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

Messages - Fui

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26
Nero Chaos (Nrvnqsr) / NERO FLOWCHART
« on: April 05, 2009, 11:09:18 PM »
Being the only good Nero player, I took on the daunting task of assembling a comprehensive, effective flowchart for advanced Nero gameplay. Following this flowchart will guide the new and the experienced to guaranteed victory (except when they use Ciel).


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Hi there!  :) my name is Fui, I used to play a bad Nero but I also play V.akiha, but I don't play anymore. It is great having been on this forum.

28
Nero Chaos (Nrvnqsr) / Re: Bread & Butter Combos
« on: February 07, 2009, 10:42:42 AM »
So I should approach with j.b->j.a instead of just j.a, then. All right, thanks! That'll keep people from jumping to match and grab me, too.
If they're on the ground, j.B is generally your best bet. Air to Air, j.A is generally your best option unless you intend on poking at j.C's max range. Prepare to hitconfirm the j.A into j.C.  j.B is generally a bad idea for Air to Air because it's slow and doesn't have a great hitbox for air-to-air.

You can also j.A when leaving the ground to prevent jump-outs and then fall with j.B to go on the offensive.

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Nero Chaos (Nrvnqsr) / Re: Bread & Butter Combos
« on: February 03, 2009, 12:55:10 PM »
Just to make a note here in this dead forum for the few people who are learning Nero, the jp players use a different bnb.
At fullscreen they use (starter can be 5b or 2a but i will write 5b) 5b(x1)>2b(x1)>2c>jb//jb>jc>>jc/\jc//jc>airthrow: both of you end in corner
midscreen to corner: 5b(x1)>2b(x1)>2c>jb//jb>jc\/jc//jc>airthrow: both of you end in corner- for ex deer setup, after \/jc, it goes //<<jc\/ ex deer

The problem I have with these (I first found them by watching SAT videos; the player is just a joy to watch) is that they're significantly more difficult to do than what we already have, and don't really give that much more damage. I've also seen SAT use some of the BnBs listed in the first post (which I can never get to work, because I can't crossup for some reason) and they use EX deer after that much more often.

I myself have sort of combined a few of them (I'm probably not the first to do this, and it's really not that much different from the first BnB in TC's post); From about midfield: 2A->2B->2Cxxj.C>>j.CVj.C//j.C>airthrow. You end up close with them in the corner, so it's a decent setup for a pressure string, but it's only a 'good' combo when you're a relatively new player like myself. Only ~3000 damage, though...

Actually, I can't seem to break 3500 with anything but invalid combos. Can anybody help with this?
You generally won't without unless you start w/ j.B or a deer hits. I've done 6k with Nero before, but the deer hit like 3 times...lol.
The fullscreen bnb with the JB JB will net you somewhere between 3.5 and 4.3k depending on different factors, but you will rarely break 4k unless you're fighting someone at a low defense modifier. Beginning a combo with j.B will net you some good damage though. (jB > 5b > 2c). I just tried it against ciel and tohno and got 5k (criticals off) from jB 5b(1) 2c jb jb jc >>> jc (land) jc jb jc. You get about 700 more damage just from starting w/ j.B(2). It makes a big difference, even from a simple corner combo like jb(2) 5b 2c jb jc jc airthrow (3674 vs. 4386). That's why his corner airdash mixup is kinda nice, because you get an easy jB meaty (jb airdash jb) and a lot of people don't block the second one high. Oh of course the opponent needs to be crouching, because 5b knocks up crouching enemies but not standing enemies.

30
Melty Blood Auditorium / Re: MB:AA to NOT appear at SBO 2009
« on: January 22, 2009, 01:30:58 PM »
1. MBAA sucks
2. Nobody here plays MBAC anyway
3. Why do you care?

31
Akiha's Tea Room / Re: Introductory Thread (Take off your shoes, please)
« on: January 22, 2009, 12:30:23 PM »
Btw, is it just the fact that she is considered easy to pick up that's hated? Cuz she reminds me of Claw, and I was able to grasp her attacks fairly quickly.
Is she really easy to learn?  It seemed like she was alright for figuring out that the best way to take out the computer was to run up and hit it (although both Shikis seem to be better at that), but I could never figure out how she was supposed to work.
No, she has a lot of setups that require a lot of practice, but those options are partially why she's such a stupid bitch. Her shield cancel bnb will be difficult for a new (or lazy) player. She's hated because she has arguably the best dash in game (hitbox+clash), one of the highest meterless damage, great DP options, mindless fullscreen punish with invincibility on 1F, annoying mixups/pokes, and a lot of moves with clash frames. She gets away with a lot of bullshit that will make no sense to either player, no matter how many times you've played her. Also the fact that she looks like a complete retard adds to the annoyance factor. Stupid bitch. bawww

32
Red Arcueid / Re: Problems getting better.
« on: December 31, 2008, 05:40:03 PM »
You shouldn't have specific problems winning with Warc. Unless the Nanaya you're fighting is Jiyuna.

If you're losing in the air against Nanaya j.aaaa just airthrow. You will also beat out j.aaaa mashing Nanayas with j.2c, but that should only be used to shut down j.aaa mashing since it's extremely unsafe on block. But this shouldn't be that much of a problem considering how good Warc j.B is. You should counter hit trade at worst. Otherwise you're most likely throwing it out too late. Hold back at all times when you're idling/not attacking.

On the ground, Warc 2b is a pretty good meaty for okizeme...probably safer than 5b for DP-mashy nanayas. Of course if they are mashing DPs every time, just block and wait for it to come out, and then punish. It's all a matter of reading your opponent. Either 5a whiff for the followup or hitconfirm the 5a with another 5a for the launch (2b 5a 5a aircombo). On whiff, you can follow with a number of her options for a blockstring. If he stops mashing DP, either just start up a blockstring or throw (okizeme). Off of Warc's throw, if he ground techs, either tech punish with 2b or if he decides not to tech (since you should be tech punishing him), if you're fast enough you can OTG him 2b 5b 623c wallslam > dash 5c (loop).

You will not win if you are a worse player. Nanaya is well known to be a mashy player that can just get away with retarded shit at lower levels of play (and higher levels lolol). Know Warc blockstrings, cancels (214b > 214c/623c, etc), and the strength of her normals. Her jb, 2b, and 5c are known to be very good.

Know how to get counter-hits off of blood rings. j.214a for defensive BRs to fish for CH and  j.214b > airdash jB for offensive BRs. If you land before them (and it's a counter-hit), you can relaunch him with a well-timed 5b 5c aircombo.

If nanaya lands a j.C you're in for 4k+ damage (unless its a 2b 5c 214b followup). Block it at all costs. Always remember Nanaya has an airdash after a double jump to mix up the landing time. If you can shield it (not really recommended), you should be able to get CH with (5d) 5a. (Ex-shield, of course).

Watch warc videos. Leo (JP) is a great warc player. Look at his movement, use of normals, and combos/blockstrings.

Why are you losing to Kouma? Actually, don't answer that.

33
Akiha's Tea Room / Re: Anyone use Easy Paint Tool Sai, and Open Canvas?
« on: December 29, 2008, 07:18:49 PM »
I use SAI primarily. The problem is...the most recent "dl-able" version doesn't let you save unless you delete something from the directory every time. That's the biggest problem...and it is quite a problem, so you might want to just dish out the $50.

Nonetheless I prefer doing linework in SAI. It's very simple and user-friendly. Rotate canvas is a plus, although I believe the most recent version of PS has that as well. I also like how paints mix, although I'm sure PainterX beats it in that field. PainterX just has way more options for brushes.

I used to use OC, but I prefer the tools in SAI so I don't use OC much anymore. Version 1 has an interesting networking capability, although I'm not sure how useful that is in practical situations.

Most concept artist-level people use Photoshop and/or PainterX, but I think below that level SAI works very well. And I've seen some amazing work done in SAI. 4mb program ftw.

34
Nero Chaos (Nrvnqsr) / Re: MBAA Nero
« on: December 29, 2008, 07:04:46 PM »
well nero 5B was like his best move for point-blank, was fast as hell, had decent priority and easily linked into combo.
Yeah...no. While the 5f is true, you need to look at the hitbox. Anyway, if you played nero to a competitive level you'd know better than to use 5b like a 5a/2a. It's very different.

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Akiha's Tea Room / Re: Screenshots.
« on: October 21, 2008, 09:57:41 PM »

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Nero Chaos (Nrvnqsr) / Re: Nero's pressure options
« on: September 14, 2008, 12:37:27 AM »
I'll just point out situational pressure options and techniques for Nero...take from it what you will...

