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

Messages - Funky-kun

Pages: 1 [2] 3 4 ... 8
26
Kohaku / Re: H-Kohaku
« on: September 22, 2012, 01:07:54 PM »
For a general feel of the combos you can take a look at LK's video for MBAA.

http://www.youtube.com/watch?v=HtLl3HYYBzY

Some of the combos are even exactly the same.

27
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: July 31, 2012, 01:00:46 PM »

28
AFAIK there's no way to config the A+B macro through mbaacctool. However, you can use a program such as AutoHotkey to create custom macros.

29
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: May 08, 2012, 10:21:02 AM »
Here you go.

236C combos are very easy to connect as well.

30
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: May 05, 2012, 08:54:45 AM »
For Necos, do 2AA5B2C3C j.BC dj.BC AT.

31
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: April 30, 2012, 07:59:21 AM »
I have been working on my tk inputs lately, and this is what works for me (please note, keyboard user):

I do [4], [2] or [1] beforehand when doing tk236 series.

For tk 22x, in all directions, it just works if I input it as fast as possible. In the 4C(1)22x combos, you need to start inputting the commands before the 4C(1) comes out, you get the timing with training.

           
228                229                   227

EDIT: For some strange reason only one of the 3 images displays when I open this in Firefox. All three show up in IE and Chrome.  :mystery:

32
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: April 11, 2012, 06:56:12 PM »
Mixup at 2:20 is free to backdash.  :emo: :gonk:

Pit loop is an infinite, because gravity scaling doesn't affect it. However, it is burstable because of the high hit count and the meter it gives the opponent.

The situations from which you can confirm the loop are:

Hit them with a pit behind them. If you can do this from random hits, I don't wanna play against you.  :slowpoke: The other way is the 623C setup, but there are better combos that deal the same damage without giving them free max.

Hit them with charge pillars. (works from air pillars only?)
Can be done after j.236C, but anyone half awake won't get hit by this.

So I don't think it's really match practical. Unless you happen to play against Kusoru.  :laffo:

EDIT:
@ Omicron Austin

Yeah, it seems 3 2A's is character specific, but 2 of them work on everyone. It's a nice little setup, I put it in the first post. Most of my pressure revolves around A and B staggers so I haven't given this any thought. Sadly you can't go low from 5C, but the blockstun conditioning is good.

Beware when resetting from 5C as it's obviouly negative and has huge pushback.

33
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: April 11, 2012, 10:17:00 AM »
Flamepits.

I want to discuss some stuff shown in the video that's actually viable for matches:

1:05
Momiji Loop -> sj.9 j.22A j.B IAD j.22A j.B (/whiff) 2A

This is easier to block than it looks. You hit the ground at the same time and sticking out the j.B doesn't change the timing of the landing so the opponent can switch to low block at the same time to block both options. Still perfectly viable against unprepared opponents, but can be easily defended if trained against.

1:20
Momiji Loop -> 2C delay 4C j.22A j.236A into 3-way

I love this mixup. You have ambiguous options, screws DP inputs, and is hard to react to visually. If you hit the opponent 50% with the mixup in the corner (with good use of yomi should be a better %), the expected damage (taking the fact that you hit only half of the time) is greater than the max damage confirms. That's why if it won't kill the opponent I always go for this mixup. (from Momiji loop or 623A)

1:40
The fuzzy actually works of Wara, yay! And that's a great hitconfirm that's not too hard to do! I wish there were ways to make this work on other characters.  :(

1:50
Legit stuff.

2:05
Momiji Loop -> sj.9 j.22A airdash j.C tk j.22A [j.A IAD j.C] / [j.A (whiff) 2A]

Doesn't seem too strong. The j.A whiffs only if they block low, and it's generally easy to react to the IAD, so it's not stronger than a normal IAD mixup.

2:20
Momiji Loop -> 2C 623A j.9 j.22a j.236A airdash j.22A j.C (hits crossup) j.8 left/right

This seems like a really strong mixup. I'm not on my PC at the moment and I can't test it, but it seems as the opponent gets up they turn towards VAkiha so it's not a real crossup. If this is the case, it can be easily backdashed, as you can't fake which side you'll land the j.C on. I'll test this later and if it's not backdashable, this is one great mixup!

2:40
WAT?!  :psyduck:

2:50
Here it is shown how you can bait heat (and possibly backdashes) from the above mixup, which is nifty. Time to press some buttons and watch pits go off.  :prinny:

3:30
The 623C setup with some hitconfirms. I prefer setting up only two pits as it gives you more time to trick them into getting hit, and still deal considerable damage. Meh, the mixup is not too strong, so you might as well go for the max damage with 3 pits.

34
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: April 10, 2012, 06:25:33 AM »
1) Yeah it's definitely character specific, and somewhat unreliable. I used it before I knew you can change direction on j.236C, but now only go for j.236C combos, as they connect easier, do more damage and can set up the same oki. It depends on their air hitbox and it's very picky about pre- and post-jump spacing. The goal is to get on top of them with the last j.C for it to connect, but that simply won't work on some chars. On others, it's very easy (e.g. Wara). The whiff A into pillars is the same as with j.236C with the difference that non-EX puffballs have greater recovery, so you have to hit the j.A on the first frames after recovery to be able to stick the air pillars before landing.

2) I can get the tk to work correctly only with 227x. However, I use keyboard, so take it with a grain of salt. Spacing-wise, I think you should be fine with directions 7 and 8 most of the time. I haven't found any trick to make tk combos easier, so I rarely go for them in matches, as they are easy to drop. I also find it hard to cancel 4c on the first hit on this combo, as if I input it too fast, the tk doesn't come out. And sometimes the input get screwed from the hitstop. :/ As for using TKs in other situations - from IAD j.C it's very easy to get pit to hit on block, as you can just normally jump and then input 22 really fast. I haven't tried to connect it on hit.

3) If you do one 2A and then TK j.236A, it shouldn't whiff on anyone, even if you do it on the first frame after the jump - and that's really strong for corner lockdown. If you're too far out and need to jump over them for it to work, it's riskier because they have more time to react to it. (It's not so hard to airthrow on reaction actually)

4) Can you do the non-Momiji starter for this setup? If you can, it shouldn't be very difficult to make this work. You need to hit them with 4C while they're up high for only one hit of 623C to hit, and it depends on their hitbox. Also, it can work from 2 hits of 623A just fine. If you're always getting multiple hits on 623c, try a little delay between 623A and 623C. If that doesn't work, just go for the easier setup - you're going to be confirming into massive damage anyway, 200 damage won't matter. xD

5) In my opinion, F is generally more effective than C. You have stronger neutral, deal more damage from randomness, and can still get knockdown at the cost of 100 meter. Puffballs simply destroy antiair attempts. I mainly play H and F, I think C is more of a middle ground between the two. Moon picks from my personal experience:

C-Nero - F
C/H Wara - F
F Len - F
C-Roa - F
C-Ciel - H
C/H Ryougi - H
F-Miyako - H (maybe C is better)

For differences in playstyle, I believe C and F have generally different gameplans. With C you are fishing for a knockdown (Momiji, j.C) to start pressure and you rely on pit pressure in the corner for most of your damage. F has better neutral and get a ton of damage when you want to burn meter, so you can play keepaway more effectively, while still having deadly corner game if you corner them.



If you still have any questions, feel free to post some vids and I'll do my best to help.

35
Regional Community / Re: Zaelar looks like a hobo - Melty in NJ
« on: April 05, 2012, 07:20:29 AM »
Anyone in the vicinity of Ramapo College wanna play this weekend?  :mystery:

36
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: March 30, 2012, 09:20:11 PM »
j.BE214B is a nice idea for fullscreen which I haven't explored before. It seems this is the best you can do from it, but it's character specific: (e.g. doesn't connect on Ryougi)

623C cancel into j.BE214B (it should hit non-OTG) dash j.9 j.BC dj.C AT

I believe the best combo is:

623C airdash j.A (whiff) land - 2C3C j.BC dj.BC AT for damage
                                              - 2C623B 2C3C623B for knockdown

What I've been doing most often: (mostly because its easy, but I should learn  the above combo; knockdown from random DP is good)

623C airdash late j.22A land 3C j.BC dj.C AT

In any case, you should use 623C only as reversal and mostly when you're in the corner, so you shouldn't worry about a corner combo too much. Both of the above work in the corner.

