I have a question…
What is the differences between Akiha and Akiha Vermillion?
Is there any real difference besides Akiha’s grab doesn’t absorb your health…?
I have a question…
What is the differences between Akiha and Akiha Vermillion?
Is there any real difference besides Akiha’s grab doesn’t absorb your health…?
There are plenty. V. Akiha takes much more damage and she’s a lot more mobile than regular Akiha. Those are the only ones I know off the top of my head though.
I’m concerned with the lack of clash frames on 4C. I used that frequently to break up pressure like a ghetto sheild, so I’m concerned if it is as useful as a defensive tool as in the arcade…
I’d like to know about that OTG loop too. I’ve seen one of my Ciel players use it a lot and it looked broken, but good. Any info on that?
I don’t have all the details since I don’t have a PS2 (and obviously not AC either). With your edit, do you mean the first 4C?
The only problem of this B&B is that you need to hit confirm before doing it. If you do A after a blocked 2A you may whiff on several character. But oh well.
So the 5A after 2A will only work on some characters regardless of whether they’re crouching or standing? I really don’t like altering my combos too much and like to use ones that work regardless of stand or crouch.
A hits on crouching characters if the character is already on hit stun.
If the character is just crouching/in blockstun A whiffs. I have yet to check to which characters it whiffs, but yesterday I comfirmed Akiha.
A whiffing on crouching opponents is not necessarily a bad thing. If it whiffs you can use it as a whiff cancel if you have already used 2A in your blocked chain. This is a good thing for pressure and opening a window on your opponent’s defense, which Ciel needs a lot since her mixup options outside air throw followups are bad.
Theres too much pushback. 5c causes knockdown on crouching characters so theres less pushback, but against standing it pushes them out of range of the 2c. And yes I meant the first 4c, although I also use 2c 5c instead of 2c 4c to launch which I forgot to mention.
I normally like using 4C before the 2C then launching with 5C.
Random tidbit, motions stay buffered for 12 frames.
Does anyone have any information on shield bunker cancels? They seem to only randomly work for me.
Im so glad White Len is not a playable character!!
She has to be one of the cheapest character in the whole game!
Is there a character bio/story link, I don’t know whats going on between characters or stories behind characters like Akiha Vermillion, Shiki Nanaya, ect?
Well she was originally a boss character in the older games so it makes sense.
well, color 24 for len is actually white len lol. ability is same as normal len though. :x
Holy FUCK I am loving Hisui now.
This bitch is plenty annoying.
<3
I know. Ain’t it great? :lovin:
My testing method may have been incorrect for getting that 12 frames. I’ll test again and make sure.
Edit: I’m testing with Aoko’s 236a, using the training mode input display to count frames. I’m holding B so I can get the neutral frames. It seems it will be stored for 12 frames if you hold 6, but its longer if you go to neutral. I’m still testing to make sure, but right now my theory is that if you go to neutral within 12 frames, you then have 12 more frames to press A.
More Edits: My theory seems correct. You lose your motion if you hold 6 for 13 frames, but if on the 13th frame you go to neutral, you have 12 more frames to press A.
So the buffer stores your motion for 12 frames, but going to neutral resets the timer. Next i’m testing for TK purposes.
Even More Edits: There also doesn’t seem to be any corrilation between how long it takes you to do the motion and the above.(I just tested to make sure that it didn’t cause any problems) It seems that you have 13 frames to go to the next part of the motion. You can hold 3 for 12 frames before going to 6, and the motion will still register. If you hold 3 for 13 frames, the move won’t come out. It seems you always have 13 frames to go to the next part for directions, and 12 for button presses. Going to neutral counts as a direction input, but only at the end of a motion. You can tap out inputs, however you still need to hit every direction within 13 frames(I assume, didn’t fully test this, but didn’t find anything to disprove it when I was).
Yet Another Edit: So I delayed my testing of TKing to test overlapping commands, specifically Aoko’s 624a and 214a. Quite frankly, I’m stumpped.
My sampleing:
(How long each direction was held before moving onto the next input.)
(The two (9)s mean neutral for 9 frames before pressing a)
what got a 624a
3 2 1 4(directions)
5 7 3 4
3 3 3 6
4 4 2 5 (9)
2 5 3 7 (9)
3 8 3 6
6 4 3 3
5 4 2 4
2 10 4 4
4 6 6 5
6 6 6 5
What got 214a
3 2 1 4(directions)
6 7 6 6
3 2 6 7
11 6 3 3
8 7 3 4
6 7 2 4
7 6 4 2
5 9 3 4
3 4 10 4
7 9 7 3
6 7 3 10
5 7 6 2
Also, in case anyone is wondering, 214 has priority over 236. It isn’t hard to test for yourself, just do 214236+a with someone that has a move for both motions, and the 214 will come out if you did it fast enough.
Last Edit, I promise: On TKing, I’m too lazy now to test, but at least for 236a it seems to follow the same rules as if it were on the ground, that is you’ll have more time to press a if you go to neutral.
I found a few more things on Kouma Kishima.
If Kouma’s 22A hits on counter you can follow up with 6C jump cancel and do some random air combo from there, I didn’t see anything about his 22A on the wikipage here on SRK so I thought i’d mention it, its probably.
I thought his 22A could use a bit more credit since its got autoguard and can guarantee you a free combo on counter, but the timing for the 6C kinda changes if autoguard is active (as in the red ring appears).
Another thing I noticed is that his 214C combo’s in from a regular 2B, and a 5B, and a 5C… and his 236B, however you can do about 4100 damage from just a simple 3 hit combo:
2B 5B 214C
I find it odd how that super doesn’t connect from a A but I shouldn’t be complaining since it does alot more damage that way.
I would’ve posted this days ago but I couldn’t find the time. I dont know if anybody already knows about it but I thought i’d post it for the hell of it.
Couldn’t you just dash up with 5C-2B into airthrow off of a CH 22A? That seems to be his standard “I got an air CH on you” punisher. Would probably be more consistent than 6C.
Some news here. Apparently there is going to be another mook. The release date of the mook is sept 29th. Can be found here in Amazon JP.
If anyone is wondering about the first book and this one. First the book is titles “Melty Blood Act Cadenza : Official Strategy Guide”. The New one is titled "Melty Blood Act Cadenza : Complete Guide’. I believe it will contain all the new info about the PS2 version or the soon coming ver B revisions reverse port for the arcades.
Interesting. I might want to get it. But unfortunately I’m not familiar with ordering from Amazon.co.jp. Sorry if this sounds kinda stupid, but do I need to create a new account to order from there or can I use my existing Amazon account?
does anyone know infs. with satsuki or any other chars. in this game
thx.