Right now it looks like ZTB and Sp00ky (and hopefully myself) will be going to Showdown Championships. On the same weekend there’ll be a local MB tournament in NYC.
Satsuki’s air dashing made easy = Learn to press 4 or 6 (LEFT or RIGHT) and A+B at the same time. It functions the same as a 44 or 66 dash, but had the added ability of being instant instead of having to tap the joystick two times. Creating a solid counter-attacking game with this quickdash method will improve your Satsuki game greatly.
thnx for the tip, ima practice that, too bad they dont have wavedashing in this game engine lol.
quick question:
wuts the mechanics of a “whiff”, sum combos say whiff 2b (one of nanaya’s combos which i cant remember). Can any of you MBAC guru’s help me out.
Whatever attack you whiff on has the same amount of recovery frames as that move. If you’ve got a 5 frame 2A and you whiff with it, you will recover in three frames. A, uh… what, 30 frame 2c (2hit) whiff will leave you WIDE OPEN due to being unable to recover.
Since whiff cancelling generally happens after a B or C attack, while you whiff with a 5A/2A, your opponent will still be caught in a bit of blockstun and unable to counterattack while you recover from whiffing. This means it’s generally very bad to end a blockstring with a B or C attack.
The game allows you to freely chain one attack into another, so long as the attack you are chaining into was not previously used earlier in the string.
For combos, whiffing his 2B extends his combo. Remember the limitation above, by whiffing the 2B you are ending that attack string, and his 2B recovers so fast you can combo in a whole new attack string. What ever this combo is, it has two sets of attack strings, allowing you more, stronger, attacks then if you just used one string.
For pressure, it’s like what Choco said above. On block, some moves leave you at a large frame disadvantage. By chaining into an attack that recovers quickly you can reduce or even completely negate the disadvantage.
Ikusat’s wiki has good stuff about the game’s engine. Check out meltybread.com forums for character specific stuff. All of the basics should be there.
I’ll be at CHQ 3pm for a couple of games tomorrow. If your in the area you should come by. If not to play, just to chat. I’ll be the black guy playing Arima.
Sorry for the newbie and stupid question. I have had this game for a year. But it seems I never get a chance to play it. However, there has been a lot of stuff regarding to JUMP CANCEL. I am just wondering what that is and HOW YOU DO IT. I have seen a vid on you tube. It seems that the guy could do triple jumps. But as far as the game is concerned, only two or double jumps exist in this game…no triple jumps. However, the guy stated that the first jump is JUMP CANCEL and then follow by double jumps. Hence, what is jump cancel and how u do it?
Basically tap an up direction such as 7,8, or 9 when one of your normal attacks hit the opponent. If the opponent blocks the attack on the ground then it won’t work unless you were attacking from the air.
The combos you are talking about where they look like they are doing 3 jumps work because they use airdash in the middle of combos which ends up having the same effect as having another jump.
Just started playing and I’m lovin’ it and I don’t know why. Hoping to get better at it. The only person I have to play with is my brother but there’s several people in IL that have already been playing for quite some time.