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

Messages - Hintalove

Pages: 1 [2] 3
26
Len / Re: Kuroneko-san
« on: April 05, 2007, 02:31:31 PM »
I sat up too long last night trying stuff with Len:

Found these two just now:

2A > 2A > 5B (2 hit) > 2B > 5C (2 hit) > j.B > j.C > dj.B > dj.C > Air Throw

2A > 2A > 5B (2 hit) > 5C (2 hit) > 4B > j.B > j.C >d j.B > dj.C > Air Throw ~4300 damage

5b (2 hit) is difficult to confirm into on reaction, you're probably better off using 5c (2) 2b 4b.

Also the second combo is very distant-dependant, without a 2b first before the 4b you run the risk of whiffing at certain ranges.

Wouldn't he be hit confirming off the 2aa?

27
Akiha's Tea Room / Re: Your signature moves
« on: April 05, 2007, 06:54:58 AM »
I usually walk backwards and iad>backdash a lot at the start of rounds. If some one throws out a dodge I usually dodge back.

At the end of the round I usually finish my combo and then go into the "lol I take for ever to land because I'm Akiha and can do 3 ribbons and a pit before we can get to the next round" jump.

28
Akiha's Tea Room / Re: Warehouse Stage(Satsuki) Lyrics
« on: April 04, 2007, 09:16:07 PM »
By far the dumbest/most annoying bgm of all fighting game history is Elena's stage in 3s. It's just some tribals wigging out while I assume Elena would be dancing.

As for good melty bgms, I really like the stage where you're out in the middle of the street and there's gunbound music in the background. Hmm, and then theres the field at night that has like guilty gear music that is pretty cool. I dunno, I just am not too much of a fan of melty bgm :/ Damn GG spoiled me rotten.

29
Kohaku's Video Room / Re: Epic2k7 Tournament Videos
« on: April 04, 2007, 09:02:17 PM »
Ooo Psy play, I'm excited. Are the finals missing/comming soon?

30
Kohaku's Video Room / Re: Shakujii Kouen GameCenter
« on: April 04, 2007, 08:52:48 PM »
大会 is read taikai and means tournament. lol at me sucking at life, but I can't find out where this arcade is located. Is this a Kansai place?

31
Akiha's Tea Room / Re: Type-Moon Figures??!
« on: April 04, 2007, 03:05:03 AM »
lol, down in Denden(the Akihabara of Osaka), those figures are like 15 bucks, except maybe arc because every one loves arc. It's like, you can get a chamcham figure for like 500 yen and the same set's Iroha costs 2000.

Any way, my cell:


32
Akiha's Tea Room / Re: Warehouse Stage(Satsuki) Lyrics
« on: April 03, 2007, 04:18:24 PM »
When ever I go into training mode it always seems like I end up in that stage, and the music drives me nutz -.-

33
I forgot to take my shoes off once. Man, let me tell you, them Japanese really hates a shoe wearing gaijin.

34
Akiha's Tea Room / Re: Site Feedback & Suggestions Thread
« on: March 31, 2007, 11:52:05 PM »
You could warn/ban people that go outside of the acceptable range of size, and I'm pretty sure if things really did get out of hand you could always take the feature off. In any case, it just doesn't really feel like a 'forum' with out sigs  :-\

35
Akiha's Tea Room / Re: Site Feedback & Suggestions Thread
« on: March 31, 2007, 06:18:02 PM »
not sure if this has been brought up already, seeing as I am a lzay reader, but Arly, could we get images in our signatures?

36
Is smash really even a fighting game?

IF smash is a fighting game then games like Armored Core should also be a fighter >.>

But seriosuly why let them get away with calling that crap a fighting game?

The guy who introduced me to MBAC was one of america's top Armored Core players, lolz

As for H-F Blade's attitude, I kind of shared it, at least for a while. I mostly train with Heartnana from SRK. He is a 3d guy and since comming to japan his main game has been Arcana, but back in the states it was Naruto 4 on the GC. It took me a long time to swallow the fact that he was just a flat out better player than me at fighting games, seeing as I only started back in fall semester. For a while I was really pissed about how I couldn't beat him consistantly at "My Game" but now I just say w/e and realise that it's free melty with a cool dude and we're both getting better. it's pretty lol tastic when we go to the arcades and beat every one off the machines, and then the other doesn't want to pay for the match we've played like a million times for free in his dorm room  :D

37
Melty Blood Auditorium / Re: MB AC ver b Teir list?
« on: March 31, 2007, 05:36:59 PM »
I can't agree with White Len being in the same teir as Neco-Arc. No matter how gimicky you lay neco-arc you still die in two combos, and your options for damage/moveement just aren't that great. White Len has some of the same problems, but she has a *lot* more potential for damage and mixup than neco-arc could ever dream of. Either that, or I just havn't played a good neco-arc or something. I lose to players above/around my skill level that play White len a fair amount just on the fact that i have no idea what is happening for the better part of the matches.

38
Melty Blood Auditorium / Re: Need help choosing a character
« on: March 30, 2007, 10:14:57 PM »
Well, of the characters you listed, Shiki Tohno and Warc are arguably the best. Shiki is a great starter character because you can play him in your sleep, and warc has fairly awesome damage potential from any where, plus zoning with her blood rings AND a good reversal. Character strength aside, i think the coolest characters you mentioned are arc and warc, but Arc has mad execution requirements on her BNBs, and is just overall, a lot harder to play than warc. Regular Akiha is also good, but I wouldn't really pick her over the other two, she just happens to be the character I decided to play seriously when I started, and I don't really feel like learning Arc's loops :P

39
Akiha Tohno / Akiha Match Vids
« on: March 30, 2007, 09:53:50 PM »
This will be the all encompassing match thread of doom for anythgin worth watching involving akiha. This includes matches showcasing good akiha play as well as vids of your own Akiha that you would like critiqued by members of this forum. Also, in the event of this thread actually becomming successful, if you see links to gamechariot, acho or kohatsu, rememebr that they are constantly running tournies, and the vids linked have a decent chance to no longer be there unless they are recent posts.

To get us started, the most recent 2v2 tourney at kohatsu had an Akiha on the winning team. I personally think he played better in the matches that lead up to the finals, but meh, he still does most of the stuff you want to learn. You can find the videos at www.ko-hatsu.com by clicking EVENT and scrolling down till you see melty related pictures and pics of the winners. The vids will always be the three links to the left of the winners. Also note that the Sion on his team happens to be Go1, who i guess doesn't really play Akiha any more?

40
Akiha Tohno / Re: General Akiha Strategy
« on: March 30, 2007, 09:46:01 PM »
Alright, combing into 623b:

The key to hitting the full thing is hitting your opponent with it as LOW to the ground as possible. If you get into training mode, mess around with doing 2c > 623b, and try inputing as late as possible. You should get like 2 hits, but not carry them up with you into the rest of the move. The proper timing for the 623b is a few frames before that juggle height. The only way to really master it is to just program into your muscle memory how long it takes characters to fall into that height.

Also, if you are really desperate for a 623b knockdown, you can link into it off your ground string BEFORE you 2c, and as long as it's timed right will give you the full thing for free. Also, this is the best move you ahve for canceling out of a normal shield.

One last thing to consider is if you are primarily trying to do this for a 22c in the corner, you can always 2c5c 5c2c 22c, and not worry about this. It's main aplication is in the Yukinose style 2c loop combos in the corner where you are trying to milk damage out of yoru non-aircombo wallslam combo. As I said before, I really havn't stepped up my execution to the point that I do these combos yet, and really, there are differing schools of akiha that use the 623b combos, and just do max damage traditional wallslams in the corner into j2c tech trap which also can lead to a pit. If you are trying to get used to working with the pit, just use the above mentioned combo: 2c5c/6c5a 5c2c 22c. This puts you in position o have a pit on them and still be able to put some oki on them.

41
Akiha Tohno / Re: General Akiha Strategy
« on: March 30, 2007, 06:47:59 AM »
In regards to comboing into j2c, the only worthwhile time to it is at the end of your air combo, if you are in the corner. This allows for a techtrap that you can exploit by doing a 5c as soon as you land, and if they fail to tech the first bounce, or just plain don't want to risk getting reset, you can catch them with 2c and follow that up with 22c to have a solid knockdown and a pit on them.

