The Melty Blood : Act Cadenza (PS2) thread~

You gotta do it old school style. Get another controller and use your toe to hold down on 1.

DG, you should read Veteru’s post on Dustloop. Everything you need to know about that matter and more.

Oh I’m headed to DustLoop right after I finish catching up on everything here…

I’m almost done catching up to everything in this thread…

I play Houma now…hes a good beginner player surely(as well as beginner destroyer)…but i need someone with more tricks etc…

Nope, no other move in the game gains circuit on whiff.

@ DG:

You’re probably refering to some ver. A wackiness ZTB stumbled onto a while back.

;p

I posted a bunch of kouma info a while back, search the thread for it. im pretty sure i listed his basic bnbs and lots of other stuff that went on the wiki only to get lost.

Yeah I am hitting his stuff now…so as you are speaking about it I am hitting it…like for example proof I’m reading it-5b,2b,5c,2c, Jump C, 236+C.

That type of stuff…

But just how he feels as a whole as a character seems too simple in comparison to characters like Aoko…

I want more of a challenge…I love the challenge…

Well when you play Aoko, everyone looks simple.

The challenge comes in using him effectively and having the patience (at times) to play with him when faced against some of the speed sucking characters of the game (Vermillion as an example).

As BoF said, he’s more of a raw power character, but one thing to note is that he makes direct use of SBC, and because of it you can’t simply just wail all over the guy, especially when he’s got the meter to hurt you otherwise.

And again, Aoko is REALLY HARD to learn how to play with. I’m talking just execution here. Using her effectively with the execution requirements at all against another opponent is challenge enough.

;p

Yeah she reminds me of an Angel/May Lee type with the sheer level of execution you must have and the insane amount of things you can do to trick your opponent…

But does it boil down to this for Aoko? Is she all gimmicks???

I’m done with all the Akari vid #1 transcript stuff on page 11…whew…man that tired my brain…so I am gonna eat some pizza…play some MBAC…take a nap…wake back up and go back at it again for vid #2

:rofl:

You’re talking about 2CC first hit whiff, 2nd meaty and then j236B while in the air?
j236B or C are not overheads, the high/low mix is 2CC cancelled instantly in 2A or stand B for a low or wait till airborne to do jB or jC as overhead, both leading to BnB.
The main problem of this mixup is when you know it, it’s quite obvious if Ciel whiff a 2C just before you wake up, and you can standing shield or simply do an invincible reversal move.

All jump As are crouch blockable which is pretty dumb i think :confused:

Here are the basic ones :

Red Arc :

  • 2A > 2B > 2C > C > jc > jB 2hits > jC > jc > jB 2hits > jC > air throw.
  • Charged B on crouching > 2C > C same air combo as above, if the charged B hits a standing opponent, just do the first combo from 2B after it.

Arc :

  • 2A ou charged B > 2B > 2C > 3B > jc > jA > jB > jC > jc > jA > jB > jC > airthow, the easier and don’t need to be very close when you start.
  • 2A ou charged B > 2B > 2C > delayed 4B > airdash jC > land B > 2B > 3B or 4B > jB > jC > jc > jB > jC > airthrow, more dammage but you need to be close when you start. Also the timing of the delayed 4B may change depending on the character, after that 4B or 3B is also character specific, the second works one everyone from anywhere but does less damage.

There is many ways to do this but it’s verA only (also it wouldn’t be very usefull in real matches) the simpliest way is to get a 214 orb to hit or get blocked while you have 421 orbs on screen, the “counter” that limits the number of orbs get reseted and you can set 421 orbs again, and so on…

Another way was to set 2 orbs then jump change charge from B to A then j214B orb with the just released button, done with good timing you could set 421 orbs again.

The last is a buffer trick but it’s really hard and i never got more than 3 orbs with this (never try so much though), for exemple 421 hold A then 421 hold B~release A~releaseB~hold A, the trick is to hold A 1 frame or so after you released B, the first orb doesn’t disappear but it seems the game consider it has, so you can set another third orb.
I guess you can repeat this to get more and more orbs but well i don’t see anyone letting you do this.

On another note, if you want some challenge with Kouma, try to figure out all the spots where you can put a bara 214A and do it in versus, it’s so fun to throw someone out of his pressure string ^^

Yeah that was what I was talking about, but yeah your right, it’s not an overhead (sure fooled me :bluu: ). Hell though, j.A and j.C look so much better since they come out much faster.

I know all of Kouma’s basic combos and some of his tricks (like jump charge C on wakeup whiff to command grab), I just have trouble getting myself into a position where I can take advantage of his strengths. Like I said, when I fight characters like Nero I just get zoned to hell. Is SBC the answer to this? Should I just turtle against him and bara into grabs all day? Or is there something else I need to be doing?

There really isn’t a whole lot to it. You just have to bide your time and inch your way in until you get your opening. If Kouma could get in on people like he was V.Akiha, that would be quite retarded. Baras help but people know better than to mindlessly rush Kouma down, and given the range in that specific fight you’ll probably want to use 214B.

Also remember that if you bait a limb (or monster, in Nero’s case) you can punish it with 214C for lots of damage.

Thanks, Maho. Do you have any Vermillion b&bs as well?

It’s all good VMan still sucks/is an idiot anyway. =p He knows it!

Someone said some air attacks are crouch blockable, that was true in ReAct but by now in AC/FT just about all normal j.b/c’s are not low blockable. Though most air command moves are (Akiha being an exception). j.A’s are still low blockable though.

Question- Is the L1 button your “burst” button? Why because I am at the part of the Aoko combos with using Burst in the combo…so I need to figure out how to incorporate it in my combos…if it is the combo then why is it that when I do it in my combo it registers as my C button in the combo???

EDIT- Figured it out…Circuit Spark is using that button WHILE IN HIT/BLOCKSTUN.

I am now caught up on everything at least in this thread certainly…but I want to know why is Warcuied the best character in the game?

I am about to start watching match vids and combo vids etc…

But this is something I have not found in this thread and give or take I am about to hit DL to find some more stuff but I might as well entertain it while I am here.

While this is true, most of those people just entered for fun (for example, fubarduck had played it something like once ever, if that… although he was fucking people up, hahaha). I think there’s a lot of interest in the game, but again, not as a for-serious kind of thing. Personally I think I’ve played it once since Evo because I just don’t find it fun.

Warc is the brain dead top tier character of the game.

Her air normals have great priority, she’s fast, she hurts, she’s extremely easy to use, she can RTSD or zone you with rings, probably has the best ground throw in the game, all in all just a threat no matter who you’re playing.

The only thing is she bleeds like a bitch ;p.

Well she was S tier in ver A, we have to wait a little to see how it’s going in ver B.
As for ver A, Warc has a lot of really good priority moves, and does a lot of damage with no circuit out of really easy combos, and she as a better defense than in FT. But even if she good, she 's not THE best character, Shiki Tohno was also S tier in verA, and IMO he’s even a little better, anyway those 2 are not so much over the others i think.
Edited the part about the defense, she’s better than in FT but no so much to be qualified as a good actually.

I don’t know much with her but here’s some simple things :

  • 2A > 5C > 2C > B > B > jc > jA > jB > jc > jB > jC, don’t need o be close and works anywhere, if you’re close at the start you can add a 4C after the 2A.
    In the corner go for the 623B loop after 2C if you can (2C > 623B x 3) but the timing is character specific (and if i remember reading somewhere it doesn’t work on Ciel), if you want a simplier damaging corner combo you can do : 2C > 623B > 2C > 4C > jc > air combo.

From her 6C overhead , just cancel into dash and either 623B > 2C > 623B or 5C 2C > B > B > air combo.

One of the best players in my area uses Nero as main, i have a few experience with this match-up su i’ll give you somme of my observations (even if my Kouma is not so good for now). It’s hard and quite annoying most of the time, but well Nero is annoying by himself.

