Eternal Fighter Zero

Just think like Guilty Gear… FIC = FRC. Same deal, same applications as well it seems.

I think the name is Feint Instant Charge. What about agreeing on terminology?

I propose:

IC = Instant Charge (regular)
Full IC = Full Instant Charge
FIC = Feint Instant Charge

Nah it’s Flicker Instant Charge.You can check Yunari’s faq or the manual page if you don’t believe me.

Well, I believe you. I came up with “Feint” from memory, which is not as good as Yunari’s FAQ.

Another proposal is this:

IC, RIC, FIC.

RIC for Full Instant Charge, the R meaning Reinforce (also called RF - the name of the bar used for IC/Ex moves).

Anyways, the timing of the Mishio combo is a bit hard to get used to, but once the timing is grasped it is easy to do. The hit effect of a jumping B right after a dashing C sends the opponent too high, so you have to do the first jumping B at the top of the jump arc. The rest is easy after that.

If you got a full RF, you can do the following:

launcher > j. B > dash > j. B > land > B > jump > j. B > dash > j. A > j. B > RIC > land > C > j. B (loop restarts) > dash > j. B …

That could be good enough to send the opponent to the corner, in which case you can do:

launcher > j. B > dash > j. B > land > B > jump > j. B > dash > j. A > j. B > RIC > land > C > j. B (loop restarts) > dash > j. B > land > B > 2B, B > 2B > C > air combo

comma denotes link.

An alternate launcher is 2C > C or 2C > B. I am not sure how it will affect juggle time especially if the 2C is aftera chain, but I think it is more reliable than a dashing C.

Wow… This makes me all want to play as Mishio again…
<3 Lightning mode

The problem with that terminology is that there is infact a different between a full and half FIC (same as with the normal full and half).

So… I suggest these:

IC : Instant Charge
H- : Half-
R- : Reinforced-
F- : Flicker-

So all in all, you have HIC, RIC, HFIC, RFIC as the specific 4 types of cancels. If you need to be less specific (doesn’t matter between HIC and RIC) you can just omit the H- or F- to have IC and FIC as normal.

Hrm. Is that too complicated or what? Just because I don’t know of any combos that specifically needs an RFIC over an HFIC doesn’t mean that they don’t exist.

I like your terminology. I would go for that.

I have a new girl to play with, as I’m getting the Mishio combo down more often now. I guess it was some type of stupid mindset that kept me from jumping after the 5.B. Haha.

Anyways, it’s the gal with the suspenders, all her attacks involve wind. Any tips?

:smiley:

Melty Blood React

Hey Ive been looking for forums that talked about Melty Blood I just got the Game this week I love it do you know if there will ever be a console release?

I put a bit of practice into her. She’s got lots of neat stuff, and her combos are pretty easy (in my oppinion anyway).

One thing to keep in mind is that she has auto-guard on a few moves. From what I can remember, she has auto-guard on her Standing C, B Reppuken (236B), and 66C.

The basic combo I use for big damage is the “ABC” loop. Basically it goes something like:

Setup > j.A B, C > Land > A B C > jc.A B, C > ect…

I put a comma between j.B and C because you need to stagger the hit. Basically, you must wait as long as possible so that you have time to hit the ground and reset the loop. You can usually only get 1-2 sets of this, but it does a lot of damage.
If you have a RIC ready, you use it on the j.B and continue the combo as normal… it will allow you to get an extra loop or so in.
Typically, I just finish with:

A B C > jc.A B C > jc.A B C

You can finish that with 214C if you’ve got the meter.

