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

Messages - Pfhor

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226
Melty Blood Auditorium / Re: Tier List
« on: February 06, 2008, 12:37:20 PM »
Here's my 2 cents. I really don't know why Kohaku and Aoko were ranked pretty low, they have some ridiculous setups.

S: Sion, Len, Akiha, Ciel
A: Hisui, Mech-Hisui, Aoko, Kohaku, Miyako, Warc
B: V.Sion, V.Akiha, Nanaya, Arc, Satsuki, Kouma, Maids, Tohno, Nero
C: Wara, W.Len

Not sure if I'd keep V.Akiha at A or B. But due to the fact that she's a kind of instable character cause of her poor defense mod, I'll keep her a tier lower.

If Kohaku is in A tier it should be her Maids counterpart. :|

227
4b does around 200 more damage, gives you a bit more meter, and really you should just get used to it because you'll have to connect 5b 2b to 4b a lot in your relaunch bnb and after awhile you should get to the point where it's second nature and free damage to use 4b over 3b.

228
Tournaments and Events / Re: Final Round XI in Atlanta, GA [3/16/2008]
« on: February 04, 2008, 09:25:59 AM »
IM GETTING MOTHERFUCKING HYPE BITCHES

I'll be there.

229
Kohaku's Video Room / 2a infinite blockstring omgomgomg
« on: February 03, 2008, 04:06:02 PM »
http://www.youtube.com/watch?v=SxC6qkb5Lfs

Netplay match between me and jiyuna, terrible match on my part (LOL DON'T PUNISH THAT 214b), but that's not the point. WATCH

Thanks to Psylocke for encoding the video.

230
NetPlay Community / Re: NetPlay Tournament #2
« on: February 02, 2008, 01:09:06 PM »
Pfhor
Texas
#SRM #MBAC

231
Melty Blood Auditorium / Re: Tier List
« on: February 01, 2008, 08:32:27 AM »
She takes damage like a bitch and doesn't have very good mobility.  Her aerial attacks have super low range and her damage output isn't really amazing either.  Also to get the most out of her normals, the good ones need to be charged.  =\  All of this made her really hard for me to play.

Anyways, I am pretty surprised (as are many, it seems) that Miyako is as high tier as she is while Arc is that low.  I guess I can see Miyako being kind of high with her corner game being so stellar and being able to combo off of throws...but really, S tier?  =\  I dunno bout that.

White Len has the 3rd highest defense in the game, so taking damage isn't a problem. I think the only thing that is keeping her from being higher is her (as you said) short ranged and not too spectacular air attacks in a game where air superiority is very important. Once she knocks down she has plenty of options, the problem is getting that knockdown. I do hope to see a highly skilled White Len that uses her to her full potential that maybe I don't see.

As far as Miyako goes, I can understand the argument. Her ONLY weakness is her short range. She more than makes up for it with her high priority moves (especially her air attacks which basically beat everything in the game if used properly), high damage output, stupid fast movement, seemless and staggerable corner pressure strings, the ability to combo off of throw at anywhere on the screen, and some other shit I don't know of.

232
Melty Blood Auditorium / Re: Tier List
« on: January 31, 2008, 02:41:52 PM »
There is a valid argument for each of those characters, and I'd assume the japanese players know more about this game than I do. However, for the sake of theory fighting, which I find enjoyable, I'll give my input as to what I think the tiers are, in horizontal order as well.

S: Sion, Akiha, Len, Ciel
A: Aoko, Kouma, Mecha, Hisui, Sacchin, Hisui, Warc, Nanaya, Vakiha
B: Miyako, Arc, Maids (Kohaku lead), V.Sion, Tohno, Nero
C: Kohaku, w.Len, Maids (Hisui lead), Wara
D: Neco's

I feel it's necessary to separate Hisko and Kosui as they are basically different characters. All the S, A, B characters are very close together compared to tier lists of other games, with only the C and D characters having a universal disadvantage in most matchups. I guess what I'm trying to say is I'm very happy with Melty's balance as a fighting game.

233
In my experiences as kohasui, if you clash nero's 4c just cancel the clash into 5c and then 2c if you clash again. Both of these attacks have clash frames on the first frame of startup and they go through 4c's clash like butter. If you are pro you can cancel the first clash into an arc drive for instant 3k damage too.

Otherwise:

Ground Block:
If you are too far away to combo normally:

2c > 22b/22c
INSTANT PLANT SETUP HAHA

214b/a
How reliable this is depends on how far away hisui is.

AD
Self explanatory

Air Block:
I haven't tried these but they should work

j.214a/j.214b
Land then combo with 5b into air combo

j.C
you might have to airdash if you aren't close enough.

234
I wish to participate! Texas player.

I'm on #srm and #MBAC.


235
Akiha Vermillion / Kohaku and Hisui guide, with Kohaku lead.
« on: December 23, 2007, 03:25:27 PM »
I wrote most of this a while ago, and copy pasta'd it to the Melty Bread wiki. Seems somebody who I now love made it more concise and useful, but I would like to add/correct some items from the original guide I wrote, and since the wiki is restricted now I will go ahead and post this here for now until they get the registration system working. All of this is subject to change and is open to modifications due to suggestions.


1.  Introduction

Kohaku is Akiha’s personal maid of the Tohno estate. She has actually had a very tragic past, which isn’t apparent from her constantly cheery (and somewhat insane) attitude, even when she’s drug-on-installing herself or constructing a giant robotic cat. She focuses her game on an almost unfair amount of mixups and safe rushdown, but her low damage and low defense keep her from being god tier.

There are two ways to play Kohaku: solo or with Hisui. Going solo grants her a command grab and ground Molotovs, while teaming up with Hisui gives her several more poking options and an additional overhead. Each type has its own strengths and weaknesses. A solo Kohaku can try and find interesting uses for her ground Molotovs, while teaming up with Hisui allows for very useful assists.
Strengths:

    * Kohaku mixup is too strong!
    * Plant oki setups
    * Long range
    * High priority

Weaknesses:

    * Low damage is low
    * Some long-range attacks have large hitboxes
    * Third worst defense in the game, and even worse if it's as maids.
    * Very few options to get out of pressure.

2.  Normal Moves

5A - Standing Punch. 350 damage. 78% proration. Good for whiff canceling and quick anti-air, pretty much like most other 5a’s.

5B - Kohaku swings her broom. Looks overhead but it isn’t. 600 Damage. 70% proration. This is your main antiair, and is air unblockable. With this you can beat out a lot of jump-ins, just don’t get too predictable with it or it will get shielded.

5C - A 5 hit broom twirl. Hit 1 is air unblockable and 900 damage, hits 2–4 are 150, hit 5 is 800. 100% proration on hits 1–4, 50% relative proration on hit 5. Any hit can be canceled out of, and Hit 5 counts as a launcher. Most of the time when this move lands you will cancel out of the first hit into 5b or 2c, as the relative proration on that last hit will impact your combo damage if it lands. The hits have several clash frames, which makes it a viable if risky way to poke out of a blockstring.

2A - Crouching punch. Hits low. 300 damage. 70% proration. Kohaku is one of the characters that has a 2a that hits low, so milk it for all it’s worth, especially in mixups.

2B - A 2 hit double sweep attack. Hits low. Both hits are 500 damage, 85% proration. Uses: This by itself can be used as a a low anti air to prevent jumpouts, otherwise it's combo and blockstring filler.

2C - Chargeable. Long range broom sweep attack. Hits low. Normal is 1100 damage, 60% proration. Charged is 1800 damage, 100% proration. Trips opponent. Fairly fast, high damage, high priority, stupid long range, clash frames, and shrinks Kohaku’s vertical hitbox while active. Fucking amazing move, even with the shitty proration. Charged, it is her highest damage normal, which is nice if you can ever hit anybody with it, but don’t count on it.

j.A - Kohaku does a quick handle jab with her broom. 300 damage, 73% proration. Fairly long range for a j.a, good for quick poke and combo filler.

j.B - Kohaku does one aerial swipe. Hits high. 600 damage, 100% proration. Your primary air poke, long range is looooooooooong.

j.C Chargeable. Vertical broom slam. Hits high. Normal is 1200 damage, 70% proration. Charged is 1400 damage, 70% proration. Groundslams on hit. Good alternate combo finisher, lets you tech punish or OTG if they don’t tech. This is your main overhead to use while they are in plant lockdown, a J.C thrown out immediately after jumping is almost impossible to block on reaction, however it can only be done on some characters. See J.C as an overhead for more information. Charged, it is a delayed overhead with clash frames while it’s charging. Also slows down your fall for a bit. Can be used as a fakeout into a throw or a low attack once you hit the ground.

3.  Command Moves

214D - Kohaku’s shield bunker. Since this hits low, and it has startup kinda sorta similar to 236[a] it can be used offensively to catch opponents who learn to block that move high.

4.  Special Moves

236A - Chargeable. Mid slash attack. Normal hits mid, charged hits high. Normal is 1000 damage, 100% proration. Charged is 1500 damage, 60% proration. Normal is air blockable. Charged will trip opponent. Combo filler to follow up with 236c or 236b b, not much other use for it. Super cancellable. Charged version is a slow overhead to be used as another mixup option during a blockstring or while they are under plant lockdown. The standard followup to 236[a] is 22c, which you should use regardless of whether you get the guard break or not as it makes it fairly safe.

236B - Chargeable. Higher slash attack. Normal is 1200 damage, 100% proration. Charged is 1800 damage, 70% proration. Normal will launch on hit and is air blockable. Charged will wallslam on hit. Normally used after 236a and almost always followed up with the broom hit (described below). As 236A, this is super cancellable. The charged version is generally used in her corner loop, but can also be used as a fairly long range antiair to punish jumpins. As with 236[a], cancel the charged version into 22c.

(After 236A or B)A or B - Does a broom hit follow up after the A or B swords. Either one is 800 damage, 95% proration. Cannot be airteched. You will probably be using this with 236b more often. Very unsafe if it whiffs, as most of the time they can tech forward and punish you.

214A - Quick Hisui punch that looks like her 5b. 600 damage, 100% proration. Wallslams on hit, but you can only combo off the wallslam on counterhit. Speed varies depending on position of Hisui. Safe air unblockable poke that can be used to punish jumpouts.

214B - Hisui does a gimped version of her 5c, hitting 2 times. Both hits are 800 damage, 100% proration. Air blockable. Speed varies depending on position of Hisui.  Safe poke from long range, blockstring ender, anti-air, tech punish. Also can be used from a shield, and can be followed up afterwards, depending on the position of hisui.

214C - Hisui jumps over and hits them with a table. Hits high. 1000 damage, 75% proration. Air blockable. Speed varies depending on position of Hisui. Another overhead to use while they are under plant lockdown. No way to followup afterwards if they don't have a plant on them, even on counterhit.

22A - Kohaku summons a mini pine tree, drilling diagonally and hitting up to 5 times. Hit 1 is 300 damage, hits 2–5 are 333 damage. All hits have 100% proration and all act as launchers. Air blockable. Simply used for zoning and delayed antiair.

22B - Summons a small tree, spinning around and hitting 8 times. All hits are 280 damage. Proration starts at 96% on the 1st hit and decreases 4% for each additional hit down to 68% on the 8th hit. Tends to knock your opponent side to side within the plant hitbox. Air blockable. Your meterless okizeme setup, most effective in a corner but can be used outside of one as well. See plant setups for more details.

j. 214A - Kohaku very slowly moves for about 2 inches then drops a bomb that hits 3 times. Hits are in rapid succession and do 1800 damage total with 80% proration on the last hit. Invincible to attack but can be thrown out of. Not much regular use for this, just something to throw out every once in a while.

j. 214B - Same as 214A, except Kohaku moves faster and goes further. Same as above, but this can be used to stay off the ground to avoid a ground based charge attack, such as nero's AD.
5.  EX Moves

236C - Description: Powerful sword slash. 2000 damage, 100% proration. Cannot be teched at all. Costs 100 circuit. Your primary ender for her double battou if you have the circuit for it, especially if you are outside a corner. It actually does less damage than if you used 236b b, but the guaranteed knockdown is more than worth it as you have all day to setup your plants. Can also be super cancelled if whiffed, to bait punishes.

22C - Kohaku summons a cactus that hits once while being thrown and then punches 12 times. First hit is 500 Damage, 85% proration. Hits 2–11 are 300 damage, 60% proration. Hit 13 is 300 damage, 60% relative proration, and wall slams. Drains 100 circuit. Locks that shit down pretty much anywhere. See plant setups for more details.

2222C - Kohaku throws out Johnny the fire-breathing piranha plant who was rejected from Super Mario Bros. 3. Shoots out 6 fireballs that don’t combo into each other. All hits are 800 damage, 80% proration. It drains 150% circuit. Air blockable. Long range lock that shit down. See plant setups for more details.
j. 214C - Kohaku drops all her bombs in quick succession. Long recovery, easy to shield, easy to punish, but in the rare case they somehow manage to get hit by this, you’re looking at a nice 3–4k damage just from this move alone. As Kohaku recovers, she can take action.

1632143C - Drug-on install, instant blood heat and super armor for the duration of the blood heat. Costs 100% Circuit. Slow startup and slow recovery is slooooooooooow. A very situational use for this is for when your opponent is pinned down by a cactus, but it shouldn’t be attempted in any serious match.

6.  Arc Drives

(MAX/Heat)41236C - Kohaku cosplays as Mr. Chin then flies across the screen towards the opponent and hits them 3 times. First 2 hits are 1200 damage, 3rd hit is 1600, and all hits have 100% proration. Final hit wallslams. Counts as a throw, so it can’t be dodged or blocked. If the opponent is in blockstun, has superarmor (Kouma 22C,) or invincibility frames, Kohaku will slide right by and smack against the wall. This is puts her in an air state, even when she hits the ground. I guess the invincible startup could be used as a reversal, buffered during your opponent’s superflash. Other than that not much use for it.

(Blood Heat)41236C - Same as Mr. Chin normal except she hits 11 times. Move goes too fast for me to track individual hits, but the total prorated damage is 4887 on White Len and 100% proration. Unlike above, however, Kohaku will push against an invincible opponent, and will begin attacking if the opponent remains in an unattackable state long enough. Tactically, the same as above. If your opponent is on block cactus lockdown you can do this just before the last hit of the plant and it will hit your opponent with full damage, it’s possible for them to jump out before the move lands on them though.

214214c - Kohaku and hisui do almost every move in their arsenal on their opponent, doing 4510 damage on White Len. There is no blood heat version of this move, but doing it in Blood heat will still run all your bar out. Otherwise it functions like a normal arc drive bar-wise, leaving you at 100% circuit in max mode and depleting all of your circuit in heat mode.A very damaging arc drive that can combo from 2b, hits 1-4 of 5c, and 5b. The most damaging combos, all damage values on White Len:
5c (1 - 4 hits) 214214c (5026 with 1 hit, 4983 with 2 hits, 4900 with 3 hits,4783 with 4 hits)
2b (2 hit) 5c (1 hit) 214214c (4757 damage)
2a 2b (2 hit) 5c (1 hit) 214214c (4238 damage)

63214c - Hisui does a gimped version of her arc drive, hitting 3 times. Each hit does 1000 damage, 1st hit is 90% proration, 2nd hit is 81, 3rd is 72. There is no blood heat version of this move, but it has different properties regarding bar usage. In blood heat it will take up approximately 25% of your bar, in max mode it will end the max but leave you with 200% circuit, and in heat mode it will deplete all your bar and leave you with 0%. This can be used as a reversal, and you can follow up with 5b into air combo at certain ranges.

7.  Last Arc

(Blood Heat)Ground Shield - Kohaku does a double slash that does 4800 damage. A fish comes out in the background along with some Kanji. Like any other last arc, not something you should specifically try for, but a nice little bonus when you ex shield an attack in blood heat.
8.  Strategies

8.1  Plant setups

Much of Kohaku’s wakeup game involves placing plants after a knockdown (kohaku's guarantee knockdown moves are ground throw, 2c, 236c). As soon as you drop a plant, your enemy has several ways to get out of it, and most of them are punishable should you guess right. Of course, putting your enemy in the corner severely limits their choices and thus makes it more likely you will guess right. This section will cover what the enemy can do and how you can punish it.

    22B

When you don’t have the circuit or don’t need the pressure 22c provides, drop that 22B.
Some ways your enemy will prevent getting hit by it:

    * Block: If you anticipate a block, throw them before the plant hits them (they will still get hit a few times by the plant while they are in the throw animation), or if the plant is actually putting them in blockstun, attempt to break their guard with high low mixups.
    * Backdash (midscreen only): Break out the finest combos and rushdown, because the opponent is ready for a broom beating in this state. Make sure to compensate for whatever lower or upper invincibility the opponent has after a backdash.
    * Jump out: Meaty anything while they are waking up.
    * Throw: If they are going to try to throw you, 5A/2A or jump out at the last moment and watch them eat plant.
    * Telports/Attacks with invincibility frames: Depends on the move, but you can generally block/shield and then punish them. Teleport moves such as nero's dash generally have terrible recovery time so punish that shit.

    * 22C

This plant will lock that shit down. They have very limited options (Invincibility frames/ teleport is the only one I can think of) if you get this in the right position on their wakeup, they have no choice but to block. If you are outside of a corner, cross them up and pressure their other side in an attempt to break their guard. Note that you must space yourself correctly in order for the cactus to be in proper position to hit them on wakeup, if you are too close the cactus will go over them.

    * 2222C

Hey Johnny, come on! This plant is for a less common occurrence, but it is very good at what it does. While the enemy is recovering (as in, they aren’t in a position to punish you) at long range, placing this plant will pretty much force them to stay off the ground. If they block it, they get shitloads of blockstun and pushback (watch out for shield bunkers). If they get hit, it juggles them up in the air for you to smack around. The fireballs don’t combo on hit, but there is no way they can escape on block without a shield bunker.

When you break their guard with any of these plants, focus on setting up another plant (preferably with a combo into 236c or 2c). Repeat until you win.
8.2  Combos

Butter and Bread

J.C/2A can be added to all of these as starters. All damage values are on W.Len.

    * 2B (2 hits) 2C 5C (1 hit) 5B j.AB j.BC (3422, 3788 with airthrow)’

Her easy anywhere air combo. If they are out of range skip the j.a. Can tech punish and extend on the ground if they don’t tech. If you want setup use J.C, if you want extra damage end with an airthrow.

    * 2B (2 hits) 2C 5C (1 hit) 5B j.BCA j.BC (3639, 3888 with airthrow)

An alternate Air combo with 2 reverse beats. More damage, more reverse beat.

    * 2B (2 hits) 5C (1 hit) 2C 236A 236C/236B B (3423 with 236C, 3526 with 236B B)

236C is the preferred move to end with if they are outside a corner, for the knockdown and plant setup. With 236B B you can tech punish or lay a plant if they don’t tech. Timing on both 236B and B is dependent on their falling speed/hitbox, so experiment and make sure you can hit that B when you throw it out, as if it whiffs they can ground tech forward and punish you.

    * 2B (1 hit) 2C 5C 236(b) 2A/5A 5C 236(b) 2A/5A 236a 236c (3277)

Corner loop with 236c finish. You will more than likely get enough meter from this combo to do the 236c 22c at the end, but if you don't you can do the 2a/5a 5c 5b j.bca j.bc ender.

8.3 J.C as an overhead.

One of Kohaku's deadliest weapons is her instant j.C overhead. This is the fastest overhead in the game, and thus almost impossible to block on reaction. How fast you need to throw out the j.c is dependant on the opponent's crouching hitbox, and some characters it just whiffs all together. For those characters it is especially important to learn Kohaku's fuzzy guard setups, they don't quite replace the instant j.C but are almost as good. See Fuzzy guard setups for more information.

Character specific information on Instant j.C (this is taken from Pishi Wiki):

Characters on which it is impossible to use j.C as an overhead:

    * Arcueid
    * Akiha
    * Akiha (Vermillion)
    * Hisui
    * Len
    * Neco-Arc
    * Neco-Arc Chaos
    * Mecha-Hisui

Characters on which you must input the j.C on the first frame of jumping for it to work:

    * Satsuki
    * Warakia

Characters on which you have two frames to input the j.C:

    * Ciel
    * Kohaku
    * Miyako
    * Sion
    * Sion (Tatari)

Charactes on which you have three frames to input the j.C:

    * Arcueid (Red)
    * Shiki Tohno
    * Shiki Nanaya
    * White Len
    * Kouma
    * Aoko
Characters on which you have all day to input the j.C:

    * Nero Chaos
     

One thing to remember is that (as with all charge moves), if you hold the button down for more than two frames, you delay the move for as long as you hold the button. So even if you time the input right against Satsuki or Warakia, if you hold the button down for more than two frames, the j.C will miss.

8.4 Blockstrings

Some useful strings to be done while your opponent is blocking. You can stagger any of these to punish pokes.

Starters:

 In brackets are the followup combos you should use if you hitconfirm by the end of the string.

1. 2a 2a 5c (1 hit)... [ 2b 2c 22b (no meter setup)] [5c 2b 236a 236c 22c (meter setup)]  [2c 2b 5b j.bca j.bc airthrow (damage)]

2. 2a 2a 2b(1 hit)... [use your BNB described in the combo section]

3. 5c 2b(1 hit) 2a 2c... [22b (no meter)] [236a 236c 22c]

4. 5b 2b(1 hit) 2a 5c... [236a 236c 22c] [j.bca j.bc airthrow]

5. 2c 2b 5c [236a 236c 22c] [j.bca j.bc airthrow]


Enders (may not be applicable to all the starters):

1. ...whiff 5a dash... Choose any of the following
a. Throw
b. Reset with any starter
c. 5b (hits jumpers and can be aircombo'd off of)

2. ...236[b ] 22c ( To punish jumpouts. If the sword hits, 22c gives you plant setup, if they block it makes it relatively safe)

3. ...236[a] 22c ( Overhead trip into plant setup)

4. ...214d 22c (Low hit into plant setup)

5. ...214b ( If the range is right, you can reset into another starter after this move)

6. ...214a (another anti-jumpout)

7. ...5a whiff IAD... choose the following
a. j.c/j.b reset into starter
b. fuzzy guard setup (see next section)
c. J.[c] whiff 2a

8.5 Fuzzy Guard Setups
These work on all characters, with the possible exception of the neco's, but who cares about them.

*(iad)j.b j.c(whiff) land instant j.c

A very tricky FG setup to be used while they are under plant lockdown. The j.b must be done very late as you fall, allowing you to react instantly as you land. As said before, this is especially useful on the characters who don't get hit by instant j.c.

*(iad)j.b dj j.c

*(iad)j.c dj j.c
 
* falling j.c j.b dj j.c

These are all much easier to pull off and similarly very hard to block should you train your opponent to block low after an iad j.c or j.b.


236
Kohaku / Re: Kohaku Videos
« on: December 21, 2007, 07:43:19 AM »
Psylocke is refering to when Kohaku dash shields len's black cat, then cancels the shield into 214b (around 1:40). Seems like the broom retains the momentum from the dash after a dash shield.

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