For F-Akiha there is the top Akiha player from MBAC-era named Yukinose
http://www.meltybread.com/forums/melty-blood-auditorium/notable-players-mbaa-edition/ has a good list of players. Best place to start.
I noticed the casuals and tourny matches are lumped up together =\
I must also warn that these videos are mostly incredibly scrubby ;o
Norcal needs to step up their game ;x
I’m trying to interpret one of these C-Kouma combos from a Japanese vid. I’ve been using 2AA 2B 5BB 2C 5C j.B j.C dj.B dj.C qcf+B but it looks like they are doing 2AA 5B 2B 5C 2C qcf+A qcf+B qcf+C j.B j.C dj.B dj.C airthrow? the one I’m looking at is at 2:40 but all the Crescent combos use the same beginning. [media=youtube]B9vjlumym1Y[/media] Why would they do the rekka instead of just comboing out of the launcher?
Also, why do people usually end their combos in an airthrow? Better oki than using a special? Is it a good idea to learn my B&Bs for full & crescent, or can I focus on just crescent?
I can’t speak for Kouma specifically but check the damage and meter gain difference. I’m sure there is some kind of difference that makes it worth it to use the rekka combo.
Air combo finisher usually depends on the oki. In the case of C-Kouma, airthrow is an untechable knockdown so that’s usually what you want to use. I’m going to assume j.236b is the divekick and I’m pretty sure it doesn’t even cause a knockdown at all.
j236B is that old stupid looking air fire kick, not the dive kick. Airthrow is generally a better ender because it’s untechable. Main reason to end air combos with airthrow for any character is because it’s a knockdown for oki/tech trap of some sort, unless you have a terrible airthrow (Warakia) and the better alternative enders are typically EX moves.
As for rekkas vs. just going into air combo, meter gain + corner carry + probably does more damage.
<— is buying a ps2 again because of the hype. damn you all to loli hell!
At least they’re cheaper now than your last one was!
It would be very cool if Melty got popular and got worldwide possibly online release on the Ps3/360.
I’d even settle for a ps2 converted port for it.
Stream from Arizona this past weekend. We had 4 setups going so it was quite a surprise. Hear Choco RAAAAAAAAAAAGE. lol :X
Comboing off of his rekka does more damage, gives more meter, and better corner carry, as others have said. Generally, you want to end with an airthrow, because of the oki options, but going into the corner you can end with j.236A/B, j.236A/B for a tech trap. If they neutral tech, you can grab them with 214A ([media=youtube]AljpiJ0lDqk&feature=channel[/media] At 2:25), and if they forward tech, you can hit them with 2C>combo.
Yeah I finally got the execution down last night so I can do the 2B 5B 5C 2C qcf+A qcf+B qcf+C into air juggle. Against small characters it seems like I can only land one attack before I have to double jump so I’ve been doing j.C dj.B dj.C at… does very nice damage as far as I can tell, better than just doing the air juggle out of the launcher. Now I just need to get better at comboing off a jump in, because melty doesn’t seem to be as lenient as SF4 is when it comes to following up a landed air-to-ground.
any more pointers about the combo system? for example, in matches I’ll see guys do a single jump combo, land into a 5C, then do the full air juggle into AT afterwards. How do I know when I can do a combo like that?
Check to see if those are counterhits. If you get CH while in the air in MB, you fall to the ground free for the person to do any combo they see fit on your poor soul.
Yes, be able to recognize counter hits against airborne opponents as it’s free damage. It doesn’t matter what kind of attack you used to hit them with either. If you CH someone out of the air with an A attack, they are completely helpless until they have hit the ground. This does not apply to multi-hit air attacks however. Nero’s j.C hits up to 4 times so if the first hit is CH and the rest connects, the opponent can tech out after the last hit. It has to be exactly ONE hit. But definitely be on the look out for the bright red “Counter Hit” message that appears on the screen. I remember, prior to MBAC ver.B, the Counter Hit message was blue just like the Critical message so it would be kinda confusing if you did anti-air shield 5A but got a critical hit instead of a counter hit.
I think he’s talking about the C-Kouma rejump combos where you do like ground string j.cab land then air combo. I’m gonna take a guess and say it depends on the gravity and/or the character. Also in situations where j.b won’t connect first in the air combo people use j.cb dj.bc as the air combo
Alot of people downplaying MB. Some call it gay anime BS for example.
Keep things positive people. Stay Hyped.
People have been saying that for the longest.
No-one cares; doesn’t keep us from playing the game.
Yeah, I’ll just be happy when they come up with something other than OMG ANNIE-MOOOOO BS. It get’s pretty stale to hear the same jokes over and over.
[media=youtube]oXl-cbNgLkU[/media]
Bring this particular vid to attention as sp00ky recently added match analysis annotations to it. Good shit to go over for lots of players, Apparently there is some sort of project to go about this for more vids which I really look forward to.
Very nicely done annotations Sp00ky. I still have LOTS to learn about the flow of gameplay in matches. Also, mad props to bellreisa and once again Sp00ky for being on the Wakeup, Shoryuken podcast today and really representing the MB players well