Here’s some interesting combos that should give you some ideas:

(Corner) > 66C > 623B > C > jc.A B > RIC > j.C > Land > A B C > jc.A B, C > Land > A B C > jc.A B C > jc.A B C

236B > 66, A B > 623B > 663C > 214C(2) RIC > j.236236C

A B 2C > RIC > 66A 66A A B > 623B > Finish

That last one is pretty tricky. Depending on the weight/size of the enemy, you will have to do more or less 66A’s, and in some cases not do the A B at all. You have to do them VERY fast too, or else you won’t juggle them high enough.
The Finish you use is pretty much the same as with any 623B connect. If you throw them out of the corner, you can do a 663B… if you throw them INTO the corner, you can either setup for the ABC loop (helps if you’ve still got an RIC) or do j.C > j.236236C.

That doesn’t sound too hard, but how do I get them in the air in the first place? I’ll have to fuck around some more.

Thanks by the way, I’m horrible with discovering this type of these things on my own.

:sad:

66C has autoguard and wall bounces, so that’s a good choice. 2C RIC is a tricky setup but also works. 236B also launches on hit. Otherwise, just wait for them to jump.

I played around a bit and it’s easier to do then Mishio’s stuff. Thanks, I think I’m going to like her just as much as Mishio, but Mishio’s still my baby.

Hey if I don’t reply again before NEC, look for a guy wearing a shirt that says FCUK INN, with a picture of a girl happiy bending over in the middle. No guarantees on my being able to bring a laptop, but I’m trying.

:smiley:

Greywolf: there is anoher thread for ReAct. This one is for EFZ


Misaki’s probably my main character.

Note: [] denotes loop. Usually x1 with HIC/no IC, x2 with RIC

Launchers: 6C > IC, dashing 2B, antiair close B, 623B, 22D (counter), dashing C (wallslam), 236236A > 2B (in corner - tight timing), air 236236A > 2B (in corner - tight timing)

My regular midscreen combo is launcher > [623B > dash > close B > 623B]. Non-techable.

You can also do launcher > [close B > j. B > air dash > j. A > j. B > land]

My main corner combo is 22C > IC > [close B > C > j. C (low) > air dash > j. B > j. C] > land > 2B > 2C > air combo.

You can also try Gwirgyn’s corner combo.

Another easy wallslam combo is dashing C > wall slam > double jump > j. C > air dash > j. B > j. C > air 236236

If you have meter, you can do a j. 236236 early in the combo. You can easily follow with a 2B > 2C > combo if using 236236C, and you can also do it after a 236236A with tight timing.

Another alternative is a ground 236236A, which you can link with 2B > 2C with good timing.

Misaki is a rushdown character, IMO. Although her speed got nerfed hardcore compared to 1.20.

Chibi: check your PM

Compaired to Mishio, Misaki is blazing fast. :stuck_out_tongue:

I still haven’t settled on a character yet. I’m still at that point where everyone is new and I haven’t picked out who I really like the best yet.

Traditionally, I play throw characters. However, I don’t really care for D Nanase because you can tech out of her throw combos. I don’t really care for regular Nanase because she plays weird.
So, right now I’m goofing around with Mishio, Mio and Misaki, but I’ll probably change again in a day.

Wow I keep picking the popular characters, don’t I?

I’m just curious, but what are the tiers for this game? Not that I’ll change my gals accordingly, just wondering.

Also Vman, I might not be on #meltyblood until LATE tonight, so you can just PM the question maybe ;p?

I would suspect Akane and Unknown to be the top characters, but that’s just from the experience I’ve had.

Top tier seems to be Kano, Mayu and Mio. Bottom tier Misuka, Misuzu and Mai.

But considering that the top is +6 and the bottom is -8 with 95 being a +0, there is not much of a difference.

Make your own conclusions: http://bomber.xps.jp/dia/

I can see Kano being top… she’s just got some crazy, crazy stuff. I honestly can’t see Mizuka being that low, but then again, I probably just don’t know how to deal with her stupid shit.

That chart is very encouraging… 7/3 is the worst matchup, and there’s only 6 of those (out of 400 matchups).

That’s also a good sign that there aren’t any game breaking glitches or infinites left in the game.

Edit: Oh wait, Mizuka is the musical-note girl and EX Mizuka is Unknown… okay… that makes more sence.