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

Messages - Funky-kun

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176
Akiha Vermillion / Re: H-V Akiha Strategy/Tactics Thread
« on: May 09, 2010, 09:08:36 AM »
Hey there, some updates!

First, after practicing the random shit into Momiji combos relying on 5a whiff 6aa 6c, it seems 5c4c2c is a better starter than 4c5c2c due to one less reverse beat.

As we all know, in Melty aerial counters are your friend. The fullscreen Momijis work from jb or jc air coutners, netting 5k+. In order to work from ja, you need to have forward momentum, as otherwise they fly off too far away.

Also, if you are near the corner with your back to it, you can go for this combo:

2a5c4c5a6aa 4c5c2c 5a (whiff) 6aa 6c 66 2c623b 4c2c623b (x2)

It does 4723 damage as opposed to 4782 if you go for 6c 66 5c4c2c without 6aa loops (tested on VSion), but nets a whooping 142.5 meter, while the other one gives 123. This actually gives more meter than the 6c loop, which totals in 135.8 with two Momijis in it. The timing is kinda easy once you get the hang of it.

The only thing that can't link into a Momiji is j22b, haha. It is really nice that she has these high meter building and long combos, so that while doing them VAkiha can get her red life back.

To whoever's gonna main her at Evo - grind dat 6aa 6c! And good luck! :)

EDIT: Going for 2a5c4c5a6aa 4c5c2c623b 4c2c623b (x2) from around midscreen nets 5110, this has to be her highest damage combo from 2a. Damage climbs to 5231 if you go for aircombo ender.

177
Mech-Hisui / Re: Crescent Mech Hisui Videos (many)
« on: April 26, 2010, 03:34:23 PM »

178
Akiha Vermillion / Re: H-V Akiha Strategy/Tactics Thread
« on: April 13, 2010, 07:35:40 AM »

(pic = YouTube link)

Melty Blood Actress Again PS2, original balance. Video recorded using FRAPS and pcsx.


Direct download links:


Please download 60fps and/or h264 encoded files only if you are sure your computer will be able to handle them. For older machines, use of 30fps avi version is advised.

If you have problems with playback, use one of these:

CCCP

VLC

60 frames per second mp4
(h264 2.5mbps 2pass aac 128kbps 60fps in mp4 container)

30 frames per second mp4
(h264 1.5mbps 2pass aac 128kbps 30fps in mp4 container)

60 frames per second avi
(xvid 2.5mbps 2pass mp3 128kbps 60fps in avi container)

30 frames per second avi
(xvid 1.5mbps 2pass mp3 128kbps 30fps in avi container)


Special thanks:


LordPangTong for his help and hints for trickier combos.
Ikusat for making his Ciel, Hisui and Aoko video tutorials, that were the inspiration for this video.
Last, but not least, http://meltybread.com/ for existing.

179
Akiha Vermillion / Re: H-V Akiha Strategy/Tactics Thread
« on: April 10, 2010, 04:25:27 PM »
Tried it, but there's nearly not enough time to fully recover 2a and then catch them with 5c. 2a needs 15 frames to execute and recover, and 5c hits on the 11th active frame...VSion hits the ground on the 24th frame after the first frame of 2a. I'm 3 frames short lol.

180
Akiha Vermillion / Re: H-V Akiha Strategy/Tactics Thread
« on: April 10, 2010, 12:35:39 PM »
Quote from: wiki
2A 5C 4C 5A 6AA 2C 623B 4C 2C 2A(whiff) 5C 2C Mixup

Half-momiji 50/50 mixup.

To whoever has landed this: how do you *ucking do this?  :psyduck: Are there any timing tricks?

Progress so far: delaying the second 4c helps, I get the 2c 2a whiff and land the 5c with a bit of delay to bring them closer to the ground, recover 5c, start 2c on the frame 5c is done recovering and VSion techs the frame before she falls onto 2c's already active hitbox. Checked it frame-by-frame. I've been trying to land this for a couple of days, 0% success. Come on, I've landed the 6c loop, but this is giving me a hard time. WTF?

HALP  :-\

181
Akiha's Tea Room / Re: Haiku Topic
« on: April 09, 2010, 11:05:04 AM »
Hype I got indeed
In evo and sbo Melty is
What an awesome year

182
Akiha Vermillion / Re: H-V Akiha Strategy/Tactics Thread
« on: April 07, 2010, 03:31:55 PM »
Hi peeps!  

I have been working on a H-Vakiha tutorial vid for some time and have most of the stuff done. The video will include:

-Momiji Variants
-Situational Combos (5d, 22a, 22b :teach: )
-Post Momiji oki
-Post throw oki
-Post 623b oki
-IAD Mixups
-Blockstrings
-Advanced Combos

The advanced combos include 5d into 6c fullscreen momiji loop, 22a into 6c fullscreen momiji loop, 6c loop and half momiji loop. I'm finished with most of the stuff, but the last 2 combos (6c loop and half momiji) are giving me a hard time to record. I'm using pcsx and fraps to do the recording, which is giving me a bit of input delay :slowpoke: and doing these timing intensive combos is really hard. So I was wondering if these is someone that can help me with the recording? Either through PCSX or through PS2, if possible ( ??? ). If there are any volunteers, PM and I will give you details.

