Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


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

Messages - Light

Pages: 1 ... 14 15 [16]
376
Akiha Tohno / Re: The Akiha Effect
« on: March 20, 2007, 12:28:13 PM »
I guess she just doesn't have the coolness factor like Nanaya and Ciel seem to have. Even Nero too. It's like the arcade scrub that you play that picks SA2/3 Akuma.  :V

377
Miyako Arima / Re: Combo/Strats Thread
« on: March 16, 2007, 01:31:56 PM »
Let's talk about tech punishes. It's something that I haven't really messed around with but here's some I use. This is purely from memory, so this is from FT. Even so, I doubt much has changed.

For Arima, I haven't seen or found a single tech punish that guarantees damage regardless of what direction an opponent techs, or if they don't at all. So you'll have to use your judgement and be able to read your opponent's tech patterns to make these setups to work.

Midscreen:

1) Airthrow
-> Invalid follow ups:
  -22A
  -2A x 2, 5A, 5B, 5C
  -236C

-> Tech Punishes
 -> 236C - Punishes: back techs
   -notes: Easy, damaging tech punish. Only works on back tech. Any tech in the other directions will cause Miyako to whiff 236C. Good to keep opponents in check if they like to tech mindlessly, or don't know how to properly tech to avoid this punish.
 
 -> Dash forward - Punishes: neutral techs
   -notes: Cancel dash with fast attack 5A into a combo.

 -> Wait for tech - Punishes: forward techs
   -notes: Easy to react and punish if your looking for it. Use anything that's quick. 5A/2A, 5B are good.

Corner

1) Knockdown
-> Invalid follow ups: (* denotes dash in for combo)
  -*2A x 3, 5A, dash, 2A x3, 5A
  -*2A, 5A x 3, 2B, 5B, 6B, 5C
  -22A
-> Tech Punishes
 -> Knockdown, 2A xx 22B - Punishes: All techs
   -notes: Punishes all techs. Follow up with aircombo/wallslam combo. Only works if opponent techs after 2A. If opponent doesn't tech, 22B will whiff, leaving you at disadvantage.
 
 -> Wait for tech - Punishes: forward techs
   -notes: Same as mentioned in the midscreen section.
 
 -> 236C - Punishes: back techs
   -notes: Same as mentioned in the midscreen section.
 
 -> Dash forward - Punishes: neutral techs
   -notes: Same as mentioned in the midscreen section.


378
Regional Community / Re: Upper Midwest -- MN, WI, IA, IL, MI, etc
« on: March 12, 2007, 07:58:35 PM »
Hey, what luck. :) Do you live here or are just coming for other reasons?

Just visiting family. I use to live there before I moved up here.

379
Regional Community / Re: Upper Midwest -- MN, WI, IA, IL, MI, etc
« on: March 12, 2007, 07:32:49 PM »
Rochester

Cool beans. That's where I'll be staying. We should definitely play then!

380
Regional Community / Re: Upper Midwest -- MN, WI, IA, IL, MI, etc
« on: March 12, 2007, 02:25:55 PM »
Any Melty Blood players up here in the ol' Midwest?

I should mention I'm from Minnesota.

I'll make sure to pay you visit when I visit there this summer. Where specifically are you at?

381
Tournaments and Events / Re: Evo: Vegas
« on: March 12, 2007, 02:18:32 PM »
Looks like finally I'll be able to go this year (nothing finalized though), and this event will be probably my only chance to play this game outside of my region.

382
I'm from BC, Canada. The GVDR. Where you want to be unless you think that having your thumb up your ass, in the middle of nowhere is fun.

How's the scene? I don't really know, since I hardly go to the arcade where the game is at. From what I've seen, there's a few promising players that know what they're doing. Even though I haven't seen the so-called best, I seriously doubt they could match any formidable US opponent that has a lot of competition under their belt, since we didn't have a scene until we got the game. Even so with that I seriously doubt that any of these guys would travel to play against people since the majority of players are KOF fobs (not meant in a derogatory manner), who just like to play in the arcade and hang out with their friends.

Anyway, I use Miyako, and sometimes you'll see me post.

383
Miyako Arima / Re: Combo Thread
« on: March 11, 2007, 01:32:32 PM »
You can also connect 6C to to a throw. It adds a little flavor instead of the same combo after every grab ^_^

What I do is: 4/6AB, 6C, 236A --> 6B. Sometimes your opponent get confused and now you have another free grab. You can also go right into 5B, 6B, 2B, 5C, etc... right after.

Gotta keep your opponent on their toes ^_^

Good point. I never thought about using her command roll in that scenario, since I usually only do one of two things if do 5C after her throw: 1) End with 22A for knockdown (this way I score a knockdown without getting a reverse beat), or 2) Combo into 214C wallslam combo for decent damage (should be in the 3000's). 

I'm wondering now is if you hit them with 5C, would you gain an advantage after you cancel into her command roll? Haha, I doubt it though since it seems to me that other cases like on block, you don't have an advantage.

As for updates...haha, no excuses. I lurk here far too much so it's not like I don't have the time to add stuff, it's more like I need to stop wasting my money playing 3s and play this game more often, so I can know completely know stuff like what are the specific aircombos you want to do on certain characters for all of her combos, what little changes they're might be since I've skipped straight from FT to arcade verB. As for character strats, I certainly don't have enough to start a thread since I barely play anyone at all, and don't fiend match videos even though Arima matches are the only ones I watch nowadays (which is mainly because it's the best stage in the game  :V )

384
Miyako Arima / Re: Combo Thread
« on: March 04, 2007, 12:23:09 PM »
you can start an air combo out of a grab i think.

Yes that's right. It's 4/6AD, 2C, [5B/ 2B/ 6B ->2B], aircombo x airthrow.

385
Kohaku's Magical Garage / Re: What is the button setup on stick?
« on: March 04, 2007, 12:06:57 PM »
Zar had a good post on the other less mentioned functions of the E button on SRK. Too bad SRK is down. -_-;


386
Miyako Arima / Combo/Strats Thread
« on: March 04, 2007, 11:55:53 AM »
Edit: finish editing later cuz i'm lazy~

Pretty disorganized here. You'll have to edit the combos a little bit so that it will work on some characters, but I'll just throw some stuff here for now and put in that other stuff later.

The Building Blocks

These normals I'm about to mention are effective, hitconfirm normals that you should always use to start any of Miyako's combos, unless it's not required in a situation. Thus for a lot of the combos listed, I have omitted them. Add them when necessary.

2A - Miyako's fastest normal that hits low. Chains almost into everything, most importantly into itself so one can easily hitconfirm after two to three hits. You'll be using this one the most.

5A - Basically like 2A but doesn't hit low obviously, thus there's less emphasis on using this one, although it has slightly more range than 2A.

jB - Mainly used for crossups. Tends to whiff quite a bit against crouchers, so watch out.

jC - Leads to a lot of pain. Links into pretty much anything. For more damage, reverse beat into jB. Do that especially if your too high in order to keep frame advantage. Use this against crouchers as it won't miss.

As I said, I omitted some of these normals where they should be in these combos. As you see with combos starting with 2C, 2A should be in front of 2C or 5B, and jB/jC in front of 5B.

Midscreen Combos

Airthrow combos

2C, 5B, jBC, jc., jBC air throw
-The standard, reliable, meterless bnb. Works on everyone.

2C, 5B, jABC, jc., jABC air throw
-Does a bit more damage than the combo above, due to jABC being the most damaging juggle that can be done in the air. Somewhat tight. Timing on everything in the air is pretty fast. Seems maybe character specific?

2C, 5B, 2B, jBC, jc., jBC air throw

2C, 2B, 5B, jBC, jc., jBC air throw
-Does slightly more damage the combo above. Seems to be more difficult to land on some characters when at a farther distance (e.g. Nanaya). Character specific?

BNB punish combo
5B 6B 2BC 5A jABC jc. jABC air throw

2C 22A juggle
*Only works on both Hisuis and Satsuki*. Nets a bit more than the standard punish combo. Add in a jump-in to the combo and it will do close to the same amount of damage as a wallslam combo. On Hisui, you do +550 more damage compared to the standard punish combo.

5B 6B 2BC x 22A 5A 5B 2B jBC jc. jBC air throw - Timing is noticably tight on Hisui.

5B 6B 2BC x 22A 2A 2B jCB jc. jBC air throw - Slightly easier while neting slightly less damage.

623C combos

5C x 623C jBC airthrow


Knockdown combos

5B, 6B, 2B 5C x 22A
-Just anything that goes into 5C (2A, 5B, 6B, any b attack). An air throw combo will do more damage, so go for this if you want a guaranteed knockdown. Best option to setup high/low mixup, especially for fuzzy guards.

Throw combos

Ground throw 5C 22A
-Not worth it for the damage. Do it if you want a safer situation to activate heat, I guess. :psyduck:

Ground throw 2C, 2B, jBC, jc., jBC air throw
Ground throw 2C, 6B, 2B, jBC, jc., jBC air throw
Ground throw 2C, 2B, 5B, jBC, jc., jBC air throw

Corner Combos

Airthrow combos

1) 236A -> 6A wallslam combo (corner)
5B, 6B, 2B, 2C x delayed 236A -> 6A, 5B, 2B, jA, jC, jc., jB, jC

2) 214A wallslam combo (corner)
5A, jBC, jc., jBC
-Reliable and easy.

2C x 214A, 5C, j7A, jC, jc., jB, jC

3) 214C wallslam combo (corner)
5C xx 214C, 214C, jA, jC, jc., jB, jC x air throw
-Do the second 214C as soon as you can.

4) Near fullscreen
5B, 6B, 2B, 5C xx 236A -> 6A xx 214C [ender]
-You can delay some of the normals a bit, and especially 236A -> 6A to travel farther.

 Specific enders:

a) 2B, 5C, j7A, jC, jc., jABC (corner)
*j7A assuming your on 1Pside.

similar enders:

j7AB, jc., jBC - Weakest damage but reliable.
jBC, jc., jBC - Most damaging but difficult.

b) 5B, 2B, jB, jC, jc., jB, jC
-Easy ender. Do it when you don't have confidence in doing #1.

c) Dash, 5C, jB, jC, jc., jB, jC
-Use if you think that dash -> 5C will push you into the corner.

d) 2C, 5C, [5B, jB, jc., jB, jC/...]
-Character specific. Works on Ciel, Satsuki, Nero and Warachia. Timing is late.

Arc/Last Arc Drive Combos

5B 6B 2B 5C 236A xx 41236C

During wallslam: Wallslam with 5C then xx 41236C

6C xx 41236C
-Don't use this combo lol.

387
wow i had no idea that things like 6956 would give you IAD, is that better than just doing 686?
the only time IADing gives me trouble is when I'm trying to do a back iad and 236a with v akiha or doing it when I'm stuck in a corner to get j.c.  I have little experience with MB on a stick but i bet ill probably end up having to do something else when i do start using one.

what gets you to IAD faster? 686, 6956 or 96?

I wonder the same in general. Hmmm, I never tried 686 before.

96 only works on a pad, for the reason we just discussed why. Though it's probably better to do 696 since you wouldn't have to do 96 faster to get just as low as you would by doing 696.


388
Melty Blood Auditorium / Re: MBA ver b arcade editon.
« on: March 04, 2007, 10:05:37 AM »
At least you guys don't have to pay 50en for at the very most, 5 rounds. Ko-hatsu only plays best of three :/

50 yen...it's that like 50 cents? If so, that's pretty much the standard for any arcade game in North America. It's completely affordable.

And anyway, I wouldn't mind paying up to 100 yen for at the least, best out of three in some Japanese arcade. At least the comp would be good! Not that I don't suck at this game, but mostly everyone here plays like newbies.

in America most fighting games are set to best of 2 well at least by namco owned places ... i know they've been phasing out of the arcade market recently though ... 

I remember when tekken 5 first came out we had it set to 2 rounds and $1 for a game. That was only for like the first week but still. Even at best its usually 50 cents for best of 2 since that is the default for most fighters and its namco policy to leave the games mostly factory settings, I remember one time we changed SC2 from best of 2 to best of 3 and then we ended up taking flack from the regional manager and had to change it back.

*cry* playing like a newbie isn't that bad ; ;



Well when KOF XI came out over here, people were obviously gimpin' match videos cuz I saw that they were busting out Oswald/Kula/Gato cheese when I came to see the game for the first time. Compare to this game...so far I've only seen a couple of people that actually know how to play. That's probably only because people here like KOF wayy the heck too much?

389
I do 9/6AB when I'm lazying, but I "feel" more safe doing a motion then a button, which is probably because I have more experience doing that in other games besides MB. So with that I don't see much point for me to use that macro.

390
Melty Blood Auditorium / Re: MBA ver b arcade editon.
« on: March 04, 2007, 05:13:04 AM »
At least you guys don't have to pay 50en for at the very most, 5 rounds. Ko-hatsu only plays best of three :/

50 yen...it's that like 50 cents? If so, that's pretty much the standard for any arcade game in North America. It's completely affordable.

And anyway, I wouldn't mind paying up to 100 yen for at the least, best out of three in some Japanese arcade. At least the comp would be good! Not that I don't suck at this game, but mostly everyone here plays like newbies.

391
Regional Community / Re: NY/NJ/PA/CT/MA
« on: March 04, 2007, 04:24:14 AM »
I guess since everyone's scattered....

392
Kohaku's Magical Garage / Re: What is the button setup on stick?
« on: March 04, 2007, 04:11:06 AM »
I wish that was my setup up. My arcade has it as:

A-B-C
D-E

The E button's placement is too awkward, so I almost never use the button at all, outside of activation/circuit spark.

393
Melty Blood Auditorium / Re: MBA ver b arcade editon.
« on: March 04, 2007, 04:08:22 AM »
Well that's really lame since story mode is already barebones compared to MBR on the PC, so something new and exciting would be nice for a change. Oh well...

394
Nice trick. I'm surprised how I missed this all of these years. 

395
Melty Blood Auditorium / Re: MBA ver b arcade editon.
« on: March 03, 2007, 02:49:32 PM »
The only new stage I think that's playable is that new stage for Neko Arc. I can't be sure unless anyone actually picks her, which is never going to happen.

In story mode, if you make it to Warc, you fight her on that new stage of Arcs, which is just a minor edit really. So you haven't seen that in the matches huh? What's Warc's stage anyway?

And I'm pretty sure that the new highway stage is just for story mode. You fight a lot of different characters on that stage depending upon your character's story. It's nothing special way, since the music sucks on that stage. :p


396
Neko Arc Chaos / Re: Random facts about Neko Arc Chaos
« on: March 01, 2007, 06:53:33 PM »
Does anyone know how to unlock Neko Arc Chaos in the arcade?

397
Melty Blood Auditorium / Re: MBAC Character Colors
« on: March 01, 2007, 05:56:41 PM »
Miyako's alternative colours suck. Original for life...

398
probably because the ps2 pad does not have an angle? so you have to use ur thumb and hit both 6 and 9 thus making it read like that? :O...

You can hit 9 cleanly on a PS2 pad, but it's pretty trick to do since even if you do hit 9, if you move a tad bit either to the left or right, you'll be hitting 8 or 6 respectively.

Doing 676 or 686 for IADs is Guilty Gear style. It feels really weird doing IADs that way. But yeah, MB I do IADs 6956.

Pages: 1 ... 14 15 [16]