressure, but less guard damage. Master the 2A(full recovery)5B timing by practicing 5B2A5B and 2Cdelay2A timings by looping that infinite pressure string.

You might have to hitconfirm of 6AAA. I'd recommend this combo when 2C and 5B is already used:
6AAA 6Bcharged delay 5C jCdelay6C j[C] djC6C jC djC at

I'm going to replace my C-Ryougi with H-Ries. Her pressure is one of the strongest imo, only under Sion.
Practice resetting at each dash, and it'll become second nature later on.


47
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: March 17, 2010, 05:25:11 PM »
I finally got the stick modded into full Sanwa. :D
I actually kinda prefer Seimitsu sticks now since I've gotten used to them, but maybe that'll change.

48
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 14, 2010, 08:03:29 PM »
It's hard for me to input frame data on the go like that if I'm unfamiliar with the character, so whatever you said on Friday just went by me.  :psyduck:

I tested it in training mode multiple times. Doing instant j2E is like doing Akiha's instant j2C. I'll just assume that most of the cast has at least a 4 or 5 frame directional jump. You should have at least one or two frames to get out if Ryougi hits frame-perfect. It's rare that Ryougi would perfectly time that 5B, so it should be in your favor to get out this way if you can react to uncanceled 3C.

That's a depressingly tight string though, and mixing up your options would make it hard to get out of. Seems that ex-guarding is the way to go.
I found that EX-dust works though. :D

49
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 14, 2010, 04:26:49 PM »
What have you H-Ryougi players got to stop jump airdodge after 3C besides knife? Is it a weakness?

50
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: March 09, 2010, 04:32:29 PM »
Hey Oskar, check out this F-Kohaku:
http://www.youtube.com/watch?v=lgRAA-LSU6M&feature=related

A pretty different style, but very solid and safe.
The last match against Aoko shows a lot of good material.

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