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

Messages - FireBearHero

Pages: 1 [2] 3 4 ... 7
26
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: May 02, 2012, 11:29:28 PM »
You can't really call what you mentioned OS'es though but that's my opinion.

I'll remember your "opinion" the next time I 2A 2A 5CD a c-moon in the corner on wakeup and get a free shield counter on wakeup heat/DP without even having to think about it.
Oh and every time someone gets dropped automatically for backdashing on wakeup against 2A 2C (so often it's kind of sad).

As weird as it sounds, try not doing an air combo ender and just jumping up and air throwing them right away instead. H does a lot more of it's damage while still grounded so it doesn't seem like you lose enough damage for it to even require an extra combo even with (well, a human's) reduction to kill and it makes her air throw suck a lot less. c-miyako j.22C is the best ;_;

27
Akiha's Tea Room / Re: I'm Going to EVO, idc, Get at Me Biatch
« on: May 01, 2012, 03:14:38 PM »
Kusa eats maids for breakfast

You could say he's going to win... phor free.

28
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: May 01, 2012, 02:05:48 PM »
That's character specific.

No it isn't unless it's Kouma or Wara then after the 421 just do 5b into whatever.

but that's what character specific means  :mystery:
got 5B 2B 5C 5A6A6A 421A x 5A 5C 5B 2B 236A x 5A 5C 5B 2B air combo to work hella damage and they only have to be cornered by the time you do the 236A.
Real hardcore damage (and meter) ggggg
I've been mostly playing F-Miyako, but H-Miyako has interested me. If possible, can you post a video of that combo? Also, is that combo mostly universal?

I think I know someone who might be interested in doing a full video of stuff for h-miyako.
I know that combo at least works on sion.
I only tried it once and went back to grinding muscle memory for h-kouma since you have to do combo movie shit every single time to do any damage.


Anybody have anything practical that uses half moon's strengths?

example: 2A2A 5CD 5B 2B 2C 236B x 5A 5C 5B 2B aeriel (in corner).
A standard anti-wakeup heat/DP OS starter for waking opponents as h-moon, the rest is a corner combo confirmable at any point until 236B without reacting. Leaves 5A6A6A free should they block all the way to 2C.

follow-ups to blocked 2A2A 5CD 5B 2B 2C:
214B will trade with quickly (1st frame out of blockstun) mashed A normals, but you can combo from the trade.
5A6A6A 421A throw whiff pressure reset attempt on block (risky, but also a nice auto-confirm if they happen to mash)
5A6A6A 5C 2B 2C 5BB big guard damage, auto-confirms to aerial if they block the 5A6A6A and unblock any time after
5A6A redash
5A whiff cancel IAD
etc.
(yes the 5A and first 6A will whiff but they'll still be in blockstun (mostly) and it doesn't seem to matter)


Anything practical for backdash midscreen? (assuming her 2C is too short)
2A 2C 5C 5B 2B jABC dj.ABC AT works if it isn't. Maybe.


You still have to learn the biggest, baddest, combo movie damage combo for when you block a DP or something and get free time on them, even though you won't be getting much other use out of that against good players.

29
Kohaku's Magical Garage / Re: MBAA Universal Option Selects
« on: May 01, 2012, 12:26:59 AM »
EDIT: By the way, I just realized I didn't need to test the 214D~ABC thing, 'cause if that worked, baracancels would work.

R.I.P. bara orb

30
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: April 30, 2012, 10:55:35 PM »
That's character specific.

No it isn't unless it's Kouma or Wara then after the 421 just do 5b into whatever.

but that's what character specific means  :mystery:
got 5B 2B 5C 5A6A6A 421A x 5A 5C 5B 2B 236A x 5A 5C 5B 2B air combo to work hella damage and they only have to be cornered by the time you do the 236A.
Real hardcore damage (and meter) ggggg

31
The announcement of the comeback mechanic.  :emo: (I mean besides the one where you're good at the game)

32
Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: April 29, 2012, 12:00:31 PM »
J22b is for confirms where kouma is too far below them to finish the air ender

I've never actually seen this happen. 6 frame j.b counter hit god.
also because blocked 2A 2A 5C 5A 5A 5B 2B 2C spaces for 623A to only hit once upon counter-hit which makes it not suck dick since you can scoop it up with 2C 236B 5A 5C 2B AT

Shit, adding 5A(s) has turned it into a 1 frame link and more reliant on the 236B timing (too late and the link becomes 0 frames despite getting the untechable knockdown from second 236B hit as normal) on sion/v.sion etc
Obviously it would, but I spent a long time trying to grind it out without realizing that. (it almost feels practical now)
2A 2A 5C 5A 5A (6A) 5B 2B 2C 236B xx 5A 5C 2B AT does work on the entire cast though. Practical against the more floaty characters immune to c-kouma 2C 5A 236A 5A 236A 5A 236A it seems (it won't become a 0-frame link because of 236B not being perfect. No matter what you do. I've tried.)

Generally if they're going to unblock it's between 5A and 5B or where they're used to you mixing in command throws so it's easier than you'd think by a large margin. Definitely a good idea for the whole thing to work in case you catch them sleeping on wakeup, though.

33
Ciel's Tech Support / Re: 2 players, one keyboard.
« on: April 28, 2012, 06:42:16 PM »
It's cheaper to get a gamepad. Seriously.

34
Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: April 28, 2012, 02:33:26 PM »
H-Moon is simple enough to pickup & the execution is not an demanding as F-Moons with the exception of the j.C>j.22b>airthrow ender. J.22b is SO useful

protip: airthrow has more advantage the lower you do it to the ground. j.22b is not for combos.
You want that classic MBAC sandoori don't you? Yeah you do.

Likewise j.236B 236B stops being a tech trap and just becomes stupid as hell to do unless it's basically TK'd right over the floor against a standing/crouching opponent or someone very, very low to the ground.
example: 236B hit against a standing or crouching opponent can be followed up by TK j.236B 236B to become a tech trap.

35
Akiha's Tea Room / Re: I'm Going to EVO, idc, Get at Me Biatch
« on: April 28, 2012, 12:03:35 PM »
I'm sure all the (insert maid(s)) players will appreciate you donating to the pot.

36
Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: April 26, 2012, 02:13:15 PM »
Neither is dropping shit all day that's not only hard to time to begin with, but also varies on pretty much every character.

2A 2A 5C+D 5A 5A 5B 2B 2C 236B tk236B 236B I DARE YOU TO TECH BRO

37
Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: April 26, 2012, 12:37:48 PM »
You can also do fun double 6AA stuff like 5BCA6AA2C236B5A6AA2B Airthrow. Looks cool. Not very useful.

2B 5B 5C 5A 6A 6A xx 5A 5C 2B AT is actually not far behind in damage compared to the 236B stuff if you aren't confident in your 2C x 236B timing.

38
Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: April 26, 2012, 11:51:06 AM »
Hey guys, new member here saying hello. I've been playing Kouma since the old Act Cadenza days but I really wasn't that good at the game since I had my eyes focused more on other fighters. But I'm back into playing MB again and my first choice was actually H-Kouma. A lot of my friends advised me to pick another moon type but I wanted to learn H-Kouma. And it's odd because you never see any H-Kouma guides at all since he wasn't popular on the PS2 port from what I've read. But seeing this thread actually gave me hope that people are actually appreciating him. So thanks on that.

Unfortunately as I said previously, I'm not very good on MB though I am trying very hard. So if anyone have any advices on how to play H-Kouma better it will be pretty awesome. But are there other damaging BnBs that H-Kouma can do other than:

2AA > 2B > 5B > 5C > 2C > (Delay) 236B > 5A > 5C > 2B > Air-Grab

I do other simple combos that aren't worth mentioning but I want to know H-Kouma's greatest assets like Anti-Air 2B and from what I read now his Air 22B.

