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

Messages - Shinjin

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51
work in progress

Strengths:

- Good Damage
- Good Specials
- BunkerCancel of the Year
- Has the hoe-slapping-punch (5A)

Weaknesses:

- No pressure
- Sucky Crossup-abilities
- Crappy AA

BnBs:

prenote: if you are to far away, the 2B will mess up the combo, so only add it if you start the combo real close to your opponent.

midscreen
2A 2B 5B 5C 2C 6C, airthrow (the basic one)
or
2A 2B 5B 5C 2C 6C, jC 623B 236B (for extra damage)
or
2A 5B 5C 2C 2B, airthrow (for slightly better okizeme, lol okizeme with Kouma)

antiair-EXshield-hoeSlappingPunch-counterhit-combo
5D, 5A, dash, 5B 2B, airthrow

cornercombos
2A 2B 5B 5C 236C 5A, airthrow
cornercombo with bloodheat
2A 2B 5B 5C 2C, dash, (OTG) 2A 2A 2A 2B 5C 41236C (yes, otg anotherarc)

* of course you can start all of these combos from jC or at least definitely from j[C]
[C] = BEC = CHARGED C

Okizeme:

Well, Kouma doesn't relly have that much to offer when it comes okizeme, but there ARE things you can at least try to do.

1. Highjump, AirBackdash, jC. Sometimes people fall for it, but usually it is pretty risky, or not worth it.
2. 8, then j[C], time it so that the j[C] will never actually hit, and then land for a 2Hit. Ppl fear the j[C] and love to trying to shield it = 2A HIT! Or you can try to get the 214A if you are lucky.
3. 5[C], this is also one of those that the opponent might fall for under pressured situations. the 5[C] is unblockable, but you can Shield or Backdash it with relative ease. Nevertheless it might work for you occasionally.
4. 2A, the scrubby classic, but do like 2A, 2B 214B for a tickthrow.

The Specials that are to die for:

214A -> fast, shortrange-throw that you can combo from in corners (214A, hold4, (5B 2B)/(5A) airthrow. on some chars you can land 2C for OTG but i dont know on who unfortunately).
214B -> longer reach than 214A, same followups. Can be used as a kind of tickthrow.
214C -> best used as a bunkercancel move. Same speed as 214A, same reach as 214B = one mean ass throw

236C -> alot of clashframes, can be used as a killingpoke, but not really that useful. A/Versions suck, dont use them.

623A/B/C -> your DP of choice, but if you want to use it as safety messures, you are better off with:

22C -> grants you temporary superarmor and you can do the standard 5B 2B, airthrow combo on aircounterhit. This is his only "safe" AA.

22B -> The kinda1hitSuperarmor dashmove... not really that useful, but I've used it successfully on some occasions. Use with caution, punishable.

BH 41236C -> the throwsuper of great satisfaction.

BH jD(ex) -> well, his LastArc gets unleashed if you successfully EX-Shield while in Air. Decent damage, but heat is best used to gain life so, use it if you get the chance.

How to Play

I'll probably put more effort into this part later, but for please be satisfied with these basic tips:

1. 5B is your groundpoke, if it hits use 5C 2C 6Followup, cause even though you advance a little bit by doing 5B, you often hit when you are far away so any 2B-attempts will probably fail.
2. 2A 2A, dash 214A can sometimes work.
3. As antiair you have:
 3. 1. - EX-Shield, 5A
 3. 2. - 22C
 3. 3. - 2B (only with correct spacing and vs the correct characters. Don't even try vs chars like Nanaya or Ren)
4. His AirToAir is sucky, his only decent airmove is jC if you are above your opponent, and jB can with certain spacing be decent.
5. Play safe, block alot and if you have the chance do a bunkercancel (214C is to be preferred) for great satisfaction.

Rejoice.

52
Akiha Vermillion / Kohaku as lead! Featuring Dragon Install!
« on: March 01, 2007, 09:09:26 AM »
work in progress

Strengths:

- Okizeme
- Reach
- Pressure
- A cornerloop is fine too.
- Best Crouching-state Ever

Weaknesses:

- No "safe" riseup or get away from me-move
- Punishable normals on whiff
- Has problem when not in the momentum

BnBs:

2A 2B(2hit) 2C 5B, jB jC jA, jB jC jA -> airdash -> Throw
- works on most characters, but you dont really got a god okizeme after an airthrow this high up.

2A 2B(2hit) 5B 5C 2C ( 236A 236C )
- for good okizeme, use this combo. Add ( ) if you want extra dmg and if you want to have an easier time timing the plant-oki afterwards.

AntiAir EX-Shield->hit or 5B counterhit (2Awhiffcancel) dash-combo:
dash -> 5A 5B , jA(jA) jC jB, jA jC jB jA, airdash, throw

Okizeme:

Kohaku has a great okizeme due to the fact that she has her plants. When you finally land that 'good knockdown'-combo you will your chance to own your opponent up.
Kohaku's okizeme is basically about 22B or 22C, meaning the "helicopterplant" or the "punchingplant". Basically 22B gives you one mixup oppurtunity while 22C gives you multiple.

Let's say that you've landed: 2A 2B(2hit) 5B 5C 2C 236A 236C, and you throw out 22B. What you do now is:
- IAD jC (whiffs cause it doesn't come out in time for the hit to actually hit), 2A -> combo
- IAD jC (hit) -> combo
- dash -> throw -> okizeme (this being the standard countermeasure if your opponent backdashes)
- IAD jC (whiff and crossup), 2A
- With corrrect spacing you can also just jump up and do jC reall quick for a decently fast overhead.

If the 22B's timing is a little off your opponent can backdash or jump to safety, if this happens try to dash and throw him

BONUS: The wack crossup: 22D-Tag crossup. It's really fun when you land it, but then you have to at least know a combo with Hisui.

Blockstrings:

This is where Hisui comes into play. Say your opponent actually blocks your okizeme. You can do things like
2A 2B 5B (OMG HE IS BLOCKING? THIS COMBO WONT HIT) -> 214B -> and
Hisui comes dashing towars your opponent with the chair of doom. If Hisui is on the perfect distance you can dash/IAD in and do one more string. But this is really just to get your opponent from you more than actually getting more mixup-chances.

Battou-loop Combos:

([ B ] = BE = CHARGED)
The Battou-loop goes a little something like this:
(random in corner) ->
2C 5C (all hits), 236[ B ] ->
2A/5A* 5C. 236[ B ] -> 1. or 2. or 3.
1. 2A 236C for good knockdown/okizeme
2. 2A 5C 5B, jA jC jB, jA jC jB jA, airdash, throw
3. 2A/5A 5C 236[ B ]

If you have started a battou-loop and you feel that you are to far away to hit the 2A/5A you can:
. . . 236[ B ], 22C, jB, jB jC.
This is though not to be recomended, as you get no good knockdown and it costs 100MagicCircuit.... but it does look cool!  :D

* depends on what character, on some timing a 5A is easier than timing the 2A.

The advantages in the Battou-loop is that you get alot of MagicCircuit and can get the good knockdown + a little extra damage. On the other hand it is a lot more challenging than landing the basic good knockdown-combo. But use it, it's cool.

Magical Attack: Kohabon X

I really like this move so I tend to use it after this setup:

CornerBattouLoop into Good Knockdown.
22C Okizeme
1632143C

With the great Kohabon X in your hands you now have brokesuperarmor, throwinvincibility and BloodHeat. The court is yours for a few seconds, you should AT LEAST be able to get a throw, being invincible you need not fear. ATTACK ATTACK ATTACK!

Okay Combos and Oki is nice, how to I play her?

to be done later

53
I actually play Guilty Gear with pad and Melty with my homemade stick (http://www.rimfrozt.com/stick.jpg). Well IAD'ing has improved my main (KohaHisu), now i'll just need to nail the Battou-loop 100% of the time and get my spacing right. I'll write something about Kouma & KohaHisu when I have the chance. Anyways, i think everybody should pretty easily get how you IAD.

54
Melty Blood Auditorium / Re: MB AC ver b Teir list?
« on: February 27, 2007, 02:47:13 AM »
The latest Tougeki damashii didn't have a verB tierlist, BUT it did have a list of which characters  that had become stonger, weaker and those who stayed about at the same level.

LvldUp   -> Arcueid Ciel Hisui Neco-Arc V.Sion Warachia Aoko Kouma
SameLvl -> Akiha Kohaku Ren Miyako Nanaya Shiki Mecha-Hisui Tohno Shiki Satsuki
LvlDown -> Sion AkaAkiha Warcueid Kohaku&Hisui Nero Chaos

But as I said, there are no tierlist.

They also wrote down why they hade becomre stronger/weaker, but i'm not prioritizing translating that. Instead i'll try to translate other meltygameplay-related stuff. Cheers.

55
Just so you know, the most recent ILS-vids have him playin Nanaya. Another toptier Nanaya player is Dohn.

Shadow's AkaAkiha is also up there.

For Kohaku(kohahisu)players: Messhii is the best (the one that made the Schemer combovid)

M.Hisui: Karune
Aoko: Karune(when he was playing her)

56
Just do 6 9 5 6 and you'll nail it every time. That's how I do it. Ppl tend to forget that you have to do the neutral-input.

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