As for instant j2c, it isn't something you can watch in videos and say "Dang, I wish I could do that". It is an absolutely essential weapon for akiha, because without it, all you have is advantage on block and tick throws. Lows cary a lot more weight when there's something like j2c that you need to be on the look out for. The easiest setup to practice if you want to take some steps towards mastering the hardest and yet most essential trick to the top tier Akiha, is getting your opponent to block a tk 236a and then immediately throwing it out there. As for practicing fomboing off the hit, you can practice the timing on landing the 2b after it by doing ja > j2c > 2b(if you can't get the instant j2c consistantly enough to use it in matches). using a healthy mix of ja > jb and ja > j2c will make your ja much more threatening, and then of course you can always land and throw. Also, I wouldn't really expect to be getting 50% life combos off the overhead, but it still carries probably the biggest combos off a command overhead in the game. Also, remember you can't jumpcancel your attacks on block, so you need to wait a it after 2a if youw ant to throw out the overhead. I don't really advise doing it outside of tk flametounge games unless you're really inside your opponent's head and you know it will hit.

B pillar(214b) does marvels on block, and at the end of blockstrings ever so often to bait CH(not too often, because if your opponent is looking for it, it's easy to see Akiha assume the pillar position). Off a b pillar CH you can catch with 2c and then launch into an air combo off a charged 5bb. To time the catch so that you have time to charge the 5b, try to 2c them with the top half of your sweep. on block, it's pretty much the same as a blocked tk 236a, and so you can either run in and mixup or throw out a tk 236a and mixup off that/collect your free combo.

Comboing into 623b is fairly easy. Off any 2c, just wait a few frames for the input and it will hit like magic. Great for collecting a *solid* knock down and dragging your opponent to the corner. Over the next couple weeks I'm going to be putting some time towards learning her wacky corner stuff, so hopefully I can demystify that area of Akiha for the nonjapanese players.

Oki game that was not mentioned in the previous post:

Meaty 5c: Great for starting block strings, and if you feel a low shield comming from your opponent(as dumb as it sounds, it happens all the time, and the japs eat 5c all the time on wake up). This also works to catch jumpers, but it will wallslam them and is not the ideal counter if you think they are going to jump. 4c will do the same job as 5c, but it is slower and more vulnerable, but is also much much better for catching jumpers, because you can combo off of it midscreen. Beating wakeup jump is very important for Akiha because if you whore the ribbons, your opponent will figure out how jumping is the only way out of that trap, and will find them selves dping/jumping a lot. Perfect meaties also destroy sloppy reversals, so that's an added plus.

Meaty 2b: Only one use: beating mid shield. This is important because a lot of people, if they chose to wakeup shield, will shield mid, because it shields all mid/high attacks as well as 2a, which is Akiha's staple low poke. A nice way to get sneaky.

Arcdrive/Throw: It's a fairly lowlevel tactic, but it works suprisingly weel if you're not meaty arcdriving every time you find your self in max(like I did back when I first learned of the glory of the oki arcdrive). Punishes heat brilliantly. Punishes backdash(another good method to get away from an angry Akiha). And of course, punishes shield or block even better, because you basically reset your oki and get almost the damage of a midscreen bnb. I again want to stress that you can't let your self get predictable on this, because if they jump, it's a free combo for them. Also take into consideration that after the full invulnerability from waking up, there is a slightly longer period of throw invulnerablity, so the timing on a meaty throw is slightly off from a meaty hit.

Jump and do a 236a right over them as they're waking up: I don't know why, but I have a huge successrate with this tactic. You time it at the latest possible second, and maybe aim to cross them up but just barely. It hits the guys at my local arcade, and the guys at the tournies, and I have no clue why.

The only other real trick the previous poster forgot to mention was like, the super jump tk ribbon, which is good for getting a meaty ribbon on them after an airthrow and putting your self in range to overhead after, as well as if closer, you can use it to cross up much more quickly and easily than with the regular forward tk ribbon.

As for solid pokes, 2a, 2b, and 5b should be your main pokes of choice, doing short guard strings to stay on top of your opponent to keep pressure on, and looking for an opening to get a ribbon or pillar on them. 214b/a also work well as preemptive anti air, especially because they are not air blockable, and give juicy ch combos. 5c and 2c will also give you damage occasionally as pokes, but I wouldn't try to religiously poke with 5c or anything. It's just too unwieldy. And if you start overusing 2c as a poke, not only will your combos deal crappy damage, but you will also start using it inappropriately and most likely be punished for it. Also, remember most 2a's can be turned into throws on block, as long as you don't whore it. AND PLEASE, don't do 2abc5a as your blockstring.

Basically, as akiha you don't win off massage combos, you win off controlling your opponents options and making openings for your self. You need to get them afraid of you. Besides that, just remember that when fighting against Sion, if she see's your b pillar comming and is not in blockstun, she can eat it wth 2c, cancel into 214c, and get a free combo. Use b pillar wisely.

42
Kohaku's Magical Garage / Re: Shield to EX Shield
« on: March 28, 2007, 02:28:39 PM »
In ver b arcade you can throw out of regular shield I'm fairly sure.

43
I would just like it to be known that, while the Ko-hatsu does *not* have two floors(it is the tiniest fucking arcade I've ever been to) the floor above it is home to a wonderfull "Massage" parlor.

44
Tournaments and Events / Re: Evo: Vegas
« on: March 12, 2007, 03:56:23 AM »
This will be my first evo too, and my first largescale tourney in general. I can't wait to sample the guilty gear and melty from across the states.

45
Akiha Tohno / The Akiha Effect
« on: March 12, 2007, 02:41:41 AM »
It's pretty clear that there is some sort of stigma around Akiha. I think it probably originates from some where in the past before her current incarnation, but that doesn't explain why there still are no akiha players. I know the guy who introduced me to melty thinks she's the scrubbiest character in the class, and I don't really see how.

So, if you play Akiha, please post why. If you don't like her, enlighten me. And if you know the secret reason why even the Japs refuse to main her, spill the beans.

I play Akiha because hitting with 5(b) makes me happy, and tk ribbons are cheap.

46
Tournaments and Events / Evo: Vegas
« on: March 12, 2007, 02:32:00 AM »
Who is going to be there for the melty bloods? Veteru will probably run a side tourney like he usually does, and there will be Japanese players there too! We should gather the American scene together to finally compare melty-peens.

47
Kohaku's Magical Garage / Re: How to reversal backdash like a pro
« on: March 07, 2007, 02:01:26 PM »
one thing to note is some backdashes count as a jumping state, so if they 2a you during that, you take the hit as if you were off the ground and can immediately tech. Just a little something something to remember.


oh, the way you tell if your character is like that, is if hey make any kind of jumping/hopping motion pretty much. IE sion, akiha, and hisui for example

48
If you are serious about playing melty, I think this is a great move for you guys. I think you will learn a lot about the game, and about your own play.

If you are going with the intention of being competitors, well, that's another matter. I've never seen Ruu or Mint play melty, but from what I hear about evo, our best GG players aren't any where close to them. Having played with Veteru, who I think it probably right at your level, if not maybe a little under, I can safely say that I think you're making some oversights. There are going to be a lot of matchups that you guys probably havn't experienced. How many people in the US play their characters at the level you play yours? Have you ever fought an equal quality Ciel? Warc? Wara? It's one thing to know their mixup from videos and another to be actually blocking it. I'm making that assumption based on the vids I've seen online, so sorry if it's off.

Any way, I'll offer to get you guys dinner some where tasty one of the nights you're in Tokyo. I've been wanting to meet/play you guys for a while.

49
Melty Blood Auditorium / Re: MBAC - Full Movelists
« on: March 06, 2007, 03:26:55 PM »
Besides guilty gear, most of the movelists that come with the games are usually incomplete. I don't know why really, maybe it adds a level of mystery when the games first come out? All I know, is I *still* can't figure out how to do Konoha's air command grab in AH, and it pisses me off. I also would like to know the commands for the arcana moves.... and fiona's. Grr.

50
Kohaku's Magical Garage / Re: What is the button setup on stick?
« on: March 06, 2007, 03:07:17 PM »
I think that it's an inside joke that they know this game is almost a complete ripoff of GG. It was no surprise to most of us when the Q button ended up where the dust button was.

We all know Mecha Hisui is just Moe Robo Ky

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