Also, I'm open to any suggestions for things to add to the video.

 :psyduck: i have always wanted to use this smiley

EDIT: One down, one to go.

183
Akiha Vermillion / Re: MBAA V Akiha :D
« on: March 22, 2010, 09:46:19 AM »
One of my friends plays C/F Nero and I think I have some experience in the matchup, so I'll try to give some tips. Possible antiairs:

5D - Although it hurts if they bait it, if used sparingly 5D with you in the corner turns the game around if it hits successfully. I do 2C 5BB jBjC dj jB airthrow, and now you've got them cornered. The airthrow doesn't give that much advantage, but you still have options to keep them in the corner.

2C - I stubbornly continue to use this, unfortunately it has around 1% success rate against Nero jB. Not recommended.

623A - If you can input it fast enough on reaction you can at least trade with jB, which should reset the game to neutral. It is supposed to have upper body invincibility, but I am not sure about frame data.

214A - Works only on really lazy jumpins, as its startup isn't that fast.

For me, F-Nero is kinda easier than C, because he lacks the HEIL HITLER WOLF (5B) and slime is not as bad as deer. There are two kinds of slimes - one disapperas if Nero is hit, the other one stays, but moves relatively less. If Nero is far, the "little slime" should be no problem, and the big one can be removed if you hit or throw him. If he has the one that stays after he has been hit, you can do a jC airdash jC jump jC airdash jC to stay on his head while the slime disappears.


As far as Arcueid goes, I guess you should rely on your zoning tools against her (pits and pillars).

184
Akiha Vermillion / Re: MBAA V Akiha :D
« on: March 18, 2010, 12:04:24 PM »
Random discovery about H-Vakiha's pits: like every attack in the game, they are +meter for your opponent when blocked. But the last hit of the pit drains meter! 22a/b are both -1.4 meter on block, but 22c is +2.8 for the opponent. Note that it gives more meter than just +2.8, but at the last hit, meter is subtracted.

So yeah, if you see them with 100.5 meter and don't want them to heat, pit them for a surprise! Muhahaw. >:3

185
Akiha Vermillion / Re: MBAA V Akiha :D
« on: March 09, 2010, 04:30:00 PM »
Good point, I knew I was forgetting something. -_-

186
Akiha Vermillion / Re: MBAA V Akiha :D
« on: March 09, 2010, 02:44:19 PM »
That's what I was suggesting. H's j.C is still better for the sole purpose of crossups, but if it wasn't for the techable knockdown, crescent would have had the superior aerial tool. Seeing that they aren't giving crescent her MBAC j.C back, maybe we could hope for something like knockdown from it, but putting them in non-OTG state?

187
Akiha Vermillion / Re: MBAA V Akiha :D
« on: March 09, 2010, 01:13:06 PM »
Regarding the j.C discussion...


PS2 C-Vakiha on the left, Arcade C-Vakiha in the middle, H-Vakiha on the right. (no change Arcade -> PS2)

It is very possible to use PS2 C-Vakiha j.C as crossup, and I have had success hitting things with it that H-Vakiha's j.C could never touch, for example Nero 4C from a big height.

188
Akiha Vermillion / Re: MBAA V Akiha :D
« on: March 07, 2010, 08:24:00 PM »
Are there ANY reasons to play C moon? I mean, any?

Her air ribbons are pretty much her only nice trick.

I was playing around with C recently for fun (and coz I was hyped about her MBAACC jC being untechable), and I have a technical difficulty playing her. I can't seem to get tigerknee 22 b/c's right, because when I input 282 b/c I get a superjump tigerknee, which I believe has slower startup. Is there any other way to input it?

189
Akiha Vermillion / Re: PS2 MBAA: H-V Akiha 6AA loop still existent?
« on: September 25, 2009, 01:35:45 PM »
Watching some replays today I was wondering if the combo into the corner and out of it is still possible? It goes like ...6aa 6c 66 2a (whiff, turns back to corner) 5c 2c 5a (whiff) 6aa... With the old loop nonexistent in the PS2 version is there any substitute for this one?

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