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

Messages - asdfqwer

Pages: 1 [2] 3 4
26
Shiki Nanaya / Re: Countering JC spam
« on: June 13, 2008, 08:04:52 AM »

Isn't Len 2c a shitty move (at least according to bellreisa)?


It continues whatever airhits Ren has done = safe landing everytime with combo opportunity.

Ex: Low jc-djC-2jc = When blocked correctly, Ren can safely continue into ground pressure. When not blocked correctly, the whole thing combos all the way into a full ground combo.

27
Shiki Nanaya / Re: Countering JC spam
« on: June 04, 2008, 07:53:20 PM »
If nanaya is really spamming jc, shield it. It has a pretty slow start-up and can be shielded with ease if it's spammed.

28
Shiki Nanaya / Re: Countering JC spam
« on: June 04, 2008, 07:57:23 AM »
If Nanaya's above you and you're on ground and he has thrown out a jc, then block it. It's not the only choice, but far far better than any others. Blocking is very practical since, as you have stated, Nanaya's jc even stuffs shoryus.

Nanaya's jc has massive priority, but it has a distinct contact point of below him. That hitspot is smaller than you think, and the move comes out relatively slow, also. You can avoid having hard time with it by maneuvering your character so that such situations don't occur. In fact, try playing Nanaya against a computer and try to land jcs. You'll be able to find the many weakness of the move through that.

29
Gonna enter 3S, probably. And the Bible Black thing if we end up doing it. :psyduck: But mostly it'll be a nice break from CA with Arly-bun.
"We" are doing something with Bible Black? A tournament of some kind?  :slowpoke:

30
Tournaments and Events / Re: 2008 Melty Cup - "Same Character" Poll
« on: May 29, 2008, 03:04:20 PM »
Unique Character Teams do not prevent tier whoring because all the tier whores are still going to play, just in different teams.  Now with a Ciel on every single team, we're much more likely to see every single Ciel play...the exact same way...with plenty of Ciel vs Ciel matches (BORING!).  Now consider if Duplicate Character Teams were allowed.  Now, all the tier whores would be teamed together.  Now we're much LESS likely to see Ciel mirrors as well as not having to see some play at all.

If there's a ciel/random/random team vs ciel/random/random team vs a ciel/random/random team, we might see a Ciel vs Ciel matches that might be boring, but we see only few of it. If it's ciel/ciel/ciel team vs random/random/random team, we see ciel at least three times in one tournament round. To me at least, few mirror match is much better than sitting through watching a round where the entire team is just ciel again and again regardless of whether they win or lose. Percentage wise, ciels (I'm just using ciel for no reason) spread out in teams would create small chance of mirror matches as it's 3 on 3, while 3 ciels on a team would mean 100% matches of that team being consecutively ciel. I have no problem seeing any one character play. As with any fighting games, it's just boring if one has to see it repeatedly.

If this rule somehow discourages people who would have entered to not enter, then I'm all for not using this rule. However, I do not see how such a common rule inconveniences people to such an extent that they will not play at all. If you were gunning for the title with every possible tool that can be used that might have an effect, but if you were entering to have fun playing competitive matches while trying for the title, teaming up with someone else would not be such a problem.

In fact, there are tournaments called random tournaments. They're where people just show up and get randomly assigned a teammate to play with. It probably can't be used in the Melty Cup because of it's seriousness (cost & reputation), but it's a fun type of a tournament where the focus really just becomes having fun playing competitive matches.

31
Tournaments and Events / Re: 2008 Melty Cup - "Same Character" Poll
« on: May 29, 2008, 08:20:23 AM »
From an audience's point of view, same char teams are boring to watch.
It's not like we have amazingly skilled players that have distinct styles of their own that stand out,
the same chars are going to have relatively same tactics/combos.

32
Melty Blood Auditorium / Re: Lobby Bot on #MBCaster
« on: May 26, 2008, 08:53:45 AM »
Sweet  ;D

Thanks!

If you don't mind, could you share how you did this so that it can also be implemented in Korean IRC channels? It's perfectly find if you don't want to.

Edit: It doesn't seem to be working, can it not be used yet?

33
Red Arcueid / Re: Matchup Thread
« on: May 26, 2008, 08:44:06 AM »
Warc's jb superiority is only valid when the opponent is in the air and warc is on the ground. The great reach of the jb can then be used to SJ or jump jb so that the tip of jb hits and counters whatever air normal the opponent might do.

As for other situations, sibladenko is correct in that there are a whole slew of air normals that can beat warc's jb as jb's reach does not do crap if you can't predict it's tip hitting the opponent (plus, jb comes out relatively slow)

Ex: Ren's ja, shikis' ja, ciel's jb, nero's ja.

