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

Messages - CT_Warrior

Pages: 1 2 [3] 4 5 ... 8
51
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: March 07, 2010, 11:05:57 PM »
It depends on when you show up I guess. I'd say around 4 or 5 people at the least.

52
Mizuki, you are the ultimate Poverty of all things Poverty.

53
Tournaments and Events / Re: Burnt Toast 2, Sat - 3/20/10
« on: March 07, 2010, 10:32:25 PM »
I'm interested too if I could find a way to get down and back up to San Francisco before Sunday night.

54
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: March 07, 2010, 10:19:41 PM »
2A2B5C2C6C jC ad jB..B j236B 6B 2A jBC djACBB land 5B6CC.

Beats forward/back tech and no tech, though not as well as 5A 2C.

55
Akiha Vermillion / Re: MBAA V Akiha :D
« on: March 07, 2010, 09:15:19 PM »
I bet C-VAkiha will be more viable after the update.

56
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: March 07, 2010, 07:46:35 PM »
I think I figured out why people don't use the yayaya combo with tech punish variation.
If you do 2B and they don't tech, they can airtech and get out for free.

With that, I propose a new tech punish setup: 5B6CC into.. 2AAA for a tech-punish opportunity, or IAD jC for mixup and superior oki.
If they forward tech, then 6C turns into 5C, and you have a braindead hitconfirm into a full 4500+ damaging combo with reset.

This makes me happy because I can get a molotov summon setup two times as often, and with the plant setup, I have four or five chances for a tickthrow.

57
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: February 25, 2010, 05:14:01 PM »
Does bringing your own stick include bringing my FailStick?

58
Hisui / Re: C-Hisui or H-Hisui: j.BB & Other Differences (Working Progress)
« on: February 25, 2010, 06:25:01 AM »
I've been using C-Hisui air normals a lot more than the average Hisui, and although H-Hisui's jB has a more overall purpose and is generally better in most regards, C-Hisui's jB is great when you're at a good angle, and has jC to cover most of the other angles.

59
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: February 19, 2010, 07:12:04 PM »
Blah, Mr. P switched? I wonder whether that's why Hisui's been dropping in tier. :(
I've been doing whatever works for me. I was just curious.

60
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: February 18, 2010, 02:34:27 PM »
I've been using my midscreen yayaya combo for 1 and 2. It doesn't work with all characters though, particularly Ryougi.
Nice info.

Does anyone know why people don't do yayaya combos anymore? I haven't seen one done recently.

61
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 17, 2010, 01:41:39 PM »
I counted forward and back tech as the same tech since they're punished the same way, and there's not much reason to backtech anyway.

One setup covers forward/back and no tech.
One setup covers neutral and no tech.

If they don't tech, it's guaranteed free damage with EX pit.
1/2 chance for 5k when they tech either forward or neutral and you guess right.
1/2 chance for guessing wrong and still having advantage.

Attempting j2C setup alone gives you free 600 damage and meter.

62
Hisui / Re: MBAA C-Hisui Combos (yayaya x2 inside)
« on: February 17, 2010, 01:31:56 PM »
Your last conjecture is false.
If you add too many hits, you might notice that they airtech right before they hit the ground. If you input 5A2C as fast as possible and have done jBB at the proper spacing relative to the opponent though, the 2C would hit before they could airtech.

As for the jBB thing, you should just find out yourself due to lack of a source. I have a combo that works from one end to midscreen, and three other setups from midscreen to the other end. Not too many combos. It's good to have the 2C 5C 6C launcher variations in case you hitconfirm into it. Those are a bit frustrating though.

63
Kohaku / Re: KohakuH Thread (AKA Combo movie thread)
« on: February 15, 2010, 10:07:38 PM »
If you're doing 2[C] 236A 236BC 2A 2C then..

think of 236A236BC as one motion.
Do it extremely quickly (if you see a few frames of 236A you're doing it too slow), take care to tap A as quickly as you can, and hold on to C until you have to hit 2A.

Start to buffer this motion a bit before 2[C] hits.

Learn the timing of 2A after the feint. It's better habit (when practicing) to have 2A not come out at all and know that it's too early than to have it delayed and not even know.

EDIT: Some additional tips that I think are helpful are..
1) Buffer 236 before 2[C] hits
2) Hit A around when 2[C] hits
3) Learn where you're slow at.

64
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 15, 2010, 05:24:17 PM »
Well actually, I want my opponent to tech, just not the direction that I'm not covering. :P
The chances are against him by far.

If they don't want to tech, then I get free damage and meter.
If they want to tech every once in a while, I still get free damage and meter, and have a 1/2 chance to rack in some serious damage. They have a 1/2 chance of weakening oki, possibly getting out of pressure, or landing a weak reversal with no guarantee it'll work depending on how well you react. Dodge and backdash would probably lose to the tech punish setup anyway.

The chances that they'll do risky things like that are less likely than if you had a flamepit already out on them too.

65
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 15, 2010, 04:24:59 PM »
The gap isn't big enough to get mashed out since you'll react to it and input moves faster, so they'll be forced to block.
And it's not like neutral tech is a weakness to the j2C setup, just that particular punish. If you mix up the punishes you use, it'd be too risky to tech.

It's a bad idea to neutral tech Hisui's jBB setups btw, even if you're Akiha in MBAC. It's just 2A2C instead of 5A2C.
Akiha's j2C setups in MBAA are better than Hisui's jBB setups in MBAC/MBAA in terms of reward and risk.

The j2C setup is -definitely- better than going for 63214A knockdown unless you need another chance at a mixup to finish them.

66
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 15, 2010, 02:53:53 PM »
It punishes alll except for neutral tech, but there's not much incentive to neutral tech as the opponent since it's risky.

You're covering 75% of your opponent's options completely solidly with at least 600-700 more damage and meter.
The other 25%, you lose EX pit but deal 600 more damage with extra meter, including the meter that you didn't use for EX pit.

67
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 15, 2010, 01:49:25 PM »
If I didn't find this new tech punish, I might have agreed that it's not worth it.
But forward/back/no-tech punish, and neutral tech you still have corner pressure, that's already win-win.

And this setup is probably invulnerable to some neutraltech reversal, because the attack comes fairly late and you can react to EX flash and fast DPs.

68
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 15, 2010, 11:21:17 AM »
Cool combos, I'll test their j2C ender variants in a bit and see whether I should go for them or not.

Well, you could tag on a 5C at the end of that blockstring I mentioned. The point is that there's so many frame traps in a single blockstring before your opponent can jump out, and tons of opportunities to reset or throw in a mixup because it looks so trippy yet solid. Hitconfirming may be ridiculously hard, but I think it'll be great in low health situations.

EDIT: You're missing a 2C in the combo after 2B, won't work with 2AA since you won't be able to whiffcancel into it.

EDIT2: I found a techpunish that punishes forward/back (into combo), no-tech (into commandthrow), and neutral tech into good pressure. Worth it now?

69
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 15, 2010, 02:12:18 AM »
"At the last possible moment" such that they are unable to jumpout or win with 2A.

70
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 15, 2010, 01:53:34 AM »
Messing more with Akiha, she has amazing pressure. Best anti-jumpout pressure I've seen.

dash2A delay 5B delay 5A2A recover 5B delay 2A recover 5B5A recover 5B2A xx

There's absolutely zero points in this string that you can jump out of without getting smacked by 5B. Tested in practice mode.
And only one point in which you can get mashed out, which is the first "recover" and a 7 frame gap.

The idea is to let 5B pull you forward, and you use reverse beast at the last possible moment to create a frametrap.
Sure, other strings are solid without the 7 frame gap, but this blockstring allows you to mix-in 63214B and other resets a lot easier.

With two different types of blockstrings that are interchangeable and can completely beat out a common form of escape, I'd say that Akiha pressure is pretty beast.
Maybe I'll net more forward tech-punishes because of it, heh.

71
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 14, 2010, 08:01:58 PM »
5B5A 2A is good at catching jumpouts if they're trying to react instead of guessing by holding up, but I see what you mean.
It's counterintuitive to hold "jump" that early in a blockstring and risk  eating a full BNB.

72
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 14, 2010, 03:18:53 PM »
5B (5A) delay 2A isn't weak. It's a 2 frame gap. I'd think that purposely delaying attacks a bit longer so you can mix-in resets and mixups easier is a good idea. Even resetting takes at least 10 frames, a 2 frame gap is nothing.

I've always been about damage maximization and guess work.
It's definitely weighted in your favor, maybe not enough for you, but enough for me at least.

Free 700 damage and 5k damage (guess right) / weaker pressure (guess wrong).

73
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 13, 2010, 03:01:34 PM »
I decided that Akiha's gonna be my third best character under Hisui and Kohaku.

If anything, playing Hisui and Kohaku has convinced me that ending combos with tech punish opportunities is better than just having solid oki, and it's definitely more hype.

For her corner combo, I'd recommend this:
2AA 5C 4C 2B 2C 6C delay 2C 5BEB 4C jBC adC sdjBC j2C, 5151 damage on VSion

versus
2AA 6C 4C 2B 2C 5C 5C 2C 5BEB 4C 63214A j227C, 4343 damage
2AA 5C 4C 2B 2C 6C delay 2C 5BEB 4C 63214A j227C, 4565 damage

It does about 600 more damage and meter than the standard oki setup alone.

If they get hit by the no-tech punish, then it'll do 600 more damage and you have tons more frame advantage and options.
If they get hit by a forward/back tech punish, it'll do over 2x more damage.
If they guess right and don't get punished for forward, then you lose corner pressure but still have pressure. Even if they do guess right, the tradeoff isn't too bad.
If they guess right and don't get punished for anything else, you still have great pressure and an extra 600 damage and lots of extra meter versus a plain 22C pit.

An EX flamepit can probably only drain 500 damage and 30 meter max anyway if they decide to stay in it the whole time, so in regards to j2C oki, the only advantage is the ignition and guaranteed oki.
j2C setups net more potential and reliable damage and meter and puts more depth into Akiha's game.

Techpunish setups:
1) slight delay 5B
2) 2AA, or 2AAA
3) 2A2C

Backtech punish: slight delay 5B 5C 4C 2B 2C delay 6C 2C 5BEB 4C jBC adC sdjBC j2C, 5702 damage on VSion.
Forwardtech punish: slight delay 5B 5C 4C 2B 623C jC sdjBC adC backwards airthrow 5182 damage
No-tech punish: 2AC jump dj22C, or 2AAA4C 63214A j227C (this option allows higher damage hitconfirm on neutral tech and better pressure on other techs)
Neutral tech punish: 2AC into whatever, or 2AA(A) into BNB.


74
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 13, 2010, 11:54:26 AM »
Dakanya, that's untrue.
I don't know why, but if you do 2A 5B5A 2A, you can cancel that last 5A to 2A. Try it!

75
Akiha Tohno / Re: Crescent Moon Akiha
« on: February 13, 2010, 12:59:45 AM »
It's true that it's less safe, but it works more reliably than after 5C because you have so many options after 5B that they expect 214B less. Of course, this is after they respect your pressure.

The minor frame disadvantage after 5B5A doesn't mean anything if you're close to your opponent because you have so many option-selects. It was my main blockstring that I had a lot of success with versus decent players.

Here's a breakdown of a blockstring with the 5B5A backbone. 2369A can be replaced with IAD jA/jB, each have their pros and cons.

2A:
1) 5B5A
2) 2A
3) 2369A
4) walk throw

2A delay 5B5A:
1) 2A, stuffs attacks and jumpouts
2) delay 2A, stuffs attacks and jumpouts. Wait for 5A to recover, if you time it right, they should only have one frame to mash out of this gap. Resets your moves.
3) 2369A stuffs most attacks and late jumpouts and resets knockback and gives a j2C mixup since you're so close
4) dash throw, great place for a tickthrow since you don't have to wait to get into range before you throw, and the initial frame disadvantage lets you input your throw earlier, still risky of course.

2A delay 5B5A delay 2A:
1) 2A, since the 5B5A moves you forward enough to throw out another.
2) 2369A
3) 5C5B / 5C214B mixup
4) dash throw

2A delay 5B5A delay 2A delay 2A:
1) 5C5A
2) dash 2A, which is much safer because early 2A mashing from your opponent will whiff, resets knockback and punishes late jumpouts.
3) 2369A
4) 214B since they are no longer within 2A range, and it's hard to react with so many other options that Akiha has.

2A delay 5B5A delay 2A delay 2A delay 5C5A:
1) delay 4C/2C, this will catch jumpouts easily, so once you scare them with it, your other options become much stronger.
2) try to keep them in corner with jump neutral and lean forward attacks or jump forward attacks. If they respect the above, they'll react to your jump by most probably jumping and holding block, by then you'll have a huge advantage to push them back into the corner, even with just jA mash.
3) sj2369A or j2369A into dash 2A, dash 5A5E option select or etc.
4) dash 5A2A, catches mid to late jumpouts out of respect for your other options, you should notice if you're going to hit as antiair before you cancel into 2A.
5) dash 5B, catches late jumpouts, less vulnerable to mashouts than 5A2A.

2A delay 5B5A delay 2A delay 2A delay 5C5A delay 4C
1) 236chargedB, catches people who like to jump backward in the corner or mini resets unsuspecting folk.
2) 236C into a ghetto reset.
3) 22C, try to keep them in corner, all the knockback gives the flamepit more area to cover. Remember you can detonate in the air. Makes games more hype.

You have five to six places to choose when resetting pressure with multiple ways of doing so in this single blockstring.
I still suggest learning a 5C5A based string and the 2B2A and 5Bdelay2A starters when you have knockdown to keep things more random.

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