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

Messages - Funky-kun

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51
Kohaku & Mech-Hisui / H-KohaMech (1.07)
« on: February 28, 2012, 07:03:08 PM »
H-Kohamech gets pretty ridiculous amounts of damage when she hits you with anything in the corner, and her midscreen damage is still quite high.

All damage tested on VSion with no reduction.

Midscreen Combos

Code: [Select]
2A2B(1)5C(1)5A6AA ... 2C236B~A j.[C]B dj.BC AT [4908 damage]Standard midscreen BNB.

Code: [Select]
2A2B(1)5C(1)5A6AA214B dash 5C(1)236B~A j.CB dj.BC AT [4725 damage]Midscreen combo for more corner carry. However, it requires correct Mech positioning - if she is too close to the opponent the beams will whiff. Also note that the beam assist shouldn't be cancelled into its special dash followup, instead you should wait for it to recover fully and then dash.

Code: [Select]
236[A] 623C [2776 damage]Hitconfirm off midscreen overhead. Requires Mech positioning. Gives untechable knockdown.

Code: [Select]
63214C j.[C] j.BC AT [2527 damage]Midscreen command throw combo.


Corner Combos
For optimum damage in the corner, you always want to go into the auxiliary facepalm (214A) loop.

Code: [Select]
2A2B(1)5C(1)5A6AA214A ... 5[B]5C(1)236A214A ... 5[B]5C(1)236B~A j.CB dj.BC AT [5770 damage]The full corner facepalm loop off normal hitconfirm. If the height after the second 214A is too small, instead you can go for 5B236B j.AB dj.ABC AT for a fail-proof ending.

Code: [Select]
22A (bounce) 5C(1)236A214A ... 5[B]5C(1)236B~A j.CB dj.BC AT [6032 damage]Confirm into this when the opponent is hit by 22A. The sheer amount of damage you get off this move should install fear into opponents.

Code: [Select]
236[A] ... 5C(1)236A214A ... 5[B]5C(1)236B~A j.CB j.BC AT [5182 damage]Overhead into facepalm loop.

Code: [Select]
63214C j.[B]C dj.BC AT [2602 damage]Corner command throw combo for an extra bit of damage.

Code: [Select]
63214C ... 214[C] ... 5B j.BC dj.BC AT [2938 damage (on Hime)]Character-specific command throw combo.Only works on Hime, Nero and Wara.


Neutral Game

H-KohaMech relies on 2C and j.B for space control in neutral. Her airdash is different from H-Koha's - now it is a shorter, parabolic airdash. This makes it arguably more difficult to space her j.B. However, she gains Mech assists to aid her neutral game.

214[C] is a very good way to control space, as the opponent can't hit the Mech summon when it comes from behind. Unfortunately, only 214C can be used from the air. Non-charged 214C is useful for covering air approach, acting as a meat shield.

214A can can be used from the air and is also (back)dash cancellable, but it's air blockable and whiffs crouchers. Can be used to unexpectedly change air momentum and catch opponents off guard. Easy to confirm from, as it causes wallslam.

623B is air unblockable, hits far, and can be backdash cancelled to keep it relatively safe.


Pressure

22A
This move is central to her corner pressure. The spikeball in air unblockable (but only 22A, not 22B), bounces the opponent on hit (enabling the paintrain for 1/2 of their life) and you can move after it so if the opponent ground shields it you can throw them. However, after a spikeball you don't get the Mech followup to the command throw for a limited amount of time. Also beware that Mech can be hit before she launches the spikeball.

Normals
Much like H-Kohaku, H-KohaMech has good normals to keep the opponent in the corner from a distance. However, with her feint cancel gone she now has less ways to cancel out of them. 5C, 2C and 5[ B] hit from very far and should keep the opponent at bay. Her 2[C] is different from H-Koha's - it moves her forward more, is multihit, and can be cancelled into 236A or 22A on block.

Other
Her overhead (236[A]) has reduced recovery and is very hard to punish. It is also cancellable into 22A on block. When the opponent starts respecting 22A you can dash in command throw and 22C dash normal throw for damage.

52
Regional Community / Re: Zaelar looks like a hobo - Melty in NJ
« on: February 28, 2012, 10:10:42 AM »
Day changed to Sunday. So who's not going to FR?  :laffo:

53
Regional Community / Re: Zaelar looks like a hobo - Melty in NJ
« on: February 25, 2012, 08:07:02 PM »
OK! Ramapo Warriors let's go!

First of all, good games to Red Leather Jacket, Pincher and Greg. Thanks for coming today!

I'll be hosting a mashy meeting at my place next weekend, Saturday Sunday from 4 PM. This will be in Ramapo College, Village 6-B. I guess the living room is large enough to accommodate more people that will probably come, and I have space for 2 extra setups. (3 in total)

So who's coming? You guys mentioned about getting other people...?

54
Kohaku / Re: H-Kohaku
« on: February 20, 2012, 11:26:27 AM »
OK, I need some help for the H-Koha vs C-Wara matchup.

My experience is as follows:

-In the air it seems 50/50. When on the same level, his j.B usually prevails. I get to j.A him if he's too close, maybe. When he's above me, j.B can usually tag him. If I'm above him j.C works, but not reliably enough - he has to be really close for it to work.

-The problem seems to be on the ground. I can't jump before him, because I just position myself to get hit by his j.B. IAD close to ground puts me in OK positioning, but gets destroyed by his ground normals. When I sit on the ground, his summons cover the ground for him. 2C is my only option, but whiffing it means death. Is there anything I'm missing in neutral? I can't get the bouncing bomb to cover me effectively.

-As in most of Melty, whoever first gets cornered usually loses. However, I don't feel comfortable in neutral and get cornered more often. After that, 623C can get you only so far. And his freaking normals aren't easy to bunker. :/ If I read a redash I can 2c him, but having the hurricane series as an alternative keeps me from doing this.

-The antiair situation seem meh. My 5b beats bad airdashes, but 2b does absolutely nothing against him. Thank god j.C beats his 2b more often than not.

A bit of contribution:
Code: [Select]
cmd throw > 2a (whiff) 5[b]5c(1)236b~a xx 5a5c(1)236b~a xx 5a6a5[b]5c -> ender

Works on Wara. The 236b~a delay is smaller than on most chars. Also works on Nero, the delay on him is even smaller than with Wara.

So any tips? Maybe some example match vids? (LK vs ehrik?) Any insight would be appreciated.

55
Shiki Ryougi / Re: 1.07 C-Ryougi
« on: February 16, 2012, 09:00:52 PM »
www.youtube.com/watch?v=XYc4mDPRfJ0#t=6m50s

I tend to pick H for the matchup, but this is a nice sample nonetheless. I dunno what the move is, but the player uses it twice to escape agaist post-airthrow oki. Consider using it with moderation together with heat to escape.

56
Kohaku / Re: H-Kohaku
« on: February 16, 2012, 07:19:20 PM »
I was messing around with her and found out that after 2 rep loop in corner 5c doesn't link to 623b. However, you can combo into 2c, which does link to 623b. The loop I plan on using is:

Code: [Select]
2A 2B(1) 5C(1) 5A 6AA  236B~A xx 5A 5C 236B~A xx 5A 6A 5[B] 2B(1) 2C 623B

Deals 5k on VSion, leads to bomb > poke/throw mixup. Nasty.

57
Melty Blood Auditorium / Re: The MB:AA:CC:PC thread: v.1.2 out!
« on: February 12, 2012, 10:29:33 AM »
I noticed that in the start utility you can map a stick button for A+B. Is it possible to map this on keyboard through mbaacctool?

58
Akiha Vermillion / Re: MBAACC ver.1.07 V Akiha Thread
« on: February 09, 2012, 01:59:34 PM »
LPT listed most important differences, I just have a few additions to make.

H:
- One of her best assets is her great meter gain and good offensive heat mechanic, which lets you regain lost life without sacrificing momentum.
- 5A6AA and airdash cancellable j.C are good pressure tools exclusive to her.

F:
- Overall has higher damage off pressure because of no rebeat penalty.
- Better normals - 5A is the closest thing VAkiha has to an antiair normal, her j.B is arguably better, and j.A is just godlike.
- Full's heat mechanic favors "lame" zoning playstyle where you can instantly get life advantage and win with timeout.

C:
- Crescent requires good meter management skills as her strong oki, corner carry and defensive options all rely on meter.

59
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: February 03, 2012, 07:13:13 PM »
I was in the lab today and have info on frame data, blockstrings and mixups, all in the updated first post.

60
Are you gonna stream/provide replays?

61
Regional Community / Re: Zaelar looks like a hobo - Melty in NJ
« on: January 29, 2012, 08:51:19 PM »
Btw I'm really close to both of you... Ramapo College. But I don't have any means of transportation. If someone wants to pay me a visit (and I don't have to study for exams >.<) drop me a PM.

