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

Messages - Ultima66

Pages: 1 ... 3 4 [5] 6 7 ... 15
101
Shiki Ryougi / Re: C-Ryougi Thoughts Without a Thread
« on: August 27, 2009, 01:05:38 PM »
I find it odd that he's ending the combos with a wallslam, I presume an airthrow is also possible.
It's a combo video and j.236B does more damage. Other than that yeah there's no reason you can't airthrow.

102
Riesbyfe Stridberg / Re: Riesbyfe Strategy and Tactics Thread
« on: August 27, 2009, 01:03:00 PM »
I don't know if this has been mentioned before but Rief's 6B can deflect Ciel's blades:

http://www.youtube.com/watch?v=4ABPkOxhMfk

I'm more interested in why Ciel's EX Blade Sinker failed at 3:28
C/H Ries 236 have guard points just like Tager's 421B and Bang's D moves in BB. I believe both A and B automatically guard all mid attacks for the duration of the charge, and 236A blocks overheads while 236B blocks low attacks.

103
Satsuki Yumizuka (Yumiduka) / Re: Sacchin Actress Again
« on: August 24, 2009, 03:03:44 PM »
Quote
Obviously the 623[A] 623A can be replaced by 623[A] 623C or 623[A] 421A/B if you want.

Don't forget 5C 623C for the other corner mixup.
Oh yeah you should 5C if you're not going to continue the combo after 623C. If you want more damage 3C 623[A] 623C 2C 3C 623[A] 421B probably does the most.

104
Satsuki Yumizuka (Yumiduka) / Re: Sacchin Actress Again
« on: August 24, 2009, 01:41:33 AM »
Does anybody know what H-Sacchin bnbs are?  I've seen people trying all sorts of different stuff but I'm not really sure if a consensus has been reached for what you're supposed to do.
Uhh.....I usually just do:
2B 2C 5B 5C jb jc djc throw 3247 dmg to chaos
6AAA 5C jb jc djc throw 2789 to chaos (pathetic, but meh.)
[jC] [jC] [5C] 623C 5C jb jc djc throw 4734 to chaos
Airstrings can be pretty complicated with relaunch and stuff, but for groundstring, you should pretty much always be doing any sort of confirm into 5B (2A 5B or j.C 5B, with 2B in there if you're close enough), and then depending on distance:

-(5C) 2C 3C 214A airstring, if you're too far omit 5C, works at any range you can confirm 5B
-5C 5A 6AA 2[C] 3C 214A airstring, needs to be varied for some characters, works close enough that 5C 5A will hit

The 5A 6AA combo doesn't work for Mecha Hisui, Vakiha, and Vsion, but you can make it work simply by not charging 2C. It will do less damage, but it's still the most useful high damage combo that can be done essentially anywhere. 2A 5BC 5A 6AA 2[C] 3C 214A j.BC j.BC j.throw does over 5000 damage to Nanaya easily, and j.C 5BC 5A 6AA 2[C] 3C 214A j.BC j.BC j.throw does something like 6300 damage on Warachia. For the airstring I don't know the relaunch combo but if you have trouble landing the first j.B you can j.AC j.BC for slightly less damage but it's easier, and I know for a fact j.BC j.BC ad. j.A j.throw works for a little extra damage. Magikarp9 also says off of j.C you can do 5A 6A 5B 2A 5A 6AA 2[C] etc, but that's a lot harder to do. First combo does 4098 on Nanaya off 2A, 4673 off j.C. Second combo does 5204 off 2A, 5945 off j.C.

Also C Sacchin has this little gem in the corner:

5[C] 2[C] 2C 3C 623[A] j.[C] j.[C] 2[C] 2C 3C 623[A] 623A

Meterless combo, very likely to get confirmed because it's off an overhead, and the damage is insane. This combo breaks 7000 damage on Vakiha, and around 6000 damage on most characters. It's also ridiculously hard to time the 2[C] 2Cs, so get practicing. The good thing though is that it's really easy to fake the overhead and just do 5{C} 2C and go into bnb off the 2C. Obviously the 623[A] 623A can be replaced by 623[A] 623C or 623[A] 421A/B if you want.

