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

Messages - Ultima66

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301
Melty Blood Auditorium / Re: Tougeki SBO'08 - Discussion
« on: August 16, 2008, 09:17:15 PM »
Kubo team, both Miyako/Ciel teams, and Len/Kohisui team is top 4.

302
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: August 16, 2008, 12:44:29 AM »
rather than psychic DP's i perfer psychic 236A/C cause that can abuse so many weird hit boxes on ppl's attacks, plus it normally knocks them back if they block it so its decently safe, but the C version will cost you.
From what I've been doing psychic 623A is good for SOME jump-ins, though getting 22A/22C counterhit is probably better. 623B is slower but if you anticipate it works and will do good damage.

I have been seeing the merits of 623C though. A lot of times you can just read your opponent and know when they're gonna try to jump out of your blockstring, and 623C is really fast and unless you get hit or they're not in the hitbox of it it WILL land. The range itself is HUGE (it will vacuum them out from the deep top corner when you're in the opposite corner - go find Sabator vs Sprint and see how far Sprint lands his 623C at the end).

Random 236As are pretty good, and will grab pretty often. Random 236B is only good if you don't overuse it and train the opponent to not expect it. 236C in my experience (despite me throwing it out randomly pretty often) is NOT good. It's slower than 236A by far and in fact slower than most of Satsuki's attacks that you might be able to throw out for a middle-ranged counterhit. The superflash doesn't help at all. Only use it when in MAX to get the most damage out of a combo or to counter very slow ground attacks. If you backdash out of something like Wara 5C, then maybe you should use this and it won't get blocked. Otherwise, it's slow and won't hit very often. Essentially it's like psychic 214C, but you can't trade with it and it has less range. 214C you throw out hoping to trade a slow attack to get out of the corner. 236C only works on SLOW attacks and it's much easier to get hit out of and punished.

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Satsuki Yumizuka (Yumiduka) / Re: Sacchin Vid Thread
« on: August 12, 2008, 01:50:33 AM »
I was browsing a MBAC playlist when I stumbled upon this:

http://www.nicovideo.jp/watch/sm2554943

It's not that great, but there is something I noticed that I hadn't seen before (maybe since I started playing Satsuki a lot I start to notice cool stuff I miss normally): The Sacchin player does the meterless 2C (a little pause) 5B 214A j.throw combo, which lets you go straight into 4-way mixup while completely avoiding the normal 623C loop or j.[C] which never hits. Obviously Satsuki goes through meter very fast, so there will be times you won't have meter, and her 4-way is the strongest part of her game, so I was wondering if that combo is a good idea. It does more damage than 2C 5C 623B then cut off for mixup that people used to do, and the only thing that brings it down is the reverse beat, which I think is more negligible for Sacchin since she doesn't rebeat in her normal BnB so it's less likely rebeats will stack and give a long-lasting heavy penalty like it could for some characters.

As for some of the other things that player does, I don't understand why he doesn't put in a 214A before the j.throw in his normal BnB. Could someone explain or is it just a "I don't want to screw it up and I learned it this way" thing, because I can't figure out the timing to actually do 2C 5C j.throw omitting the 214A after learning the combo with 214A.

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Satsuki Yumizuka (Yumiduka) / Re: A few questions
« on: August 11, 2008, 11:56:53 PM »
You really have to DELAY the 5C after 2C to end the combo. I keep forgetting.

I'm getting it, but still dropping it a lot too. Invalid airthrows that are too high and missed 214As abound. I'm actually getting the positioning for superjump, but realizing that it's not consistent for each combo, but related to how high you throw, so...

I still find it hard to land the backdash j.C, but now it's because I'm backdashing too early and not because I'm positioned badly, so progress.

Also I played like 6-7 games with my friend's Hisui today and didn't lose with Satsuki at all, but it's not because I'm so much better that he's just off today. He was not being nearly as aggressive in getting out of blocking as he usually is and it was fairly easy to break his block whereas usually I end up eating pokes while trying to put together a blockstring and getting comboed for free. And of course getting easy wins says nothing about how far I've come.

I do find it interesting how Satsuki has, not necessarily the hardest in terms of executing it, but most strict BnBs in the game. The timing on a lot of stuff is strict, like generally hitting whatever attack you use to OTG too early will cause it not to register at all, then when you realize it it's too late to hit them, whereas a lot of BnBs have pretty loose timing, and the fact that it's so integral and the last part is probably the hardest to time. Mistime the last part and you lose the 4-way mixup, and that's a HUGE loss. And unlike Ciel, whose hardest part of her BnB is the 5CC cancel in the beginning/middle of it and getting them into the air means it's much harder to screw up, Satsuki's BnB is easiest to screw up right at the end. I do find it a lot of fun learning her though, so I'm not complaining.

305
Satsuki Yumizuka (Yumiduka) / Re: A few questions
« on: August 10, 2008, 03:17:57 PM »
Thanks for the answers. I've been practicing the bnb and it's getting more consistent now. The thing about the 4-way is I still can't really tell how far to walk. I walk forward a little but it seems it's never far enough and air backdash j.C comes just a little short. Well that's just practice, since there's no easy way to say exactly how far the distance is. I'll keep working on it.

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Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: August 10, 2008, 03:02:06 PM »
So guys when you're in high max I just realized you can throw out 5B 5C 236C 2C 5C 623C...

It does a ton of damage and leaves you at 200% if you go into 2C 5C 214A j.throw (over 5000).


If you're going to do a combo with 200% meter make sure it does at least 6k. Or else you're wasting it.
Eh j.C 5BC 236C 2C 5C 623C 2C 5C 214A j.throw does 5.8k to Sion (with pretty much average defense) and can be done starting at about 80% MAX safely. Technically it's only using 1 bar if you're in MAX and the only reason I suggest it is because it does more damage than just adding an extra 623B...623C to her normal bnb if you're in MAX and finishing the combo would bring you out of MAX if you only use 1 bar because of the amount of time to combo and oki. 236C into 2C 5C 623B and her normal bnb does over 6000 damage but is really hard to fit both supers in the MAX time frame unless you start in the upper 200%s and go into MAX from the j.C 5B 5C.

Again, I don't know if it means anything, but it IS a better alternative than simply relooping 623C twice if you're doing that while in MAX to maximize number of supers while in MAX.

307
Satsuki Yumizuka (Yumiduka) / A few questions
« on: August 10, 2008, 10:23:39 AM »
I need a few questions answered because I decided to start playing this character more than Kouma now.

1 - What do you do after j.throw to actually go into 4-way? I know you have to take a step in some direction and superjump, but don't know what direction or the timing of the superjump. Also is there a way to get j.throw more consistently after 214A? I've seen people write j.C j.throw in her combo but don't see how that works since even trying off a j.[C] bounce there's no way to hit with both j.C and j.throw, never mind off the strict timing required after 214A.

2 - What are the uses of her 22 attacks? I know 22C is like 214C as there's a few wallslam combos that can be done with them if you have the extra meter, but how important are they? Also is 22A or 22B a better defensive move? How to land a combo after a air/ground 22A/B, with or without counterhitting?

3 - Does 214A have any uses in blockstrings? It looks like there's massive disadvantage on block and even on hit there's disadvantage unless cancelled into a jump. Or are you always supposed to jump cancel it?

4 - Is there a way to ensure connecting the ground loop from j.B or j.C? I know counterhit j.B in the air is untechable, but a j.B hitting someone while they're on the ground doesn't seem to stun them long enough to hit with a ground attack. Also j.C will sometimes go into a ground attack for me if I was low enough when doing the attack, but if I was too high I'll land too slowly and they can block again. Right now after a j.C I tend to use 2C, so would doing 2A 5B 2C 5C guarantee the 2A to combo off the j.C?

Also a bit of general help. I actually can beat my friend's Hisui with my random Warc thanks to a great j.B range, blood rings, and really fast 623C as a reversal, and sometimes with my Kouma depending on how well I can get him with throw mixups, but I can't with my Satsuki. Approaching by air is hard for me because Hisui's j.C has a lot of range and I can't do much about Stuff-fu. A lot of time I can shield Stuff-fu and then take a combo anyways because of the cooldown on the shield, and Satsuki can't approach things from the ground, where I could try to simply shield into attack, but I'm never close enough when I shield in the air. Also I can't read his Hisui well with shielding in general because he tends to not j.C when in range going up during a jump and instead opts to double jump away and try to land j.C at pretty random times. I whiff shields a lot because of this and how slow Stuff-fu comes out sometimes (I have tried to shield and whiffed then gotten hit with it when if I had just used a j.C I could have hit him and gotten ch). And naturally when I don't have an extra jump and he throws out AD there's usually nothing I can do, especially with a character that stays in the air as much as Sacchin. What approach should I take here?

308
Melty Blood Auditorium / Re: Am I doing this MBAA Loke shit right?
« on: August 10, 2008, 10:00:19 AM »
wtf

i want my sacchin vids with her new attack that's supposely slidehead (lol)

Ditto.

I want to see if 4-way is no more. If it is she's going to need some serious buffs in other areas. She'll probably end up as a more interesting character though.
You can't assume stuff being weakened is a debuffing of a character. First of all like it's been demonstrated with Kouma she may now be able to actually do air combos to make up for no more OTG loops. Also she may not have to rely on her air dashes and have different oki strings because they may have given her a decent dash.

HEYHEYHEY

Those things you mentioned? Those are/would be serious buffs.  :psyduck:
It depends on properties of moves. They could just make her another Nanaya - generic normals for pressure, simple ground -> air bnbs.

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Melty Blood Auditorium / Re: Am I doing this MBAA Loke shit right?
« on: August 10, 2008, 01:30:41 AM »
wtf

i want my sacchin vids with her new attack that's supposely slidehead (lol)

Ditto.

I want to see if 4-way is no more. If it is she's going to need some serious buffs in other areas. She'll probably end up as a more interesting character though.
You can't assume stuff being weakened is a debuffing of a character. First of all like it's been demonstrated with Kouma she may now be able to actually do air combos to make up for no more OTG loops. Also she may not have to rely on her air dashes and have different oki strings because they may have given her a decent dash.

310
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: August 07, 2008, 12:27:36 AM »
So guys when you're in high max I just realized you can throw out 5B 5C 236C 2C 5C 623C...

It does a ton of damage and leaves you at 200% if you go into 2C 5C 214A j.throw (over 5000).

Actually if you JUST hit max and go into 236C you can do 2C 5C 623B... for even more damage. By the time you do 623C if you just entered the combo at max you'll still be in max and leave yourself with 200%. Anyways it's fun to mess with. Her other combos with 2 supers tend to either do less damage or be so long you won't be able to stay in max for the use of both supers while in max to stay at 200%.

311
Kouma Kishima / Re: Actress Again Kouma Discussion
« on: August 03, 2008, 05:20:30 PM »
Well before you get onto his pokes getting weakened, it should be noted that everyone's pokes are weakened to my knowledge. They no longer want the whole game to be 2A. Like a lot of Kohaku's long range pokes are shorter range, Wara has no nails in some style, etc.

312
Shiki Nanaya / Re: Corner 623c Ender
« on: July 25, 2008, 05:13:45 AM »
When i play nanaya I keep using meter though o_O...
Using meter for what? Arc drives never hit against players, and besides that he has 2 EX moves total. Unless you spam 236C or something, which you should never use at all, 623C is the only EX that Nanaya can actually use.

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Satsuki Yumizuka (Yumiduka) / Re: What to do after 623B
« on: July 05, 2008, 11:18:15 PM »
How do you j.C j.throw them? I can get 1 or the other, but not both. I thought Sacchin's aerials couldn't be cancelled by dash/throw.

314
Satsuki Yumizuka (Yumiduka) / Re: What to do after 623B
« on: July 05, 2008, 05:42:11 AM »
For NA and NAC you should try 5B 214A j.AT? I don't know and don't feel like experimenting with stuff right now. It's a good beginning of the list for sure. I haven't touched MB in a while though, and don't feel like messing with stuff right now, but when I get a chance this list will be a really good tool.

And of course it's not like Sacchin can't combo without 623B. The health on NA and NAC is low enough that going straight into the 623C is still really damaging, and what I did as a super noob before I knew you could OTG from 623B.

315
It wasn't ethanol it was a comment about automobile producers using more expensive low emissions parts. Sean Hannedy, if I'm not mistaken, had talked to an automobile producer and asked him what his biggest concern was, and it was that they were losing money from using overpriced parts. Hannedy asked the man why he didn't just use higher emissions parts, and his reply was that people didn't buy them. Hannedy claimed the idea of global warming being caused by emissions was a scam by democrats to destroy the automotive industry by bankrupting the producers and brainwash the masses into believing they're doing the right thing by throwing away money.

316
Melty Blood Auditorium / Re: cutom AI diffuculty...
« on: July 02, 2008, 04:26:54 PM »
He can get a keyboard to work in an arcade machine?

And anyways if you really wanted to try it's not impossible to make perfect AIs, but they'd break down the game to the point where there actually are perfectly defined tiers and matchups. Basically, if there was a perfect AI, there would be no purpose for overheads and the like since they would always be blocked correctly, tick throws would always be jumped out of, etc. It would then just be a matter of whichever character has a perfect trap will always win, and any matches that don't involve perfect traps will be entirely decided by who can deal more chip damage in the time limit.

317
Rush Limbaugh lost all my respect when he called on Republicans to vote for Hilary to sabotage Obama's reputation by prolonging the primary.

And I'm far left and my dad is far right so he listens to republican radio shows and I hear what they say. A lot of the views are based on differing principles in what you think should be right or wrong (Obama being friends with people who are anti-American and Muslim extremists bothers some people a lot, alright), but then there's stuff from the right I find pretty annoying, like I heard the claim that "environmentally-friendly" was a left-wing scam to fool customers into buying their overpriced products and screwing over companies in the process, hurting the economy.

