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

Messages - LordPangTong

Pages: 1 [2] 3 4 ... 23
26
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: March 22, 2012, 06:23:48 PM »
holy shi

 :fap: :fap: :fap:

I saw Hato go for this in a few sets, but this takes it a step further! Good shit Funky kun

27
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: March 17, 2012, 11:56:41 AM »
j.22C is an oki tool  that should only be used during Heat mode (imo) due to Half moon style's dependency on getting to that 200% to regain life. j.22C has less block stun than PS2 due to the loss of the last hit, and timing was already pretty short to do jump back -> j.22C -> land, then mixup. j.22C oki is vulnerable bunkers from any moon style, as well as wakeup bunker and wakeup dodge, in some cases. The reduced amount of time you have to start an air dash mixup is less now, and the risk of getting anti-air 5A's by characters like Nero, Mech, Warc, Koha etc. is much greater.

j.236A/C oki on the other hand is meterless, safer, and harder to see. You get throw/throw whiff mixup, or any high/low or safe jump setup you want. 9 times out of 10 I think it is better to go for the j.236A, but if you are nearing the end of Heat and want the extra damage/harder to see mixup, j.236C works too.

28
Satsuki Yumizuka (Yumiduka) / Re: Hatsuki
« on: March 09, 2012, 08:29:50 PM »
Character specific DUNK bnb:
2aa 5b 5c 2c 5a(whiff) 6aa BEj.C BEj.C into whatever

In corner, add 2b. will post up character specifics later maybe. Off the top of my head, doesn't work on Miyako. (Luckily BE2C combo does hit her)

29
Tournament Results / Re: Final Round XV Results!
« on: March 06, 2012, 09:05:31 AM »
Phew, I have to say this was probably one of the best tournaments I've ever been to. I'll definitely try to go to FR again, even if it isn't necessarily for MB. (and it will NOT be via driving)

Jimmy- Shoutouts and condolences, my friend. I heard you're donating your car and I really can't blame you because fuck going back to Statesville ever again. Thanks for teaming and coming up with the gdlk team name.
Ehrik- Good shit on getting 4th, and thanks for all the advice you gave me during tournament. One of us got top 8, just as planned haha. This tournament wouldn't have been possible for me without you and your sponsoring, so again thanks so much. I'll pay ya back a little at a time =D
Komidol- Good shit driving for everrrr. Have fun with Garu and Chelsea!
Tonberry- Gratz on winning! Was a pleasure having noble conversations with you as usual
LK- Good stuff getting 2nd! We didn't get to play enough this time
Generic- GGs in tournament and in casuals. If this really is your last MB tourney, good luck in Europe!
HF- Casuals were super fun. I will forever fear "doink!" Was great to finally meet you
Brandino- shoutouts to the AoF3 drinking game. I will never forget the things you said that night lol
Bell- your trolling is way too gdlk. I think Kusoru will always remember playing MB by that one match haha
Rei, Rayza, and Robert- Thanks so much for the ride to the airport! Good seeing you all again. Glad Robert is playing F(un)-Nanaya now
Pfhor- GGs in tournament and casuals. I regret not choosing H in tournament against you. Stay solid and great job in teams
Xianoir- GGs! Those MBAC Len strats are still awesome
Voomer- Our tournament match had me hella nervous. Glad I can finally put a face to the irc name I've seen for years. Really really good games man
Choco- We got to play, yay! Keep on that F-Hisui and good job in teams
DJ Cream- Good meeting you, and learn them real CWlen combos! Also stay gdlk with all those pins
Bill- Really fun WLen mirroring you! Really solid improvement since NEC, good job! See you next time =D
Lan- Nooo, we didn't get to play BB. =( Next time for sure, and keep with that H-Aoko. MB will make sense eventually, I promise. Shoutouts to interesting and fun chars
MadScientist- Nice character switch and really nice improvement since last time I saw you! Looking forward to seein ya next time. Drag Sana with you whenever that is
ZomB- your H-Akiha is cool. Mirror match was godlike haha. GGs
Shin- We didn't get to Cries mirror, nooooo! maybe next time. Good meeting you though!
Tone- Always a pleasure
Coren- Good meeting you. I don't  think we got to play though =/
Numakie- ^^

Time to recover

30
Akiha Tohno / C-Akiha Discussion Thread
« on: February 29, 2012, 07:51:37 AM »

31
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: February 29, 2012, 07:36:30 AM »
Soo, I've been very busy with school lately and have not had the time to create the tutorial yet. May/may not be getting to it soon, but I'm going to upload a couple segments from it separately.

First: Optimal mid-screen gold air throw combo

http://www.youtube.com/watch?v=jiEEQD2y4ec&context=C310adc1ADOEgsToPDskIfuiVGBWdWM_HPoHLKyMkO

Goes like this: air throw 5A 2C (2A) 2A 2C (5A) 6AA 6C dash 2C Momiji loop of choice

Works on all characters except Maids-Hisui lead, Nero, and the Necos. For Necos, go for:

air throw 2A 2C (5A) 6AA 6C dash 2C Momiji loop

Stay tuned!

32
Riesbyfe Stridberg / Re: H-tridberg General Thread
« on: February 28, 2012, 02:32:56 PM »
With enough execution (i.e. I needed AutoMacro for this), one can end a corner combo with a forced knockdown for more damage than the standard double wall bounce one. It's basically a variant of the wall bounce oki BnB's that are on the wiki already, but one which is quite a bit harder >_<

... 214B (delay j7).BE5C j.6C (step back) BE6B (delay) 2C 5C [63214B 5A 5C]xN 63214A

(confirmed it against Archetype: Earth and V.Akiha, btw, haven't looked at other characters yet)

...214B IABD j.6C BE6B 5C 63214B also confirms into the same situation and works on everyone. Your variant looks like it does more damage though

33
First FR! Appearing some time Friday morning with the other warriors of the east coast  :toot:

34
Looks like I'll be going after all  :toot: :toot:

Cheers to my first Final Round!

35
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: February 16, 2012, 05:31:46 AM »
Soo I'm collecting footage of HVAkiha tech (and a few other chars as well), but I'm unsure of whether or  not I should produce a bunch of short vids showing nothing but combos/setups, or if I should just go ahead and make a video tutorial.

I bring this question to the forums; which would you all like to see?

36
Akiha Vermillion / Re: MBAACC ver.1.07 V Akiha Thread
« on: February 09, 2012, 11:15:47 AM »
Here's my thoughts/breakdowns on the VAkiha moons:

Before reading what is to follow, I believe all 3 moons of VAkiha are highly viable. Whichever one(s) you pick, you have all the tools to succeed! While all VAkihas benefit from having 2 very quick air dashes and a great equally as fast ground dash, you are also playing the character with the least amount of vitality in the game. Sloppy game play will get you killed fast, which turns a lot of players off from her. Though her life is low, she has the great neutral and powerful okizeme to make up for it, regardless of what moon you are picking.

Full- The strongest VAkiha. She gets highest damage off random confirms out of any VAkihas. She can burn 100 meter to get an untechable knockdown now off any air combo, thanks to the CC making her j.236C awesome. Her neutral is awesome thanks to puffballs and air pillars, both move exclusive to Full moon style. Her corner carry is decent, but she will sacrifice a good knockdown in order to do so in most cases. (forced to end combos with air throw instead of 623B/j.236C) Her pressure is simple yet effective as her 5a/2a yield large amounts of frame advantage and her overhead j.A make for a good  mixup option. Also, TK puffball (j.236A/B) is extremely plus on block, and even counts as a jump for VAkiha. Final comment about F is that her pits are a bit different from C and H. You can set up to 3, one for A, B, and C respectively. You can manually ignite these pits via repeating the command, (i.e. 22A 22A will set a pit then ignite it) or you can cause the pits to ignite automatically by putting an opponent in hitstun/blockstun while standing on a pit. Successfully confirming into a pit is an easy way to tack on large sums of damage to your combos. Out of all the VAkihas, her defensive options are weakest.

Half- My personal favorite style for VAkiha. H-VAkiha gets corner carry to the corner, into momiji loop (623B loop) knockdown off of anything and everything. Her damage in the corner is just shy of F's, but midscreen she loses a bit of damage because of increased proration on 6AAA. Her rushdown is equal to if not better than F's thanks to lots of normals that move her forward. Her pressure revolves around scaring your opponent into standing still via stagger pressure, then locking them in place with frame advantage from pillars or pits. Half's pits throw a mat of fire on the ground like Crescents, but automatically ignite themselves. This helps her neutral game quite a bit as you can punish characters from staying on the ground and trying to establish their own space or anti-air you. This will force opponents into the air a lot of the time, and Half has many strong air-to-air options, despite having no air projectile like F/C. Defensively, Half moon has access to the godlike half moon shield bunker, which helps if your opponent does indeed catch you.

Crescent- recently risen from the dead. Crescent has a j.C that gives an untech knockdown on its own, but is not jump or air dash cancelable, so this is good and bad. Her corner carry costs 100 meter to do, as you must combo into 623C. But, successfully doing this will land you a momiji knockdown + pit oki/air dash mixup, so its definitely worth it. Even if you don't use the meter, she has access to strong midscreen okizeme in the form of ambiguous left/right mixup. Her neutral is awesome because of long reaching flame ribbons (j.236a/b). Her pressure is similar to H's, but she uses TK j.236A ribbon to reset pressure and punish backdashes, and even bait DPs. Her pits are manual ignite, and while your opponent stands in a pit, it will drain their meter/health and add it to VAkiha's. Knocking an opponent down and setting a pit on them makes for a scary situation for the opposition. Defensively, she has heat activation as she is C.

Hope this helps!

37
Someone house me, Mindgam3 and Furok plz

38
Tournament Results / Re: Team St1ckbug Needs PCs 1/28 Results
« on: January 31, 2012, 10:12:11 AM »
At least now I know F-Ries charged pile is an overhead now.  Won't fall for that shit again Comic.  JUST YOU WAIT.

Sorry for double posting, but I played MGV's F-Rye-Bread and that pile-bunker move is NOT an overhead; it is, however, air-unblockable.

F-Ries BE236B is in fact an overhead  :prinny:

39
Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: January 31, 2012, 05:45:06 AM »
Dakanya covered most of what I wanted to say, but just to reiterate:

1) This match takes some intense getting used to. When I first played, I also thought it was massively disadvantageous for VAkiha. However, it's not that Miyako has tools for shutting down VAkiha, its just that Miyako's high damage and VAkiha's poor defense forces the VAkiha to play perfectly. Yeah, Miyako's got damage, but VAkiha's neutral game and speed are far superior to Miyako's.

2) Neutral must be played with extreme caution. In this match it is incredibly important to save one of your two air dashes at all times to make a quick escape if Miyako starts backing you into a corner or getting on top of you. As you noted, having Miyako above you is no fun, so make sure you use  VAkiha's  movement options to fly in circles around this character. The key is to not let her catch you and attack from outside her range. That said, j.236b is generally a good idea in neutral because it's long ranged and you have your air options after it recovers. j.236a should be saved for pressure and not so much neutral imo. j.236b is also important because it stops VAkiha's air momentum, and lets you re-evaluate where you should go next to stay away from Miyako.  j.b is a good option too, but you have to be careful because miyako's air normals are so active. If the Miyako is particularly j.b happy, VAkiha's will win if you come from below her. j.c is another story though. If the Miyako has predictable air movement, air throw her.

3)Run away lol

4)2367a is vital to C-VAkiha's pressure. It is frame advantage, goes over lows, and can be confirmed off easily. However, you must get the opp to respect this. In order to do this, you need to scare them into not moving via VAkiha's strong staggers. Go into training mode and practice late-canceling normals like 5b, 5c, 4c etc to beat mashing. Instead of using 5a rebeat to redash, poking with a long ranged normal after the 5a whiff will discourage mashing/jumping. 4c and 2c are good for this. Also food for thought: 236c is + on block and can serve as a pressure reset. Dak pretty much covered this

5) VAkiha mixup is more about air dash mixups into high/low more than using 6c. 6c is a once-a-match kinda thing imo

6) Veryy important. Against most characters, 2367a will stop DPs. However, Miyako's 623C will hit you out of this. (as well as 2369b and pillars, fyi) air dash dj is her best way to bait DP against Miyako. 2c j.22c falling j.236a is the best option for meaty, safe flametongue.

7) i don't see any VAkiha having more adv against Miyako than any other, so it's just a matter of preference. I, personally, prefer H. (but that's prob because I'm most comfortable with her)

Oh, and clarification on Dak's point: 5b is 6f and 4c is 8f.

40
Mindmobil3 is acting questionable. Therefore, see everyone at Winter Brawl!  :psyduck:

41
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: January 26, 2012, 05:30:32 AM »
Really good video, holy crap. I got some training mode to do  :fap:

42
Mech-Hisui & Neco Arc / Re: MBAACC Neko Mech
« on: January 20, 2012, 07:27:09 AM »
Would it be appropriate to post this here?  :prinny:

http://www.youtube.com/watch?v=Ob8i7cBZysk

Reuploaded, more content added, and 'fixed' of various issues. About time...

Good work, Katz! I hope you can do this all in casuals next time  :laffo:

Also plz include fuzzy in next vid (should be with the other post-throw Neco oki mixups)

43
Will be there for MBCC! Hopefully with my boys from NE

44
Kohaku's Video Room / Re: Current Streams
« on: January 12, 2012, 04:29:06 PM »
CT 'event' stream: www.twitch.tv/patchuri

We'll be streaming all tonight and tomorrow! Check chat and IRC for player names  :toot:

45
Tournaments and Events / Re: MindHau5 January Bash, Jan. 12-15, Vernon CT
« on: January 12, 2012, 03:00:34 PM »
No one could really make it so a few of us are gonna play at Furok's instead  :-\

46
Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: January 12, 2012, 01:24:30 PM »
Quote
Optimal OTG off 1 Rep of Momiji Loop: dash 2AAAA 5BB 236C

Won't doing that otg get you killed by forward tech?

