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

Messages - Omicron Austin

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26
There's a pretty solid chance I'll be going to UFGT, and I'm definitely game for Melty, whether it's a tournament or casuals.

If you think you'll be going, send me a PM and I'll give you my phone number so we can meet up.

27
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: April 13, 2012, 07:33:46 AM »
I was wondering if somebody could give me a general idea or a list of some sort of suggested mixups and how to do them after both a 2C > summon setup and suggested mixups after a grab.  Everywhere I read people seem to assume all of the options are well known, but whenever I go for these mixups I feel I'm doing them wrong because often I get grabbed or mashed out of them, am unable to confirm anything off of it, etc.  I've watched countless match videos, but because a lot of the mixups appear to take advantage of a lack of vision behind the summons...it doesn't make it easy for me to decipher what's happening.

Expect a video from me in the critique thread soon, but I'd like to try to figure some of this out a little bit better first.

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Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: April 11, 2012, 06:45:06 PM »
Thanks for the help everyone.

-Also a small note about inputting 227A/B/C: Because of the reduced input buffer, you must do this motion slightly different than in PS2. In PS2, you could hit 2, 2, 7, and then the attack button after all the direction inputs. In CC, you must simultaneously input the attacking button and 7. So for example, you would input an Ex-Pit as 2, 2, 7+C. (No space between 7 and C at all)

Yeah, I remember reading about this in the other thread a long time ago and generally use it, seeing how it's much easier to tk without the super jump getting in your way.  However, I've found that tk8 is a bit easier for me when cancelling 4C, and super jump properties don't occur.  I'm having problems doing 227 or 228 fast enough with my slow fingers to cancel out of the first hit of 4C properly, but 282 seems to be actually physically possible by my standards.  I might just need to forget about it and never go for 4C(1) j.22B combos.  623A pit followups aren't too bad.



Also, I've been goofing around in the lab practicing staggers when I came up with a sort of interesting 6C setup.  You have on the first post in the blockstring section: "2AAA6C (use 2A's to move out of their 2A range, risky)."  I've found that, using dash-in momentum, doing 2AAA5C6C (or any combination of 2A/5A) leaves you at the perfect range to hit them with the tip of your overhead with a lot more blockstun on their shoulders, as well as some other useful properties.  Notes on this:

1) Works best in the corner.  Midscreen, if they were to get hit, it will hit; otherwise if they hold back to block high the 6C will whiff, which can be dangerous.  Take out some jabs and it should work a bit better.

2) Interestingly enough, if you set the opponent to all guard and standing, when you run up to do 2AAA5C6C, even though they have to block the first hit low, the 6C whiffs.  If you set them to all guard and crouching, more often than not it works.  I imagine this isn't a problem in-game as nobody is going to be standing and switch to low on the first active frame of your 2A, although I'm still not exactly sure what specifically causes this.

3) On some characters it will whiff entirely, such as Nero.  Using only two 2A/5A works on everyone to similar effect.

4) Here's the interesting part; it's a counterhit bait.  Against most characters set to "Recover A" (do 2A on first possible frame), it will generally trade counterhits, but because they are airborne you recover in time to combo them (dash up 5AA jc j.ABC dj.BC works).  Against "Recover B" it's generally a clean counterhit.  With some experimentation against a number of characters, I've found that it's not a tech trap entirely, it's simply their extended limb that gets hit.  C-Nanaya's or C-Nero's 2A, for example, has quite a long range and hits you out of the 6C, so there's at least 5 or 6 frames that your opponent is out of blockstun in there, although against B moves or reasonable "mashing" I imagine it's a tech trap.  Most characters don't have the ability to do this with their 2A, however, and this is considering your opponent lands their jab on the first or second possible frame out of blockstun, in lieu of the easy option of you staggering the 5C into 4C or 623A.

It's not some earth-shattering mixup, but the ability to bait counterhits and beat mashing with a relatively high amount of safety while also keeping the option open for 2AAA5C > dash-in reset because of the possibility of a staggered 4C or 623A makes this seem like a decent way to set up a 6C if you're in the mood for it and know they're looking for that pause in your blockstring to hit buttons.  Doesn't catch jumpouts for shit, but oh well.  If you want a faster mixup, drop any number of jabs; it'll still catch most mashing I imagine, even if you just do 5C6C.


If this seems even the slightest bit useful I'll make a short video about it because it's not often I come up with something mildly "new" and can give back to the community.  Otherwise oh well, I had some fun doing training mode science.

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Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: April 10, 2012, 02:01:17 AM »
I finally decided to switch from C-VAkiha to F-VAkiha and so far first impressions are good and overall, F feels like a more powerful character.  I guess we'll see.  Anyway, I have a few questions about some things, unfortunately mostly execution based.

1) 2AA5B5C4C(2) j.AC dj.C j.236B j.A (whiff) j.BE214B (corner carry).  I can't for the life of me get this combo, is it character specific?  The j.AC dj.C j.236B is picky enough itself and I'm not positive how to make it consistent on every character, either by the dj.C whiffing or the j.236B whiffing.  I also can't even do the whiffed j.A into pillar once; the version with j.236C I can do easily, so I understand the concept.  I've watched hours of match videos and haven't seen this combo used once, so I imagine maybe it's a really difficult and unreliable combo.

2) 2AA5B5C4C(1) tk j.22B airdash j.C etc.  Just wondering how you guys input your tk for these sorts of combos.  I've been doing 282, although it seems like a tk9 is required depending on spacing sometimes.  It's a little weird for me to cancel the 4C on the first hit for half of these combos, but I assume practice will solve my problems unless any of you have any tips on how to do the many tk 22 motions F-VAkiha seems to have.  Probably the one I have the most trouble with doing consistently is doing a tk 22 motion off of a jump in, such as IAD j.C, as sandwiching a properly timed jump cancel between two 2 directional inputs is a little awkward.

3) tk j.236a right in front of someone seems to whiff in certain situations.  Delaying the input slightly so you're more above them makes it work, but it's annoying and I'm wondering if that's all there is to it.

4) 2AAA5B2C delay 4C(2)623B 4C(2)623A(1-2)623C j.8 j.22A j.22B.  I have no idea how to make this work.  I successfully cancel the 623 after one hit but it doesn't seem to let the 623C hit only once.  What am I missing?  If need be I can record a video of myself attempting the combo.

5) Lastly, just wondering about opinions on this, but are there any matchups against certain characters that either C-VAkiha or F-VAkiha is considered significantly more effective in than the other?  I know some high-level players play multiple moons for this reason, and as an example I remember in one match video I saw, the F-VAkiha player switched to C to play against an F-Kouma.  Also, any comments on how you think the overall playstyle and mindset of a player should change between playing Crescent and Full, if any, would be appreciated.

Thanks for any help.

30
Archetype: Earth / Re: F-Archetype 姫様!やりたい!
« on: January 29, 2012, 12:08:34 PM »
So hey, I was wondering...what kinds of mixups can I do with this character?  I have her combos down, but I've found that now that my friends know how to block my 214a/214b gimmicks, I'm at a loss as for how to actually get a combo going.

Unless I'm thinking about this wrong and it's all about good "zoning" with her normals and stuff, but it doesn't work forever.

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Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: January 28, 2012, 11:33:57 PM »
I need some help, guys; I can possibly upload a video of myself playing at some point, but for now I'll describe my situation.

1) My friend plays F-Miyako and solely F-Miyako; is this a bad matchup for C-VAkiha?  It seems like an incredibly uphill battle; she can just crouch your IAD j.A and j.B, and she has several great reversals to help her get out of pressure, while VAkiha DOESN'T have any good antiairs or reversals to get out of Miyako's pressure.  To top it off, his combos all break 4k or 5k consistently while I can't possibly get past 4k even with meter, so my hard-earned hits feel incredibly less effective.

2) What do I do in neutral game against Miyako?  I can't tell if my friend is just way more skilled than me, but I can't really get counterhits as well as he can; as soon as I take to the air he does too, and all of his air normals seem to have more active frames than mine.  Plus, I'm not really sure how to utilize j.236a or j.236b; they all come out too slow when he's so on top of me like that; again, this may just be me being awful at footsies, but I'd appreciate any input.

3) I have NO idea what to do when he's directly above me, which happens quite often.  It's a bit hard to describe, so I'm not quite sure if I'll be able to get help on this without a video.