Okizeme/Blockstrings:
5b meaty. Good for wakeup mashy people. Follow up with 2b 2c jb jc jc jc airthrow. If blocked, follow up w/ blockstring (2b B snake, 2c B snake, 5a whiff, 214a, etc.)
5b(1) 2c --> 4c jc jb jc (if it connects) or 214b/421a/5a if it's blocked. Blockstun from 2c is sufficient to safely release b snake in most situations.
B snake. Either walk up and grab, block/bait poke for CH/knockup, or release B deer during blockstun.
5b(1) 214b throw - gimmicky
Ex Crows: You know how to use these. If you have a ton of meter (MAX/Blood) you can Ex crows > 2b > Ex Crows > Ex Deer/Heat/Arc Drive

Situational stuff/tricks:
A snake > walk up throw. Jump if you smell a poke/heat/reversal grab and activate A snake to punish.
Unblockable AD setup: B snake > Ex Crows > AD. B snake needs to hit to generate blockstun for it to chain into blockstun setup. Matter of timing/intimidation.
Fullscreen combo: B snake > A crow knockup. This combos into a fullscreen knockup if timed correctly and A crow hits. Follow up w/ SJ jC aircombo.
Snake glitch: 214a/b > 214a/b while first snake is dropping out of coat. Hold A after second if A snakes are released.

Neutral Heat/Deer setups:
(B snake) Ex crows > Heat/Ex Deer
Heat > Ex crows > Ex Deer - Health is recovered during Ex Crows summon animation, use last bit of meter to summon Ex Deer.

Reversals:
Shitty 63214C (7f) reversal, obvious. Relies entirely on startup invincibility and assumption that opponent is poking with a meaty.
Antiair: 5d 5a 2c aircombo <-- essential antiair reversal for Nero.
2c CH. Most people will pick up on this if you spam it and will jump-in shield. This is bad news for Nero because recovery on 2c is so bad a neutral shield will still leave you at a disadvantage. Follow up CH with 2c aircombo.
5a. Very situational. If CH'd, 2c into aircombo. However, if you want to use 5a antiair you will need to immediately follow up with 2c for the knockup, whether or not it's going to be CH'd or hits normally.

Corner grab combo:
Throw(corner) 5b 2c jb jc jc airthrow (invalid)
Timing is very strict (1-2f?), unsafe on whiff if opponent ground techs. Good damage. Assumption that opponent will not airtech.

Winning back pressure:
Know his normals. jC at max range is best, because opponents don't suspect to get hit at its max distance and opponent's lack of ability to counter at its max range.  jA is very good at mid-close range due to its low hitbox, large amount of active frames, and fast speed. jB is good to follow up on an already-blocked attack, or to hit at its max distance. It's very slow for its properties, and should not be used in general except on jump-ins. If you are falling back on your blockstrings, try jumping forward with jA and preparing to combo into jC. If they are still crouching while you throw out jA, fall with jB to go on the offensive. Your main concern using ja is CH moves, like mecha's jetpacks, aoko's 236a, and Ciel's random ex halo from nowhere. Nero's quickest approach is his IAD, but you are vulnerable during the beginning of the airdash. IAD jB is pretty effective for closing in.

Be able to connect jB into 5b. This is crucial. 5B has a knockup property against crouching opponents so you can combo jB 5b 2c aircombo. Useful because Nero's jB is 2-hit it's not as easily blocked. If opponent is somehow hit while standing, 5b can be combo'd with 4c knockup.

37
Kohaku's Video Room / Re: Actress Again Official Match Vids
« on: September 12, 2008, 03:50:58 PM »
Damn... can't watch this because of stupid school computers blocking youtube.... Ahhh, so anxious to get home! T______T  >:(

SOMEONE TELL ME SOMETHING ABOUT V AKIHA!!!
Her moves look like garbage (QUALITY ReAct Aoko j.a flame pillars). New voiceover: she sounds drunk.

38
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: September 10, 2008, 06:50:11 PM »
I'm down for SJSU this weekend. Or just to hang out in general.  :prinny:

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Akiha's Tea Room / Re: Why so Serious?
« on: August 19, 2008, 05:26:29 PM »
1. Copy someone else's artwork
2. Make minor modifications
3. Copyright as your own work
4. ? ? ? ?
5. PROFIT!
The fact that he used the in-game artwork as reference is irrelevant.  The point is the concept behind the drawing, which is really what the thread is about.  It's not like he's claiming that it's completely original or anything, so why the hate?
-Wacom Graphier 4 CTE-480, Picture by mincartoon. All rights reserved.-

Doesn't matter what the "point" is. If you copy someone else's work without referencing them, it's stealing. I really don't care about the lolcopy bit since tons of shitty artists do it all the time; I just posted because I found amusing and horribly ironic that he wrote out that hilarious "copyright" as if it was his own work when it's just a direct copy. Anyway, I shouldn't be discussing this with the general population because they obviously can't make the connection. MY BAD.