Zoning doesn't have to be by strong projectiles like jetpacks and bloodrings. The player's normals and movements along with the specials can also "outzone" people as well.

Through my experience, and not through frame data, I believe EXteleport wakeup can be hit out of. Therefore, bad.

34
Kohaku's Magical Garage / Re: Instant Air Dash question
« on: May 25, 2008, 12:11:48 PM »
Just double-tap the button you want to attack with.  It's not like you're going to be attacking 1 frame after the air dash anyway.  While it is true a flubbed directional air dash will generally leave you less vulnerable than a flubbed a+b air dash, why would it matter if you're "on stix"? 

The different physics of each character makes the IAD pretty dumb to incredibly effective. Chars like sion and miyako who elevate and have a long forward dash might be fine with double-tap, but chars like warc can do devastating attacks with IAD. The faster and lower the dash the better, which means that normal double tapping won't do the trick (the char will dash over the opponent rather than right at him).

I use a+b IADs. While it does give you ridiculously fast IADs that 696 or 676 hasn't been able to pull off consistently, I do experience the problem that one mentioned above that, albeit for only a very very small time, you can't use a or b as fast as one would be with 696 or 676.

35
NetPlay Community / Re: MBCaster 08/04/24 out.
« on: April 25, 2008, 07:49:31 AM »
Thank you!

36
Red Arcueid / Re: Warcueid - now verB2 approved (partly)
« on: April 18, 2008, 04:58:08 AM »
The damage difference is there but insignificant as j2c's damage is affected more with correction value if you've been whiff canceling a lot. The difference in positioning is why most people tend to use the throw instead. The good thing about j2c is that it slams the opponent in the direction you perform to move in, as compared to the airthrow which puts you on the other side. Therefore, if you are near a corner but far enough to crossover when airthrown, j2c will give you better positioning, supposedly. J2c in a full air combo will finish the move at two jump height, and the opponent will actually be able to move faster than you. J2c in one jump height, however, will give no one the advantage, which is good enough for warc.

In short, when you really want your opponent to be in a corner use j2c finish only when you are near the corner but far enough to crossover when airthrown but cannot for some reason complete a full 2 jump air combo, AND do not have enough meter for 214c finish ending that is far, far superior.

To be even simpler, don't use j2c finish for air combos.

Edit: Actually... the opponent does not have an advantage even with two jump height. Even so, it's not better than the airthrow.

37
Red Arcueid / Re: Warcueid - now verB2 approved (partly)
« on: April 16, 2008, 05:39:33 PM »
5b-2b-2c-5c-Jb-jc-214c
The second set of jb and jc can't be done if you want to use 214c. With that said, 214c combos will not do as much damage as a normal air combo unless you do OTG strings, but some players do it anyways even if it's impossible to OTG after it for better positioning.

38
Wallachia (Warakia) / Re: Version B Wallachia changes?
« on: April 15, 2008, 11:16:52 AM »
Yes... I'm sorry for reviving a year old topic.  :prinny:

I just wanted to state that Wara's wall 236c combo into air combo or 214c setup works 100% for all characters.

Example:
5b-2b-2c-236c-2c-6c-jc-jc-dash-airthrow
5b-2b-2c-236c-2c(1hit)-2a-214c-Nero summon setup variations

The only thing you have to do is get the spacing correct and get timing between 236c-2c, these moves are slightly different for some characters but the difficulty in perfecting them is nothing compared to other character's advanced combos.

39
Wallachia (Warakia) / Re: Approaches?
« on: April 14, 2008, 11:14:32 AM »
Against nero, SJ jc or dash into 2a. Nero's height makes it easy to hit jc and his moves come out slow so that combined with Wara's fast dash should be able to beat out nero's moves. Because of Wara's straight horizontal dash and the not so high priority of his jb, he is suceptible to nero's jc, 5b, and 2c in mid altitude air. Nero is actually one of the easier character's to approach with Wara in my opinion.

40
Akiha's Tea Room / Re: Why can't America win SBO?
« on: February 27, 2008, 01:26:19 PM »
US:
Arcade - $.75~$1.50 a game. Mostly empty. Many still have tekken 3.
Internet Cafe - $3.00~$5.00 an hour

Korea:
Arcade - $.10~$.20 a game. Crowded.
Internet Cafe - $1.00 an hour

Considering that Koreans comparably ($ to korean money conversion, cost of living comparison. etc) make as much as Americans.....  :'( :'( :'(

Dunno about Japan though.


41
Melty Blood Auditorium / Re: Tier List
« on: February 21, 2008, 08:19:13 AM »
Noooo Sacchin! :'( :'( :'(

42
Melty Blood Auditorium / Re: Convince me not to quit Melty Blood
« on: February 21, 2008, 08:13:58 AM »
Kouma's 2b stuffs all air moves  :V

43
NetPlay Community / Re: IRC
« on: February 17, 2008, 08:21:54 PM »
http://www.hydrairc.com/download.php?file=HydraIRC.exe

On the menu at the top (file, edit, view, etc) find and click options, then prefs...

A window pops up. You should be on the user identities section. Press the "new" button.

Fill in the blanks with whatever you want. Note that you need to press the add button for the nick.

Press ok, and ok again to exit out of preferences.

On the top menu, click File, then new server.

A window should pop up. On it, find URI, it should have "IRC://" already written.

In that section, write in "IRC://irc.efnet.net". Press the ok button.

A window should pop up once you are connected. Just close it.

On the server. Write "/join #MBAC" then press enter.

You're in.




44
Red Arcueid / Re: Warc - The ComboVideo of Choice!
« on: February 08, 2008, 08:15:59 PM »
Go to Kohaku's Video Room section of this forum. The first stickied post should be niconico account tutorial.

45
Red Arcueid / Re: Matchup Thread
« on: February 08, 2008, 08:14:18 PM »
Geez, Aoko has a hitbox the size of nero or warakia...  :V
Even the warc infinite works only on nero, warakia, and aoko.

46
Aoko Aozaki / Re: Aoko Matchup Thread
« on: February 08, 2008, 08:01:59 PM »
Ciel... she can ignore standing orbs with her dash and erase any orbs with keys.
Plus, her 2b beats every single normal that Aoko has.

47
Red Arcueid / Re: Warc - The ComboVideo of Choice!
« on: February 07, 2008, 05:03:33 AM »
1 minute and you can get a niconico account... they don't want any private information or anything, and you gain access to thousands of videos other than just MBAC videos. Really, it takes just 1 minute. 

48
Red Arcueid / Re: Matchup Thread
« on: February 06, 2008, 08:26:00 AM »
I am actually not qualified to answer this question because I get owned by jiyuna all the time, but I'll give my opinion. High level warcueid players tend to stay in the air most of the itme, utilizing her bloodrings, jb, and fast speed. Warcueid does not have good enough pokes (nanaya can crouch and combo off of the only reasonable poke 5c that warcueid has), so I've never seen high level players stay in block. The high level players in the videos I've seen desperately try to get out of the corner and blocking situations more than some other characters. It seems that though jiyuna has great skills both air and ground, warcueid just doesn't have enough weapons on ground compared to nanaya to try to beat him on ground.

I'm not a high level player and get killed air and ground though...


49
Melty Blood Auditorium / Re: Tier List
« on: February 06, 2008, 08:16:46 AM »
Aoko sucks.

Why?

1) She has good 3C anti-air then can catch alot of jump startups that's also cancellable into blockstring on block.
2) Solid oki setups that allow her to re-dash with the help of orb position.
3) Plenty of throw setups that reset back into orb pressure.
4) Numerous overheads that lead to knockdown into setup. ( Even 4C when coupled with 214A/B/C orbs).
5) Practical fuzzy guard setups.
6) Decent defense mod.
7) 3 Air Jumps and 2 Air dashes for aided corner pressure.
8 ) Decent guard break options.
9) Decent damage.
10) Anti-air shyoruken that for no reason at all is possible to combo follow up if they don't tech, or if they do allows you to tech punish if you call it.
11) Practical tech punish setups.
12) If your opponent respects you enough, you can do some really strong air to ground strings with j.C/j.B/j.214/j.236, especially in the corner.

The list goes on. I seriously don't see how she sucks when you compare pros and cons.

The main reason she sucks is that priority on her basics are extremely bad. Without orbs, she is said to be at heavy disadvantage against other characters in general fighting. But this is talking at Tougeki level play. That is, these differences won't be obvious unless Aoko and the opponent is at a very very high level of play.

CL(extremely high level Ciel player) stated himself that he felt Aoko was at too much of a disadvantage against high priority characters. When he went to Japan, he said he was able to beat high level Aoko players only because he could stuff every move Aoko had with Ciel's priority.

As for my opinion... I don't know, I suck and get beaten by Aoko all the time :psyduck:

50
Melty Blood Auditorium / Re: Tier List
« on: February 04, 2008, 06:12:58 AM »
Based on sp00ky's post, Japanese players based their tiers on current performance. V Akiha has been doing really shitty in Japan till Hato came back on the scene.

Yeah, the only reason Warcueid is S tier in Korea is because those players has done so well in tournaments. I wonder if Sion would have been S tier had Kubo not used her...  :mystery:

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