Alright so I played AC yesterday with a friend of mine. He doesn’t play regularly so he’s not really much of a challenge. His main or the only character he wants to use right now is Warakia. Can someone give me some BnBs or general strats with him so I can help him out? Just to give him an idea of what he needs to do. I guess one combo he could use is 2A,2B,2C,6C, j.C,j.C, 214C. He’ll have to spend some time on his own to get a feel for the gameplay engine though.
Sure thing Turbo, or we could record like more than just NGBC period, just spend less time with NGBC and then record other games as well. We can do that because I definately want some more games recorded!!!
This game is very unfriendly to people who dont spend alot of time on it in training mode/casuals. I dare say almost as bad as cvs2 in terms of seperation between new players and good ones who have been playing since pre final tuned.
It might be worse. At least in CvS2 it’s possible to win games without doing any combos whatsoever, if you play the right grooves/characters (I did it all the time :V). In Melty Blood, if you do not know your basic combos down cold, you are going to get nowhere fast.
I showed this game to a close friend of mine (who has little experience with fighters but can have a high tolerance for bullshit… thankfully), and he was put off by the amount of time he would have to put in to training just to get to a point where he could possibly enjoy the game. (And this guy isn’t afraid of effort – he plays Beatmania for kicks… one handed). For those of us that have been dicking with the game since 2.x and fighters for much longer, it’s easy to forget that.
I suppose it’s because CvS2 is largely dependent on footsie/poking games and not so much about landing a huge combo. In Melty Blood, each character has plenty of ways to start a combo and therefore it’s a more efficient way to deal damage rather than simply relying on pokes and single hits.
I introduced this game to a friend of mine and he was really starting to get into it but during this one time we were fooling around in training mode, he was really disturbed by the fact that you couldn’t jump cancel blocked ground normals. He hasn’t played the game since then and I guess it’s safe to say that he quit. Of all the reasons for quitting the game, it had to be that one. <.< Surprisngly there was this guy at smashboards who saw this MB animated .gif file in my signature and he was very curious about it. I gave him as much detailed information about the series as I could. He gave it a try and he’s loving it.
For real? I’ve only spent one day in training mode to perfect an Aoko combo that I picked up from my first time playing. Then that was it for training mode. The rest I just read up on and try to do them whenever the next time I play is. It’s enough to get past most everyone I’ve played. But then again, I couldn’t take a single match from Master Chibi. So maybe it’s about time to start practicing…
While we’re talking about losing, what’s good for Aoko to use for wakeup? I’ve been just blocking till the pressure ends, but this isn’t going to cut it with people who know how to RTSD. How are sheilding or backdashing on wakeup, EX moves?
this game is nice, but im confused when im reading stuff about the moves, the numbers confuse me… (example: 2a n stuff)… I guess those numbers are directions right?
Oh and how do u get that Necro-Arc character?
You are going to have to teach yourself how to read universal notation. It’s standard for giving combos/strats in this game as well as guilty gear, and usual for teaching combos to people who don’t speak the same language as you.
aoko doesn’t have easy outs on wake-up, on top of lacking immediate anti-air against jump ins.
so like you say, her best option is to keep on blocking and jump out when there is a clear opening. this is where her triple jump/air dash property comes in handy.
another option is to poke out with her 2a or amazing 2b (on top of having a very long range for a crouching b, the start up is relatively fast 7 frames, with clash property on 5~6f). trying to poke out with 2c can work as well, but it is not as safe since it is slower and aoko has fewer options on block compared to the 2b. in any case, patience is key.
if you want to use tension, 623c and severe break both works if the opponent is trying to meaty you on the ground since those are the 2 moves with invincibility frames on start-up. 623c is also unblockable in air; but due to the fact that it’s not a true dp, it shouldn’t be used against jump-ins unless the opponent will be low enough when aoko wakes up. if you see a obvious jump-in against cornered aoko, her best option is still shield > 623a. 623c is not a horrible move by any means, but you should try to avoid using it and save the circuit for ex floating starmine/heat activation/severe break instead.
also:
ex blazing starmine (22c) lost its invincibility in version b, so it cannot be used as a reversal anymore. but it now has quicker activation, so it has become a better interruption move.
I’ve been playing since 2.004 I belive, but I’ve had no competition. I just hope you guys aren’t too offended by my overall sucky-ness when we post some casual vids. :sad:
I think I played a good 5 hours of Melty Blood on Saturday at C3, I had alot of fun and I got to play a good variety of people. An Aoko, a Shiki, A Chaos, an Akiha, and even a regular Arc. I’d love to hold a tournament next time :O!
You guys need just a bit more shine and polish and you’ll be raping easy in the game, especially 4r5 and BB Hood :D!
Oh and I’ve pretty much lost my marbles but I went and had this done in NYC on Friday <3.
Some guys here from my school are starting a fighting game club within the next week or two and we’ll be having gatherings every now and then. Hopefully I can introduce more people to this game because I really need some competition. :sad:
No worries Turbo, at least you got someone to play with now. I’ve been playing the game on and off, ever since it came out, and I’ve only played against an actual human being for the grand total time of once. If your still here Yukiko, come back here and let’s get some games going. :sad:
i think jump cancel is pretty much self explanatory, but just to let you know most moves on the ground cannot be jump cancelled on block while almost all ground normals can be jump cancelled on hit. everybody has 2 jumps except for aoko, who has 3 stocks of jump. kouma can jump cancel off the ground, but cannot jump cancel any of his air normals.
and i’m not sure what you mean by “dash cancel”. if you’re asking if you can cancel dash and air dash into specials, that all depends with what character you are using. orrrr… you might be thinking about whiff cancelling into back dash. with certain characters, such as both shiki’s you often see them do something like 2a, 2b, 2c on block, cancel into 5a (whiff) then back dash.
xx, 2c, 5c > jb, jc > jb, jc > throw (jump cancel after 5c and the first jc)
xx, 2c, 2c > jb, jc > jb, jc > throw (jump cancel after the second 2c and the first jc)
thanx for helping me out, but the thing is, i dont know how to do a (jc) or (dc)
for instance in this combo : 2A 2A 4C 2C 5C (jc) jB jC (jc) jB jC (dc) jA jB (th)
I can do everything until the bold part because i dont know how to (jc) or (dc) like I said…:sad: