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

Messages - Shinjin

Pages: 1 [2] 3
26
Kohaku's Video Room / Re: OMG, Swedish Matchvids.
« on: July 11, 2007, 08:53:36 AM »
Hehe, yeah like I said, not to pro but still. At least some of the basics where down. This match was before I wrote the guide at the Warc-board and thus before I found out about Warcs +-0 pressure, so I guess it was all about the IAD´ing and some random airbackdash Bloodrings  :)

http://www.rimfrozt.com/melty/mbac-7th-hvn-caer-v-shinjin.avi

.. if you inspite of linalys words want to see the whole match, feel free to download. I´ll try too mix it up some more next time.

Oh, and well.. I did counter this 2c 5c-spamm with a dodgemove into combo. And the last-arc thing... I dont really remember, but I would have guessed that I was just hoping that I would hit him before he had recovered :P (stupid idea).

27
Kohaku's Video Room / OMG, Swedish Matchvids.
« on: July 11, 2007, 07:56:26 AM »
Well, though it may not be too much I managed to find a matchvid me and Caer recorded a while back (and I mean a really long while back) and I felt the urge to post it.

Now the match is a best out of 5 match between my Warc and his Nanaya. Unfortunatly the whole bonanza is about 12mins long and encoded 220mb piece of swedish top-melty action. But since youtube only allows up to 10min, I will settle for just the decisive 5th match. If you guys want, I can put the whole vid on my websites server but if you guys are all "meh, sux del plz" I wont bother  ;D

With that said, please enjoy some of swedens best meltyblood-players (and guiltygear-players to, if that matters) battle it out for the right to say "seventh heaven is mine!".


http://www.youtube.com/watch?v=Bm0CuuXjj1Y

.

Post-match comments:
Quote
My ume-ex-grab didn´t come out as ume as I hoped them to be.[/quote]

-

Feel free to comment, I have some moneymatches coming up so I guess I could need the advice :toot: Even though that vid is from march. (It was the only vid I had on my computor and i´m at my parrents place over the summer to work work work).

28
Sion Eltnam Atlasia / Sions matchups (according to Kubo)
« on: July 09, 2007, 09:16:21 AM »
Arc 7:3
Warc 6:4
Ciel 6.5:3.5
Akiha  6:4
AkaAkiha 7:3
Tohno Shiki  6:4
Nanaya  7:3
Miyako  8:2
Ren  6:4
W.Ren 8:2
V.Sion  7:3
Kohaku  6.5:3.5
KohaHisu  6.5:3.5
Hisui  6:4
M.Hisui  7:3
Satsuki 8:2
Aoko  8:2
Kouma  6:4
Wara  7:3
Nero  7.5:2.5

Keep in mind that this is kubo that we are talking about... But still!!!!! :psyduck: :psyduck: :psyduck: :psyduck:

29
Melty Blood Auditorium / Re: MBAC Ver.B PC
« on: May 11, 2007, 12:31:38 AM »
Dont forget the new Pose(Taunt)-button. :fap:

Thats probably where the sprites that they are working on are at.  :toot: :toot:

30
Akiha's Tea Room / Re: Show me yr stick (hurr hurr)
« on: April 29, 2007, 03:16:20 PM »


my first selfmade stick blablabla etc  :blah: :blah: :blah:

31
His throw is up from 3f to 4f, his AD/AAD has longer startup (of the actual hit), and his shieldbunker is faster... are the changes worth mentioning.

 (info, comparing tougekidamashii verB2 framedata with ps2 framedata)

32
Melty Blood Auditorium / Re: MB:AC ver.B Tier list?
« on: April 18, 2007, 09:58:01 AM »
Well instead of random internetsources, lets check out the latest tierlist! This one is from Tougeki Damashii, Vol5. which is somelike the top fightinggame-related magazine in japan.

A-tier
Sion, Akiha Tohno, AkaAkiha
Kouma, Ciel, Ren
A/B-tier
Hisui, M.Hisui
B-tier
Arcueid, Warcueid
V.Sion, Kohaku, KohaHisu
Tohno Shiki, Nanaya Shiki
Warachia, Nero Chaos
Miyako, Satsuki
Aoko, W.Ren
C-tier
NecoArc, NecoArc Chaos

(they also explain the ranking, but that is something for another time and another post)
Also in the Tougeki-magazine, Yukinose writes about Tohno Akiha (combos, gameplay etc), SII writes about Arc, Info 'bout NecoChaos and White Ren, and VerB2-framedata!

But anyways, that is the first 'reliable' tierlist for VerB2. Enjoy

33
Melty Blood Auditorium / Re: MBAC Ver.B PC
« on: April 14, 2007, 09:55:58 AM »
Yaaaaay,

YAaaaaaaaaay

YAaaaaaaaaaaaaaaaaaaaaaaay!!!!!!!!!!!!!  :fap: :fap: :fap: :fap:

34
Melty Blood Auditorium / Re: The Arcade Standard: Sticks and Buttons
« on: April 11, 2007, 05:52:31 AM »
I have that stick also... I fucking hated it, so I built one with my own hands instead. It might be cheap, but most of us don´t like it. The stick is not too smooth IMO and you have to press the button really hard in comparisson. Trust me, my friend convinced me to buy it cause he ''likes it, and thinks it is not too bad'', but after I bought it.. well.. Let´s just say that all the OTHER sticks I hade tried felt much better.

If you're going to buy a stick, either build one yourself or by HRAP2 or something, not HRAP FIGHTINGSTICK2.

Kthxnybye

35
Kohaku's Video Room / Re: Game Dial 110
« on: April 06, 2007, 02:32:05 PM »
it seems like their server is kinda iffy at the moment. But they will probably be downloadable really soon. When they just updated the site with the vids the links didn´t work either so, give it a day or two. I have and have seen the vids and they were really nice. Audio-commentary and shit like that.

36
Kohaku's Video Room / Game Dial 110
« on: April 06, 2007, 08:23:24 AM »
Hello again!

Game Dial 110 has now uploaded videos from the 2v2-tournament that they had and I though I would let you guys know. It seems that the trend here at Meltybread is to have one topic for each source, so if admins dont mind I will make this a seperate thread.

Anyways, there was 20 teams contending and it was held 07/03/24!

Visit their homepage at: http://www.eonet.ne.jp/~gd-nanpon/


And now for the matchvids:

A-block Final (mbac070324a.zip) http://yukinkservice.jpn.ph/~nanpon/movie/mbac/mbac070324a.zip
P1:
Marusu(Arceid), Kou(AkaAkiha)
P2:
BAB(V.Sion), Remilia(Nanaya)

B-block Final (mbac070324b.zip) http://yukinkservice.jpn.ph/~nanpon/movie/mbac/mbac070324b.zip
P1:
Maid-san Daisuki Propellar he(Hisui), Tei'enu(Kohaku)
P2:
Takeshi(Ciel), Shuuhe~(Ren)

Bronze (mbac070324c.zip) http://yukinkservice.jpn.ph/~nanpon/movie/mbac/mbac070324c.zip
*
Quote
P1-team: Maid-san Daisuki Propellar he(Hisui), Tei'enu(Kohaku)
P2-team: BAB(V.Sion), Remilia(Nanaya)
*

Grand Final (mbac070324d.zip)  http://yukinkservice.jpn.ph/~nanpon/movie/mbac/mbac070324f.zip
*
Quote
P1-team: Takeshi(Ciel), Shuuhe~(Ren)
P2-team: Marusu(Arceid), Kou(AkaAkiha)
*

Enjoy!

37
Kohaku's Video Room / Shakujii Kouen GameCenter
« on: April 04, 2007, 11:55:22 AM »
Shakujii Kouen GameCenter Melty Blood Act Cadenza Ver.B2 3on3 Tournament!

Hey Y'all!

There is some sick vids over at Shakujii right now. They had a 3v3-tournament and you guys should check them out if you still haven't!

http://shakujii.jp/ekimae.html

Klick the 大会動画-button (url is something with movie.html).

