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

Messages - Irysa

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26
Shiki Tohno / Re: MBAACC Tohno video thread
« on: March 30, 2012, 07:45:24 AM »
http://www.youtube.com/watch?feature=player_detailpage&v=KqCqSAcJci8#t=1165s

http://youtu.be/mJOA5U96dWo

Some C-Tohno I haven't seen before tearing it up. Name is Kaigi ???

might be Backwards, its his colour

29
Shiki Tohno / Re: OFFICIAL H-Tohno CC Guide
« on: March 24, 2012, 01:24:43 PM »
http://www.youtube.com/watch?v=1FHxPxLIa9w&feature=youtu.be

http://www.youtube.com/watch?v=94GuEMtN9Ks - mirror

Made a video for all basic combos, less repetitive than the crescent one I hope

Any combo involving 5bb and without a used jump cancel can just be done with 5b to air combo to keep the opponent lower in the corner for a dash 2a meaty. Obviousy you can do choose to do 623b oki enders off any of the clean hit combos, corner 214c combos or throw combos too.

Bnbs

2aa 2b 5c 2c 6c 5bb jbc sdjcab AT

His most basic staple combo. As with Crescent, 2b is bad range and you wont get to use it often in combo off 2a so more than likely you will be confirming off 2a to 5c.

2aa 2b 5c 2c 5bb jbc sdjcab AT

If possible avoid using 6c in the combo because you can get more damage this way. However, its rare to get close hits like this where you wouldn't want to do another combo anyway.

There are many other simple combos you can do with H-Tohno for confirming (like 2aa 5c 6c 2c 2b 5bb air combo) but for the most part,  but these two are the most reliable easy ones and turn out the most damage by a slight margin.

2aa 5b 5a6aa 6[c] iad jc 5bb 2a (whiff) njcb sdjbc AT

This has good damage but requires REALLY close proximity. You can do this combo with 2aa 5c 5a6aa or 2aa 5b 5c 5a6aa too but this actually does worse damage due to the scaled prorate on 5c. Not a very common combo except maybe off 22b~d mixups.

2a 2b 5c (delay) 5bb (delay) 6[c] (recover/whiff 5a/2b)  5bb jbc sdjcab AT

This is your most practical higher damage combo that can also lead to decent okizeme from airthrow in the corner. You can confirm with up to 4 2as on this one making it a lot more practical than the previous one. 2b is again, unlikely to be used.

Does not work on Warakia or Kouma or Warc. Will only work on Nero and Arc with at least 3/4 2a's or a jumpin to start the combo.

Not in video but possible

2a 2b 5c (delay) 5bb (delay) 6[c] (delay) 22a, njacb sdjbc AT

Extremely finnicky/char specific combo but will get you dash 2a oki and better damage than just 5b to air combo.

Oki combos

You can run a sort of whichway off his 623b from most of these combos with a well timed iad jb/a to land on either side. Will be demonstrated in later videos.

2aa 5b 2b 5c 2c 6c 623b

A bog standard oki combo. Note that you only lose about 600 damage for doing this compared to the easiest bnb. As a result, I would reccomend using this when you get 2a hits midscreen that you cannot conver into anything better like the previous 2 combos. 5b and 2b are likely to be ommitted but the core important part is 5c 2c 6c 623b anyway so it doesnt matter. Try to make sure your 623b hits on the "sweet spot" as Shiki's on the ground, this makes it do more damage.

2aa 5bc 5a 6aa 6[c] iad jc 5b 623b

An example of the 2aa 5b 5c starter as well as some higher damage for oki. If you get the opportunity to land this combo you should usually just go for the full thing, unless you're in heat and want to setup some scarier pressure. Note that on some characters at some heights, iad 5b 623b wont hit on the sweet spot so you may want to do iad jc 623b instead.

2aa 5c 5bb 6[c] (recover/whiff 5a/2b)  5b 623b

Same deal as the above mostly. Not too useful unless you confirmed and wanted to get oki due to heat or necessary momentum.

