hentai

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


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

Messages - S-Blade

Pages: 1 ... 9 10 [11]
251
2. Koumachmax - For now the most damage I could figure out how to get off of an air counterhit.

Let me guess: 2c 5c 2b j.236C? :P

Although 2c after 22c grounded counterhit is haaarrrdd (but still doable). I go for 5c2b airthrow off 214a/b wallslam/5[c]/22c CH/air CH (it's all the fucking same XD) just because it's the most practical ;p

And the 5a2b in the corner combo (w/e -> 236c -> 5a2b -> airthrow/combo).....the window for the 5a is two frames (according to Veteru anyway). Practice that shit.

252
Kohaku's Magical Garage / Re: How To Tech Punish like a Pro.
« on: July 29, 2007, 09:37:47 PM »
If they are tech punishing with something that requires a directional movement other than 2 (unfortunately this is very few characters, most will go for the 2c), then you can aim to mixup your techs between forward and neutral/back to cross them up during their moves. It isn't exactly the safest thing to do, but if you absolutely need to tech, then you aren't totally in a hole just yet. Of course, if they're good, they'll see where the tech is going to go so this won't really work at medium and higher levels of play.

Remember, even if you're in the corner, teching back/neutral still serves a purpose even though you don't move: If they fail to punish it, then you've still avoided OTG and/or oki they would have used against you.

253
Kohaku's Magical Garage / Re: Damage Scaling + Proration question
« on: July 29, 2007, 09:24:02 PM »
and with MBACPC out, we have discovered....

-Reverse beat also occurs when chaining As together (but you won't see "Reverse Beat!", but the penalty will start applying, this is most likely added for OTG strings)
-It recovers pretty fast.
-There's a 55% cap on it.

H-F, as for your question, Criticals should definitely be Off. Counter hits don't add to damage (but if you're demonstrating a combo off of CH, go with LowCounter just so we all know it's valid ;p). Damage Reduction, if you ask me, should be Off. Suddenly getting used to lower damage numbers for combos when communicating with other people doesn't sound like a great idea to me.

254
Maybe you're not jump canceling correctly.

Try jumping as soon as the move hits. There's a very short pause in the movement, and that time is when you enter new moves to chain and jump cancel and such.

255
A couple things I noticed/found out while practicing with Kouma in PS2 AC:

As far as being in the corner, I find it a little hard to get them close enough to 623A, and 623B is sort of slow....but if they're playing cautiously and keeping enough distance to be far enough away from both, you can 5[C] to throw them off (and if they are playing cautious they'd probably be sitting there trying to block as well) and then 5A -> airthrow off that. It's only 2k damage (on shiki) but it gets you out of the corner and them into it.

j.C -> j.236A/B -> 236A/B has nice pushback power and fair damage. Good if you need to heat activate, I guess (they can tech forward right into you but they'll get smacked by heat activation and be even farther). 623A/B -> 236A/B doesn't, though. They can forward tech and end up behind you, or 2C depending on their range, though. I guess if you're stuck on the ground then you'll have to live with 623A/B or 22C (which I still don't like because depending on where you dash they can airrecover toward you [not forward] and land right in your face with a j.C or something) but if you can land a j.C and follow it up, then you end up in a pretty safe situation.

I've sort of been trying 214B okizeme after an airthrow...the timing is a little weird, but I think it'd be better than 5[C] just because it isn't as obvious to see coming and leads to more damage/options (you can follow up with 236C or just 2 or 4 if you want) I'm NOT sure if you can break 5[C] by just throwing 2As once you get up, though. I know it works against 214B, though >_<

And lastly, I've been toying with groundcombo -> 6C -> j.C -> land -> dash forward and crossup with 2B or something. I can't get anything good off of it yet >_>

Questions, though: Do people usually groundtech after a j.236A/B 236A/B? They get sent flying toward the ground pretty fast....but I can see some serious 214A/B forward-tech punishing. And....Kouma OTG....does it exist? lol

EDIT: Just adding....I realized that since 214B okizeme after an airthrow can be stuffed by at least some 2As and 5As, you actually can step back a bit and use 5[C] to be safer. Probably best to use 214B first and then once they start throwing out shit start backing up and go 5[C], or if they are throwing out blank 5As or 2As, go into BnB or something. IF 5B can hit from that far away. Not sure.

256
Aoko Aozaki / Re: Aozaki Aoko Tutorial
« on: June 06, 2007, 08:04:37 PM »
Retarded BnB

2B>6ABC>236C>22C

2B>6ABC>236C>623C nets you about 300 more damage, but more importantly, puts you in a position where if they air tech neutral or forward, you can hit them with 3C and go into an air combo into there, or if they tech back you can hit them with 2C and work off that. The only thing you have to worry about is either specials that mess with momentum (akiha can 214B away), v.akiha's double airdash back, or something like shiki's j.C beating your 2C after he techs back. Another safer (but much less rewarding) option if they tech back is to 236A/B, which will either grab extra damage or push them toward the corner if blocked.

Also, am I the only one who sees tick throws being followed by 22C as awesome? It turns a 1k throw into a ~3k combo where you can then throw a 22A or 22B to either throw in extra damage or push them into the corner if they block where you can then probably start applying pressure. The only danger I've seen of it is if they tech forward, and (if your reactions are good) you can execute 22, check that the tech isn't toward you (you get barely any time for this btw), then press C. You can also throw the 22C before they even tech but if they know what they're doing and they tech forward, you're fucked (I think how much time they get is enough to activate and execute an arc drive if they can make the decision fast enough o_o) You can also just throw a stupid and 22C and realize OMFG HE ALREADY TECHED FORWARD and eat their rocks. If you can read the forward tech though, you can just throw a 3C or something and go into an aircombo. Pretty good for following up a tick throw, I would say >_>

And I haven't really tried it against anyone yet, but if you got the distance down for 421 orbs and land them in the face and hold down, I think you can score tick throws from pretty far >_> (421B in the face, dash up and tick throw, or if they stop blocking just let go of B and either back up and start again or if you're already close enough or it's CH you could score a combo)

Pages: 1 ... 9 10 [11]