A-block Final (mbvb2_324afinal.zip)
P1-team: Senshin(KohaHisu), Mitsuru(Warc), Haku(WhiteRen)
 vs
P2-team: SAT(nrvnqsr), Kyappi(KohaHisu), Shinbi(Ciel)

B-block Final (mbvb2_324b2.zip)
P1-team: Teru(Hisui), Ana(Nanaya), Shiozawa(Sion)
P2-team: Ske flew(Aoko), Okamoton(Nanaya), @ndo(Kouma)

Grand Final (mbvb2_324final.zip)
*
Quote
P1-team: SAT(nrvnqsr), Kyappi(KohaHisu), Shinbi(Ciel)
P2-team: Teru(Hisui), Ana(Nanaya), Shiozawa(Sion)
* (not quote but attempt to make it kind of spoilerproof)

Hope you enjoy!

38
Sion TATARI (Vampire) / Re: VSion's Shield Bunker Name???
« on: April 03, 2007, 04:57:31 AM »
Can somebody tell me where "Bara" came from? The japanese obviously uses the term "baka-kyan".
(might be OT but delete this post if so)

39
Akiha Vermillion / Re: V Akiha Strategy Thread
« on: April 02, 2007, 12:07:49 PM »
Almost all of AkaAkiha's matchups goes a little something like this:

"You use your advantage in movement to run around and when you either hit a aerial bird or something at random and then you rush your opponent down like hell. And if you are caught, you die." At least if you listen to what Satoken says...

But she has alot of rushdownpatterns and setups that someone should go through. I have helped one guy here in Sweden that is learning AkaAkiha but I didn't translate that information so thoroughly so... Somebody else? Preferably someone who plays her  :V

Tough the knockdown -> IAD Aerial Bird -> AD/AAD-setup is hellacool. You can see it in the new-stages-vids.

40
Red Arcueid / Warcueid - now verB2 approved (partly)
« on: March 28, 2007, 05:40:07 AM »
work in progress

Strengths:

- OTG
- Air to Air
- Fast Pokes
- Good Specials
- j2C laugh

Weaknesses:

- No really good/safe normals with reach

BnBs:

1. Standard combo from lowpoke (remove 2A for punish-combo):
- 2A 5B 2B 2C 5C , jC jB(1hit) dash jB(1hit) jB(2hit) jC Throw

2. Overhead-midscreen (havent tried on all chars but works on shikis and arcueid/warc
- 5[ B ] 2C 5Ax2 236A aircombo
(on nekoarc/NAC do: 2B 2C 236A
(on ren/w.ren do:2C 5A 236A

3. Overhead-corner (works on chaos, tohno, arc)
- 5[ B ] 5C 236A 5B 236A aircombo3. AA-Shield 5A

5. OTG-combo (midscreen)
  2A 2A 2C 5C -> Katze (623A or B)
6. OTG-combo (corner)
    2B 5A 5A 5A 5A 5C 2C  (623C into loop if you want to)
7. OTG-combo (back close to corner)
    2C 5C Karst (623C), 5A -> jA jB (2hit), jB (2hit) jC, throw

8. Corner Circuit-spamm
    2A 5B 5A 2B 2C 5C , jB 2hits jC , 214C , land ,
    dash, 2B 5A 5A 5A 5A 5C 2C 623C
    -> 5C 623C loop or
    -> techpunish or
    -> OTG
   (described in detail below, soon)

