Or you play characters that don't have complicated combos but a simple, powerful playstyle. Like F-Roa. He doesn't even need aircombos. His oki is great after double lightning BnB. And tons of damage.
Or you play characters that don't have complicated combos but a simple, powerful playstyle. Like F-Roa. He doesn't even need aircombos. His oki is great after double lightning BnB. And tons of damage.
Last edited by Rowanism; January 23rd, 2013 at 06:00 PM.
Everyone should sub Fries. 5B 6B 5C 236A 4.5k.
As a player of F-Moon chars, I am offended... Not really. Don't you main Free-yougi? The char of j.B, 2B and charged B rekka? I swear, I think you only need a B button for her... lol! Kidding...
Actually, I find that simple chars (combo wise) allow me to focus more on the things that (I think) win games. Executing Oki, and understanding neutral and spacing. I can start learning these things pretty much right away, and not have to grind out combo execution as much.
Last edited by TheMaster_Rahl; January 23rd, 2013 at 07:23 PM.
http://www.youtube.com/user/XxTexasTimxX?feature=mhee <---- My Youtube page.
http://www.twitch.tv/xtexastimx <---- My Stream page.
http://www.meltybread.com/forums <---- Info on Melty Blood Fighting Games.
I remember playing MBAC back in the day, and this was right around when I started picking up fighting games.
I was trying VAkiha's momiji loop and it was impossible. Dragon punch motions are too hard.
F-Ryougi is a special case. Despite being a Full Moon character she is very reliable on combo executions that require precise timing. Sure, her j.B is great but it was already nerfed from 1.05 to 1.07 meaning it has an even slower startup. The rekkas are fundamental. The knife keeps her short combos going and extends them into ones that are longer than some C-Moon combos of any other character.
Most of these combos
don't work anymore, especially those involving a j.B after a tk.236B.
Sub in j.A and most still work. Frogurt combos are pretty free outside of Leo loop. :v
Last edited by Sashi; January 24th, 2013 at 02:49 AM.
I thought that the j.B nerf was just to the hit box. Huge shrink to the red box. But, now that I checked, it did get a start-up nerf. Active on frame 7 instead of frame 6.
Left is hit 1, right is hit 2, top is PS2, bot is 1.07.
You think that combo changes might be related to both the slower start-up and the nerfed hitbox? I don't think those were one frame links in PS2.
-TexasTim-
http://www.youtube.com/user/XxTexasTimxX?feature=mhee <---- My Youtube page.
http://www.twitch.tv/xtexastimx <---- My Stream page.
http://www.meltybread.com/forums <---- Info on Melty Blood Fighting Games.
I wish I could do 236 instead of 623. Would help when I want to dash 1236. It's legit hard to do without dash macro.
I find her air combos to be slightly harder and her ground combos to be way easier. I remember I could only get the rekka launcher into 2B maybe two thirds of the time on PS2. Now, it's 100%. Some of the rejump combos are harder, though.
That's because of the way the input buffer works. When you dash, a 6 input is buffered, so if you try to 236 too fast, you get a 6236, which comes out as 623. You generally don't want to try to 236 during the dash animation, especially if your char requires you to hold 6 to keep dashing.
If your char does not have a half circle motion, you can try inputting a half circle after dash. So you 6A+B 5 41236X. It will take long enough to input so that the buffer wont keep the 6 input from the dash, and you get a 236.
It's usually easier to go from a 6 input, back to neutral, and do a 236 straight up, in combos, because you have the hit stun time to clear the buffer of any 6 input. Example would be F-Roa Air Counter Hit: CH 2C 6C 236A air combo.
Having the buffer is a good thing, but one of the affects is that you can't really get dash 236 motions without a substantial pause at neutral between the 6 and the 236.
Last edited by TheMaster_Rahl; January 24th, 2013 at 03:06 PM.
http://www.youtube.com/user/XxTexasTimxX?feature=mhee <---- My Youtube page.
http://www.twitch.tv/xtexastimx <---- My Stream page.
http://www.meltybread.com/forums <---- Info on Melty Blood Fighting Games.
Yeah, that's why I have to do 661236 instead. I can do it with dash macro most of the time, but I don't like using dash macro. :v
EDIT: I remember being able to 236A+B~C for dash 236C on PS2, but I could never get it to work consistently on PC. Maybe it's the buffer length reduction. Honestly, wish it'd be 6f instead. Maybe even shorter.
Last edited by Sashi; January 24th, 2013 at 05:27 PM.
One of F-Roa's BNBs is xxx 5C 6C 236A xxx. If you don't input the 6C early and don't delay the 236A you'll get a DP.
Speaking of which, I remember that I spent weeks practicing DPs just to play Wara. His combo finisher, the j421C, just did not like me for some reason, and even my strategy of 4214 only worked like 60% of the time.
Dayam, this thread actually looks more active than the whole of Melty Bread atm
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