105
Melty Blood Auditorium / Re: PS2 MBAA Arcade->Original Balance Changes
« on: August 22, 2009, 07:02:24 AM »
If I'm correct, Kohaku's 22222c used to dizzy people on hit? Cuz if it did, now it doesn't, instead it just leeches life.
lmao, so this is the second time they changed it

i recall them changing it in verA, and now they change it again in original



I think it poisoned in ver A, and they didn't change it again. People just didn't notice it didn't dizzy any more because no one uses that plant.

106
I think it's when you play Boss Rush sometimes Archetype Earth just decides to show up and if you beat her you unlock her.

107
Wallachia (Warakia) / Re: Warakia Actress Again changes
« on: August 21, 2009, 07:39:35 PM »
Apparently that mysterious 214 for F-Warachia not only sucks blood like okuhoshi said eariler, but it also gives you AND the other guy meter. You get more meter though thank god.
So it's like Flame Pit but crappier in every way. Sounds great.

108
Len / Re: F-Len's Reflecter
« on: August 21, 2009, 07:38:24 PM »
It only reflects half mech lasers but not full/crescent? Or is 236 something else for half mech?

Also any idea what happens if a multihit projectile that goes through you hits then touches the reflector? Like what happens if you get hit by Warc Geass Ring and then it passes through you and there's a reflector behind you?

109
Nice guide, but is thre any way to tell where the pcx2 plugins are stored?

I want to put those updated ones in but can't find the folder for love nor money.
By default C:\Program Files\Pcsx2\plugins

But you can dump all the plugins to wherever and point pcsx2 to the plugin directory in the config.

110
Satsuki Yumizuka (Yumiduka) / F Moon vs C Moon?
« on: August 20, 2009, 07:13:40 PM »
So now C isn't like F but pretty much better in every way since F is the only moon that can do 623A mixup.

Pros of F:
-22A/B are great. Also you can gimmick 22B and cancel into 623C if they jump out. 22B also combos into 623C if it hits too.
-You get 623A mixups.
-Shield Counter is nice.
-236[A] is sort of cool (just does a hop forward, leaves you free to do whatever after hop)
-236C is great. Time freezes when she is leaping, so will CH and pass through tons of stuff. Not any slower than crescent 236C despite the hop animation, I checked that you can easily do the same 5C 236C link.
-2A hits low.

Cons of F:
-No dodge or airdodge.
-Crappier 5B.
-Full can't activate whenever.
-No 2C 5C in combos.

Will add more later or something.

111
Melty Blood Auditorium / Re: PS2 MBAA Arcade->Original Balance Changes
« on: August 20, 2009, 06:45:19 PM »
Crescent Satsuki: 623A grab groundtechable now

j.[C] j.[C] after 623[A] launch prorates more. I don't know how it works exactly. Correction value after 623[A] in arcade balance remains constant and 41%, each j.[C] lowers correction value a bit in original balance. This probably applies to all styles.

EDIT: Just checked with Full Moon. 623A in Full is not ground techable. That is a Crescent only change. Damage scaling change applies for Full as well.

112
in that youtube video with the combos it looks like the player is doing something like 2A,2A,2B,into One Two, into 623B-236A which launches them but i tried this and 623B comes out too slow after the One Two move so I'm kind of confused. I can combo 623A off of it easily because it's much faster but 623A doesn't have the 236A followup to launch them (where you can jump cancel and do the BEJC combo) so could you let me know what is going on in that video because I can't figure it out on my own.  Also, are there any other ways to combo into 623B?  Thanks.
I don't know if it's what you're looking for but doing 6ABC 214C does a different followup that looks like her 623B.

113
Satsuki Yumizuka (Yumiduka) / Re: MBAA Crescent Satsuki Reference
« on: August 20, 2009, 02:11:24 PM »
GREETINGS, FOR A BIT OF TRIVIA, YE OLDE 4-WAY MIXUP EXISTS IN MBAA.

I've found that the timing is a bit horrible off of dunk, but you can setup a very simple variant by doing, with your back to the corner and you close to it:

5B 2C 5C 623[.B] 5B 623C 2C 3C 623[A] 9[C] into 4 way.

Why would you do this though? You can just continue the combo into double j.[C] dash 2C 5C 623A and get a sort of mixup.

By the way 623[A] j.[C] is a 1f link according to Choco.

EDIT: HAY GUYS TESTED DIFFERENCES BETWEEN ARCADE AND ORIGINAL BALANCE AND j.[C] j.[C] DOES LIKE 200 LESS DAMAGE NOW AND 623[A] IS GROUNDTECHABLE.

114
Shiki Ryougi / Re: C-Ryougi Thoughts Without a Thread
« on: August 20, 2009, 08:12:47 AM »
Dammit I suck too much at fighting games to land that consistently fucking tight 236B into 5B timing.

115
Still fucking playing Sacchin unless I can't practice enough to do her combos. Then I'll day 1 Banana Shiki.

EDIT: Don't know what moon yet. All of them have things I sort of like. Probably Crescent though.

116
Kohaku's Video Room / Re: 2009 MBHP 3on3 series
« on: July 09, 2009, 04:37:08 PM »
Videos upped since last time

2009/6/13 tournament
http://wikiwiki.jp/mbhp/?2009%2F6%2F13%20%C6%EE%B1%DB%C3%AB%A5%D3%A5%C3%A5%B0%A5%EF%A5%F3%CD%BD%C1%AA
http://www.youtube.com/view_play_list?p=C76B2869F781FB1A
1st - Yoshino(H-Len), SAT(H-Nero), Leo(C-Warc)
2nd - Shishido(F/C-Sion), Hirata(H-Shiki), Kiriya(H-VSion)

2009/6/14 tournament
http://wikiwiki.jp/mbhp/?2009%2F6%2F14%20%BA%EB%B6%CC%A5%EA%A5%F3%A5%EA%A5%F3%CD%BD%C1%AA
http://www.youtube.com/view_play_list?p=F2193CC2CD8DDD6E
1st - Kyou(F-Warc), Kurenai(F-Kouma), Narusora(C-Shiki)
2nd - Rin(H-VSion), Kurarin(H-Shiki), Asagiri(H-Akiha)

2009/6/20 tournament
http://wikiwiki.jp/mbhp/?2009%2F6%2F20%20%A5%D1%A5%BD%A5%D4%A5%A2%A1%BC%A5%C9%C5%EC%B5%FE%CD%BD%C1%AA
http://www.youtube.com/view_play_list?p=939622916FEA3229
1st - INOSHI(F-VSion), KAZ(C-Kohaku), T.I(H-Shiki)
2nd - M-Shi(F/H-Satsuki), Yutori(H-Sion), Jin(C-Hisui)

2009/6/27 tournament
http://saikyou3.web.fc2.com/kekka6.html
http://www.youtube.com/view_play_list?p=92F31DE5615A3A19
1st - Mami Gotou(H-Kohaku), Tsuji Azuki(H-Shiki), Kago Airi(F-Miyako) (lol JAV team)
2nd - Sora(H-Akiha), Maruyan(C-Mech), Udonge(H-Nero)

2009/7/4 tournament
http://wikiwiki.jp/mbhp/?2009%2F7%2F4%20%C8%AC%B2%A6%BB%D2UFO%CD%BD%C1%AA
http://www.youtube.com/view_play_list?p=510A351DCC6B7DA3
1st - Jamu(C-Wara), Zakuro(H-VSion), Hirata(H-Shiki)
2nd - M-Shi(C/H-Satsuki), Jin(C-Hisui), Yutori(H-Sion)

I think it says something about how many players are on similar levels with each other for this game when the only team I see more than once in the grand finals there is M-Shi's team, and they didn't even make 1st place either time.

117
White Len / Re: MBAA White Ren
« on: June 15, 2009, 08:56:22 AM »
H-Moon can do a 5.1k meterless combo on Len starting with 2A. Isn't H-Moon's damage output kind of high?
Half is another generic rushdown character, except her air normals are bad.

