Hey everyone. I'm new here and I've been playing MBAACC casually with my local fighting game group, currently focusing on H-Sion because I kinda remember her from MBAC. I have a few questions if you don't mind.
1) What's the notation for the whip loop used in this video? http://www.youtube.com/watch?v=OWsNoiUMU3Y&feature=related. The only BnB video I know of is this one: http://www.youtube.com/watch?v=FyAe9g_mV2c
2) How hard are the j.C air combos? Are they like SSF4 2 or 3 frame links, or are there other factors that I don't know of?
3) Is it always safe to use 236a as a blockstring, or does it only work when, say, it follows a 5C rather than just a bunch of jabs or 6a's? We're all pretty scrubby in my group and people jab out of pressure and dropped combos a lot.
4) Should I be comboing differently in the corner or should I just try to keep them in the corner? She has a move that I never use that seems good for corner stuff. I think it's 421C.
1. Which combo? What time?
2. They're harder. They involve precise timing in lots of it's attacks. Precise cancels, height recognization, number of hits knowledge (gotta know what is possible since the number of hits changes the gravity and the hitstun) and some more stuff I might be forgetting.
3. Always, if it's predictable, it's punishable. 236A is not a hard move to punish.
4. H-Sion has her happy whip loop combo. It's the best choice in most of the cases (unless you want to do more damage to kill). Her loop combo is:
starter -> 2B 5C 6AAA 214B dash 2A 5B 2B 5C 6AAA 214B dash 2A 5B 2B 5C 2C 214A
You can't use 5A before 6AAA or you can't use 6AAA (it's actually 5A 6AA). You also can't let the number of hits pass 24 or 214A wont do a hard knockdown (you lose the momentum, which is the most important thing in Melty Blood).