37
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: March 29, 2012, 06:15:40 PM »
Glad I am of help. =)

I just realized that you can go for the setup from the first rep of Momiji loop, like this:

2AAA5B2C delay 4C(2)623B 4C(2)623A(1-2)623C j.8 j.22A j.22B

Negligible damage gain, but hey, it's free damage.  ;D The timing of 4C should take the opponent's weight into account, as if they're too high 623A will whiff, and if they're too low, the first hit of 623C will hit, ruining the setup. On the bright side, this setup removes the chance of igniting 22A if done too early, because the opponent will be invulnerable from the 3 groundbounces/wallslams.

38
Kohaku's Video Room / Re: GIMME MBACC PC VIDEOS
« on: March 22, 2012, 02:36:37 PM »

39
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: March 22, 2012, 02:31:40 PM »
Technology incoming!

First off, random pit facts. The the direction you hold when the pits explode (and hit the opponent) determines whether they pull them towards you or push them away. Useful for the aerial pit loops. Doesn't seem to affect pushback on block.

Second, mixups! Hato has a nice little setup that has the potential to lead into enormous amounts of damage. Examples:

http://www.youtube.com/watch?v=ZgE21WrQW7Y#t=1h18m40s
Sadly, he goes for fancy IH combo and drops it FTL. However, there are easier ways to combo it which I will explore later.

http://www.youtube.com/watch?v=ZgE21WrQW7Y#t=1h19m50s
Here he goes for the fake crossup. This option is limited because you can't get in the corner anymore and the pits aren't used.

So I went in the lab with the above information and this is what I came up with:

http://youtu.be/KiAGX1F52qY (aka WUB WUB DAMAGE TECHNOLOGY)

Info about the mixups and confirms shown in the video:



Setup 1:
Code: [Select]
2AAA5B2C delay 4C(2)623B 2C623A j.8 j.22A j.236A drift out
This is the setup I go for most often when the opponent is in the corner. The following mixup is very hard to react to and gives solid damage. Your options are the following:

Code: [Select]
j.C (whiff) 5B5C623A j.9 j.22A j.C land j.BC dj.BC ATFake overhead into damage combo. You can go into Momiji loop or second mixup instead.

Code: [Select]
airbackdash j.C / j.C (whiff) 5B5C4C(2) j.BC dj.BC ATCrossup overhead or crossup low. Strong option, as crossup destroys DP inputs.

In both hitconfirms you want to omit any A's as they lower the damage. 236C can be used  to increase it even further. There needs to be a slight delay between j.BC and dj.BC in the out-of-corner combos.



Setup 2:
Code: [Select]
2AAA5B2C delay 4C(2)623B 4C(2)623A(1-2)623C j.8 j.22A j.22B
623C must hit once only, after the wallbounce, so you end up in the corner. The A pit might need a slight delay on characters with slow wake up speed to not make it explode early. From this position you have your two airdashes to trick your opponent into his death. From my testing, double airbackdash into j.C / j.C (whiff) 5B is the strongest form. However, the mixup itself is not as good as the first one, as holding back can make them walk away from you and screw up the spacing. You can airdash forward then backward to end up outside, but it's not that ambiguous, and you lose the pits.

Hitconfirm off j.C hit is:
Code: [Select]
j.C land 5B5C...
Hitconfirm off j.C (whiff) is:
Code: [Select]
j.C (whiff) land 5B ... 5B5C...
Combos you can go for from the above hitconfirms: (damage on VSion, unreduced)
Code: [Select]
...214[A] sj.9 j.22B j.22A j.C land 5B5C4C(2)623B (~7600, easiest IMO)
...214[A] sj.9 airdash j.C land 5B5C4C(1)623B 4C(2)623B x2 (~7200, styling)
...j.9 slight delay j.22A j.C land 5B5C4C(2) 2C3C623B x2 (~7900, no delays because of gravity)

You can stick 236C in there for even more damage.

