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My weeaboo power level isn’t high enough yet.

cool vids I will look forward to this after I finished with C-sachin

fucking combo is so hard the first hit won’t connect after the uppercut, I got it twice the other day out of thousand attempts

I finally caved in an ‘aquired’ this game while I save up for my own version. (I’m borrowing my friend’s copy and ps2…no really…cross my heart)

Once I feel I know what I’m doing, I’ll probably try to contribute stuff that nobody wants to know anyway, like Mecha Neco/NAC/Neco Arc strats and such.

That, and I kind of needed the game for reference material. I’m helping a friend work on his own doujin fighter and he says he’d like to draw inspiration from Melty Blood to some degree, since it’s a fighter that he has a lot of respect for. If I learn this game I can probably get more involved with that project other than just doing the concept gruntwork and playtesting.

In the mean time, I’d better pick a serious character to secondary. Can anyone recommend me someone who either has really good chip damage and/or excells at blockstrings? I always like these kinds of characters. I’m thinking maybe one of the Akihas.

f ryougi specialises in guardcrushing [media=youtube]EFSp3eBA4Ag[/media]

I’m enjoying f-ryougi quite a bit, but I’m wondering if there are any ways to effectively set up for her unblockables. I like her, she’s got mad guard crush skills, lots of unblockables, Decent mixups, a standing overhead and even a special that can be used to cross up. It’s like she was made to deal with people who block a lot.

For that combo to hit, you must delay the first rekka after the 2C, don’t delay the second rekka and slighlty delay the last one.

I’ve been fooling around with MechaNeko team and so far I’m finding Half moon and Full moon to both be rather interesting.

You can’t rely on Neco Arc much to help with combos, but Mech does pretty decent damage by herself. 623 is always a special that Mech can do without Neco’s help. Half moon has good wakeup tricks with Neko’s fire breath 22A special and/or eye beams. 22B is very interesting since it can fill your magic circuit up really fast if you’re careful to protect Neko while she’s cheering. (this isn’t so hard thanks to Mech’s amazing reach with her normals, and the fact that Mech can’t hit Neko while she’s cheering) It might be possible to protect her simply by doing one long blockstring since the time to wait really isn’t all that long, and when it’s done you get almost half a bar worth of circuit. What she can do with that I’m not really sure, but it must be good for something.

again, see my above vid. you can p much replace the arc drive with 5[C] in any of those

Wait, what crossup special? Which one are you referring to, 412C?

I still don’t quite get F-Ryougi all that well, but props to Sabator for finding a way to use her. I can’t ever seem to get people to stand still with her, and it sucks that her unblockables don’t have any nice follow ups.

F is for fun, but for serious bidness I think it comes down to H or C for me. Grabbing her knives out of the air is pretty flashy stuff lol :smiley:

How do you guard the different Shiki supers?

I know you can low guard Tohno Shiki’s arc super (but not the last arc…I think), but for everything else I’m clueless and just get hit out of sheer lack of knowledge.

Any help is appreciated.

There are several defensive options:

[LIST]
[]Back dash
[
]Jump (preferrably super jump)
[]Shield
[
]Dodge
[*]Reversal out using a move with invul frames on start-up
[/LIST]
Back dashing is usually the best option. But there are set-ups where there is very little timing for escape, so in that case I would try to reversal out of it (if your character has a move suited for it).

I’ve escaped using some of those methods, but are some unblockable? Are they treated as grabs? If so, which ones?

I usually do exit the situation, but if I’m grounded and they activate close, I have no idea if I can actually block or not (not just the Tohno Shiki supers, but the others as well).

Again, thanks.

Tohno’s AD/AAD are always blockable, unless he does it within throw range and it counts as a throw (at least for the AD). In these cases just jump out because it won’t hit you before you jump.

Nanaya’s AD is always blockable. His AAD is UNBLOCKABLE and I thought people said that it’s not dodge-able anymore so you have to hope you can jump out.

Yeah, Ryougi’s arc drive finish acts like a throw up to a certain range. Completely unblockable and invulnerable on start up. Why, it’s a like an spd with really nice range!

Thank you, that’s what I needed to know :lovin:

She doesn’t really need follow ups in most cases. Her unblockables deliver a hefty chunk of damage that ignores damage scaling since it’s effectively a combo reset. So what you do is you start a ground combo normally, combo into her rekkas, knock the opponent down and then finish with an unblockable as they get up. If she could follow up her unblockables she would be able to do infinate resets probably!

F-ryougi’s just different. She’s no good at air combos. All her damage comes from staying on the ground, comboing into rekkas, then finishing with a reset. She’s incredibly fun to play at least.

As for her ‘crossup’ special, yeah I’m referring to that move where she jumps into the air and does a slash while upside down. It passes through the opponent and hits from behind at the right range, so it’s useful for pressure. C-Miyako has a move that’s much better at doing this though.

I updated the wiki with F-NecoMech moves. I’ll be doing H-NecoMech next. People should give this character a try. She’s basically just a Mech Hisui who sacrifices certain moves for better okizeme. She’s still got Mech’s beastly normals for the most part H-Neco Mech even has some small advantages over H-Mech due to having a better air dash and such.

Come on people, let’s fill the wiki. There’s still lots of characters who don’t have any info yet.

I made a combo video with Half Moon Aoko:
[media=youtube]wipQ042LAXA[/media]
I hope you enjoy it!

I finally got the flame pit loop down :woot:

[media=youtube]tTDfD54btVg&fmt=18[/media]

And I’ll throw this one in here just because

[media=youtube]lI7Zz4XnvvE[/media]

Yeah, I totally agree that FRyougi is super fun to play. Using unblockables on wake up sounds great and all, but what I don’t like about her is that after you land something incredibly clever on your opponent it ends up at a stand-still (like say after landing an air throw after your target combo). It feels painfully odd because I’ll be stuck standing there watching them rise up ever so slowly.

It kills off the momentum after landing a nice chunk of pain on them :frowning:

I find I prefer C-Ryougi over F-ryougi now. She’s more solid. And unblockables on wakeup are mostly avoidable with dodge or backdash :< which is a real party pooper.