2aa 5c 6c 5a 6aa 2c 2b 5b 623b

Has decent corner carry and is a good way to confirm into oki if you blockstringed from 2a to 5c 6c quickly. Also sets up a back turned knockdown if you go through the opponent midscreen. Prefferable to skip the 2b so you get the "sweet spot" 623b but the damage is nearly the same.

Clean hit combos

As before, you can turn these into oki combos very easily if you want but Shiki's average damage is kinda low so these clean hit big damage combos are usually worth it.

5c 6c 5a 6aa 2c 2b 5bb jbc sdjcab AT

The bog standard piss easy 5k combo is still here that does dumb damage for the effort. Sometimes ends up putting you through the opponent depending on how close you were when you did 5a 6aa which can be unfavorable for the corner.

2b 5c 5bb 6[c] (recover/whiff 5a/2b) 5bb jbc sdjcab AT

Clean hit starter on the 5bb 6[c] combo. Requires really close proximity but allows for corner oki more easily than these other two combos.

5c 6c 5a 6aa 6[c] iad jc 5bb 2a (whiff) njcb sdjbc AT

Highest damage, but low potential for oki in the corner.
Note that this basic concept in this combo is very common for any sort of non 2a or 2c hit you get ino a blockstring, since going to 6c then 5a 6aa will always let you score good damage. This even applies off stuff like a 5b 6c 5a 6aa combo because you have enough time to recover fully from the 6aa before doing 2c so you get your 5b back.

Overhead combos


Doing 623b enders off these isn't usually worth it.

6[c] (overhead) 5bb jcb sdjbc AT

Basic overhead combo.

6[c] (overhead) iad jc 5bb 2a (whiff) jc sdjcab AT

Marginal damage increase, but is useful when you already used 5b in blockstring into 6[c] and aren't in the corner. Try to avoid reverse beating from jc to the 5bb or the damage gets even worse.

Not in video (corner only) 6[c] (overhead) 22a 5bb jcb sdjbc AT

Max damage off 6[c] overhead.

5b[ b] (overhead) 214a (whiff) 2c 2b 5bb jbc sdjcab AT

This is actually an option select because on hit you recover in time from the 214a to combo, on block the 214a is usually safe (not as much now due to the recovery nerf), and it also instantly lows after your overhead to catch people out.

5b[ b] (overhead) 5a (whiff) 6[c] iad jc 5bb 2a (whiff) njcb sdjbc AT

Super high damage, but somewhat tricky to confirm.

Situational combo

I fucked up with the placing of this combo in order of the video so it should be later. Derp.

623a/623b trade, walk forward 2c2b5bb jcb sdjbc AT

Basic dp combo. Possible but not listed is dp trade into 6[c] iad jc combo but this is very finnicky about positioning so is kind of not worth the effort.

Metered combos

2aa 5b 2b 5c 2c 214c 22d 2c 2b 5bb jbc sdjcab AT

Basic corner 214c combo. Again, 2b and 5b unlikely to be in there usually. Bceause this is H-Moon, you wont be doing these as often due to your limitations on meter.

2aa 2b 5c 2c 214c 5a (whiff) 5b[ b] 22d 2c 2b 5bb jbc sdjcab AT

The most standard 214c confirm. Will only do about 100 more damage compared to the max hit combo, but without the 2b or 5b in the easy one (which is common, 2aa 5c 2c is a regular hitconfirm in the corner) this is much better damage (like 500).
 Remeber that you can't use this combo if 5b was involved in the string earlier.

2aa 5b 2b 5c 2c 214c iabd jc (whiff) 2c 5a 6aa 6[c] (delay) 22a njacb sdjbc AT

Delay the last 6a to make the combo more consistent on smaller characters.
You may wonder why you'd want to do this combo, seeing as it does worse damage than all the other 214c combos. Whilst this is true (mostly due to the nerf) it offers better okizeme than the others, who have to sacrifice the second part of 5bb to get the dash 2a meaty. Note that the 5b[ b] combo is still better for that but this combo can be considered easier.

