Any Melty blood players in Ohio/Michigan region?
I’m from Toledo, OH and I’m looking for players to play…
Any Melty blood players in Ohio/Michigan region?
I’m from Toledo, OH and I’m looking for players to play…
for aoko, i don’t think tk floating starmine is ever a good idea off a pressure string, as it has horrible recovery in air until she reaches normal jump height and land again (as i mentioned earlier). it’s definitely not like dizzy’s bubble where she recovers fairly quickly and can directly go into mix-ups and air dashes or anji’s orb where the move has significant amount of guard stun and pushback on block, on top of being able to be rc’d. aoko has other much better options on block strings like a blazing starmine or a blowing starbow.
ex might be relatively safe up to the point where it detonates, but she’d still be giving the opponent a big window of escape and even punishment afterwards.
also, for aoko’s version b changes, i posted earlier what i read on japanese bbs that 2a is mashable after b keritobasu wayo~. apparently, that was a really poor way of describing it by whoever originally wrote it. what it actually meant though, is that you can actually link into a 2a after landing after a successful hit. this seems to work anywhere on screen, although the timing is very tight. so yea it’d be great if that part of the wiki could be fixed since it’s really misleading.
EDIT: i just tried it myself and apparently all of aoko’s standing and crouching normals except 4c can be jump cancelled. but none of them can be jump cancelled on block. so tk floating starmine on a blockstring is impossible anyway.
The tier list is almost irrelevant in MB:AC. Last I checked, Shiki Tohno and Red Arcueid were top, but they arn’t really significantly better than even the lower tiers (Sol Badguy-Guy, Aoko, and some others).
Neko Arc code works 100% in ver A of arcade.
it does? D:
somebody told me that it’s 50% probability
Shit I forgot how much I want Neko-Arc’s stage XD.
50% probablity is first release acrade version which died a quick death.
o ok, i see.
i guess it only makes sense that it should be 100%. otherwise, that’d be like playing mokujin half the time. lol.
Almost every ground normal is JCable on hit, but not on block. I think.
There is none. In fact you leave yourself vulnerable at times depending on where you are and whihc way they tech.
Use Airthrow as your ender instead. Setups + no letting them out of the corner + no getting owned when someone techs and rushes you down when you’ve just landed.
Two points of interest:
A page with screenshots of all of the color choices in the PS2 version.
And some M-Hisui changes (I should thank Kilvear for most fo these)
[LIST]
[]5C no longer is air blockable
[]2B can be canelled on the 2nd hit (wtf – this was possible in MB:FT)
[]j.214A is now super cancellable
[]214A and 214B execute faster
[*]j.2C exceutes way faster now (j.C into j.2C combos now)
[/LIST]
Also a couple of things I can not pin down: something about 2C has changed, as it is now much easier to actually do 2ABC and have it all combo (in MB:FT that was a needlessly tight chain), and there is something about her EX whip now grabbing airborne characters… but I thought it always did that?
I know this is dumb but I thought i’d mention it anyway… is it possible for people to escape Kouma’s Arc Drive (during Blood Heat) when they are in grab range and the screen is frozen? No matter what? Even if they just teched?
Cause well I did something funny to my friend, I ended a ground combo with that 3 hit string he has while he was cornered, and well, he managed to tech as soon as he fell and I I through out his Arc Drive while he was in the middle of recovering in the air and I just grabbed him regardless.
Well im still a bit confused with the MB system even though i’ve familierized myself with it a long time ago, its just i’ve never played a 2D Fighter where a character like Satsuki and Kouma can grab you from a grab move that is ground based… bah I know Satsuki’s dp version is more of an anti air but its too much to explain so i’ll just let you guys call me a n00b and i’ll be on my way
Oh right, thanks for answering my previous post… its a late reply but uh… yah… and that MBAC wiki is really useful, keep it up.
I think im going to stick to Kurenai Akiha (or… Vermillion), Satsuki and maybe Kouma. I gave Aoko a run and well… too much effort for me when I would rather just abuse Akiha and Satsuki.
Thanks for that link. It should save us a lot of time having to check out every single one ourselves.
I got the last part which I also told you already. j.236C now combos. So you can end air combos with it. 2C has changed like you said. Also less recovery time. It stated in the place i translated i actually overlooked it.
lol This infinite wasted 90 secs. Can anyone translate the japanese text in that picture?
Ok, I added the page with colors to my first post~
Also, Vic, you ever going to bother with Warachia man ;p?
And for the life of me I can NOT air dash after Warc’s B air ring, what am I missing here? Do I try to do it too high up, or too low or what :O?
@ crypt:
God, don’t tell me that’s in the PS2 version, pleassssssssse (I don’t know any better so).
And that picture looks like it’s from DeathNote.
i can but it doesnt make much sense when translated over.
It already removed in ver B. One of the reasons why sion sucks now.
That’s arcade-only.
A great instance of that infinite is in the SBO finals, where the Sion player has to stop the infinite because the clock would have run out before they gained the lead in health. Would have been funnier if he did it to time and lost, but whatever.
That’s because it is. Yukinose just does that transition because he knows none of need need to see Sion kicking people in the face for a full minute (or more).
As for the significance of the panels chosen, I have no idea (I have never read that series – I just know it is really popular in Japan).
Has anyone checked to see if the Arc vs Shiki infinite is still in version B? I’m sure it was removed but just want to make sure. Also, if someone has the ability, could they possibly rip Kouma’s theme for me? I just love that stage.