62
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: January 25, 2012, 07:43:48 PM »
Just randomly stumbled upon this:

http://www.nicovideo.jp/watch/sm16791333

Very extensive F-VAkiha video tutorial, including all relevant combos (623a pit fullscreen combos!!!), OTGs and some crazy showoff combos at the end. All you really need to know for her is in this video. Even better if you read moonrunes.

Can someone translate the notes on the tigerknee pit combos (228 pit and 623a 229 pit)? Also, is the creator of the video Tobari?

63
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: January 21, 2012, 12:26:39 PM »
Yeah with such solid okizeme options there's no real incentive to do aircombo unless you're going for the kill.

Just found out another nerf: j.22c now hits 5 times instead of 6 and deals less damage. As such, its less +frames when done on the opponent's wakeup.

64
Akiha Tohno / Re: MBAACC H-Akiha Thread
« on: January 21, 2012, 05:00:45 AM »
What happened here is the following:

(for the example, 6 is always right and 4 is always left, not relative to where Akiha is facing)
crossup j.c -> jump cancel 7 -> airbackdash (66)

It isn't anything extraordinary, just confusing use of her air movement options.

65
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: January 20, 2012, 01:27:23 PM »
God, Tobari's hitconfirms are out of this world.

That combo is pretty hard to set up, you need them at a certain distance from the pit. In PS2 there was an infinite off this starter, but I'm not sure if it's removed from 1.07 or not.

I'm curious why he's doing pits at the end of his blockstrings, you can't confirm off them even if they CH. On the other hand, staggered 623a can be easily converted into damage.

I also noticed something very interesting while watching the set. After some testing it turns out that if you hold 4 or 6 after executing j.236c you influence the direction VAkiha hops. This makes it easier to set up spacing for oki pillars. I don't know how I missed this!

Also, some more misc. combos:

6c xx 5c4c(2) j.bc j.(b)c AT (when you need damage off overhead in corner)
raw airthrow immediate j.236a/b (for hard knockdown from airthrow)
623c airdash cancel late j.22a land j.bc j.bc AT (hitconfirm for reversal 623c)

66
Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: January 17, 2012, 05:27:48 AM »
Changed the structure of the first post a bit, added aerial counter and raw airthrow cobmos. Still looking for help on Half Momiji loop mixups and optimal OTG.

67
Melty Blood Auditorium / Re: The MB:AA:CC:PC thread: v.1.2 out!
« on: January 15, 2012, 02:46:44 PM »
CPU affinity not working here also, although I haven't had any problems with stuttering like before.

68
Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: January 14, 2012, 03:09:48 PM »
1) Non-ex pit can be used as a zoning tool, but you risk not being able to set up ex pit if you score knockdown. This boils down to personal preference. If I have less than 100 meter at the end of a Momiji loop, I would go for IAD mixups with the additional frame advantage.

2) I input it as 412367a. I can't get 7236a to work low enough.

3) For pit, use 227c. 282c/228c give you superjump, which is slower than regular jump. LordPangTong has some notes about the execution in the second post.

4) Yes, j.236b is generally used when your opponent is below you (not directly below you of course). It is mainly a tool to get air counterhits.

5) tk 2369a works as a crossup trick after throw midscreen or during midscreen pressure. However, if your opponent has sharp reflexes you can be countered out of its startup, as you're moving towards them. If you're willing to take the risk and move in for pressure, it can get the job done. Its less risky if you can hit the opponent with just the tip of the flametongue, keeping you at a safe distance.

6) Yes, sticking charge pillars in blockstrings works if you get your opponent to respect you, as it's pressure reset and puts them in the corner on block. Even if they read it, most characters lack the tools to punish properly if you do it from a distance, but it basically resets the position in neutral with you at a frame disadvantage.

69
Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: January 12, 2012, 03:18:03 PM »
Quote
-Add 5B 2C xx 4C to your Momiji reps. From what I can tell, this is THE most damaging variant.
Is it possible to do this on both the second and the third rep? Every time I try it I drop it on the last rep, 5b is kinda slow.

Quote
I was hoping it would confirm into pit activation, but it doesn't still.
Same here. All we ever get is nerfs.  :emo:

Quote
Optimal OTG off 1 Rep of Momiji Loop: dash 2AAAA 5BB 236C
With this OTG, I can't get 236C to cover forward tech. The hitbox behind VAkiha is relatively small, and unless you are pushed a certain distance away from the corner (which isn't enough in this case), it misses them. What I can get to work with 236C is:

(from starter -> 623b -> 4c2c5bb aircombo)

5c2aa(a)2b(2)4c(2)
and
2aaaa2b(2)4c(2)

With these two the pushback from 2b(2 hit) is pretty much what gives the needed spacing.



Fixed some info in the first post and added more info on the Momiji loop variants.

70
Akiha Vermillion / MBAACC C-VAkiha Thread
« on: January 11, 2012, 02:56:12 PM »
Changes:
Jump C is now untechable knockdown!
Other than that, the same nerf on Momiji Damage as H. (1800 -> 1400)
OTG Relaunches: (j.)22c, 623c, 214c

For those of you that don't know/remember MBAC VAkiha, the goal of Crescent is to slap the bad guys with her jC, and get them in the corner, where she can break down the opponent's defenses with pit fueled pressure. If you have the meter, each combo in the corner should end in EX pit. It drains life and meter, and on activation gives you massive frame advantage. Make the opponent fear this, and use this as your advantage. Midscreen use j.236a and j.236b to control space, and airdash jC on CH to start pressure. Although blessed with godlike mobility, Ms. V dies in two combos from most of the cast, so beware.


Midscreen Combos:

2aa5c4c2c5bb j.ab j.a(b)c
Basic midscreen BnB. In order to get all hits in, do a slight delay after 2c, and drift towards the opponent after the superjump cancel out of 5bb.

2aa5c4c5bb tk j.236a j.aaab j.bc
Advanced midscreen BnB for more damage and corner carry. It  whiffs on some distances where the basic BnB would connect. Depending on the timing of the tigerknee j.236a you can cross them up.

2aa5c2c4c j.abc
Sets up basic midscreen mixup. You can IAD from j.7 or j.9 for crossup/no crossup.

2aa5c4c2c(5b)623b
If too far for 5bb to connect. The 5b before 623b juggles them higher for more corner carry. You can go for superjump into crossup/no crossup, or dash 623c to carry them to corner.

2aa5c4c2c slight delay 623c
         - IAD j.a whiff 2c4c623b 4c2c(delay 5bb)623b
         - j9 4c2c623b 4c2c(delay 5bb)623b
         - 4c2c623b 4c2c(delay 5bb)623b
Midscreen to corner Momiji loops. Use whatever you find most appropriate.


Momiji Loops

This loop is the core of VAkiha's game. Decent damage, good meter gain, and sets up her okizeme. You also get to drain life and meter if done over a pit. You can pretty much freestyle throughout the combo, just keep in mind that additional hits scale the gravity, and you also have to adjust for some character's floatyness. Depending on the timing, some hits from 623b may whiff.

-4c is the easiest loop relauncher. Requires no particular timing, and the damage loss isn't that bad, so you can use it as a starting point.

-5b2c delay 4c is the best loop relauncher in terms of meter gain and damage. It is gravity sensitive, so avoid it if you have too many hits in.

-Use 2b(1)2c if you catch the opponent with the tip of 2c, and 623b lifts them just before they fall to the ground. Damage is pretty bad, but this is the only way to go through all reps of the loop with screwed up spacing.

- The loops below are what I use regularly, and are a good compromise between execution requirements and reward.

Starter:
2aa5c4c2c(5b)623b
The optimal starter. You can use 5b to juggle them if not near enough to the corner.

- 4c2c623b 4c2c(delay 5bb)623b
Full Momiji loop. Best meter gain, best damage. Afterwards you can set up pit with 227 j.22c land tk7 j.236a meaty. The ribbon may not be airtight against characters with fast wakeup. Also, tigerknee pit is kinda hard to do with the new buffer. If you're desperate, you can heat after the loop and continue pressure.

- 4c2c623b 4c2c jump j.22c j.236a
Easier setup with meaty for the whole cast. The ribbon's momentum keeps you safe from most all reversals. but beware stuff like C-Ciel 236c. If j22c is done low enough, you land from the ribbon by the time the opponent can punish you. The video example has j.22c rather high, so the likes of C-Ciel 236C could punish it.

- 4c2c 2a (whiff) delay 5c 2c
Half Momiji loop. Keeps opponent in corner, but enables crossup.

- 4c2c5bb j.ab j.abc OTG
Depending on the OTG, this ender can gain more meter while dealing the same damage. Sets up tech punish situation. If pushed at the right distance, 236c covers all tech options and keeps momentum in your favor in case of no tech.

- 4c2c623b 4c2c5bb j.aab j.aab airthrow
Minimal damage gain. Use only when going for the kill.


Momiji loops when in MAX:

2aa5c4c2c slight delay 623c j.22c 2a2c623b 4c2c(delay 5bb)623b
Sets up pit and leaves you with tons of +frames.

2aa5c4c2c623b 4c2c623c j.22c 2a2c(delay 5bb)623b
This actually deals more damage.


Misc Combos:

Raw airthrow:

-2a2c delay 5b4c j.aab j.ac

-2a2c623b


j.B/j.C air counterhit:

-land 2c delay 4c5bb j.ab j.bc

-land 5c4c2c623b


Overhead Combos:

6c dash 5c4c2c623b 4c2c623b 4c2c(delay 5bb)623b
Works fullscreen, best damage.

6c dash 4c2c623b 4c2c623b 4c2c(delay 5bb)623b
From about midscreen. Omitting 5c because it will wallslam, removing a rep from the Momiji loop.

6c 623b 4c2c623b
In corner.


Back  to corner:

2aa5c4c2c5bb jump 668 j.bc
If you have a pit in the corner and cross them up, this brings them back in the same corner.


Pressure:

-Most of her normals can be canceled into each other extremely late, creating deceiving staggers.

-Whiff cancel cancel (?): cancelling the whiff cancel into another normal to keep opponent at bay. (e.g. 2aa5c5b 5a (whiff) cancel into 2c into 623b on hit)

-Tigerknee 8/7 j.236a are godlike in pressure. Keep you safe from heat/reversals, and have enough +frames to resume pressure.

-IAD blockstrings: With her 2 jumps and 2 airdashes, you can go for aerial blockstrings and mixups.

-If you hit them with max range 2c under pit, pit activation can be used to hitconfirm.

-Meter pressure reset is 236c. 236a (3) connects into 236c on hit. If they shield it, you can throw. If they jump, you can go for guard break.  If they block, reset pressure.

-In corner, dash 5a6e is good. This gives 5aa on jumping opponent, which you can hitconfirm, 5aa on standing block, or 5a (whiff) throw on crouch block.

-Midscreen, 2a2c beats backdashes.

-In aircombos, always end with jC instead of airthrow, as it keeps the momentum in your favor.



TO DO: Half Momiji loop mixups, optimal OTG.

71
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: January 11, 2012, 05:53:55 AM »
I just noticed that the air movement of j236a/b is changed, you don't jump as high as before. This means if you tigerknee it really close to the ground, jC will whiff. So if going for tk j236a pressure midscreen, you have to cancel it later in order to hit the crossup jC. It also seems it's not as safe as before, because the jC is not coming from above with the same speed.

72
Len / Re: [MBAACC] Len Discussion
« on: January 05, 2012, 08:20:03 AM »
I am fully aware that you can react to techs, and  the mindgames associated with them. That's why I mentioned what can be used to punish each case in one of my previous posts. What I was looking for was the option select to punish all directions, which apparently is dash 2a6b.

73
Akiha Vermillion / Re: MBAACC ver.1.07 V Akiha Thread
« on: January 05, 2012, 08:10:54 AM »
I'm writing some stuff for C-Vakiha, I'll post it when you start the thread, LPT. Or if you want me to help you, shoot me a PM.

Question for C-Vakiha. With pit set up in the corner, what OTG string do you guys use after one Momiji into aircombo? It needs to push Vakiha away enough to be able to punish tech away from the corner with 236c. It's just that after such a combo the timing to connect all hits is so strict. :/ Do old MBAC OTGs still work?

EDIT:
More questions: What mixups are best after Half Momiji? Do you setup pit after half Momiji?

74
Len / Re: [MBAACC] Len Discussion
« on: January 05, 2012, 07:54:44 AM »
I would love to learn how to do it then.

Can you record a combo with your tech punish into the dummy, then manually tech to all three directions while the dummy tech punishes you? Then upload it so I can see the timing.

75
Len / Re: [MBAACC] Len Discussion
« on: January 05, 2012, 05:24:35 AM »
@Xianoir

You can't catch people teching neutral with the same timing of 5b5c that would catch people teching backwards.

@Seyluun

Yes, I remember reading about this tech punish way back in MBAC days, but never played enough Len to learn to do it properly.

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