(2A 2A) 5C 5B 2B 2C 236B 2A 5C 2B AT

5C starter does more damage. The rebeat penalty from 5C 5B is gone by the time 2A 5C 2B happens so no worries about them stacking. 5C 2B 5B technically does more damage (10 more or something), but can fail due to distance depending on how slow/fast you had to poke with 2As and 5C. As a general rule replace 5A with 2A whenever possible because 2A has 5% less proration.

Plus don't get used to starting with 2A 2A 2B. Use a standing normal (5C) after 2A 2A so you don't have another habit to break when you have to learn to wakeup-DP OS against people who pick eaSion to faceroll.

Starting with 2A 2A 2B also has another very distinct disadvantage- the pushback means you can't 2A 2A 2B 214B. The 214B will simply not connect. 2A 2A 5C 5B 214B works, as well as 2A 2A 5B 214B. 2A 2A 5C 5B has the advantage of not looking any different than a regular ideal OS blockstring that they know they can't mash out of except oh shit i'm getting thrown. 2A 2A 5C 5B 214B is also at the perfect distance to make their 2A and 5A stuff attempts hilariously whiff in case they have a less than complete understanding of what is happening.

39
Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: April 22, 2012, 12:16:45 PM »
623B 236B enders should not be done after a super double jump.  You're far too high at that point to get any sort of a tech punish, those enders should only be done from low heights.

It's just 236B in the air. It's only 623B on the ground.
236B ender is better than airthrow. You can just let them chill up there and try to scoop them up as they try to get to the ground safely. c-kouma everything is air-unblockable.

40
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: April 19, 2012, 02:12:36 AM »
That's character specific.

41
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: April 04, 2012, 10:40:13 AM »
Hmm. I'm pretty sure that 214b confirmed on the whole cast but then again that was AA, not sure if CC changed any mechanics. Like I mentioned, I haven't touched CC at all so basically, I leave the new stuff up to you guys.

The stomp thing does rely on gravity a little but not as much as timing. I'm 100% sure on this.

It's only midscreen where this is an issue. In the corner it appears to work on everyone without an issue (since you cant cross them up in that situation obviously). I havent tried messing with gravity yet on Nanaya though... It might help with the passing through him thing.

You can just do 5b2b5c5a6aa 421A TWC dash 5C(*)5B j.abc dj.abc AT which does the same damage and even works with your back against the wall and carries across the stage to the corner (which is obviously hella rad).

* you can stick a 2B here if they're already in the corner at this point from the big 421A carry for more damage/meter. 2C works as well for knockdown.

42
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: March 17, 2012, 01:44:43 PM »
Half moon shit:


Midscreen:
6AD 5C 5A 6AA 421A* 66 x 5B 2B j.abc dj.abc at
(2AAA) (5B) (2B) 2C 5C 5A 6A j.bc dj.abc at
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* 66 x 2B 5B j.abc dj.abc at
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* 66 x 5C 2C knockdown baby
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* x 5B 5C 421C wall to wall metered knockdown.
etc. etc.

Corner:
6AD 2C 5B 2B 236A x 5B 2B j.bc dj.abc at
**(2AAA) (5B) (2B) (5C) 5A 6AA 421A* x 2B 5B 236A x 5B 2B j.abc dj.abc at
(2AAA) (5B) (2B) (5C) 5A 6AA 421A* x 5C 2C knockdown baby
etc. etc.
* = cancel out of that shit for free son
** = Actually pretty much works from fucking anywhere.

much better damage than c-moon what are you smoking.
there's probably even more beastly shit but I just pretended I was doing 5A6AA 4[C] shit with h-aoko and swapped in equivalents.

tl;dr godmode

43
Michael Roa Valdamjong / Re: Tips for each moon style?
« on: March 16, 2012, 05:44:03 PM »
If any of us are ever the victim of a horrifying industrial accident that results in the loss of 3/4ths or more of the brain's matter at least there's f-roa to fall back on.

44
Ciel's Tech Support / Re: Stick problem - Suddenly flicks upwards
« on: March 09, 2012, 12:28:38 PM »
It's also a rare problem caused by the game.
The fix for me was to just remap my stick through the config. Just remap the exact same things. Works fine.

45
Aoko Aozaki / Re: Aoko Eclipse Moon - Aoko matchups
« on: February 28, 2012, 01:40:00 PM »
However, due to poor initiative from air combos ended in airthrow midscreen, it feels like after landing a punish outside of the corner initiative goes right back to Warachia.  Meantime all his combos end in EX-Pinwheel or corner throw so he can capitalize on all his knockdowns.

Any reccomendations on getting at least some basic oki from airthrows midscreen?  I know there's the 5[C] 4C air CH combo that's wildly impractical most of the time between being CH only and needing to be very close.  Other than that though, I can't seem to find anything decent.  Just being able to get basic pressure on his wakeup would make that matchup feel a lot less bad.

Don't launch him, then. For 100 meter a pop you can get an unblockable setup off of 123 every time against full or a mean invisible mixup against anything else.

46
Aoko Aozaki / Re: [MBAACC 1.07] C-Aoko Discussion Thread
« on: January 09, 2012, 10:15:53 PM »
First PC tournament for CURRENT code had a C-aoko doing the j.CB rebeat, 22 series redashes, and the brass balls to chain throw wall to wall.
C is for classic, my sensei-in-arms.

Well time to retire the outdated MBAC shit (2012 :laffo:)

47
Tournament Results / Re: Frosty Faustings 4 MBAACC 1.07 results
« on: January 08, 2012, 04:01:29 PM »
PC release is truly annoying.
Unmodified PS3 HRAPs do not work.
Ingame key binding would help a lot. There are problems exiting the game to even begin to rebind keys sometimes.
All in all the problems weren't too bad.
Nothing as bad as PS3 MENU DURING MATCHES after thinking about it.

The turnouts for arcana and even blazblue are depressing to think about. Doom. Doom. doom. doom.

All in all pretty standard week 1 tourny for melty.
Smaller than normal, but I imagine people were scared to donate to the pot of a week 1 tournament knowing that they don't know shit yet.
(webster didn't enter, which seems odd to me because he was there.)

It was fun as hell. I got double perfected by Sima Matty (and then won.).
Then I lost to the guy I came with(Team_Purple) in a clash of rivals.
Brandino really had his shit ready, only saw 1 p.ciel, no hime, simple is GODLIKE week 1.


SERIOUS SHIT BELOW LINE:
Thankfully we had 1 station not at default resolution running letter-boxed.
I saw sufficiently weird enough shit happen at this station to think that resolution may effect gameplay.
It may just be my imagination, but just run it at default and fullscreen it. Even if it looks messed up on the monitor.

Thanks to everyone for not being a homo lord and demanding to use a keyboard and throwing a wrench in the works. This alone makes all of you awesome.

48
Aoko Aozaki / Re: [MBAACC 1.07] C-Aoko Discussion Thread
« on: January 06, 2012, 05:54:44 PM »
lmao

3:00 - 3:15 was the most fucked up sequence of events in that vid. I've seen some gay aoko shit but that was homo-genius worthy.

Just watched.

Lolwtfisthisgame

h-satsuki TAS

49
Sion Eltnam Atlasia / Re: MBAACC Sion
« on: December 08, 2011, 12:51:44 PM »
DP? Best DP in the game. hard to clash, air unblockable, hit behind her, invincible.

Yeah that shit will wig out and completely turn around to heat-seek people who have safely crossed it up.

50
Shiki Ryougi / Re: Ryougi in ver 1.05
« on: December 06, 2011, 11:49:28 AM »
Would it be possible to relaunch with 236A 236A 236B then? =o

Nope, no mashable A moves for getting them high enough off the ground to get rekkas connecting, and 236A won't connect OTG by itself.

http://www.youtube.com/watch?v=uts747QTXO0&t=28s
Relevant conversation from earlier: "Why is leo going into 421A after BE5C?" "BE5C followed into 214A 2B 5C is an automatically perfected timed tech punish off the unblockable from behind, but the frame buffer is silly. It's not a fancy 421A cancel or anything."
Even in current code. Automatic easy mode.

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