And a better 623C confirm (might be character specific)
Code: [Select]
623c j.22C airdash j.C land 3C j.C dj.BC AT
PS. If you land this you can be a REAL F-VAKIHA!

40
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: March 18, 2012, 12:51:11 PM »
236A can serve as pressure reset, but its slow, so use sparingly.

236B actually put you in the air and you can airdash back in, so you can use it after half momiji for ambiguous mixups. Otherwise not much use.

236C is too slow to be useful at all.

41
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: March 17, 2012, 02:00:38 PM »
Depends how you set it up. If you just do tk236a after the loop, then it will hit meaty (might depend on wakeup speed, but will catch them if they jump in any case). If you dash in tk236a (which enables throw) it will not hit meaty. If they mash 2a they are likely to hit you, but if you block it, the orb will hit them.

42
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: March 17, 2012, 01:27:21 PM »
If timed correctly, 22c hits meaty, and you have time to land, dash in, IAD and hit them into IAD mixup without them ever exiting blockstun. There is absolutely no way to get 5A'd out of this.

With the same timing, 22b gives you meaty, and you can land, dash in, IAD j.A, which will hit Koha and Mech out of their 5As, so I assume it will hit everyone. If you just dash in 2A, it will hit them before they exit blockstun.

236a/c is a good option for oki, but I can not agree that it is safer. Because you are closer, you can get hit by heat/dp if you go for the throw, and the orb disappears, so they will go unpunished.

43
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: March 17, 2012, 10:38:34 AM »
Jump back j.22b is as godlike as before. J.22c has been nerfed, as its less hits now, but still better than j.22b if you want to control your meter or are already in max.

From what I've seen, LPT's playstyle is different than mine, so he rarely goes for it. If you want to force the opponent to block and not have to deal with whatever wakeup options they might have, this is the way to go. If you want to force damage through with mixups, there are more risky options with better return.

44
Regional Community / Re: Zaelar looks like a hobo - Melty in NJ
« on: March 14, 2012, 09:38:57 AM »
I'm away for a week and everything fails.  :laffo:

We have Spring break this weekend and the following week, so we gotta mash some! Who's free on Saturday?

45
Regional Community / Re: Zaelar looks like a hobo - Melty in NJ
« on: March 08, 2012, 04:38:14 PM »
Hey guys,

I wasn't able to block a surprise 50/50 school mixup and got swamped with assignments for next week, so I'll pass on this weekend's meeting. Vassil and Red Leather Jacket can still be your hosts, so keep in touch with them for information about this weekend. I can come and visit later in the evening, but won't have much time to play.

46
Regional Community / Re: Zaelar looks like a hobo - Melty in NJ
« on: March 05, 2012, 07:05:55 AM »
Sure, if everyone's OK with this, we can do it on Sunday.

47
Regional Community / Re: Zaelar looks like a hobo - Melty in NJ
« on: March 04, 2012, 09:43:43 PM »
Red Leather Jacket, Comic-Z, Pincher, Greg, Master Chibi,

Thanks for the fun! Today was awesome! I guess we're gonna meet next Saturday, possibly in a Lounge so we don't bother anyone. >_> I'll give updates during the week when I investigate. Also if there's anyone else that's interested in coming - write in this thread.

Red Leather Jacket, you gonna be free next weekend?

PS. I have Comic-Z's phones and a Cherry switch from Chibi, you should get them next time.


48
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: March 03, 2012, 09:02:54 PM »
The main advantage of tk j.236a as oki is that it allows for a throw setup. After Momiji loop dash in and plant it on top of them, and you can throw them before it goes off for some added damage. However beware, they can poke you and the orb will disappear.

The other situation where you should do it over standard pit oki is against characters that can hit you from jump back 22b. If you just want the meaty, simply set the orb up after the Momiji knockdown and wait for it to hit to safely enter pressure.

49
Ciel's Tech Support / Re: MBAACC tools generic / Ping & Delay
« on: March 01, 2012, 04:38:27 PM »
You can make the ingame readings useable by running MBAACC through AppLocale and setting it to Japanese regional settings.

50
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: February 29, 2012, 09:48:24 AM »
Don't cancel the 6AA directly into 6C, delay it a little bit.

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