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

Messages - Remzi

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26
He's not kidding folks. This is now an open channel. Come get at us in #bombsports on mizuumi for games. Fun times!

Edit:
Shoutouts to the bored ppl who keep checking the thread updates knowing that the topic is clearly bomberman related  :V
Yeah, not kidding.
 :laffo: :laffo: :laffo:

Might make a highlight reel of the clips I said. Wouldn't be hard or anything like that, so I might.

27
Seifuku Akiha / Re: C-S.Akiha 1.07: The Combo, The Oki, The Mixup!
« on: March 15, 2012, 11:40:31 AM »
This fuzzy doesn't work, since for a fuzzy you need the followups after the normal to hit crouchers. In this case, the second jc hits high, but there's no way to hit a crouching opponent afterwards, even with ja or jb. If there is, it simply is too hard. You CAN do this with pits, though....
Thought I tested it against a crouching enemy with it. I'll try to retest it later on.

28
http://youtu.be/UKwRvUC1_5E
#bombsports is legit
 :laffo: :laffo:

Best moments ;
7:45
10:40
12:25
16:50
20:00
28:54
37:38
41:15
48:50
51:07

Also, ideal roos.
Start-game : Aqua, Yellow
Mid-game : Green, Purple
Endgame : Purple
Extreme endgame : Aqua

29
If we can get more than four players I'll pop off and stream as a spectator too.

Also playing this epic game.
 :laffo:

Zar + Remzi / Roku + tra desync train was hilarious. 3.6 why you troll us.

30
Satsuki Yumizuka (Yumiduka) / Re: Hatsuki
« on: March 14, 2012, 11:39:13 AM »
Also a frametrap off of 6AA.
You can get more damage off of CH BE5C j.BE5C sdj.BE5C 2C 3C 22A 5A 623B 5B 2C 623C 2C 5C  623B 5B 2C 623A. (6308 damage unreduced on Sion)

Either way, nice find.

5C -> (whiff) 2A 214A is amazing on block. It's a frametrap if you do it right, and it leads to huge damage. If you get a CH, followup with IAD j.C 5BC 2C 3C 22A 5A 623B 5B 2C 623A. If they block it just jumpcancel into j.BE5B to control some space or whatever.

31
Seifuku Akiha / Re: C-S.Akiha 1.07: The Combo, The Oki, The Mixup!
« on: March 11, 2012, 07:30:39 PM »
Oh sweet thanks, it's hard to find info for this game :/
Eh.

Also, you can fuzzy with IAD j.C dj.C (small delay) AB (land) 5B -> stuff. It's pretty good.
Off 5[C], which is her only actual ground overhead, do 2C tk.214A/B (A for corner, B for midscreen) dj.66[C]AAB (land) j.BC dj.[C] 22A 22[A]

32
Seifuku Akiha / Re: C-S.Akiha 1.07: The Combo, The Oki, The Mixup!
« on: March 11, 2012, 06:53:53 PM »
Standard combo has been like 5B 2B 6B 5C 2C 6C 214A j.BC dj.[C]A 214A (land) 5C j.BC dj.[C] 22A 22[A] for a while now. Does like 3K off grab too iirc.

33
Satsuki Yumizuka (Yumiduka) / Re: Hatsuki
« on: March 09, 2012, 09:04:43 PM »
Very nice.
It drops on all the lolis and nero too. I have no idea why it drops against Nero.
:mystery:

Either way, that combo works against everybody that 6AAA 2[C] doesn't as far as I can tell. I should probably make a list later. Done. Please never use 6AAA 2C 6AAA. It's terrible and only works on six characters.
-----------
6AAA 2C 6AAA
Aoko, Ciel, Mech, Nanaya, Shiki, WArc

5C 2C 6AAA
Aoko, Archetype, Ciel, Hisui, Kohaku, Kouma, Mech, Nanaya, Neco, PCiel, Roa, Ryougi, Shiki, Sion, VAkiha, VSion, WArc, Wara

6AAA 2[C]
Akiha, Aoko, Ciel, Kohaku, Kouma, Len, Miyako, Nanaya, Neco, Nero, PCiel, Ries, SAkiha, Shiki, WLen, Wara

None of the above
Arc
-----------
Another edit. Anyways, in corner you can 2C 3C 22A 5A 623B instead of 623A. Generally they'll be out of the corner slightly if you use 5C 2C 623A for the OTG followup, so you can sandoori if you want to. Also leads to pretty cool damage. Might work against some characters midscreen. Not going to test that though.

34
Satsuki Yumizuka (Yumiduka) / Re: Hatsuki
« on: March 09, 2012, 06:05:48 PM »
Even better.

stuff -> j.BC ad.A sdj.ABC Airthrow
IAD j.C dj.CB is more stable and does slightly more damage than the fuzzy you have.
214B can OTG relaunch.

(corner) stuff 2C 3C 214A 623C 2C 5C 623B 5B 2C 623A -> sandoori
stuff 2C 3C 22A 5A 623A gives better damage off meterless oki options.
stuff 2C 5C 623B 5B 2C 623C 2C 3C 22A 5A 623A is similar, giving better damage off metered oki options.
(corner) stuff -> 2C 3C 22A 5AC j.BC dj.BC Airthrow. It gives a bit more damage.

35
Aoko Aozaki / Re: [MBAACC 1.07] C-Aoko Discussion Thread
« on: March 07, 2012, 08:41:04 PM »
Isn't tj.BC impossible, all of the jumps would have been used by then, right?
No. You land, do 3C, jump-cancel it, and do the awesome combo stuff.

36
Aoko Aozaki / Re: [MBAACC 1.07] C-Aoko Discussion Thread
« on: March 06, 2012, 04:06:11 PM »
Lol so I was in the lab today and found out that you can follow up 623B>j[C]> 214C with a 5[C] on the ground.

Would this be a suitable method of eliminating opponents or is there a better way? Is this incredibly old?
623B j.[C]AB 3C j.BC dj.BC 66B tj.BC Airthrow is probably better, although you can get BE236B off from j.214C 5[C] if I recall.

37
In that case here's what I think happens:

The initial 236 sends the projectile forward, the second input either pops it or holds it in place until you release and then pops it.
That actually makes sense. Also seems awesome.

38
It's sort of like C-Aoko's 421 orbs. The b version is as if you didn't hold the button and the a version is as if you did.
It detonates on the second 236A/B input though, so it's more like FAoko's 421 orbs.

39
He's saying B version is instant, while A version is negative edged; it detonates when you release the button
I'll accept this even though it makes absolutely no sense.

So no Hyde 22A yet, eh?

40
If I'm reading it correctly the A version is held and the B version auto detonates.
Well, that doesn't make much sense. Detonating it is just doing 236A or 236B when a fireball is already out.

Maybe 236B has a larger detonation?

41
I really doubt you can avoid Waldo's resets. As Burst said, his arms are HUGE.
I haven't seen any usage of Hyde's 22A. Any videos with that, or his 5AB 6B 214A 214A 214A 623C?

Also, there's a note on the jbbs too about his 236A followup.
Code: [Select]
A派生で飛ばした円盤を破裂させる
B派生で飛ばした円盤めがけて切りかかる
Translation?

42
Mech-Hisui & Neco Arc / MACHINE GUN CAT DANCE. An F-Meco thread.
« on: February 28, 2012, 11:58:49 AM »

Combos. All damage on VSion

2AA 5B 2BC 6C j.[C] dj.[C]...
Oki : ...2C 214B
BnB : ...IAD j.C (land) j.AABC dj.AABC Airthrow (4684)
Easier BnB :  ...j.ABC dj.ABC Airthrow (4560)
IH BnB : ...2C 6[C] IH j.ABC dj.ABC Airthrow (4887)
Meter BnB : ...2C 6[C] 236C (4645)

Silly cat combos
(near corner) 6[C] 66 5C j.ABC dj.ABC Airthrow (4200)
(far hit) CH 6C 66 j.[C] dj.[C] 2C 6[C] j.ABC dj.ABC Airthrow (4813)
(closer hit) CH 6C IAD j.C (land) j.ABC dj.ABC Airthrow (4137)


43
White Len / Re: f-tatarineco thread
« on: February 21, 2012, 09:02:20 PM »
2AA 5B 2BCC j.BC dj.BC 6Q ( j.236A j.ABC dj.BC 6Q ) xN j.236C (land) 5Q j.BC dj.BC 6Q j.236C 5{B} 41236C

Do regular loop until you hit MAX and follow up with the max stuff. It's pointless to do but it's still awesome.

44
Carmine seems awesome so far. Any guesses on his movelist? 236X would probably be the spinning sword toss thing he has. It might also be 214X, but that's less likely since very few companies use 214X for any type of projectile.

SPD == Super pile-driver.

45
Other Games / Re: BigBangBeat 2nd
« on: February 16, 2012, 10:30:18 PM »
I haven't played this in a while, but on my day back to playing this game, I decided to come up with something awesome for you guys.

N.Sisters BnBs ;
No Kyuudou : j.C 5BC 2C 214{C} 5BC 41236A 214{C} 5BC 41236A 623D
Kyuudou (One 4/6D away), Corner : j.C 5BC 2C 214{C} 5BC 41236A 5DBC 41236A 214{C} 5BC 41236A 5DBC 41236A 4D 623D
Throw, No Kyuudou : 6/4[AB] 5AC 41236A 214{C} 5BC 41236A 623D
Random 2B : ( 2B 41236A 41236D ) xN

All 214{C}s require minimal charge possible. It'll gain the bounce of a full-charge against enemies in an airborne state.
All 5C 41236A parts have to be done before 5C can hit the enemy down to a bounced state. If they bounce, you'll lose a lot of juggles.
214C can be used as an ender instead of 623D.
All BnBs were tested on Senna, Sanzou, and Miyazato. I was testing the Kyuudou corner BnB, but I absolutely suck at it so I stopped trying to test it on Rouga.
Not 100% sure if it works against other characters, but you can do a 5D after a 623D, and you can do ( 623D 5D ) xN -> j.BC on Sanzou for huge damage.

They're extremely strong characters, getting around 4K meterless. Unfortunately, Kendou is very slow, so you'll have to approach by using Kyuudou's arrows. Once you get in, use 41236B, Kendou's normals (2B, 5C and j.C mostly), and arrows to create something like stagger pressure. Don't be afraid to whiff a DP, just make sure to cover it with an arrow.
There is also a couple million ways to force damage. j.ABC against an airblocking enemy can be followed up with 41236D to hold them in the air, and a 2C 214{C} for huge damage off an air-unblockable setup.


46
For Linne it's something like this.
"She repents. For a conclusion with the source of old eternal cause and effect, and an older brother.
The sword for the first time in one for which it has searched long.
Encounter with the holder Conversion of the stagnant title.
Probably, the ripple shows the ??? of her tale soon."

Pretty much Engrish, outside of the idea that she has a brother.

47
Aoko Aozaki / Re: [MBAACC 1.07] H-Aoko Discussion Thread
« on: January 12, 2012, 01:57:00 PM »
I hear 4C groundbounces again, but it's not very high.

Haven't seen any videos so I have no idea what this could mean or not.

EDIT:

The main use for it is old combos like 2A 5B 2B 5A 6AA BE4C (5A) 6AA BE5C BE4C (5A) 6AA BE4C, aka meterless safe jump setups.
BE4C works.

2A 5B 2B 6AAA 2C 5C 3C j.B dj.BC 214C BE5C BE4C BE236B seems possible, similar to CAoko's unblockable stuff.. It can still be shielded (pretty sure C's can too) but yeah, seems like it's unblockable at the very least. Lol HAoko.
Can be dodged.

j.22X can be used as a buffer for j.236X. This works with C-Aoko too.

48
Other Games / Re: BigBangBeat 2nd
« on: December 14, 2011, 07:54:34 PM »
Anyways new BnB with her is 5{B}C 2C (delay) 6A 5{B} (delay) 6A (2 hits) 5{B} j.C 41236C does about 3.2K on Senna. Can't get it to work against Kamui though.

This is a Senna Bnb? How the hell does this work?
Sorry if I wasn't clear, it's a new BnB with Tsukiyomi. can't figure out how to do it against certain characters, although it seems to work on Senna and other characters with the same gravity or whatever it is.

49
Other Games / Re: BigBangBeat 2nd
« on: December 13, 2011, 09:06:36 AM »
Kamui eats damage like mad. Senna's bnb does like 1.4k on him, compared to the 2k+ she does on Ryouga.
Seems that way. At least it does good damage on him though.

Anyways new BnB with her is 5{B}C 2C (delay) 6A 5{B} (delay) 6A (2 hits) 5{B} j.C 41236C does about 3.2K on Senna. Can't get it to work against Kamui though.

Agito is due for a nerf.
http://www.youtube.com/watch?v=jaRymVUT6ig&feature=relmfu
Nah im kidding. Shit was pretty silly though.
Agito's BnBs are really silly. I wouldn't be surprised if he was high tier.

50
Other Games / Re: BigBangBeat 2nd
« on: December 13, 2011, 07:54:22 AM »
2.9K against Senna for the first, 2.4K for the second.
If you start it off with a 623A 5{B} into BnB, it does about 3.4K against Senna.
Edit : Remove the 2B and it scales less, giving 3K (3.7K off 623A) for the first, 2.9K (3.4K off 623A) for the second. Just don't use 2B in combos, it sucks when scaling stuff.

You can cancel the last hit of j.41236C into 236X moves, and it's really good if you 236A, because you can get a 4-way mixup if they tech (IAD crossup j.C, 2B, dash-under 2B, IAD j.C). If they don't, you'll have a lot of knockdown time to work with good oki.
As for her command grab, you can use it to get out of strings like Senna's 5C 214A really easily.

Combo system in this game is dumb though. If you don't tech and get hit by a wakeup move, it'll count as a combo from the last one and be scaled down.

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