Nope, 236C has a hitbox behind VAkiha as well

47
Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: January 12, 2012, 08:55:00 AM »
Very good info, Funky-kun. Good work! A few additions from myself:

Random 2C confirm in corner: 2C dash 2AAA 5BB 4C 623C 2C 623B
Notes: Best confirm with meter. Converts a random knockdown into more damage and much better oki.

Random 2C confirm in corner (w/o meter): 2C dash 2AAA 4C 5BB 5AA 2367A
Notes: Doesn't relaunch, but sets up flame ribbon tech punish setup. You can also opt to use 236C if you build enough meter from the OTG combo, which will also tech punish

Optimal OTG off 1 Rep of Momiji Loop: dash 2AAAA 5BB 2367A/236C
Notes: Because of so many hits, you cannot go into full OTG combo after 1 rep of the Momiji loop. So instead, just go for tech punish

-Add 5B 2C xx 4C to your Momiji reps. From what I can tell, this is THE most damaging variant.
-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)
-236A cancel into 236C is generally a weak string now, and I'd advise going straight from your blocked normals into 236C when you're using it for a pressure reset. 236A will push VAkiha far away and make it more difficult to punish shielding, and leave her at less + frames after the super because she has to waste more time dashing.

For those of you who, like myself, like the midscreen 623B knockdown, you can confirm into this off your overhead from anywhere. I would advise doing this when you do not have the meter to do j.22C after the overhead combo Funky-kun listed. The combo is:
(corner) 6C dash 2A(whiff) 5C 2C 623B
From there, you can super jump/air dash into 4 way mixup or do ambiguous which-ways with flametongue.

C-VAkiha is also the only VAkiha with a fuzzy. Unfortunately, it's useless in that you can't confirm off it. But if you really need that extra hit for the kill, its worth knowing:

air dash deep j.AB dj.C

I was hoping it would confirm into pit activation, but it doesn't still.  :-\

Half-Momiji setups on the way!

48
All of them circuit break, don't they?

Yes

49
I played C-Ries a bit in PS2. From what I can tell, she's gotten nothing but buffed. BE5B results in wayyy more untech time on hit, and j.623C  actually adds a fair amount of damage to air combos now. (As opposed to to doing about 20 more damage than AT/j.623B in PS2) I also notice some of her BnBs feel less strict on the timing, particularly on the 214B/214C combos

Combos I'm still using: (from PS2 era)

Midscreen:
2A 5B 6B 5C 6C 236A j.BC j.BC air throw/j.623C
Notes: Because everything moves her forward so far, this corner carries from anywhere. Air combo ender can be supplemented with just j.C j.6C for safe heat setup/air unblock 236A setup

Half Screen or Corner:
2A 5B 6B 5C 6C 214B 2B 214B 2C
Notes: 2B and/or second 214B must be delayed against some characters (Ryougi, Hime, Warc, Roa, probably more) Leaves space in the corner to do sandoori mixup

2A 5B 6B 5C 214C 2B j.9C dj.8C j.6C land sj.BC j.BC air throw
Notes: results in large damage. Costs 100 meter obviously. Delay the j.C dj.C as much as you can to make sure the super jump relaunch connects

Overhead combos:
BE6C 236B j.C j.C j.6C land sj.BC dj.BC air throw/j.623C 
Notes: Corner BnB

BE6C 236A j.BC j.BC air throw/j.623C

C-Ries fuzzy guards:
Deep j.C dj.9C xx j.B land 2A combo OR IAD j.B dj.9C xx j.B land 2A combo

I think command shield bunkers are faster on startup/safer now. They seem more usable  ;D

50
Tournaments and Events / MindHau5 January Bash, Jan. 12-15, Vernon CT
« on: January 07, 2012, 01:26:57 PM »
So now that CC has been out for a hot minute, we here in CT finally got our act together and managed to get something organized. What is it exactly? Well, for those of you who attended CT's ANIME FEST back in October, we are hosting at the same location in Vernon CT. The MindHau5 will be open from Thursday until Sunday of next week. If anyone from out of state is taking a bus and needs a ride from Hartford, let me know ASAP.

Otherwise, 401 Talcottville Rd, Vernon CT is the address, and I hope to see everyone there!

Streaming will be maintained by New England's own Furok. This will primarily be a MB event, though I'm not opposed to other games making appearances as well.

Any other questions, PM me here or find me on IRC!

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