Not in video but possible 2aa 5b 2b 5c 2c 214c iabd jc (whiff) 2c 5a 6aa 6[c] 2a (whiff) 5bb 2a (whiff) njcb sdjbc AT

This does like 100 more damage than the previous one and looks pretty swag but considering the oki sucks you may as well just do the next one instead.

2aa 5b 2b 5c 2c 214c 5a (whiff) (delay) 6[c] iad jc 5bb 2a (whiff) jcb sdjbc AT

Maximum damage combo for the corner. Dash 2a meaty is not possible off this however. Note that without including the 5b 2b before the rest of the combo, the 5b[ b] one does more.

Not in video but possible 2aa 5b 2b 5c 2c 214c 5a (whiff) (delay) 6[c] 22a njacb sdjbc AT

This gives you better oki off this combo starter but theres no real reason to do this because it does less than everything else, even the iabd jc whiff combo.

Situational combos...again

Welp, dp trade should be here. Whatever

(blockstring) 214b (counterhit) 5a 5bb jbc sdjcab AT
(blockstring, near corner) 22a (counterhit/overhead/jumping opponent) 5bb jcb sdjbc AT
(blockstring) 236b (jumping opponent) njacb sdjbc AT

Basic anti mash/jumpout confirms. Note that if 22a tagged a higher aerial opponent then you may have to just do rising ja to confirm into an air combo instead of 5b.

Not in video 214a (counterhit) 5a 5bb jbc sdcab AT

Not in video because the extra recovery on H-Tohno's 214a makes this combo basically impossible unless it hits at the complete tip, and the extra recovery make it less desirable for poking around with or trying to catch mash anyway.

(blockstring, near corner) 236a (counterhit/jump startup) 214c 5a (whiff) 5b[ b] 2c 2b 5bb jbc sdjcab AT
(blockstring, near corner) 236a (counterhit/jump startup) 214c 5a (whiff) 6[c] iad jc 5bb 2a (whiff) jcb sdjbc AT

You can obviously do the easy combo here again if you want. The 5b[ b] one is more staple when you are slightly outside the corner whilst 6[c] is easier when you're all the way in (unless you want oki)

(aerial counterhit), land, 5b6c jbc sdjcab AT

The most standard high damage air pickup. 5b 5b also possible and higher damage but much more unreliable. Other pickups include stuff like 2a/5a 5bb, 2c 5bb, 2b 5bb, or plain old 5c, but these do less or are harder to connect reliably.

Throw combos

(gold airthrow), land, 2c 6c 5bb jcb sdjbc AT

Basic airthrow combo. Considering the damage you get off this, can be better to just do 2c 6c 623b for easy oki midscreen.


(gold airthrow), land, 2c 5a 6aa 6[c] (recover/whiff 5a/2b) 5bb jcb sdjbc AT
(gold airthrow), land, 2c 5a 6aa 6[c] (recover/whiff 5a/2b) 5b 623b

Higher damage tricky variants. Not really incredibly practical except on some larger characters. As before, delaying the final 6a can help in landing it more consistently.

(corner) 22c, 2c 2b 5bb jcb sdjbc AT

Unlikely to ever get this due to needing to have to travel through opponent to grab but hey, its there.

22c, 2c 6c 5bb jcb sdjbc AT

More standard confirm off 22c from anywhere.

Not in video but possible

22c, 2c 5a 6aa 6[c] 5bb jcb sdjbc AT
22c, 2c 5a 6aa 6[c] 5b 623b

Again, finnicky as all hell so not terribly practical.

Shield Counter combos

5d (shield counter) 2c 6c 623b
5d (shield counter, long range) 2c 6c 5bb jcb sdjbc AT
5d (shield counter, close up) walk forward, 2c 2b5bb jcb jbc AT

Basic shield counter combos. Low shield counter is not comboable off unless the opponent is still mashing their 2a after you shield something low, and in that case the pickup is 5a 5b 623b or 5a 5bb jbc sdjcab AT.

SWAG COMBO
:toot: :toot: :toot: :toot: :toot:

5c 6c 5a 6aa (delay) 22a 214c 5b[b ] (should turn you around) 214a (input as 236a) 2c 5a 6aa 6[c] 2a (whiff) 5bb jbc jbc AT

If you end up inside the corner due to not being swag enough just do 22d or 5a cancel on the 5b[b ] and walk out into 2c2b5bb. Scrub.


