New MBAA PS2 Thread! Final Round 14 Around the Corner! FREE MBAACC Update This Spring

A ft3 between myself and Dandy J:

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Some random half moon stuff / shenanigans for Ryougi:

**Air throw vs 236A_B: **

I’m starting to think air throws are a better ender now, but only in the corner. Air throws lead to corner pressure and also leave just enough room to do an IAD corner crossup. Ground throws follow the same property (they leave just enough space to IAD corner crossup). I’ll get into more of those a bit later.

236A_B is better as a midscreen air combo ender because Ryougi can race the opponent toward the wall. I really believe she plays the best when the opponent has the wall to their back; this way you can utilize her 22A knife catch tech in the air for pressure and lockdown.

For example:

2A, 5BB, 2B, 5C, 2C, 22A

Since half can catch knives in the air, you can toss out knives and still continue pressure (Credit goes out to Nandeyanen for finding out that catching knives in the air stops dash momentum). The easiest way to catch is to jump upbackwards, and then dash forward. It’s a tad slower than normal IAD, but much more consistent. You almost always want to use j.C since it has a better hitbox for air-to-ground.

From there you can follow several variations from the example above.

2A, 5BB, 2B, 5C, 2C, 22A, 5BB…

5BB will hit people who anticipate a jump in and will stuff anti-air attempts. Granted you’ll lose your knife, but its still a viable option if you just need that little bit to end the match. Also does mad guard damage. If the opponent blocks 5BB you can tack on 214B as an overhead which can hit-confirm into j.236C>air combo.

2A, 5BB, 2B, 5C, 2C, 63214A

63214A will whiff on a crouching opponent, but the knife trajectory lands right in front the opponent, making it easy to air dash cancel into j.C. Risky, but better in terms of pressure because it’s faster and moves toward rather than away like 22A. J.C also comes faster because there’s less distance to cover.

2A, 5BB, 2B, 5C, 2C, 22A, AD

If you’re in heat, you can skip the air dash knife catch and land the arc drive finish. Works wonders if you’re opponent is low on life and is inescapable.

Some ground throw shenanigans:

Anytime you land a ground throw, you have several options.

[LIST]
[]2C can be hit confirmed into 5BB into air combo.
[
]214B hits overhead and can be hitconfirmed into j.236C, air combo near wall.
[]If 2C is blocked you can cancel into 214B and try for another overhead into above said string. (works only on certain characters)
[
]If opponent gets wise and turtles up, you can immediately dash ground roll to their backside (or just run up and throw to their front) and land another throw.
[*]If you just want to play it safe or are sniffing out a wakeup counter, you can 22A into IAD knife catch j.C.
[/LIST]

More stuff to come later.

Other random things with half moon:

623A works really good from a distance as a punish when 2C is just too slow. On hit it’s untechable so it lets you reset pressure. 623[A] on hit leads to 2C>5BB_5C, air combo.

623B is worse. It has longer startup and only 623** is untechable. Can still combo with 2C if 623** hits.

5D (shield) is her best air punish. 5D leads to 5BB, j.BC, j.BC, air throw_236B.
5A is her best IAD punish. Can hit confirm into 6AA, j.BC, j.BC, air throw_236B.

j.B is great for keepout, but it’s difficult to combo into unless you’re nearby and can land dj.BC.
j.A is excellent overall for keepout and landing counterhits in the air.

In general you don’t want to use air dashes unless there’s a knife dangling in front of you. Superjumps and normal jumps are better for pressure, because if you land j.C on block, you can airdash cancel into j.C again for an additional overhead or just simply land and start your bread and butter combo. IAD j.CB is great too, but only works if the person is blocking high. Otherwise J.C will whiff completely and you will be open to counterattacks.

Would love to hear some feedback / criticism from everyone.

I did another Half Moon Satsuki Combo Video:
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I hope you enjoy it!

http://www.play-asia.com/paOS-19-71-99-49-en-15-Melty+Blood.html

Why is it that Melty Blood AA ver.A and Act Candenza ver. B still cost more than Actress Again on Play Asia? :confused:

Anyway, I set a order for it as soon as I transfer more funds to my paypal account. As soon as I get it a few weeks from now, discover which buttons do what on the PS2 controller and how to do a Tiger Genocide… its over for all you faggots.

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Probably the best combo ever.

lol, nice video of the ‘joke’ characters doing very situational combos. Although mind you, I didn’t know that Mech + Kohaku could do such decent damage.

MBAA Half Moon Tohno Akiha and Miyako Combo Video:
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I hope you enjoy it!

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how can you not love these guys? Seriously.

That looks very fun but so confusing it feels like my brain has been put through a blender when I try to figure out who is who and what the hell is actualy going on.:wasted:

what a fucking waste

MBAA motherfucker, ready the damn title of the thread.

Eh, I realised it wasn’t MBAA after posting it, but it’s still funny enough to warrent posting. And why would I bump the AC thread?

Somehow I think it’d be a lot funnier in MBAA where Neko Arc has her stupid summons, though it does anger me that they gave her a new useless move just for the hell of it.

Just curious, but does anyone know any good W-Arc tutorials and/or combo vids of any style? She seems like an interesting character and I’d like to learn her a bit better.

That’s the most anime song I’ve ever heard in my life. Holy shit…

Wait a minute, this game doesn’t have netplay. So why the hell is Dandy playing that?!111

Refining my H-Roa a bit and picked up C-Warachia. Also started really messing around with C-Ciel.

I’m really digging her upgraded combo options. Using 2A, 2B, 4C, 2C, 5C, jBC, jBC, 22B, Throw nets a consistent amount of damage (can go over 4K I believe at most times but on average will do at least 3.5K) so I really want to give her a run the next time Melty casuals are held in my area.

Still got a ton of work to do for C-Ryogi but not sure if I want to keep her around in my rotation. Should I try using her in the other two styles?

EDIT: Had a huge laugh at the MBAC Neco Arc madness video. What’s up with putting the Cardcaptor Sakura theme with that Team Match?

I forced him to do the ft3 lol

What kind of style of play do you prefer? If you like keepout and solid defense, f is the one for you. If you like plucking knives out of the air, rolling around in the dirt, and don’t like dealing disgusting damage with a broken spd-ish style move that looks super flashy, then h is for you!

First opening to Card Captor Sakura - “Catch You Catch Me” by Gumi. (I admit I had to look the artist up).

EDIT: After listening to it again and comparing it, I think it might actually be a cover.

Change title to “Make 80 players possible for NEC!” imo

Sponsered by Flite.

IMO.

Holy crap, Ryougi’s groundthrow is amazing. You can follow up with a second ground throw before the other person can even 2A on wakeup…so good. It’s almost like a throw loop :rofl: