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

Messages - Sledeau

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51
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: January 29, 2008, 09:05:48 PM »
lol fuck execution ciel give us ROAd Ciel

lol they're still going to stick to naomi even though sega stops production of GD-Roms and the recent talk of getting naomi emulated with games workin on it


oh and its about time they gave us more news on it, last time was like end of october

You just want Ciel to have a (bigger) penis.

52
I used to be able to lose all day and have fun but I get frustrated sometimes when I get owned repeatedly. I need to drill the fact into my subconsciousness that I'm not as good as I think I am.  :prinny: On the other hand, when I lose now, I think about how I lost, rather than to just keep playing and hope it figures itself out.

53
I apologize, but I won't be able to make this one either.  I came home to a home pretty much in shambles, and have a lot to put back together.  Nothing social, just stuff like electric, car, broken things.

Again, sorry, HeartNana.

~M

Wow. That sucks, man. I hope things improve for you.

54
I want to play Suika for IAMP, but I'm so inexperienced with the game I'll probably just run ezmode Sakuya if we actually do a tourny.

55
Akiha's Tea Room / Re: Is Melty Blood the only game you play hard?
« on: January 28, 2008, 12:23:55 PM »
MB is the only FG I really play "seriously." As in, I play it a lot on a casual level. I usually switch between it and whatever FPS fits my fancy at the moment, unless I happened to be hooked to an MMO at the moment.

56
Red Arcueid / Re: Red Arcueid Guide (Chii Version)
« on: January 27, 2008, 02:37:13 PM »
Oh, since you mentioned it, I thought I should correct you on j.c. It WILL hit crouchers. However, its NOT overhead. j.b is warc's only overhead air attack, if you don't count the last hit of j.2c.

57
SOMEONE BETTER PLAY IAMP THERE



FAGS

i'll play if you come

58
Anyone bringing a camcorder? Me and Brandon were going to MM for TEN SMACKEROOS and needed commentary!

59
I've got classes till 2, I'll try to arrange things so I can leave immediately after that. I've never driven to Chicago before and the estimate says about 5 and a half hours, so who knows what time I'll get there. I live in SE MN if anyone's actually driven there before from Chicago and knows how long it takes.

60
Red Arcueid / Re: Matchup Thread
« on: January 24, 2008, 09:44:37 PM »
Arcueid's matchup is pretty much similar to the other balanced characters like Aoko, high defense, good damage, but getting hit by her sucks a lot. Arc has no ranged shit to deal with bloodrings (except for arc drive) but she has no glaring weaknesses against Warc's abilities that other characters don't. So its fairly even but a Warc would have an advantage if she's playing keepaway like she would against most characters similar to Arc.

61
Red Arcueid / Re: Matchup Thread
« on: January 24, 2008, 10:12:56 AM »
My Aoko views are probably a bit slanted, as most of my Aoko fights have been against two people who are probably significantly better than me.

62
Melty Blood Auditorium / Re: Steps to anti-scrubbery?
« on: January 23, 2008, 10:57:33 PM »
It's so annoying seeing someone inputting 2AAA2CCCC5CCCj.BBBBj.CCCCdj.BBBBdj.CCCCC AAAAAAAAAIR THROW. >_>

Good thing you don't play with me IRL!

63
Tournament Results / Re: Results from 1/19 PZ Tournament
« on: January 22, 2008, 12:56:50 AM »
Not a bad turnout for a tournament that didn't seem too hyped. (at least on these boards)

64
I could lug my TV and modded PS2 over, though my PS2 has disc reading issues with some things. I don't have a laptop unfortunately. :( How much have you heard about people bringing PC's over?

65
Tournaments and Events / Re: 2008 Melty Cup - US Championships
« on: January 20, 2008, 05:43:27 PM »
Need another midwest rep HeartNana? I'd do it. Its kind of early to be deciding stuff like that, though. Since the midwest has a pretty small representation compared to the west coast we'd want to try to get the best contenders at the time Evo comes up!

Though, just by looking at character composition...Ciel/Sion/Warc would dominate just because these characters are hated quite a bit.  >:D That's purely imaginary though, since LordKnight/Brandino are most likely to go compared to HeartNana and especially me since I haven't showed up at a RL tourny before.

Its a pity that the teams aren't 5v5's though, because even the midwest and south could get pretty good showings.

66
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: January 20, 2008, 05:39:08 PM »
The only unblockable Nero normal is 4c. His 5b and 2c are great because they've got huge hitboxes and are air unblockable (like most normals.)

67
Red Arcueid / Matchup Thread
« on: January 20, 2008, 03:38:40 PM »
Other character forums seem to have these threads, so I figured I'd make one to share my thoughts on matchups. If you disagree with some thoughts, post your own ideas and we all can agree/disagree, or agree to disagree.  >:D Plus it can give new players some info to help them decide whether they want to play Warc or not. I use a lot of Melty Blood lingo in this and assume you know basic Warcueid strats, so I'd recommend checking the other threads on this forum if you're not sure what me or others are talking about.

Sion: I don't have much experience with this matchup, but it seems fairly even, perhaps a little in Sion's favor. If you're not careful when zoning with bloodrings as Warc, a good Sion can potentially punish one of your landings with a whip then lay on a high damage bnb. Also, her j.c can be highly competitive with Warcueid's j.b. She also has extremely high damage and a great pressure game, so play cautiously and don't let yourself get cornered.
Aoko: Fairly even matchup. A good Aoko can be a pain to fight for all characters in general, but Warcueid has projectile moves with big hitboxes, so she can fuck with an Aoko trying to build an orb fortress, or just lead in with an orb/ex teleport to clear out some orbs while she rushes down Aoko. Aoko has quite a unique mixup game that can be hard to deal with if you have no experience fighting against, however. She also has a very effective keepaway game, so don't let yourself be whittled down by her if she is running that game against you.
Akiha: Fairly even matchup, slightly in Warcueid's favor. Though Warcueid has an advantage, this fight can still be tricky considering that due to Akiha's high defense and higher than average damage, she will be hurting you a lot more per combo than you will her. However, she has no real surefire way to deal with Warcueid zoning with bloodrings other than things any other character can use (shielding or dashing under a Warcueid who isn't being careful). Akiha's pressure can be vicious, but an attentive Warcueid can fuck with the pressure of an Akiha who isn't being careful enough by hitting with a 5c623c or other long range options during a gap in a blockstring.
Shiki Tohno: Even matchup. Though he doesn't have any long range moves to mess with bloodrings, his 2c has extremely high priority and will cut through things like Warcueid's 236a. His j.c also has extremely long range and is nearly level with Warcueid's j.b, and his j.a is nothing to sneeze at as far as range goes too. His higher defense and slightly higher than average damage means he will win a battle of attrition if you both are trading combos evenly.
Ciel: A matchup in Ciel's favor, though a Warcueid can still be fairly threatening to a Ciel. The big thing that makes Ciel difficult for Warcueid is Ciel's 236c. Its a full screen ex that can easily punish a Warcueid who isn't being careful with her bloodrings. If not for that move of Ciel's, however, a Warcueid would be able to run down her zoning game on Ciel all day, so the two characters are fairly evenly matched otherwise. Ciel is a very high damage output character, however, so you don't want to take too many risks against her.
Warakia: A match in Warcueid's favor. Poor Warakia, he doesn't really have too many good matchups. Overall, he's a weak character. Warcueid's blood ring zoning can make a Warakia hesitant to throw out long range attacks and force him to eat your blockstrings. Be careful when you're on the ground versus him, however, as his cape attacks hit more often than your 5c or 5b generally will. His damage output is fairly mediocre, so even if he does catch you making a mistake in your pressure, he hurts you just as much as you would hurt him.
Nanaya: A fairly even matchup. This is another character Warcueid can run her blood ring zoning game all day on, but if Nanaya catches a gap to punish a mistake in zoning, IT HURTS. His j.c has an extremely long downwards vertical range so he can easily catch you if he's above you in the air, and he can catch you during a move recovery while you're on the ground and he's in the air. Certainly an even and winnable match, but you have to play extremely cautiously against Nanaya.
V Akiha: A fairly even matchup, in Warcueid's slight favor. While you can restrict a lot of V Akiha's movement with bloodrings, V Akiha's mobility also means she can punish more windows of vulnerability in your zoning. While her defense is also low (actually lower) like Warcueid's, a good V Akiha utilizing the 2c623b loop will easily push out more damage against Warcueid than Warcueid will versus her. Still a matchup in Warcueid's favor, you want to play extremely cautiously against this character and not leave too many openings.
Kouma: A matchup in Warcueid's favor. Kouma has high defense, so when he lands his combos on you, he will generally be hurting you more than you would've hurt him. However, he is extremely weak in the air. His dragonpunch moves are extremely effective at stuffing out people in the air, but your own bloodrings are very good against his dragonpunch, limiting a lot of his aeriel punishment options. Try to stay off the ground when fighting him and run your zoning game against him. On the ground itself Warcueid will have a hard time against Kouma with his normals that give him a lot of forward momentum, not to mention his grabs and his ex move that gives him superarmor for about a second.
V Sion: An even matchup. You can use your zoning to great degree against V Sion, but she has the fastest run dash in the game making it easy for her to punish your mistakes. Plus, her j.c is an extremely effective air move like Sion's. A character you will have to zone extremely cautiously against.
Miyako: ??? I am guessing this is a matchup in Warcueid's favor, I am not very experienced with it. Miyako has fairly high damage output and great corner pressure, but she has no real tools for dealing with Warcueid's zoning and range.
Hisui: A fairly even matchup. Hisui is a zoning character, like Warcueid. You will want to be extremely careful when throwing bloodrings out against Hisui, since if you get hit by one of her thrown items you'll eat a counterhit and a nasty followup combo. However, like Warcueid, her damage output is fairly average, so a fight between these two characters can be a battle of attrition.
Maid Tag Team: A fairly even matchup. Hisui + Kohaku is basically Hisui without her zoning but more oki setup options, so expect an easier fight if Hisui is in the lead. Kohaku + Hisui is like Kohaku solo except she has more blockstring ending mixups. Run your typical bloodring game versus Kohaku, but be aware her 5b can anti air above her fairly well and a skillful 2c from Kohaku can catch you while you're recovering from landing after throwing out a bloodring. Kohaku's damage output is fairly average like Warcueid's, but her plant pressure and mixup ability is off the charts. Don't let yourself get caught by Kohaku.
Satsuki: A fairly even matchup. You can easily dominate Satsuki in the air with bloodrings and j.b, though Satsuki's own j.b/c can be fairly competetive with Warcueid's air normals if used by a skilled person. Though Warcueid can keep Satsuki locked down fairly well with a zoning game, the thing that evens out this matchup is Satsuki's high damage output and mixup ability. Satsuki can combo with meter into a 4k+ damage combo off of any hit usually, and she can lead into an air throw which will go into a 4 way mixup. (having to guess high/low and which way she will crossup). Play extemely, extremely cautiously against Satsuki, because once you get hit, you're going to be eating a lot of damage.
Len: A fairly even matchup. Zoning effectively against Len can be somewhat difficult, as her black cats can trip you on the ground as you land from a bloodring, forcing you to begin to eat Len's mixups. A TK icicle from her or a superjump into one of her air attacks can be brutal for you to deal with in the air as well. Also, she has extremely high combo damage, so if you find yourself cornered and pressured by her, you will need to be extremely cautious. However, with her low defense and slow movement, you can zone against her fairly well if you keep your wits about you.
White Len: A fight in Warcueid's favor. White Len is another underdog of the cast, like Warakia. She has an extremely unique mixup game that can make her pressure effective, but her damage output sucks. Its as average as Warcueid's, and the fact that a White Len player will have to change some of her combos to suit Warcueid's weird hitbox is also in Warcueid's favor. Even more of a snail than Len, its fairly easy to run your zoning game against White Len, but be wary of the ice basketballs she throws into the air with j.[c]. However, unlike Warcueid's bloodrings, her air basketballs will dissapear if she takes damage, so if you know you are going to trade with her while she's throwing out the move, hit her. White Len has extremely good damage taking ability, so just run your zoning game against her until she eventually falls.
Nero Chaos: A fight extremely in Warcueid's favor. I just feel sorry for Neros in this matchup. However, that doesn't mean you can let your guard down around him. If he gets his zoo out, he is still a very difficult opponent to deal with. Keep the pressure up on him. Lead in with bloodrings as you attack him to make him afraid to throw out anti air attacks. Use j.2c to hit his high hitbox while he throws out his zoo. Something that screws over Nero Chaos even more in this fight is the fact that your 5a will hit him while he's crouching. Why is that a good thing? When blocked, your 5a recovers faster than the opponent stops blocking, allowing you to throw out a new attack with an advantage on your side. Again, Nero is a good matchup for Warcueid, but don't ever play defensively against him. Keep the pressure up on him.
Kohaku: See Maid Tag team. A fairly even matchup, but Kohaku alone has less mixups than the tag team combo in exchange for taking a little less damage and gaining some other moves which aren't worth noting.
Mech Hisui: A battle extremely in Mech Hisui's favor. Mech Hisui is the bane of Warcueid, so long as she utilizes her TK jetpack moves. She can throw out those jetpacks extremely fast, making it literally impossible for you to do any zoning from the air with your bloodrings. Which, of course, limits you to attacking from the ground, or jumping through the air while blocking hoping you break through a gap in Mech Hisui's own zoning to let you start pressure from the air up close. When Mech Hisui's put the fear of god (jetpacks) into you, she can limit your ground movement with her long range laser and missile attacks. Play extremely cautiously against Mech Hisui, don't zone with bloodrings unless she's showing a gap in her own zoning, and block, block, block and wait for openings in Mech Hisui's defense.
Necos: Who cares? If someone is actually trying to humiliate you with them, you'll find that with their hitboxes the spacing and timing for your combos is a lot less forgiving. Use j.a to keep launching them in the air during your combos if you need to. You can probably figure out how to dominate them yourself if you go against a Neco player.
Another Warcueid?: If you're fighting another Warcueid, try to maintain aeriel superiority. Don't throw out your normals against another one who's running out bloodrings against you. Zone and pressure her relentlessly if you get her into a corner, because a Warcueid doesn't have too many options against another one of her in that situation.
oh yeah and Arcueid: Another even match with Warc having an advantage. Arc has no specialized way of dealing with bloodrings but she doesn't have any serious weaknesses like Nero against her abilities. Arc is also a high damage/high defense character so you can't afford to show flaws in any zoning you do.

Thoughts?

68
Akiha's Tea Room / Re: Gundam Seed Destiny OMNI VS ZAFT II PLUS
« on: January 20, 2008, 01:54:33 AM »
I had a bit of fun with this game for a while, playing with a buddy doing 2 vs comp and doing 1v1. Of course, the game's made for 2vs2 with human players, but hey, its PS2. I'm eagerly anticipating Gundam vs. Gundam, though I'm sure I won't get a chance to play that until long after its been in arcade.

69
Red Arcueid / Re: Red Arcueid Guide (Chii Version)
« on: January 19, 2008, 07:43:30 AM »
The only time I'd use 3c is in two cases.

1) Safe heat setup
-If you counterhit someone with a j.c as you're falling, they'll be launched up in a counterhit state. If you 3c them as they fall down, they'll be launched up a little more, but this time they'll hit the ground in an untechable state. If you heat as soon as possible after 3c, it'lll give you enough time to heat without being punished. If you otg them with heat, they'll be able to tech, however, and you will both be at neutrel frame advantages. If you don't otg them with heat, you should have time to meaty them after the heat.

2) Punishing Nanaya 236b/236c
-If a Nanaya approaches you with one of these moves, throw out a 3c and it should stuff it out relatively easily. a 623b would probably be better in these cases, though.

There are probably some other specific moves that this is good at stuffing out, but 3c's uses are really limited.

70
Red Arcueid / Re: Red Arcueid Guide (Chii Version)
« on: January 18, 2008, 03:24:16 PM »
Ugh. I worded my post wrong. Jump blocking is referred to as chicken blocking...not the other way around. I need to proofread what I write sometimes, jesus. It looks like you understood what I was trying to say, fortunately.  8)

71
Red Arcueid / Re: Red Arcueid Guide (Chii Version)
« on: January 18, 2008, 12:18:47 PM »
I wouldn't list speed of movement as a pro for warc. Her dash has decent startup time. She has good air control, however.

Also, chicken blocking is usually referred to jump blocking so you don't have to deal with high low mixups, but the j.aaaaaa thing is a nice way to mess with chicken blocking. I also don't think 623c'ing after a j.214c otg combo is very desirable, since it doesn't add much damage for the amount of meter it uses. I'd rather end the otg in 2a and go for tech punish/2nd otg. (I would like to that is, my execution sucks too much to do that consistently)

72
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: January 15, 2008, 12:41:27 PM »
Guard crushing is usually referred to when you hit someone with an air unblockable while they're in blockstun, not just the unairblockable normal itself. For example, hitting someone with a j.c in the air as you land, then 5a'ing them while they're still in the block animation. I could be wrong on that, maybe the air blockstun actually does end on a setup like that before you can hit them with 5a, but it seems fairly effective on me when a character like Satsuki uses that. Maybe I just need to mash shield more.

And yes, 623b can't be air blocked. 623c can be air blocked, but hey, free guard crush opportunity.

73
Red Arcueid / Re: Warc side swap combo
« on: January 15, 2008, 08:23:20 AM »
Well, I can see one instance where you might end with j.2c. Since warc ends up on the other side of the person when she air throws (unless they go right against the wall), sometimes she'll be right by the corner with the opponent cornering her after the throw. In that case, a j.2c would send them straight to the corner. Most people still prefer to just use that opportunity to do a crossup or just jump to the other side, though, because j.2c usually doesn't even give you enough time to meaty. Without the threat of a meaty, a person can jump out as they want.

Having a person in the corner is an advantage for any character since the cornered person's mobility is limited. Its a pretty big disadvantage in Melty Blood since it involves so much moving around and its one of the only ways you can force your opponent to quit moving around so much.

74
Red Arcueid / Re: Warc side swap combo
« on: January 14, 2008, 07:18:20 PM »
Crossing under in a combo isn't very useful as warc because you can control which way her air throw goes, and you should be ending combos with air throw instead of j.2c anyways since it gives you more time to setup and does about the same damage.

75
Red Arcueid / Re: Red Arc's Combos, Strategies, Etc....
« on: January 14, 2008, 07:16:18 PM »
5d5a, 5c to anticipate someone jumping, 236a

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