118
Shiki Tohno / Re: Important question about 5A whiff
« on: June 14, 2009, 10:55:05 AM »
I never actually got it. The aircombo does work even if you don't whiff 5A after 5BB, unless it's more general when you whiff and only works in certain situations/on certain characters when you don't.

119
Shiki Nanaya / Re: WARUINE THREAD
« on: June 12, 2009, 08:52:50 PM »
IIRC Full Nanaya's 2A hits low.

120
Shiki Tohno / Re: This is what it means... to chopchopchop?
« on: June 12, 2009, 09:17:12 AM »
no one cares about mugen

121
Shiki Nanaya / Re: WARUINE THREAD
« on: June 12, 2009, 09:15:43 AM »
Tier list means something. Assuming equal skill, a character in a higher tier will win more often than a character in a lower tier. That means something, not necessarily much.

I don't consider F Nanaya low. He's one of the few characters that has players in every style. And yes, the tier lists are always debated on between people in the Japanese community all the time. Some people split up Akiha styles, some don't. A lot of people put Wara on the high end of characters, the one that was posted puts him on the low end. Just a quote from one list on the JP BBS doesn't give an idea of what everyone is thinking.

122
Ciel / Re: MBAA: C/F Ciel Thread (ver.A)
« on: June 10, 2009, 07:32:24 PM »
http://www.youtube.com/user/T3574M3N7#uploads/0/_uhI570Y_AA

Nice combo and crossup after at starting at 1:37

After seeing that vid, I would like to quote a post in the MBAA thread.

I should've been more specific. What I meant to say was how can they block the knife on the ground, but yet get hit by the shadow still?

We have a framedata topic... j/k I know it's a bitch to try to figure out what move is what and it took me a bit of pain myself to look it up.

That attack is retarded. I never would have known if I didn't look it up, but the knife can be blocked in all positions, the wave hits low. It can't be airblocked or blocked high. The knife itself is a 1000 damage knife, the wave does 100 damage, no red or guard damage on block, 17f blockstun like normal, and holds the opponent in a stun state on hit.

Wow what the fuck that sounds like some Eddie unblockable shit right there.

At 1:53, didn't Wara block the wave high?

Looks like it. Framedata says low. Lokanas also says it hits low from testing. I don't know what exactly happened.

123
Allow me to post something more related to the game.

http://www.nicovideo.jp/watch/sm7257130

At 6:44, H-Shiki is in Heat but while being combo'd by H-Sacchin he does not spark. Any thoughts? I think it has something to do with the combo starting from a throw-property move ie Ex-Air Grab.
You won't spark during a combo if the first hit was something that doesn't cause a spark. What defines that is a little iffy. Double counterhits will never cause you to spark, so if you trade with Aoko starmine while you're in the air for example, Aoko can get a combo off on you that way without you sparking. Throws don't either, but I don't know what determines it exactly, because there's obvious "throws" that will just not cause a spark, but at the same time things like Sion's whip has throw properties (if it didn't there would be no way for the whip to cause the opponent to be in a standing state when they're hit OTG or from the air) and I think that will cause a spark. Other circuit sparks don't cause autospark, and I don't think heat activate does, but neither of those can be comboed off of.

EDIT: I don't actually know why double counterhits are made to not spark after the first hit. Double counterhits don't cause spark because if the trade is in your favor the spark would not let you follow up immediately, and it would screw up your combo. Throws don't ever spark because there could be some really glitchy stuff that would happen if some throws were sparked, and I don't know if the game has a real way of indicating which hits in a combo are from multihit throws and which hits are just from a followup combo to the throw.

124
Kohaku's Video Room / Re: 2009 MBHP 3on3 series
« on: June 07, 2009, 10:28:13 AM »
Hato is hella imbalanced, yo.
I swear H Tohno players make up combos as they go along. I saw Hato do combo into 5A 6AA 6[C] IAD j.C land rejump or something. And there's all sorts of various 22[A] and 6[C] combos that you almost never see but the players know how to do them anyways.

125
We should keep doing what we always do and have people ask about framedata then make me look it up for them :(

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