Rundown of Normals

2A: An average 2A-attack, 5frames startup, 70% proration.
2B: The poke of choice imo. 7frames startup 75% proration.
      Even though the reach isn´t close to characters like Kohaku
      Warkia & Chaos it is really fast if it hits it gives you knockdown.
      From this knockdown it is easy to go in and to OTG on reaction.
      Definetly a WIN-normal.
5C: Not really to be used as a combostarter, but is certainly usable in some
      situations. Such as after a EX BLOODRING-pressure in the corner. EX BR
      and after that your opponent will probably want to jump out of the corner,
      by throwing the 5C out you will, with correct spacing of course, hit him as
      5C is airunblockable.
3C: Well it is kinda fun to know that it has superarmor from frame 6-22 and the hit
      has 20 frames startup.
jA: The airnormal to use if you are up close to your opponent. Mashable. Great move.
jB:  Really good airnormal. Dont spamm it do much cause you can get to predictable.
      Mix it up with bloodrings and your good to go.
j2C: Frame 1-12 = SuperArmor. Frame 2-9 Clash, ETC. It has some sick properties but
       is kind of a double-edged sword. Probably the best way of using it if you want to is
       to superjump forward and do j2C instantly. Sometimes it suprises your opponent and
       you will probably get the knockdownhit as well. Use with caution, but the laugh is
       really fucking awesome.  :toot:

Rundown of Specials

Blood-Rings (Alte Shule) (BR), 214A/B/C, both in air and on ground
  The bloodrings have two main functions, one of them is in pressurestrings and the other is for
  defensive spacing.
  1. Say you are to far away from your opponent to continue pressure you can do:
  214B, 214C -> 5C or 214C or whatever
  to effectively keep your opponent at bay for a little while longer. 214C does some really nice
  chipdamage so you can loop it in the corner if you want. If your opponent shields it, throw or
  do whatever, you have the advantage!
  2. The defensive BR. 214A after airbackdash is a really good projectile. Its pretty safe if you know
  the spacing (opponent beneth you). 214B is done higher up in the air and it keeps you in the air a
  little while longer. You can airdash after the recovery so 214B, airdash, jB ain´t to shabby. But
  its all about the spacing and where your opponent is so, you have to think for your self ppl!

  Oh, and 214C has invisibility frame 1-9 and +11 on block.  :teach:

Nägel (Alte Nägel) (srk), 236A/B/C
  Ýou can say that 236A is safe if it actually gets out. You can´t be punished on block by any usual
  means, but the attack comes ut first the 11th frame so you use it mostly when your see your
  opponents jump-in coming. The nice thing about is though that you often get counterhit when you
  use this move, and if only one of the hits hit you can combo after (though its 50% prorate but hey!)
  236B is not that useful, its hellaslower than 236A... 30 frames or something like that.
  236C is basicly your standard wakeup-srk. Invinsibility on start, punishable if blocked. As the
  man responsable for the commentating @ SBO said: EX SHOOORYUUUUUU!!!. Oh, and they are all AIRUNBLOCKABLE!!

Teleport (Weisse Katze), 623A/B/C
  A-teleport. Invinsibility frame 5-24. EX-cancellable, do the madcrossup! (but keep it secret, keep it safe)
  B-teleport. Teleports you longer than A, not EX-cancellable.
  C-teleport (Karst Jäger), not really any invinsibility per se, but after the startup you teleport and
  hit the enemy and it will hit them even if they have an attack out sou you could say that it has
  invinsibility after startup, so you can for example grab Nanaya out of his mashing of the knives-move
  236A/B/C with it. -3 frameadvantage if blocked which is pretty good imo for being melty so its pretty
  hard to punish if blocked  ;D. Oh, and it is AIRUNBLOCKABLE!!

Warcueid 101:

- We cannot...
Okay, first and foremost I want to complain a bit. In the PS2-version Warc cannot doublejump and then dash, something that nullfies using BR as way to start an offense. If you've been watching VerB/B2-arcadevids you will se how Warc-players do 8, 8, 214B dash 214A, something we Warc-players dream of doing! But, since we have to wait for the PC-edition or go to the nearest arcade (which in my case is going to france or something)  for this chance lets just forget about trying to go japanese-style. Here is my 5cents:

- Airdash BR
First off, BR-usage. The big nono when it comes to BR-spamming is doing it after a ordinary jump, this is something very punishable cause your opponent has the momentum-advantage. How to fix this though, is you only do BR after a airbackdash or dash. You can either use the 4/6AB 214A-style (as me) or the 44 214A-style, but I know I had the problem with doing this correctly while I was jusing 44214A, so if you end up failing with the dashBR alot, try the AB-dash-version. When you got the executiondown it is important to always keep the BR-angle in mind. If your opponent is to close he/she can simply dash and thus get a freecombo. Use the AirdashBR as keepaway or in somecases you can use it to close in on the opponent. But it is not something that I recommend. Mostly a Forward-airdashBR ends up something like this:
1. trade, both get counterhit
2. your opponents hits you before the BR comes out
3. your opponent blocks and you get a not to got pressure-opportunity.
But of course this is all spacing-related issues. But you have to keep this in mind when you AirdashBR.
You can also use the 214A BR as a wakeup meaty in the corner after BNB. My execution when it comes to this is not to good though, but I try to do 84214214A. If someone has a better way of doing this, oh please do tell. I seldomly use this oki since my execution isn't good enough.

- Pressure (well kinda)
The ground BR are mostly used as the final attack in your blockstrings. The theory behind Warcs blockstrings is basicly 5B and whiffcancel it. Warcs 5B has a forwardmomentum and by whiffcancelling it with 5A you get a chance to either go in for the throw or continue the pressure. It is also good to do 2A 5B and after that 2B so they have to block low and you get +-0 frameadv. <- best choice
 For example:
(oki)
2A 5B 2B 5A (whiffs cause your opponent is crouching)
----> dash throw
----> IAD jB (some crossup opurtunities when you land, and is a high attack as well)
----> 2A/2B/5B randomstring 214A/B/C
----> the first 2A hits and you go into 2A 5B 5A 2B 2C 5C aircombo (do this combo since it the hitconfirm is easier) You can also do this if the 5A doesn't whiff.
The key to Warcs pressure is finding out when the 5Awhiffcancel misses your opponent. I'll save this for later.

- Chosing your combos
You basically have two combooptions with Warc. Ending with airthrow or ending with 214C. Both are good options but if find ending with 214C a better option sometimes vs characters with good riseupmoves. (ex, nanaya 623B236Ccancel). After the 214C-finnisher you can highjump 214A for a chance to go into pressure. Also if in the corner you can go into the OTG-Karstloop, which is nice. On the otherhand, her airthrow is really awesome as well. One can always bait DP's etc. but catching someones reversalbackdash is easier with the 214C finnisher. On the otherhand it is 100% circuit we are talking about here. Don't get me wrong, I mostly use the airthrow, but this is something one should at least know. :blah:

- IAD
IAD jB is the shit.  Its a decently fast overhead and allows you to go into pressure, as well as it dodges certain moves (nanaya 2c). Practice IAD'ing, it is very important. IAD jA is also good.

- Highjump j2C
This is your ume-move of choice. j2C is, as i explained earlier, a move that wins over _alot_ but is very easily punishable on block. It is also suprisingly fast, Warcs superjump 7frames and superarmor from frame 1 so... dont spamm it though, use with caution.

- Random info
* 623A after airthrow puts you on perfect HEAT-punish-distance and also messes with backdashes.
* 272C often wins over Nanayas 236A/B/C
* 7frame highjump
* Dont charge the 5[ B ] to much, learn the timing.
* 623C can grab people out of alot of there moves (ex nanaya 236A/B/C etc)
* 5[ B ], 5A(whiff) is nice (if they block 5[ b]

Well then, that wraps it up for today. I hope at least someone has any use or at least found this an interresting read. If my english is not to good from time to time, keep in mind that it isn´t my native tongue. Feel free to contribute with any info  :toot: :toot: :toot:

Vids with K.Neko: http://www.youtube.com/profile_videos?user=lainfp&page=2

/ Shinjin

41
Red Arcueid / Re: Red Arc's Combos, Strategies, Etc....
« on: March 25, 2007, 10:55:09 AM »
First and foremost:

The global Warc BNB is:
2A 2B 2C 5C, jB(2hit) jC , jump, jB(2hit) jC, throw

The global Warc 5 BNB-combo is:
5, 2C 5C (or 5A 5A if you wanna be safe), jB(2hit) jC , jump, jB(2hit) jC, throw.