TL;DR, nobody here cares. Including myself.

40
Akiha's Tea Room / Re: Why so Serious?
« on: August 18, 2008, 07:03:54 PM »
1. Copy someone else's artwork
2. Make minor modifications
3. Copyright as your own work
4. ? ? ? ?
5. PROFIT!

41
Akiha's Tea Room / Re: Hi, I have a question
« on: August 16, 2008, 08:51:26 PM »
Join us on IRC (#mbac on irc.prison.net) for netplay matches or to ask questions.

42
Akiha's Tea Room / Re: Why so Serious?
« on: August 16, 2008, 04:05:02 PM »
Eh, you stole that off my DA. Original picture below. At least credit my work if you're going to use it.


43
Tournament Results / Re: Evo World Melty Blood Singles Results
« on: August 12, 2008, 11:49:35 AM »
Alright, sorry for derailing this thread. I got SO SERIOUS for a second there.

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Tournament Results / Re: Evo World Melty Blood Singles Results
« on: August 11, 2008, 11:41:27 PM »
ネリナさんがWCにいた間まじ楽しかった。いつかまたこっちに来てね~皆さんが待っているから。また君と戦いたい!(負けるもんか!)しかし。。。おれのもえもえネロちゃんはワルクちゃんを倒せない。w

日本か。。。羨ましいなw。お元気で。

Sounded like Evo was fun, although it's probably better that I didn't go since my Nero is anti-hype. The results? Just as planned (except Ichi why is that Jew on there).

45
Akiha's Tea Room / Re: Looking for wallpapers
« on: August 10, 2008, 09:05:24 AM »
I go to Konachan for WPs, they have a pretty good selection. NSFW warning. You can either search for tags or just click "posts" to browse.

http://konachan.com/

It looks like they have some in your resolution, but most aren't (for obvious reasons). http://konachan.com/post/show/38173/touhou
You might need to click "resize image" to view the original image size. (Browsing size is reduced to save bandwidth I guess).

46
Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: July 29, 2008, 12:51:30 PM »
I'm free all week except Friday morning.

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Regional Community / Re: Northern California: Berkeley, SF, etc.
« on: June 30, 2008, 07:27:20 AM »
I'm still good any day after 3. I'll be much more likely to show up on Friday, though (6 hours of grindan drawing might tire me out too much).

Thanks again for hosting the event Alt. We should have those more often. And by more often I mean more Battle Fantasia.

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Melty Blood Auditorium / Re: Best 2 players of Each Character
« on: May 19, 2008, 09:58:29 PM »
I'll mirror any Nero lolol.

Not that I'd ever consider going to Evo anyway.

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Nero Chaos (Nrvnqsr) / Re: Bread & Butter Combos
« on: April 30, 2008, 04:48:13 PM »
It might just be me, but 5C could be the worst move in this entire game.
Sekuhara was debating that Len's 2C was the worst move in the game but I think Nero's 5C is worse. Oh well, we're all biased here.

50
You can also attempt a shield command throw reversal and put them in the corner.

Against people with decent pressure 22a will just get you screwed. Don't go for the CH with it when you're -frames, you're going to get raped. It's not a DP. It has awful startup.

Kouma's 2a isn't that horrible. It has pretty good range for a 2a and it has normal F startup. It does what it's supposed to do. I poke with it generally (people pick up on 5b pokes really fast, so don't get greedy with the proration) and it's successful except against DPs of course. Sorry you're not quite Kohaku, you can't clash frame mash out of DPs.

You think the corner is bad with Kouma you should try Nero...completely different story.

And you shouldn't be mashing 2a with anyone on wakeup. If the opponent continuously goes for dash pokes/grabs, punish with dunk. If they like the air, generally block unless their movement is predictable, then go for the godly 2b CH (or bitchslap airdash-hovering v.akihas) or shield -> 214a -> [4] -> 5c 2b airthrow. If they know how to pressure, wait it out like you would any other chara and look for bara/poke openings.

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