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

Messages - Sp00ky

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301
Specials:

236A: Near useless. Doesn't knock down, major frame disadvantage. It's best use is for the 236A 236C super cancel on block. Also it can be used to (very rarely) end chains against people who like to move as soon as you whiff cancel for some surprise damage.

236B: Good frame advantage, soso string ender. Can be backdashed in anticipation, or even punished during startup with a fast enoguh ex, leaving it limited to being tossed out on cornered opponents whom you have fooled into thinking it's not coming.

236C: The only reason to even play this character. Leads to stupidly easy high damage combos. Advantageous on block. The only thing you have to keep people from mindlessly running back in to you over and over, as it punishes long distance normals and gives you a free combo + knockdown to boot. Can be used as a wakeup but has poor startup invincibility and does not persist if the opponent hits you early enough.

623A: Really really bad antiair that should be used extremely sparingly for surprise factor. Otherwise completely useless and should not be used.

623B: Really really bad move that serves as the only way to setup combos off 5C if you have no meter. Damn near useless outside of combos, having this blocked gives away your priority, stick to hitconfirming it if at all possible or don't throw it out at all. The only other purpose of this move: It's a special you can use if you land a held shield to punish the opponent (sometimes).

623C: Rarely should be used on wakeup. Otherwise useless. Most commonly you get this move when you fail to execute the 236A 236C supercancel and get 623C instead.

214A: Arc summon. Can be used as a mega early antiair but must be done in anticipation. Can also be used at the end of blockstrings but it's a risk as the opponent can just react quickly and punish the startup. This is the closest thing you get to a projectile and it's not amazing by any means, use it sparingly.

214B: Satsuki summon. Can be tossed out rarely during match reset situations just so you have something on screen. Can be setup off 2C for attempts at mixup on wakeup.

214C: Akiha Summon. Most commonly set up off 2C. Can be done in match reset situations to have something on the field. Has some interesting properties that you should be aware of and abuse: it is treated like a 'character' and thus will sweep away things that are  dependant upon a character getting within range (Aoko orbs, Hisui bentos). Also it will 'push' the opponent away from you which is very useful in limited situations. Still should be used sparingly.

214D: Shield bunker. Notable because of it's special properties -- this move is cancelable during the shield spark if it shields or clashes with a move, allowing for you to create 'fake' bara cancels -- time your bunker to shield the end of their blockstring (easier than it sounds) and punish. Otherwise subpar even for a bunker.

41236C: Heat/Blood heat. Limited range, unblockable, fairly fast. Blood heat version can be done in combos but the scaling is horrific.

Last Arc: Activated with ground shield. V.Sion summons Reez Baife and they perform an attack. Last arcs in general are damn near useless, but assuming you land this it is a round ender, the damage is obscene.


302
Normals:

5A: Neutral on block. Best whiff cancel, sets up tick throws. Use as anti air by running behind the opponent so that they cannot jump attack it. Soso off her dash if you're too lazy or moving too fast to use dash 5B or dash 2B. Link multiples of these to help hitconfirm 5C combos.

5B: Neutral on block (this is a recurring theme and one of your best character traits.) Amazing meaty that beats low shield. Fast and also has clash frames, giving it the ability to beat opponent's specials and allow you to punish. Short range, don't try to put one of these in a string with too many A attacks as it can whiff easily.

5C: Special cancellable only. High damage combo filler, has some clash frames on startup allowing it to be used as a very unwieldy antiair, or can be thrown out in a staggered string in an attempt to force counter hits. Don't let this move make your block strings predictable -- you only have 3 options off this move on block:
236A xx 236C (frame advantage but predictable)
236B (frame advanatge but can be countered by backdash with most characters)
and raw 236C (can be dodged by most characters but again has frame advantage)
The move itself is bara bait. Not cancelling to anything is relatively safe but gives away your pressure.

2A: hits low which is all that needs to be said. Can be shielded high or low.

2B: Moves her forward, somewhat slow startup but leaves her neutral on block. Beats high shield making it an a excellent meaty. Use this in combos, also try 2B5B or 2B whiff 5A as block strings. This move leads to the highest damage summon combos.

2C: Generic poor sweep. This has the distinction of being a C attack that is only a level 2 move, making it slightly harder to bara than most 2Cs, but it also means it does not keep your opponent in place as long as you might like at times on block. As a meaty this move has it's uses: it's slower than most of her other meaties which can throw the opponent off, and can be done from further away than her other meaty options. This thing loses for free to the opponent IADing in, dont try to pretend you are shiki/akiha and spam this. It's also combo filler in her main bnbs.

j.A: Generic jumping kick. Nowhere near the range of most good j.As. You can still use airmovement after missing, making it good for fishing for counterhits, as despite the not so good angle it will still beat many jump Cs clean. As a jump in it leads to a mixup: j.A ->j.C
or j.A xx doublejump
or j.A xx land and 2A or throw.

j.B: Usually you get this move by accident trying to perform a divekick. However it has it's own merits as another 'fish for counter hits' type of move. Cancel immediately to j.A to regain air movement if the opponent blocks. This move as a jump in sets up the same mixup as j.A but must be done a bit higher for the mixup to be effective.

j.C: The move your opponent will learn to fear if he is grounded. Stuffs way too many anti airs clean. Wins air to air battles against other jumping Cs. Godlike hitbox. Has a couple of clash frames at the beginning of the move to add insult to injury. Leads to her highest damage bnb. Leads to the opponent doing things like shielding just because you are in their vicinity in the air from sheer fear of the threat of this move. Beats things like dash happy Ciels who like to run under jumpins. Biggest weaknesses: Loss of air movement if you miss. This move also loses cleanly to almost every j.A under the sun.


Command normals:
j.6A: Strange little jumping poke. Has the distinction of being an air command normal with movement after on miss.

6B: Overhead. Has lower body invinciblity during the later frames of the move. You have two options off this.
6B 2C xx BNB
or 6B 5C 236C xx BNB.
as far as setting it up its slow and easy to block on reaction by most experienced players. This makes it best used as a meaty or in unusual places where the immediate instinct is to block low, such as j.C -> land xx 6B.

3B: Generic launcher. Used in her 'easy' bnb. Not air blockable making it a risky but fast antiair. Slight disadvantage on block.

j.2B: Divekick. On CH and/or at certain ranges you can combo off this. Fast enough to be used to beat people who like to throw out pokes when threatened. Can also be used to change her landing positioning or as a fakeout. Some slight recovery on landing.

To be continued.

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