Not to flame the right-wing, because I feel all the arguments based on actual opinion are very valid, and I know democrats slander as well, but I'm kind of just venting about how some of this influence is carried out.

318
Satsuki Yumizuka (Yumiduka) / Re: Satsuki help
« on: July 02, 2008, 01:33:48 AM »
623A isn't good for AA because there's no way to combo out of it. 236A I'd avoid for the same reason.

As for 623C/236C, those can be comboed out of for a lot of damage if you use them as AA/reversal. 623C is really good AA (not that Satsuki has any shortage of AA) but 236C is risky because if it's blocked it leaves you at a disadvantage and it's not actually that fast to start up. If you know they can't block it, it'll do a lot of damage, but it's one of those things you don't use too much, like her j.[C].

319
Satsuki Yumizuka (Yumiduka) / Re: Satsuki help
« on: July 01, 2008, 03:53:20 PM »
I didn't really understand that stuff Ultima put at the end, but he is right don't really try to spam her 236A/B/C grab like she is kouma or something, just learn her BnB which normally falls along the lines of    2A(A),5B,(2B),2C,5C,623B,5B,623C,2C,5C,214A,j.grab   , there are proably more damaging varients but this one is easy and works on most chars, for some chars the 5B OTG will not connect some other threads have what you are supposed to do.
What I meant was if you play other characters you'll know how bad trying to finish a BnB when they block can be. Kouma's 6C leaves you pretty open, Aoko's 123 leaves you open for baras, Sion's 3B leaves you completely open, and so on. With Satsuki if you don't accidentally 623C you're not leaving yourself open.

Oh yeah as was said don't dash with her. I DO dash with her on occasion but there are reasons for it. There is one combo with her j.[C] into 5[C] that you HAVE to ground dash to connect, and I do it when they're close enough that they're just at the tip of the ground dash and go into 641236C since it DOES cancel from ground dash and it's a fast throw that does about 2500 damage and heals you like 1000 too.

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Satsuki Yumizuka (Yumiduka) / Re: Satsuki help
« on: July 01, 2008, 04:44:24 AM »
You should learn the loops and how to cut them off/go into mixups. Also you don't really aim her throws. They aren't that good for counters and her ground throws for the most part aren't good. Rather than using her 236A/B/C you should usually just stick to attacking or 641236C or her normal throw. There are times when you want to use 236B because despite the fact it's so slow it can throw off people, but other than that, her 236C is really not good, since it doesn't have good range and is actually blockable.

Her BnB is the most important part, though, and especially since it's so different from other character's BnBs and you have to know which characters you can actually connect a OTG 5B onto and which ones you can't. It also directly leads into an amazing mixup and the moves in the BnB itself are powerful already, like the lead-in 2C. Unlike some characters, you can't really screw up the BnB by having the first few hits blocked and accidentally hitting the wrong attacks since 2C 5C if you led in with 2B is to my knowledge safe, and inputting 623C right after in my experience won't actually cause you to do the 623C and leave yourself open.

321
Melty Blood Auditorium / Re: cutom AI diffuculty...
« on: June 30, 2008, 05:25:57 AM »
When I first saw it I thought it was a string you did out of a reversal when you're blocking.

322
Kohaku's Magical Garage / Re: EX cancel
« on: June 25, 2008, 07:16:10 PM »
EX cancelling could mean 2 things. Most attacks you can cancel just by doing an EX and the delay will be cut off the first attack. Most attacks can be cancelled some way, but a lot of them can only cancel into EX moves. It could also mean something specific to Akiha's 623C, which is that the attack can be stopped midway and be cancelled into other moves unlike almost any other EX move. You don't have to let all the hits connect to go on doing whatever during a Akiha 623C.

323
Kohaku's Magical Garage / Re: Tiger Knee help
« on: June 25, 2008, 07:13:18 PM »
Well if all else fails just simply holding 2 for a second seems to always work for me.

324
Melty Blood Auditorium / Re: Last Arcs?
« on: June 22, 2008, 05:47:18 AM »
Once again, your capabilities to tell such amounts of crap amaze me. I have YET to find a SINGLE fighting game that I haven't found ALL I need to know in GameFAQs. The community, I'll concede, is another matter entirely, but the site itself is the best single resource to get complete guides on ALL kinds and genres of games.
We can tell by watching your replays.

325
Satsuki Yumizuka (Yumiduka) / Re: Why the Hate?
« on: June 21, 2008, 08:36:00 AM »
I don't see what makes Satsuki not higher tier than she is right now. She has a really strong mixup, and it's not like there's any lack of pros that main her with a lot of success.

Maybe it's Denpa's secret strategy of making himself look even better because he can say "I'm so good I win with a shitty character."

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