I will go through alot more when i'm finished _LEARNING_ the basics with her to the extent that I feel I can write a _GOOD_ basics-guide. But Warceid is sweet.

Well then, I will post my guide when i'm done with it. Ciao!

42
Melty Blood Auditorium / Re: Version B Correction Edition?
« on: March 24, 2007, 04:05:01 PM »
Well they had a Location Test a while ago and now they have officially announced that they are creating Melty Blood VerB2. I haven't been reading the bbs that much lately but a while back people were complaining about Sions superamor and stuff like that....

43
Melty Blood Auditorium / Re: MB AC ver b Teir list?
« on: March 24, 2007, 04:12:26 AM »
While searching the internet for some Warcueid-information (she's probably becoming my new main alt) I stumbled upon a tier-list for Version B, though not as official as the Tougeki-damashii tierlists i've been posting, it is still interresting.

*translated information*

S:Sion, Kouma
A+:HisuKoha, Hisui, Warcueid, Akiha Tohno, AkaAkiha, Arcueid, M.Hisui, Tohno Shiki
A :Aoko, Ciel, Warakia, Nanaya, Miyako, Satsuki, Kohaku
B+: V.Sion, Nero, Ren
B:White Ren, Neco-Arc

S:-rank

Sion
  2C Superarmor-brokeness, DP's invisibility、shear Fightingpower
Kouma
 236 Superarmor-brokeness、High damage、623 being airunblockable

A+-rank

HisuKoha
 Alot of characters has problems with Kohakus mixups, and the rushdown is also good. Hisui as main is strong.

Hisui
 Mixups from throw、High damage、Strong Fightingpower、2C has become alot stronger. j2C is also strong.

Warcueid
 Damage has gone down but, B is still efficient、and her fightingpower is overall better.

Akiha
 Fightingpower feels more stable. The most longlived character (high def).

AkaAkiha
 j2C has become alot weaker and still dies fast. But her Fightingpower and rushdown is still strong.

Arcueid
 jC、high damage, stable fightingpower.

M.Hisui
  From VerA some of her closecombat moves has become stronger. Damage is allright. Was not sure wether to put her in A+ or A.

Shiki Tohno
 Even though he has become weaker, options and damage are still strong enough to be recconed with. And he has alot of good moves. Was not sure wether to put her in A+ or A.

A-rank

Aoko
 Specials has become stronger, by having 3 jumps her fightingpower is good.Was not sure wether to put her in A+ or A.

Ciel
 C-C shieldcancel -> new pressure. good rushdown and alot of good moves overall.

Warakia
  I was thinking of puting him in A+ but 2B rebalancing and his amout of options has gone down, thus ending up in A.
 
Nanaya
 5A as AA is weakened,  defense weakened, thus A-rank. Still has his nasty pressure though.

Miyako
  jC is good. Good rushdown, but still not enough for A+-rank.

Satsuki
  5A is weakened, damage also weakened.  2C ALSO weakened. But her game is still as solid as ever though.

Kohaku
  jC->cactus damage has gone down, but still has a good highlow.

B+-rank

V.Sion
  jC (and options) are good. In theory. her game ain’t that good so I put her in B+.

Nero
 Wih the changes on the mantis, his damage has gone down. But still has a good game.
 
Ren
  Defense and catwalk has both gone down. Has doesn’t feel that she has gotten any positive changes, perhaps just an overall nerf?

B-rank.

White Ren
 Okizeme and damage are OK but her fightingpower just aint that good. You kinda have to get the advantage by jumping somehow.

Neco-Arc
 High-jump Get! It’s not that she is as superweak as before, but hmm..  It just feels like she has no hope when it comes on gaining the upperhand in a match.

*own comments*

Well, like I said even though it ain't anything 'official' we all know that ppl like tierlists  ;D I didn't expect anyone to put Kouma on top though...

44
Shinjin, playing KohaHisu, i'm the representative of the swedish meltyblood-community. Also translating random melty-related stuff that I find on the internet or in the books I have.

45
Well, I perhaps exaggerated his AA, but I truly think that 2B is very situational vs Nanaya and Ren (which have been the characters I've been playing the most recently). Even looking at Japanese Koumas playing vs Nanaya, you don't see the Kouma throwing out the 2B, it's just to dangerous so it is better to take other countermeasures.

But versus other characters I certainly recommend using 2B, it does have a great angle.

Oh, and bunkercancelling with him is the shit. I don't think that I really emphasized it enough  ::)

46
Akiha Vermillion / Re: Matchup-thread
« on: March 07, 2007, 01:13:06 PM »
post to be used when the first post becomes full.

perhaps taking to extra post ain't worth it, but if you (admin) find it bothersome just delete them

47
Akiha Vermillion / Re: Matchup-thread
« on: March 07, 2007, 01:12:30 PM »
post to be used when the first post becomes full.

48
Akiha Vermillion / Matchup-thread
« on: March 07, 2007, 01:11:06 PM »
Well, here are some pointers on different matchups. Some pointers can be used if you are playing some other characters than KohaHisu though, so it might be worth reading. I'll update as I have time writing about everything.

MATCHUPS

* BE = charged = []

ARCUEID

Keep in mind that your opponents aerial attacks are strong. 5B and Dash-5B is your friend.

Arcueids BE5B is high, but unlike Warcs it is only 1 hit. Other than that, her highlow game ain’t that much to be feared, and you can shield BE5B if you see it coming.

Her AD and AAD are airunblockable, but you can also shield those on reaction,  so keep that in mind and dont throw out to many airpokes while she is in MAX/HEAT/BLOODHEAT.

After her 2C or 5C there is a delay in her pressure. Keeping your opponent in mind you can just keep blocking or try backstepping

SHIKI TOHNO

First off, highjump to get in deep, if he jumps airthrow him. If he goes after you with a JA, just block it. * If you can’t do this, you will just get battered, so you have to learn it. But if you learn this, * If he comes at you with the intent to throw you, you can: doublejump, airbackdash JB,  JA until you get to the ground.

If he is playing defensivly, throw out some plants and harass him with Hisui. You can also take the out defensive JBs this way. If he comes highjumping towards you, use B-Battou (236B).  Even if it recovers slowly, you might catch him. If you want, you can cancel it into 22C as well. 5B is to be used with caution, since his doesn’t beat his JC(BEJC) is not to be underestimated.

Ground to Ground is best not to do. Keep that his 2C range is better than your 5B. While keeping in mind 5B, closing in with a low IAD JC might be a good idea. Even if he doesn’t dash, his 2C will get hit from which you can: JC  JB – land – fullcombo.

SHIKI NANAYA

Fundamentally it is the same as vs Tohno. Though since you cant see his delays while defending,  give up on trying to do something and through abandoning trying to, you can focus on guarding and when to 2A. If you are going to try EX-shielding, do a low one. If he comes at you with his 2C,  jump straight up when the blockstun has ended. After you have seen the 2C you can go hunting once again. If you jump forward or backwards you will get caught.

His BE5C is like Tohno’s as it becomes a highattack, definetly blockable. You can block his AD. You can’t block or shield his AAD. Though you can dodge-move through it with relative easy, and get a real good punish-oppurtunirty afterwards since this hitstance will be active for quite an amount of frames.

***********

070307, added some stuff about Arcueid, Tohno and Nanaya.

49
Akiha Vermillion / Re: Kohaku as lead! Featuring Dragon Install!
« on: March 01, 2007, 12:31:08 PM »
ドラッグ・オン・インストール

Well, yeah it actually is Drug'On'Install, but I like to call it Dragoninstall  :)

50
Shiki Nanaya / Re: Nanaya Strategy
« on: March 01, 2007, 10:29:59 AM »
I'll try to get Caer to write something down here. Since he plays Nanaya and at least has basic knowledge. But one fun thing is:

... no on second though i'll leave it to him. BUT I TOUGHT HIM HOW TO DO IT!!!  ;D

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