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

Messages - XAQshinor

Pages: 1 ... 7 8 [9]
201
Akiha's Tea Room / Re: Chibi's Avatar Emporium~
« on: March 21, 2007, 11:55:34 AM »
wheres mine? :V

202
Kohaku's Video Room / Re: Hell Camp #3 Round Robin vids
« on: March 16, 2007, 05:16:55 AM »
i love u chibi

forevah

<3

203
Xaq, if I go to Showdown you'll likely have to bring a PS2 and the game with you to this.

Lord knows if Zaelar can make his way to W2Z without me.

 :-*

kayin said he'll prolly bring his, i dont really wanna bring
mine unless its necessary so ill wait till ppl actually confirm
that theyre bringing/not bringin theirs.

204
should be there the entire time if both the up and downstairs are opened.
plus they recently ordered new tvs so there should def be enough for MB.

205
Melty Blood Auditorium / Re: MB AC ver b Teir list?
« on: March 13, 2007, 08:53:36 AM »
theres gonna be madd neko-arcs at teh next SBO.
shes a beast now.

206
Yea it is. We have about 10 people playing right now, and we still find more people every week.

well where teh vids?

207
Mech-Hisui / Re: Robot Maids are the Best <3
« on: March 06, 2007, 06:02:35 PM »
i guess that is another REASON to play Mech-Hisui!!!

lmao too bad we are still american. oh noesss!!! :p

208
Melty Blood Auditorium / Re: MBAC - Full Movelists
« on: March 06, 2007, 04:01:00 PM »
that doesnt let me unlock neco arc =(

209
Mech-Hisui / Re: Robot Maids are the Best <3
« on: March 06, 2007, 02:27:14 PM »
i KNEW i saw her j.214's and her j.2c somewhere. good info man.

210
Mech-Hisui / Re: Robot Maids are the Best <3
« on: March 05, 2007, 03:03:49 PM »
Go for it ;D

211
Kohaku's Magical Garage / Re: Mash to reduce damage!
« on: March 05, 2007, 07:52:41 AM »
It's pretty much not to mash anyway because you'll still suffer damage in the end. Plus continuous mashing might break your concentration during the game, so it's better off not using it.

EL OH EL!

212
Mech-Hisui / Re: Robot Maids are the Best <3
« on: March 05, 2007, 07:11:21 AM »
its true :V

213
Mech-Hisui / Re: Robot Maids are the Best <3
« on: March 04, 2007, 12:28:27 PM »
double jump

214
Mech-Hisui / Re: Robot Maids are the Best <3
« on: March 04, 2007, 12:15:45 PM »
im finished :V

215
Mech-Hisui / Re: Robot Maids are the Best <3
« on: March 03, 2007, 07:42:09 AM »
HOW TO PLAY MECH-HISUI:

ok so MH is primarily a zoning type character but that doesnt mean that she
cant fuk shyt up when shes all up in ur face!!!


COMBOS:
(all numbers generated using shiki)

2ab5c2c 421c 5c2b2c 421a j.b dj j.c,j.b jetpack (4500)

her main bnb takes up 100% meter and the damage output is well worth it
plus the jetpack at the end can mess up lazy ppl's faces and setup for more packs

2ab5c2c 421c 5c2c6c late j.b,j.c dj j.b,j.c airthrow (slightly more than previous[like 70-100 more :V])

when u want the knockdown, getting the j.b and c to hit after the double jump can
be tricky and seemingly impossible on some chars, if it looks like the second j.c will whiff
just grab after the second j.b or throw a jetpack. i wouldnt recommend using this unless
ur in the corner and can tech punish the airthrow

her bnbs pretty much revolve around landing her 421c and getting the timing down
for the following 2c to hit.

421b dash in 2b 5b j.b,j.c dj j.b airthrow (2800)

on some occasions u may be able to get a second j.c. this is one of the easiest
followups after a 421b

421b dash in 5b 6c j.b dj j.b j.c airthrow (2950)

starting off with 5b increases the combos damage as it has no proration getting
it to hit can make u mad sometimes cuz if u mistime it ull lose ur combo and be sad

421b dash in 2b 6c j.b dj j.b j.c airthrow (2900)

probably the easiest version, 2b replaces 5b when ur worried the 5b will whiff

421b dash in 2c 421c 5c 2b 2c 421a j.b dj j.c,j.b jetpack (3800)

this verison is hard and costs 100% meter. it makes up for it though because of
the damage and how cool it looks ^.^. distance timing and the character are all
factors in this variant. with practice itll come easy though

421b dash in 2c 421c 5c 2c 6c j.b dj j.b j.c airthrow (3700)

similar to the previous version but this one sacrifices about 100 dmg for an airthrow.

421b dash in 2c 421c 5c 2b 2c 421c 5c 2b 2c 421a j.b dj j.c,j.b jetpack (4300)

200% meter for 500-600 more damage. use it to go for the kill, while in max mode
or if u just want a bigger lead during a round

(WHEN I TYPE DASH IN DURING COMBOS, YOU OBVIOUSLY WONT DASH IN IN THE CORNER,
 the 2c followups after the b whip becomes impossible when u have ur back to the wall so
 instead go for the other variants)


MOVES AND WHEN TO USE EM:

214a- use this in ur blockstrings now and again when u think that ur opponent will jumpout
         cuz this move is air unblockable and does a cool 700. you can shoot this midscreen to
         mess with ur enemy's air game too

214b- you can use this a few different ways, you can throw it on somebody waking up for a
         safe meaty, you can end blockstrings with it, and u can just throw it our to be cool.

214c- the "Vag Bomb". this move is awesome cuz there are a few options after laying one
         of these badboys out. u can use it after a 2c then use 2b so they dont jump out
         u can use it to setup tick throws(more on that later), u can also use i simply to control
         space. if they r free to move they will most likely jump backwards or iad and try to
         kill u, so u can either TK jetpacks or throw the iad (sometimes slamming them into teh Vag Bomb)

j.214a- crossbow, throw it out midscreen, can be made safe cross screen by EX cancelling it

j.214b- use this midscreen too. does more damage than the a version but loses its ex cancellablity

j.214c- TK this after a 2c, or use it after a j.214a. unsafe otherwise

j.236a- jetpack, becomes useful when tked or used after a backwards IAD

j.236b- backwards jetpack, faster recovery than a version. use it if ur opponent is behind u or if u
          want to land quicker

j.236c- possible to use in combos but isnt really worth it. ignore this move.

623a- use this to punish ppl running in after ur whiff cancel

623b- this doesnt get used enough. it can be good for banging out some of ur opponents red health
         this one and the a version can also be safe on block as they are EX cancellable on the last hit.

623c- safe on block only from far distances, kills alot of red health not very useful in combos. this is
         untechable though so when i do use this i normally just run up 2b and shoot a 214b for the tech punish

236a- fast laser, a really good move that does 1k+. fast,safe, and u can punish stuff from full screen :O
         not for use in combos

236b- not as useful as the a version. longer startup for and much more unsafe, the only thing this move
         has going for it is that its air untechable allowing u to combo after it at certain heights.

236c- EX laser, safe on block and hit, not on whiff though =(. use this in blockstrings and to punish gaps
         in certain blocktrings as it has some inv frames at startup. u can use it to punish a heat u see coming
         too and even as a wakeup if ur ballsy ;p. ( the only version that doesnt miss crouchers )

22a- this move sucks, use it on wakeup ONLY if u think u can get a CH cuz u can follow it up. this move is easily baited.

22b- worse than the other one. plz dont use this move, srsly

22c- have fun burning ur meter on wakeup cuz this move will get u killed.

( pretend barriers dont exist, theyre awful. 22a is the best version )

421a- use this in her bnbs and followup with her air string ( timing can be a pain though )
         dont be the noob caught using this in blockstrings

421b- i <3 this move and so should u. its unblockable, unsheildable, undodgeble, unbackdashable and just overall awesome.
        throws the opponent to the other side of the screen allowing u to followup. check the combo section and the resets section
        for more on this move
       
421c- main part of her bnbs, allows u to continue ur combo when u use this move. asking for death used in blockstrings

4b- FIYAH!!!!!! awesome as a meaty and even in blockstrings sometimes if u feel its safe. does a load of chip damage
      and lets u follow up if it hits. misses crouch blocking ciel, len (of course), arcs, and hisuis. everyone else is fair game.

j.2c- not for use in combos, good for blockers though as it does about half as much chip dmg as 4b. safer now because it
       was sped up.

41236c- GRAVY TRAIN!!!!!! use this move... whenever ;p. completly safe and gives u many options depending on wat ur
            enemy decides to do. if they ground block it u can 4b and get a SHITLOAD of chip if they ground sheild it u get
            a free throw plus clone dmg, if they air block it u get a gaurd break combo, if they air sheild it u get an airthrow
            plus clone dmg, and even if they avoid it ur still controlling space so its awesome

Last Arc- LMAO, just thought itd be funny to put this here. u have to air sheild to get it. there are a million other uses
             for ur meter better than this so even if u see a wide opening u shouldnt even take it.

50/50:

basically, if u get a knockdown u can do a 50/50 as oki. wat u do is IAD forward then use j.b to stop ur momentum and
fall to the ground. depending on the timing u can land on either side. also useful if u want to switch positions and have
them in the corner instead of u.

After Her Throw:

u have alot of free frames after u ground throw someone. u can lay a vag bomb, throw an early 4b so that only the end
flames connect, or SJ forward the airdash back and come down with j.b for another 50/50. the most damaging thing however
is to throw them then lay a vag bomb, dash up (pushing them forward) and rethrow them on wakeup. chances are they will
be afraid of the bomb and just block, so take this time to grab them. not only will the throw connect but the vag bomb will
also hit them while u hold them, doing over 3500.

Tick Throws:

her throw does madd damage so landing it is always awesome, her are some ways to help land it and also maximize
the damage output. in an air blockstring, if u still have an airdash left while close to the ground u can airdash then
charge a j.c. u will land without it ever coming out giving u a free throw. u can also not charge the j.c, let it hit then
do a forward jetpack and land for a throw. another way that i love getting a tick throw is good vs ppl crouching in ur
blockstrings (everyone). wat u do is run up and 2a then do 5a, the 5a will whiff then u can go right to throwing them
without even moving forward. u have to move vs nero though cuz i think the 5a will hit him.


now that u kno how to play with MH... DONT!!!!!.
AMERICANS CANT USE HER D:

216
Mech-Hisui / Re: Robot Maids are the Best <3
« on: March 02, 2007, 04:20:44 PM »
i wouldve done the specials T.T.
i actually came here now to do them
then saw they were already up so u
me sum works ;p

217
Mech-Hisui / Re: Robot Maids are the best <3
« on: March 01, 2007, 03:07:17 PM »
ill prolly help u out with the specials and EX's.
i just dont feel like typing essays right now D;, maybe
later today or tomorrow.

218
Mech Hisui: A.K

219
Kohaku's Video Room / Re: Aozaki Workshop - New Links and Videos from Japan
« on: February 23, 2007, 10:51:54 AM »
All these new MH players makes me happy :D

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