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

Messages - Sashi

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101
Akiha's Tea Room / Best mixup characters
« on: June 20, 2013, 08:21:55 PM »
All of top tier except maybe Nero if you don't count walk up throw as a mixup. It was a joke. :v Meeeeeelty blood.

102
Akiha's Tea Room / Re: Best mixup characters
« on: June 17, 2013, 11:15:38 AM »
FVS 5A. Have fun blocking instant overhead, tick throw, and low from a 3f disadvantage on every blocked jab.

103
Akiha's Tea Room / Re: Best mixup characters
« on: June 17, 2013, 11:03:48 AM »
Best mixup based character or character with the best mixups?

104
NetPlay Community / Re: About NetPlay
« on: June 09, 2013, 05:14:29 PM »
No, and no. This game isn't sold.

105
Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: June 06, 2013, 06:39:58 PM »
Is it this?

106
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: May 29, 2013, 03:14:32 PM »
2A 5B 2B 5C 6C 236B j.421A/B(depends on whether you're near the corner) delayed whiff airthrow 2C 6C 236A ~ whatever.

For people who are crouching, you have to do a 623B~B before 236B. Delay the second B as much as you can.

EDIT: Not my fault if this isn't optimal, 'cause I just stole T3U's FMiya combos. :v

EDIT:
<@T3U> Against Tohno and a few other characters, she can do 2C 236A iad jAB land 236A jB djBC AT
<@T3U> After the airthrow whiff

<@T3U> If you're cornered as Miyako and you want to take them all the way across town.
<@T3U> 623BB is required for both standers and crouchers in that case, or just change 236B to C on standers.

<@T3U> Oh but then the combo would have to be altered too for 236C
<@T3U> 2A 5B 2B 5C 6C 236C dash 6[C] 214[B] 5B 236A air combo

:v

107
Akiha Tohno / Re: C-Akiha Discussion Thread
« on: May 22, 2013, 01:29:16 PM »
Yeah, addition of command grab means almost everything leads to hard down.

Also, rare footage of Tonberry with non ReAct links. :v

108
Akiha Tohno / Re: C-Akiha Discussion Thread
« on: May 22, 2013, 08:09:10 AM »
Just steal GO1's tech. :v

109
Arcueid Brunestud / Re: H-Arc 1.07
« on: May 17, 2013, 02:19:43 AM »
And j.[C] means the same thing. Fully charge. And {X} is usually semi charge X.

110
Arcueid Brunestud / H-Arc 1.07
« on: May 15, 2013, 08:34:45 AM »
You almost always want the opponent in the corner, so you need to be able to control the direction of the air throw.

EDIT: And yeah, raw air throw (also called golden air throw) gives a different effect than air throws in a combo.

111
Arcueid Brunestud / Re: H-Arc 1.07
« on: May 14, 2013, 05:14:30 PM »
Right, and to avoid confusion, some people use E to refer to QA.

For this combo in particular, j.ABC dj.ABC is more stabe (and slightly more damage). Some characters/combos may have j.A in other places (j.BCA, j.AAAC, etc).

EDIT: And make sure it's actually 4/6E and not 1/7E or 3/9E. Can't be a diagonal.

112
Arcueid Brunestud / Re: H-Arc 1.07
« on: May 14, 2013, 02:44:51 PM »
For most simple air combos, adding a j.A doesn't have any significant negative side effects and can help stabilize a combo. There are combos where it actually matters, though, and you can't add j.As 'cause it'll either drop the combo, make okizeme harder, or deal a lot less damage.

113
Arcueid Brunestud / Re: H-Arc 1.07
« on: May 14, 2013, 02:38:37 PM »
No, start holding 9 while j.C is hitting, and then do the j.B as soon as you jump cancel it.

114
Arcueid Brunestud / Re: H-Arc 1.07
« on: May 14, 2013, 02:34:50 PM »
Hold 9 after the first j.C and hit dj.B as soon as you jump cancel it.

EDIT: Or do 2AB 5BC 214B j.ABC dj.ABC Airthrow instead

115
Shiki Ryougi / Re: Ryougi combo thread
« on: May 13, 2013, 04:01:28 PM »
Different moves have different cancel windows, but in general, a little after hitstop should be fine. Especially for Ryougi, who's notorious for having biiig cancel windows.

It's not really a mistake. It's just different systems of notation.

EDIT: That's the wiki for MBAACC, though, and this is the forum section on MBAA.

116
Shiki Ryougi / Re: Ryougi combo thread
« on: May 13, 2013, 03:47:45 PM »
That's bad notation, honestly. 5BB 2BC 5C j.BC dj.BC[4A+D/6A+D] is probably more clear. You jump cancel 5C's recovery and do j.B, then j.C. Then you double jump cancel the j.C and basically do the same thing. And then you do the airthrow.

117
Shiki Nanaya / Re: H-Nanaya 1.07
« on: May 13, 2013, 10:44:27 AM »
Who cares, he can neutral. Don't need him to have dumb pressure too.

118
Ciel's Tech Support / Re: Black Screen
« on: May 12, 2013, 08:31:37 PM »
You'd probably have to replace the entire computer, honestly. Motherboard probably doesn't have the ports for a modern card. In fact, I wouldn't be surprised if it didn't have any ports for any card. XPRESS 200 isn't an actual card. It's integrated.

119
Ciel's Tech Support / Black Screen
« on: May 11, 2013, 03:56:19 PM »
Yeah, that was bad when it came out, and it came out like a decade ago. Gonna need a new computer for Melty. You can try doing driver updates, I doubt it'll help.

120
Ciel's Tech Support / Re: Black Screen
« on: May 11, 2013, 12:05:34 AM »
Do you meet the system requirements for Melty?

121
Kohaku's Video Room / Re: 1.07 matchvid analysis stream
« on: May 10, 2013, 11:54:34 PM »
It's Roku.

122
Seifuku Akiha / H-Seifuku 1.07
« on: May 09, 2013, 01:54:28 PM »
At least it's not H/F WLen damage. :v

123
Shiki Nanaya / Re: C-Nanaya General Discussion
« on: May 07, 2013, 09:41:30 AM »
That's probably an execution error. Your 623B has 15 invuln frames (6 are active) before you have any green box. The way the buffer works, you can do 623 ahead of time, then time B 4f or less before you wake up.

EDIT: Try practising with this. Just put it in your DummyRep folder. Go into Training with FRyougi as the opponent, position yourself so that you're in the corner, and set it to Dummy with Slot 10. She'll come at you and knock you down. If your wake up 623B was on time, you fly right pass her. If it's not, you get hit.

124
Shiki Nanaya / C-Nanaya General Discussion
« on: May 06, 2013, 03:53:25 PM »
5AAAAAA

Also:
j.AAAAAA

You can 623B through a lot, but multi hit moves (Nero 5[C] for example) beat it up if they're spaced properly. What's happening when you're doing it? Are people beating you out after it comes out?

EDIT: It's not the multihit, but that the move has active frames last until the invuln on your 623B run out. So if your 623B's active frames are clashed or whiffed, you get beat up by the rest of the active frames of their attack.

125
Shiki Nanaya / Re: C-Nanaya Combo Thread
« on: May 03, 2013, 02:38:14 PM »
2B is a better poking tool. In general, though, combos in Melty are so freeform that it doesn't matter what you start from.

The 2C 214B 2C thing is the side switch combo, I believe. I do 2B 5C 214B tk9.22 2C 236B 2C etc. You're so close after tk9.22 that you're technically on the other side (in the corner), so you reverse inputs even though it looks like you're on the same side (out of the corner).

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