Stuff that wasn't in this video that I plan to do later > otgs (otg relaunches for H all kinda suck, he has so few ways to set them up aside from 5b[ b] 214a which sucks, and justifying 236c use when you're H is hard), some mixups and blockstring concept. Probably will be on wiki at some point.


30
Nero Chaos (Nrvnqsr) / F-Nero OS
« on: March 23, 2012, 01:53:12 PM »
www.youtube.com/watch?v=rzKofD3fD-o

Kinda a silly OS but its somewhat cool. Explanation is in the video description.

I believe it IS possible to do this without the AB macro though but it requires very quick releasing and pressing of your 2a.

31
Shiki Tohno / Re: OFFICIAL H-Tohno CC Guide
« on: March 23, 2012, 08:47:44 AM »
O.k been working on some new tech

The previous combos I listed for decent dmg are admitedly way too finnicky about being up close. So I've developed some new ones.

2a (up to 4 2as!) 5c (delay) 5bb (slight delay) 6[c] (5a/2b, optional) 5bb jcb jbc AT (air combo subject to your flavor)

this does like 4.3k on pcl and works from further out ranges than the previous combo! You can also modify it and avoid the second 5bb and just do 5b to air combo, which results in a low enough airthrow height in the corner to secure dash 2a 5b "meaty" oki

This combo does not work period on Kouma or Warakia or Warc. It will only work on Nero and Arc if you add in 3 to 4 2as at the start to increase gravity (or a jumpin)

http://www.youtube.com/watch?v=ejEk1arsqfM&feature=youtu.be

32
Shiki Tohno / Re: MBAACC Tohno video thread
« on: March 23, 2012, 07:08:56 AM »
http://youtu.be/_SEBNaa9zf4
http://youtu.be/U1YCzEC5IdA
http://youtu.be/w6RGeslCXLM

HUGE set of matches of the most gdlk Tohno player, Shikki himself.

33
Kohaku's Magical Garage / Moves with cancelable recovery on whiff
« on: March 23, 2012, 05:34:58 AM »
Before you go ranting at me, I'm not talking about supercanceling or instant heating or w/e

I'm talking about a bunch of individual examples I've found in 1.07 where the recovery frames of an animation are actually cancelable well before the animation implies it is/the move can go on if you dont do anything. I've found a few examples

C/H-Wara - 421a can do pretty much anything in the recovery for this, so the actual recovery on it is much less than the full animation. H's is much faster on the recovery than C though.

C/H-Kohamech - Entire 236 series can cancel into anything except forward and backward walking on whiff as soon as her sword starts to enter her broom again. You can still backdash, dash, block, attack, jump but not walk. Makes the move WAY SAFER than it would appear to be, and is also how her 236[a] into 5c link in the corner actually works (trying to wait till the move recovers before linking 5c would result in a whiff compared to canceling the recovery)
Fun fact about this one, regular Koha and Maids still have to wait till the animation is completely done but the animation is significantly sped up for some of her 236s and not others.

C/F-Ryougi - Knife pickup animation can be canceled into anything during the recovery, I THINK it had a somewhat similar status in PS2 but could not confirm. H-Ryougi litearlly picks up her Knife from crouching over it now so there is not even an animation anymore

Note that I'm not talking about moves like Sion's 214b or Mech's 421 series since even though those get similar properties its more to do with the special status you get put into after one of those moves hits, and does not function on block or whiff.

If you know or find anymore, please post.

34
Melty Blood Auditorium / Re: MERU TEE VEE
« on: March 09, 2012, 04:51:46 AM »

35
Shiki Nanaya / Re: Nanaya Video Critique Thread
« on: March 06, 2012, 11:57:53 AM »
^ laggy as fuck sets (I dont claim to be way better but i do not drop combos like that usually)

37
Shiki Tohno / Re: 1.07 CTohno
« on: February 10, 2012, 12:54:29 AM »
Speaking setups/whichways, I forgot to post this video in this thread before, even if its on the wiki.

http://www.youtube.com/watch?v=GXYOhAbkhpA

http://www.youtube.com/watch?v=cMl6gEHhppo - mirror

The 236c dash neutral one kinda sucks in that video...I did it better in this one. Obviously theres also the option of just airbackdash after this too.

http://www.youtube.com/watch?v=mEA2ctPApJg

38
Kohaku's Magical Garage / Re: Current Code Bugs
« on: February 06, 2012, 10:22:26 AM »
I don't think you noticed my arc drive DIDNT DO ANY DAMAGE and she got stuck in a frozen sprite for like 5 seconds...

39
Shiki Tohno / Re: 1.07 CTohno
« on: February 05, 2012, 11:39:36 PM »
You get more damage out of doing just doing stuff into 236a 236c usually but that seems like a decent setup off of long range hits (when you can't confirm some other moves before 5c 2c) for running a mixup

41
Kohaku's Magical Garage / Re: Combo conditions
« on: February 01, 2012, 12:50:38 AM »
whats the deal with moves like cnero 5[c] and h/f pcl jb? are those like, just small groundbounces that are also untechable?

42
Kouma Kishima / Re: Kouma techpunishes
« on: January 23, 2012, 03:53:49 PM »
Is that trick supposed to cover all 3 though? I still can only cover either neutral OR back and forward.

43
Kouma Kishima / Kouma techpunishes
« on: January 23, 2012, 09:50:28 AM »
Well specifically, I want to know about F, but I figure its important for all styles, as Kouma tends to create a lot of these situations.

Is the 5b 2b 5c OS techpunish after corner 623b or 623c for F Kouma supposed to be able to cover neutral techs as well? I can only seem to cover back and forward with it. If i do it early enough to catch neutral the 5b whiffs on forward and back.

44
Shiki Tohno / Re: OFFICIAL H-Tohno CC Guide
« on: January 18, 2012, 04:11:59 AM »
Quote
The issue here is that you aren't going to get those clean hits that often.  Yeah, he still has nice damage off of them and that's nice.  But since his mixup isn't really that great he isn't going to be able to land clean hit starters that often.  C-Tohno has the option to dump meter on j22c to add damage. 
Quote
This is where it hurts a lot.  You can't always save 5c, 6c, and 5a in pressure until the end without having bad pressure.  That results in his random convert damage being trash.  On top of that, C gets better damage, mixup, and oki in the corner.  H-Tohno is the STRONGEST in the corner and he's still completely outshined by C.
Well thats what I'm trying to say, you don't get clean hit starters that often with C either, and both of their damage is bad off random 2c or w/e hits typically. (Their air CH damage is basically the same in that regard too.) The difference here is that C can add more damage with meter better, has more ways to do the smaller damage with his wider variety of ways to attack, and that he can get into his oki/hard kd combos from more things. This is part of a general utility problem moreso than just "the damage is bad"

I do not believe that "low average damage" is H-Tohno's problem moreso than his lack of a 6b to allow him to not have to use 5bb in combos for COMPARABLE damage. 5bb rapes corner carry, had a damage nerf, and gives you really shitty oki. 6c will make basically any fucking combo off a hitconfirm do less damage by itself due to the scaled prorate.  6b is also a move that C-Tohno does not need to use in regular pressure outside of a mixup either, meaning its always available.

You CAN do the 5a5b[b ] corner 214c stuff for again, 200ish damage less than C typically if you just do something like a 2c2b5b air combo ender (iabd j.c 2c 5a6aa 6[c] 22a air combo totally pointless except for meter building now and typically I'm not blowing meter outside of heat with this char)

Quote
If decent damaged had to be worked for = combos took higher execution I'd be ok with that.  Instead he just does poor damage.  Yes, he's still viable but is he worth using over C?  For the most part, no.

Well I don't disagree with that. There's a reason you basically never see H anymore. But even strong players seem to use him now and them in particular MU. Because he does get in easier, and his particular strength of just staying in forever in the corner is strong vs some characters.

45
Shiki Tohno / Re: OFFICIAL H-Tohno CC Guide
« on: January 17, 2012, 02:19:09 PM »
I think he's overnerfed but the char is hardly totally unviable, I've been using him a lot lately.
His damage is not that bad off clean hits. From confirming random shit and in blockstrings its bad but honestly C-Tohno isnt that hot off those either.

Stop using 6c in combos if possible, the scaled prorate fucking destroys him.

2aa5b5c5a6aa6[c] iad j.c 5bb2a(whiff) j.cb sdj.bc AT is like 3.8ish with random reduce on (4.2k without reduce) an average defence char (pcl, sion etc) and like 3.1kish for 5b 623b ender for oki. (3.6k withou reduce)
Off clean hit 5b stuff thats like 4.4k random reduce (5.3k without) and 3.8k for oki combo with reduce (4.5k without)

Problem is that combo only really works up close, 2a5c5a6aa etc is still legit at further out ranges though, so average damage is a little lower (200 or something)

For comparison, C-Tohno's 2aa2b(1hit)5c2c5b6b j.bca sdj.bc AT does like 3.5k with random reduce on (4k without reduce), and his midscreen 2aa2b(1hit)5c2c5bb j.[c] oki combo is like 2.4k random reduce (2.8k raw)
Clean hit 5b5c2c2b6b j.bca sdj.bc AT 3.8k (4.5k), 2b(2hit)6b5c2c5bb j.[c] oki 3.1k (3.6k)

With those combos you'd probably end up not being in range for 2b a lot as well (same as the 6aaa problem) so the average damage will be lower again by about 200.

His random convert damage is noticably worse though, and C-Tohno has higher damage corner 214c combos that can also be hard kd with 623bb, as well as damage extenders like j.22c or j.623c, or and genreal utilities. C definitely has better mixup too. H has to sacrifice a lot more damage for not shitty corner knockdown too.
But I still think he's viable, just most of the decent damage has to be worked for now compared to before, his random converts were kind of ass previously anyway. (5c6c5a6aa2c2b5bb j,bc dj.bc AT still does like 4.2k/5k for easy dmg, wheras people mashing 6c eat 3.8k/4.4k from 6c5a6aa combos)

46
Shiki Tohno / Re: OFFICIAL H-Tohno CC Guide
« on: January 17, 2012, 02:23:04 AM »
H is still relevant in matchups vs chars with no reversals/shitty 2as I think (hi nero)

47
Shiki Tohno / Re: 1.07 CTohno
« on: January 16, 2012, 11:59:08 AM »
Thanks for the help again Rayza. I'd managed to get those combos to work on Arc/Warc/Kouma before but could never really get it consistent on Arc/Warc so I had nothing better to write than the fact it was harder. The delay makes 2c 2b 5bb much easier than before but it seems just skipping the 2b is the most reliable bet on them. (doing 5a5b[b ] into this stuff still seems hard though for those chars.)

Also I thought it was kinda a given that any combo could be done of various starters, was just trying to list common examples thats all. Added a little intro note on it anyway though.

48
Melty Blood Auditorium / Re: The MB:AA:CC:PC thread: v.1.2 out!
« on: January 16, 2012, 02:18:49 AM »
My personal copy finally arrived!

https://twitter.com/#!/Irysa_/status/158869050393493505/photo/1

I love the fate/prototype extra book I got with this.

49
Kohaku's Video Room / Re: Current Streams
« on: January 13, 2012, 07:48:19 AM »
http://www.twitch.tv/shomeyamoves streaming casuals from my house!

50
Kohaku's Video Room / Re: GIMME MBACC PC VIDEOS
« on: January 12, 2012, 03:26:20 AM »
http://youtu.be/Ij8IphKbzYQ

Universal OS video for C Tohno. I'll work on a full one at some point.

http://youtu.be/GXYOhAbkhpA

Setups for mixups and Safe Heat for C Tohno.

http://wiki.mizuumi.net/w/Melty_Blood/Shiki_Tohno/Crescent_Moon

Has all the explanations and details along with much more now.

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