First, even if it’s quite frequent with Kouma don’t go for air to air or you will lose, unless you’re close and go for air throw. Air vs ground is also at Nero’s advantage, his anti airs beat cleanly all your jump-ins, if you jump, be prepared to shield.
As Nero’s players like to stand B people that superjump in from a distance (as this move is air unblockable), you can bait this into shield > CH jA into pressure or shield 2-3 hits into ground combo sometimes, you won’t get much damage of this but you’re in and sometimes with a knockdown.

On the ground, from middle range, if you stay just outside of his stand B range, your own stand B will beat it most of times, a little closer 2B will go under and CH him, but don’t do this too close or he’ll win, too bad you can’t get anything out of this (sometimes the last hit of 236C will connect but that’s not worth it), but that’s still some damage. Stand B will also beat his mid range 2B and you can go for the rekkas on hit.
Also at this range 214C will catch him from very far if he does B or 2B, as you can catch a move’s hitbox in this game (and the first times the other guy will probably go “WTF!! this is broken!!” or something like that :rofl: )

When you’re in, if you play ver B don’t press > whiff cancel > dash into 214A too much as you don’t have the clash frames on dash anymore to prevent 2A mashing, if your opponent do this you can get a CH with 22A from a distance and combo out of this, it will also work if he does 2B at the right distance.
Speaking of 2B, a lot of Nero players like to use it on defense as it has some clash frames at the very start, if your opponent is like this, use 2A a lot (with some pauses) and when it clashes with a 2B cancel into 214A/C.
Another simple pressure setup you can use is blocked 2A > 2B > 2C > C > A whiff then you’re at the right spacing where you’re stand B will beat all of his normals so you can continue pressure.
Be prudent with air dash mixups, he can 2C you out of it if he see it coming, but well it will go above 2A/2B for a combo if he mash a little too much so it can be usefull.

Kouma doesn’t have much okizeme solutions but at least you don’t have to fear reversals with Nero, his best invincible move 41236C can be dodged by crouching at close range and it’s a free combo for you even on block, and if you want to be flashy all your EX moves can beat it if you react fast enough (plus you can shield it of course), so it’s quite stupid for him to try it.
A fun thing about the 41236C is that if you block it while being at mid to it’s max range, you can bara 214A on the the last hit.
Some Nero players try to evade pressure with forward dash when they are cornered, you can easely punish this with dash 214A on their recovery into a wall slam combo that probably will make him understand he better never try it again.
You doesn’t have also much to fear from him doing baras, all he can do quite sucks and is beaten by your EXs, simple shield bunkers can be countered by an EX or baited with a 22A.

Now when you’re defending, if he comes by the air he’ll probably use jB as a jump in, from mid range, 2B will either beat or trade hits which is actually good for you because you can combo after it, but when he’s closer his jB will beat 2B most of the times.
22A beats anything he can do in the air but of course it can be baited by a shield, 22C is not as efficient but safer and will put the Nero into a “i should go away for a moment” state of mind because of the armor frames you gain out of it (this can be used in a lot of situations).

If the Nero doesn’t have 100% circuit you can bara 214C out of any of his moves and he can’t do nothing, so abuse this when you can.
Nero players will sometimes do a 214A/B in the middle of a pressure string (especially if you’re cornered), if you have good reflexes, you can punish it with dash > 214A. Some other times he’ll go for a 421A when you’re cornered, a 22C will make it go trough you and the Nero will probably go away for a while if he’s prudent.
On wake up you can use 22C if he doesn’t like to deal with armor Kouma, or 214C if he tries to meaty you, otherwise just block.

Overall the hard part is to get in but it’s no Pot vs Buri difficult, and if you have the advantage on life, don’t try to rush in recklessly, be patient and wait for him to come, eventually he’ll stop spamming monsters from affar if he sees that don’t work. You’ll need more work and prudence than him to win but it’s doable.

Ahh gotcha…check my thread in a few Chibi I am posting up a transcript of vid#2…

Good shit Chibi and Maho!!!

:tup:

We’ll see how good you are DG. I’ll be sure to play you tomorrow. Also, hit me up on AIM later tonight, I need to talk to you about pickup arrangments and whatnot. :sweat: