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MBAACC - Love MAX!!!!!!, Moon Toss - H-Warc Combos 

XxTexasTimxX
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Melty Blood Actress Again Current Code 1.07 PC H-Warc Combos. This was a collaboration between Inso, from Brazil, and myself. If anyone has questions about any of the combos here, just ask in the comments, or on the melty bread forums:
www.meltybread.com/forums/red-arcueid-102/h-warc-1-07/
Any questions are welcome. Many of the combos in this video have nuances that are not obvious. For instance, comboing into j.214C enders midscreen, or 2A 5B 2C 5C 5A6AA combos against standing opponents, or mid range crouching opponents.
My original plan was to include move list properties, neutral tools, pressure, combos, mix-ups, and oki sections, but this proved to be more work than i felt like doing before releasing something. So I just shortened my goal to combos. I may revisit this character with the omitted sections, as I already have most of the footage recorded, but not right now.
Anyway, enjoy! I was very pleased with the way this video turned out.
I used Fraps for recording the game footage.
I used MAGIX Movie Edit Pro MX Plus for editing.
I used Photoshop and After Effects CS4 for some editing and effects.
I used Zarx264gui for the final encode to h.264.
Music was Life Light by Andy Hunter (Sugar Jesus Remix).

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20 янв 2014

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Комментарии : 29   
@Ninjaman2777
@Ninjaman2777 Год назад
I think this is the first combo video I’ve seen that actually uses her j.AAX moves. I honestly thought they weren’t really useable
@XxTexasTimxX
@XxTexasTimxX Год назад
Im glad that people still find use for these vids. :)
@TESvideos
@TESvideos 10 лет назад
H-Warc's combos look so hype. Thanks for all the hard work Tim and Inso!
@TunaDMoney
@TunaDMoney 8 лет назад
Thanks for making this! Gonna be in the lab for a while so I"m prepared for MB's Steam release, lol.
@Cristuuu
@Cristuuu 10 лет назад
Wow, good job. Much appreciated. Nice music choice.
@Eighties8a6ies
@Eighties8a6ies 10 лет назад
Quality video thank you. Ill be toying with her, i would never have conceived some of this.
@GrandeVerdade
@GrandeVerdade 10 лет назад
Very nice! my brother plays her, he will find this video very helpful!
@Whisk487
@Whisk487 3 года назад
Is there any way to fit, say, 4 eye lasers into one combo without meter? I've heard people talk about cmvs with quad eye laser routes in them, but I can't seem to find any. (I'm just looking for style combos mostly)
@XxTexasTimxX
@XxTexasTimxX 3 года назад
Well there is a meterless one. It would be something like 2A 5B 5C 5A6AA delay 22A 623A delay j.22B dj.22B 66 j.22A. Not sure if the j.22A ender is good. If you use meter for j.214C after the j.22A, youd get oki. It might be 'practical' to go for 4 mystic eyes if you use Arc Drive. Like 2A 5B 5C 5A6AA 22A 623A delay j.22B dj.22B j.C land 41236C walk forward > jump back > delay j.22B 66 j.C land hj.CB(1) sdj.B(1)C j.2C. With Arc Drive, you can prolly get more mystic eyes in there.
@tonifier7550
@tonifier7550 8 месяцев назад
Been trying for a while to get reverse j22b after 623, the timing is so weird. How can you get the jump on the other side with 623? Video is awesome btw ^^
@XxTexasTimxX
@XxTexasTimxX 8 месяцев назад
Its mostly timing, but spacing can also determine if you can get behind the opponent. If the spacing allows for 623B to cross up, then the main timing key is delaying the jump cancel so the 623B's forward movement takes you cross up. There is a window for jump canceling the 623B, so if you delay too long you wont get a jump, or if it hits late in the active frames(like if they fall into the late active frames on a juggle), you might not be able to jump cancel with the right timing to get behind. Shortening the ground string so the 623B will always x-up and have a larger window to jump cancel while behind can help. For example, 2A 5B 5C 5A6AA 623B... Many players like to tk the 22 input, with 282, but I find that the input if done that way usually happens too fast, so you dont get enough delay. I personally use 8 252B to slow down the input enough to get proper delay. Using 2A 5B delay 2C 5C 623B is also a way to keep closer and get the spacing right. 5B delay C normal can be delayed quite a lot. Hopefully this makes sense and helps you out.
@tonifier7550
@tonifier7550 8 месяцев назад
​@@XxTexasTimxXthat's awesome, will definitely help. Thanks a lot
@BakaMangaka
@BakaMangaka 4 года назад
3:52 is it possible to get a super jump j5CB(1) sdj j5B(1)C AT instead of moon here or no? I've been trying but seems like they're always too far out
@XxTexasTimxX
@XxTexasTimxX 4 года назад
Look at 2:50. It is possible, but i remember this particular combo being very tight on timing the various delays so that you get high enough. I also have not tested this combo on the entire cast. I have also seen the falling j.C after the j.22B omitted. Landing and doing a rising aerial is possible with just the j.22B wall bounce.
@BakaMangaka
@BakaMangaka 4 года назад
@@XxTexasTimxX ah i see I've been trying to do this from the corner and not in/near corner So maybe that's another factor Thanks for info I'll try and see what works and get these down
@XxTexasTimxX
@XxTexasTimxX 4 года назад
@@BakaMangaka It should not matter if the combo starts in the corner, or near the corner. The corner is only needed so that the j.22B wall slam wont send the opponent out of range of the falling j.C. The critical parts are timing based. I would not be surprised if more than one part of that combo needs very strict timing. The 5A6AA into 22A needs to hit as late as you can. The 623A after needs to be buffered properly so it comes out as soon as it can. The j.22B after that needs to hit as late as it can (and this might get into char specific territory. Stable heights for the j.22 series are not universal, especially when trying to delay in this manner). The falling j.C after needs to hit as low to the ground as it is able. The high jump into j.C after that, needs to hit as late as you can make it to allow for as much upward movement from the high jump as possible. and the super double jump into j.B after that needs as much delay between the sdj and the j.B as it can get, again for additional upward movement from the sdj. All of that is to control the opponents height relative to the ground, or your own height relative to the opponents. Each of those delays timing windows is prolly very small (prolly not 1 frame, but I would be surprised if its more than 3 frames at any of those points. And the j.22B delay might be char specific, I have not tested it to see who that specific combo route works on). I dont say all this to discourage you from trying, but rather to give very specific guidance for this combo. That particular route is hard because it puts the opponent so high, at the edge of what a high jump, rejump combo can link for warc.
@BakaMangaka
@BakaMangaka 4 года назад
@@XxTexasTimxX j22B delay kinda messes me up since when I do 623A j22B they're not behind me so I can't get falling j5C ;_; I feel like that and the super jump j5C are the only things I need to grind out everything else is p much spot on... Thanks for these notes I'll try to get this down consistently soon.... ^_^
@XxTexasTimxX
@XxTexasTimxX 4 года назад
@@BakaMangaka To be clear, you dont need to delay the jump, but rather, the 22B input after the jump. As for them not being behind you, yes, you will need to be close enough to the corner so that the wall slam wont send them out of range. However, it is possible to cross up with the 623A, and get reverse mystic eyes, but that will require delay on the jump cancel, and it will prolly also require an air dash before the falling j.C. Also another note is that using 5A6AA in any combo will reduce the opponents 'un-tech-time' (as in untechable time) or 'the time the opponent is in juggle state'. Basically, 5A6AA makes it so the opponent can tech faster than if 5A6AA was not used. If you are going for reverse mystic eye combos off of 5A6AA, the timings are 1 frame links at that point. That is for reverse mystic eye combos only. What I show in the vid with regular j.22B in the corner is not that tight, but midscreen, with 5A6AA, and going for reverse mystic eyes is that tight.
@ForTrueStory
@ForTrueStory 8 лет назад
would you say H-Warc is viable in competitive matches? i like F-warc a lot but relying on her donuts its a bit odd, coming from a ton of rush-down mains that werent reliant on partial projectile pressure ill probably mess with all of them regardless, id do know stuff with C-WArc, but i wanted a second opinion
@XxTexasTimxX
@XxTexasTimxX 8 лет назад
+Inmate Xros (ForTrueStory) She is certainly viable. In certain match-ups her grounded zoning is useful. For example, H-Hisui. It's hard for C and F to safely clear stools if she set them out. This is true for any match-up where the opponent has zoning that isnt full screen too, like H-PCL. Any match-up where the opponent has very good air to ground normals will also have to deal with H-Warc rising j.B. Okuu prolly has the best H-Warc.
@ForTrueStory
@ForTrueStory 8 лет назад
thanks man, im surprised you responded so early, this is pretty helpful. Ive been playing this game for a few years on and off but i thought it was about time i actually tried to play less casually. theres a lot i didnt understand and im having fun learning
@ForTrueStory
@ForTrueStory 8 лет назад
one more question... the pronunciation of Arcueid, is it Arc-wayde? Ars-su-id? Arc-KYU-eed?
@XxTexasTimxX
@XxTexasTimxX 8 лет назад
Your first one, 'Arc' + 'Wade'.
@ForTrueStory
@ForTrueStory 8 лет назад
+XxTexasTimxX Thanks a lot! sorry for all the questions but after jump canceling 623b/a how do you go about buffering 22b? im always too late (trying to get the double and reverse eye combos because swag
@p99chan99
@p99chan99 Год назад
Struggling with the 2nd combo 💀
@XxTexasTimxX
@XxTexasTimxX Год назад
what part?
@p99chan99
@p99chan99 Год назад
​@@XxTexasTimxX Actually I'm not struggling with it anymore, a lot of the combos I struggle with is in the air, when I'm doing j.AAB(1)C to dj.AB(1)C. The two A's in the first jump makes it so that the A on the second jump doesn't connect, if I only did it with one A then it'll reach, but that's lame. Also I'm struggling with the 5th combo, the one with the 623B and j.C, trying to land and get the sj.CB to hit is quite tight.
@XxTexasTimxX
@XxTexasTimxX Год назад
@@p99chan99 Yeah, the double j.A can be in the initial jump or in the double jump. I like in the initial jump, but jp typically does them in the double jump. I also usually just do j.AB(1)C sdj.AB(1)C lol. For the 623B j.C land hj.CB... the trick is to delay the j.C so it hits right before you land. Then the window for rejumping for the high jump C is bigger.
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