4) I'm guessing my pressure is pretty bad and this is where my doubts for the viability of VAkiha is coming into question, since I can't take advantage of her tools but still feel all of her weaknesses.  I can never keep my friend pinned down for long enough, and I'm not sure what to do about it.  Reverse beating and then dashing in feels like it's really, really easy to see coming and he just throws out some jabs to stop me; what do I do to try to bait something here?

5) Also, I'm not quite sure what to do to stop jumpouts, which I assume is extremely important when your pit is down.  If I do a blockstring, reverse beat, dash in and do either 5A or 5C, far too often he's too high up to effectively combo after or even to hit at all, let alone the fact that I can't reasonably hitconfirm it.  Doing 236C as a pressure reset doesn't feel too effective either; it has frame advantage, but doesn't feel like it has enough to dash up and do a jab before they can, and without the dash you're too far for anything.  I'm assuming that IAD j.A j.B jc j.A into either airdash j.C or 2A is still a good mixup (despite it not working on a crouching Miyako).  Not sure what else to do as a mixup other than run up, jab once or twice and go for a 6C.

6) I see in videos that players consistently do momiji loop, 22C, and then 2367a.  How crucial is this 2367a?  Because I've practiced for hours and still can't execute it consistently; 2368 keeps coming out (I try the input as 412367).  I feel like the point of the 2367a is to bait dragon punches, and doing 2368 doesn't help there.

7) ...would F-VAkiha be better against Miyako?  What matchups might you guys think C-VAkiha would be considered better than F?  Or even H-VAkiha, since I feel I know that moon pretty well too.



Sorry for the wall of text, but I'd appreciate any help I can get.  VAkiha is the coolest character ever and I'd really like to make her work, despite the fact that she doesn't really fit my usual playstyle.

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Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: January 14, 2012, 02:29:57 PM »
Oh man, this is exactly what I was looking for, thank you!  The videos are a great touch, too.

Questions:
1) Is there ever an appropriate time to use a non EX pit?  I use j.22b sometimes to discourage characters that want to be full screen away, but that's about all.

2) When you TK j.236 backwards, what do you suggest for ease of execution? 7236a or 2367a?  I can get it semi-consistently with both methods.

3) Likewise, do you guys suggest 282c or 228c to do the TK pit?

4) When do I use j.236b?  Only when I'm above them?

5) You mention TK 8/7 j.236a is great, but what about 2369a?  Is it too risky?  I notice at point blank range, if they're crouching, it will go over most characters and you could do a crossup 2A I suppose, as well as bait certain counter hits.  But is it also a good gap closer if you're too far from them but want to start pressure?

6) You also never mentioned 214a or 214b.  When are these useful?  Or is there always something better you could be doing rather than these moves?  I find sometimes I can get a surprise counterhit by putting a charged 214b at the end of some blockstrings and confirm into a loop, but that might just be a bad opponent and if they block it, pressure is over.

Thanks for any answers, guys!

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Akiha Vermillion / Re: MBAACC ver.1.07 V Akiha Thread
« on: January 01, 2012, 06:43:51 PM »
So...is this the thread for Crescent V-Akiha, or has that not been made yet?

I'm not sure who to play anymore.  I like C's specials more, but after switching to H in AA, C feels so awkward and I'm not sure how to jump back into it again; not to mention the fact that I barely even understood fighting games in general when I tried out Act Cadenza.  All of her mixups and combos are a little different, I miss my awesome hitbox on j.C (although crescent's j.C is amazing too), and I miss my fullscreen corner-carry momiji loops.

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Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code 1.07
« on: October 02, 2011, 02:42:40 AM »
Quote
fura_pan

カーニバルファンタズム特典のMBAACCについてたくさん質問頂いておりますが、すぐにお答えできないものもありますので、まとめて来週USTでお答えしたいと思います。ただ、フランスパンからの発売ではないので、こちらでお答えできないものもありますのでその点ご了承下さい。
he says they have recieved many questions about the port; they're going to talk about it in the next week's livestream, the day is gonna be announced soon

Did any news on this happen?

35
Nero Chaos (Nrvnqsr) / Re: MBAA Nero
« on: September 29, 2011, 10:07:44 PM »
Hey guys, I was wondering if I could get any tips on my C-Nero.  I just started picking him up, but I don't really know how his gameplay should flow, how to do really effective combos, etc.  Plus, this is against an opponent significantly better than me.

It's 40 minutes long; you're going to see a lot of the same things, so I'd suggest skipping near the end to where I'm at least slightly more comfortable with the matchup.

http://www.youtube.com/watch?v=vRWCoh09mq8

Thanks in advance!

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Kohaku's Video Room / Re: MBAA Detailed Analysis Live Streaming Sessions
« on: September 20, 2011, 09:36:34 PM »
I watched the first archive, and thought it was fairly informative.  I'm a really new player, so there's still a lot I don't know, but I'm not sure by how much you want to cater it towards my audience.  Personally, I'd appreciate, when you say somebody's going for a certain reset, what the options are for both players on both sides.  It might take a while, but I imagine you'd only need to do it once or twice per match/matchup (as the resets are often used multiples times).

Also, I'd like to request any sort of V-Akiha play to be commentated.  I would offer footage, but my opinion is probably not that valid when it comes to what is really high level play or what an interesting matchup is.

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Akiha Vermillion / Re: MBAA V. Akiha video thread
« on: August 28, 2011, 04:47:11 PM »
biggest mistake i saw in the first 30 seconds was not going for a setup after a momiji loop

Yeah...not quite sure what I was thinking there.  He used to be kind of prone to reversaling out of the corner there, so I might have been trying to bait it, but I did it waaaaay too obviously.  Either that, or I was going for a 94A+B IAD, and did 6 instead.  My execution on IAD is pretty bad.

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Aoko Aozaki / Re: Actress Again Aoko (it needs to be done)
« on: August 28, 2011, 04:31:22 PM »
There isn't really a video thread, so I'll post this here.

http://www.youtube.com/watch?v=vDwOM7Cxfxw&feature=player_embedded

This is a video of my friend playing against me.  I'd appreciate any critique you guys could give him, because I don't know jack about Aoko.  I'm pretty scrubby myself, but all I can tell him is that it's extremely important to finish his combos (especially against V-Akiha), and to try to combo off of air counterhits, so we're working on that.

Thanks for any help, guys.

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Akiha Vermillion / Re: MBAA V. Akiha video thread
« on: August 28, 2011, 04:26:26 PM »
Hey guys, I've got a video of myself playing H-VAkiha that I'd appreciate any critique on.

http://www.youtube.com/watch?v=vDwOM7Cxfxw&feature=player_embedded

I have a few ideas on what I really do need to improve, but any suggestions on what's most important will be greatly appreciated.  Unfortunately, there's not really much of a scene around Missouri, so my friend and I are just trying to improve off of eachother, and even more unfortunately, he's probably a lot worse than I am, so it's hard to tell when I'm doing something really wrong.  If you've got any tips for his Aoko, that'd be nice too, though I'll be posting this in the Aoko board as well.

Few things I'll point out: I'd use 2BBB less, but I'm trying to make him learn how to counter it.  Also, later in the video I shield a bunch; that's just me fucking up grabbing.  Also, my execution sucks and I screw up a lot of my mixups, though sometimes it ends up confusing him more and working out well.

Thanks!

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Regional Community / Re: Central/Midwest.
« on: May 05, 2011, 09:32:33 PM »
Cool, where at?

As it turns out, I think a few people that I know from the Shoryuken.com forums are going to be playing around St. Louis.  I guess I'll hit you up if I ever think some sort of gathering is in the midst.

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Hey everyone.

I live in STL, MO sometimes, Columbia, MO the rest of the time (I go to college in Columbia).  I've mostly been playing SSFIV and MvC3, as the scene here is...passable.  However, I've recently got into Melty Blood, and I enjoy the hell out of it.  Right now, I'm trying to find a Melty scene, though...hopefully there are a few people.  If not, oh well.

I'm currently playing V Akiha, and have been since Act Cadenza.  Not sure if that will change with time, as I'm pretty new to the game.

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Regional Community / Re: Central/Midwest.
« on: May 05, 2011, 07:13:43 AM »
Bumping this 4 year old thread to see if people near Missouri still exist.

There's plenty of SSFIV and MvC3 scene to get into, but I like MB too...

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