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

Messages - Hintalove

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51
Kohaku's Magical Garage / Re: Mash to reduce damage!
« on: March 05, 2007, 01:07:05 AM »
There are still times when you all out mash in ver b, mostly moves like Len ex ice/Nanaya chun-li attack, ect. Any move that hits a rediculous amount of times. Other than that though, how the system works, is you hit the button like a moment after the damage comes, so basically you have to mirror your opponents combo. The easiest way to get a feel for it is taking the audio ques from the hits and tapping along with them, like for the generic aircombo damage reduction it's just taptap, tap, taptap, tap, tap(different depending on where the damage is inflicted in the throw from character to character).

If you hit the button to soon, you fail, and I'm not sure on this, but I think you need to leave a little window before you start reducing again. I think that's how it is because if you jump the gun on Len's ex ice/ect and you mash all the way through, you fail the entire thing. And then of course, theres the whole invalid combos bs. Rawr.

52
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: March 04, 2007, 05:43:18 PM »
Satsuki's Arc Drive is pretty beastly, if timed correctly. Off the top of my head, I'm not sure how punishable it is, seeing as she falls over at the end, but I'm thinking it's probably just a regular knockdown after the invincibilty. It's unblockable and does massive damage, even on the non-bloodheat version. It makes a pretty sweet reversal, especially if your opponent wasn't watching to see if you're in max :D

Satsuki's 214a is jump cancelable on block, so you can keep preassurig out of that at the end of of your block strings, you just don't want to use it religiously. 2c5a is pretty beastly in it self, especially followed by another one or iad jc. The core of satsuki mixup is based around her airthrow highlow games, ad getting your opponent scared enough to let you cross them up as much as you want with sj.

One last thing. There is no possible way to combo off a ch jc, because it throws them on the ground immediatly. Jb is your air to air weapon of choice because it's comboable, *and* has more priority.

ps: you should mention how to combo len, miyako, ciel, and kouma. I know that ticked me off when I played satsuki..

53
Kohaku's Magical Garage / Re: What is the button setup on stick?
« on: March 04, 2007, 05:29:56 PM »
It's straight up and down like that. Your best bet is to get a hori/some other 6 button layout stick, and just ignore the button inbetween shield and quick action. As for trying to get used to the q button with out actually having it, I'd say your best bet is to just use your 5th button for throwing, and keep activating/sparking with abc. Activating with abc is also kind of cool, because if you're doing it on wake up, you hold down back at the same time, so if you miss that 1 frame or what ever window you're not nuetral and eat the meaty.

54
Kohaku's Magical Garage / Re: Mash to reduce damage!
« on: March 04, 2007, 05:25:19 PM »
I don't see why you wouldn't do it... you need to mash to tech out of combos, and having that reduce damage should just be an added bonus for you. Just be happy you don't have to time your mashing against your opponent's hits like in Ver B, because if you really are trying to reduce damage, it's way easier for invalid combos to come up due to lack of consistand mashing for teching. The new system totally is the closest thing I've ever seen to encouraging invalid combos.

55
Melty Blood Auditorium / Re: MBA ver b arcade editon.
« on: March 04, 2007, 04:29:11 AM »
At least you guys don't have to pay 50en for at the very most, 5 rounds. Ko-hatsu only plays best of three :/

56
Shiki Nanaya / Re: Nanaya Strategy
« on: March 04, 2007, 04:24:51 AM »
All of the Nanayas I play pretty much do just that, and by that, I mean varying guard strings into 5ca. You just do quick 1 or 2 hit guard strings, varying between standing and low attacks, and whif cancel to continue preassure. Basically, the more paranoid your opponents get, the more likely they are to do something dumb, and eat an attack for ch, or if they are content to block, you can mix in jumps and teleports. I'd advise jumping and the teleport that crosses them up as starting points. If you let him, Nanaya can keep you blocking for a longgggg time. Use and abuse this fact, and you will be closer to me hating you.

Another mixup is to ground string into ex dp at midscreen. This gives your opponent of giving you free damage off an OTG combo, or playing the dangerous teching game with you, potentialy giving you a free combo. EIther way, as long as you're sharp on tech punishing, it's guaranteed damage. Your opponents will most likely know that taking the OTG is the safest option, and only tech as mixup them selves. As for optimal OTG strings, ask Veteru.

57
I've never seen SII win a match in a tourney, but then again I havn't seen too much of him. All I know is when Yuki loses... SII and the other guy generlly can't pick up the slack.

58
Melty Blood Auditorium / Re: MB AC ver b Teir list?
« on: February 27, 2007, 04:48:03 AM »
How the heck did they nerf Hisukoha... and why?? Granted, no one at sbo was playing them to their potential, but blah.

As for characters generally viewed as strong(not always easy/scrubby): V Akiha, Akiha(by most people, but no one plays her), Wara, Len, Shiki Tohno, Satsuki, Warc and Sion.

I would say Melty tiers don't matter, but when I look back at SBO 2k6 finals.. all there was was top tier so hmmm. Now that we have lost a lot of the broken of Ver A though, I think it's safe to say that tiers don't figure in for the most part, but certain characters are just a lot easier to be good at then others.

59
btw, the corect terminology for hits that can be block both high and low is mid, for future referance.

60
Melty Blood Auditorium / Re: MBAC Character Colors
« on: February 27, 2007, 02:00:22 AM »
He still loses out to Dick Tracy Nero. Nothing hurts worse than Dick Tracy jumping C.


Hrwahhhhhhh

61
Melty Blood Auditorium / Re: MBAC Character Colors
« on: February 26, 2007, 04:00:57 AM »
I don't know what I'd do with out my color 25. I don't see how you American players mange  ???

62
Len / Re: Kuroneko-san
« on: February 26, 2007, 03:42:21 AM »
You failed to mention the buffest thing about Len! If you do sucesffuly confuse your opponent into geting hit by a crossup j.c, it combos into a deep 5c(all 5 hits) and hits their weakspot for massive damage. I'm not 100% sure on this, but I'm saying with a fair degree of certainty that deep j.c always combos into 5c, but I don't play len. I *know* it does in the crossup one, not sure about hitting from the front.

The way to get your opponent to get hit by the late crossup j.c is to continuously crossup varying deep j.c and land 2b. If you go low enough, they'll start trying to out guess you, and if you see it happening you can smack them with that deep jc and just rock them for all you're worth. This is the combo you should live for! Relish your whacky air preassure, and know you are not low tier!

63
Akiha Tohno / General Akiha Strategy
« on: February 24, 2007, 05:37:10 AM »
There isn't really much of a playerbase for regular Akiha, even in Japan. I don't really know why, but I think it might be a stigma from earlier versions of the game. In any case, the things that define Akiha are damaging meterless combos, one of the best overheads in the game, and *the* best defense in the game.

This thread is going to be an ongoing work between myself and another Akiha player or two in the community, so I'm just going to list out Akiha's basic combos for now. The button orders can be changed to what ever your personal preferance is due to Akiha's abundance of command normals. I will be using the numpad notation system. IAD reffers to instant air dashing, which is preforming an airdash at the lowest possible hight as soon as you jump. j. will be used to notate air normals ie: j.a is a jumping a attack. dj. indicates a double jump. jc is jump cancel, which is jumping out of an attack to reduce recovery/continue your combo. Any leters in brackets mean that they are charged, ie: 5[ b]b means you charge the 5b to get lots of extra damage.

Basic Advanced BnB midscreen combo: 2a2b6c5c2c5b5b jc j.b j.c dj.b j.c air dash air throw

This combo deals significant damage as well as guarantees a cornered opponent. It should be the first thing you learn and get up in the 90%ish execution range. Also note that the jump out of 5b5b is nuetral and that you should make sure you have Akiha drift closer to your opponent. Lastly, you want to wait as long as possible to do the first j.b.

Basic Corner BnB: 2a2b6c4c2c5c wait 5c2c5[ b]5b jc j.b j.c dj.b j.c j2c/air throw

This combo deals a fair ammount more than your midscreen bnb, and the fact that it is in the corner allows you to decide if you want to end it in a throw for the same positioning, or go for the j2c at the end that puts your opponent in a deadly mind game, and ultimately should allow you to lay a firepit on them while maintaining momentum in your favor. As for the timing of catching them after the wall bounce with 5c, it's just something you need to practice a lot to get. I find it helps me if I delay the first 5c, because the closer they are to the ground the more untechable time they have and the easier it is to continue the combo. Another hint is to let the 5[ b] go off by it self, you do not need to release the button.

Basic Overhead Combo: j.2c(input as 82c, very quickly) 2b2c5c >>

Depending on location, you can either go into a wallslam combo out of that, or switch into a different combo which I will be talking about next. This combo will mainly come up in the corner though, so usually you will be doing the typical wallslam variant. Just replace the typical combo up to the first wall slam with the above combo. You use j.2c in 3 instances: meaty(attack aimed at hitting at the soonest possible moment as opponent is waking up) overhead, after a blocked tiger kneed ribbon(the fireball), or after a blocked j.a. Try to be spontaneous though and not get predictable with your air ribbons.

Basic IAD combo: 2a2b6c2c5c IAD j.c land j.b j.c dj.b j.c air throw/j.2c

This combo is for when you are about a screen or a little more away from the corner when you start your combo. This allows for you to move your opponent to the corner before the air combo section of your combo allowing for you to j.2c at the end of your combo if you want to. It also does slightly more damage than the regular midscreen combo, but the timing/execution is way more tricky. You want to hit them with the iad j.c as late as possible, to give your self enough time to land and jump up to recombo them. This is a very important combo to learn because it is by far the easiest thing to do after you hit with the overhead combo because 90% of the time you will not be able to do a regular midscreen style launch from the hit due to distance.


One other thing to note, is that when your opponent is cornered(it also works midscreen, but I think it is better to get your opponent cornered) is as your air combo you can do j.c air dash j.c dj.c j.b j2c/airthrow. This is a more damaging variation of the standard aircombo, but is a little more difficult/strange to execute. Also, all the ground strings are just guidelines, 4c/5c are pretty much interchangeable damage wise, so just find stuff that works for you. Also, in the corner combo you can change the 2b into a 5b for less proration and overall a more damaging combo, but it is a more difficult string to hitconfirm.


Comming soon: Strategy

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