All pastes #2104248 Raw Edit

Unnamed

public text v1 · immutable
#2104248 ·published 2012-01-20 03:20 UTC
rendered paste body
Reverse Beat pressure, or, building a blockstring.

Many beginning Melty players tend to rely on 5A whiffs to reset their pressure, and hope to be able to dash in and start all over again.  Unfortunately, this simply does not work.  In general, whiffing a 5A from a C attack tends to be +1 or +2 frames, depending on what character you're using.  If you're repeatedly using 2ABC (5A), you might get back in once, but you will get punished heavily for it.

So how does one then build a blockstring?  The main trick is to keep them guessing.  I will use Wallachia as my example, as he is the character I understand best.  Also, his normals are long range and simple to use, so I feel he helps the logic behind my choices be more logical.

First of all, Take note of your character's moves.  5C is +1 on block, but you are so far out afterwards that you will never be able to take advantage of this.  6C can be charged into an overhead, but has a very short range.  5A will whiff crouchers.  2C can be charged, as well as 5C, but 2C should never be fully charged during pressure.  5B is 2 hits, and 2B is one, and both are unsafe on block.  Understanding properties like this about your moves is the first step to being able to make a pressure string.  Also, you should know various special moves that can come in handy.  For example, Wallachia's charged 22B will hit at the tip of 5C.

The crux of a lot of Melty pressure, as much as people will complain or joke, is 2A, because it is fast.  Wallachia's also hits low, so this is a good move to work with.  The first, and single most simple blockstring you can use is 2AAA.  When you push yourself out of range, this will stop working, of course.  The first, and by far, the most important trick to building a blockstring starts here, and it starts with staggering.  If you're mashing 2AAA on your enemy, and they're mashing 3AAA, so they guard but will 2A immediately during a gap, staggering your 2A's so they aren't airtight is the simplest way to get a hit in.  If you do this well enough, it's possible to scare your enemy enough that you can dash in after a 2A.  This is only one move, however, and we can do much better.

So, we go to 5B and 2B.  As far as I am concerned, these two moves are the core of Wara's pressure.  Neither push you out too far, and they come out relatively quick.  Intuitively, the blockstring one wants to go to is 5B 2B or 2B 5B, and hit a C move afterwards.  But, why make an airtight string?  There is another reason Wara's 5B and 2B are so good: at essentially any point during recovery, no matter how late, they can be cancelled.  So, 5B (wait a second) 2B is possible, and is also a frametrap!  Many characters do not have this, and you are wasting a character's potential if you do not abuse this a late cancel.

So what am I getting at?  Why mash 2A 5B 2B as fast as you can, when 2A delay 2A delay 5B delay 2B is full of frametraps?

But we can do even better than that.  Remember, this is Melty.  Our only cancel isn't just 5C or 2C, we can also cancel to 5A.  Remember, 2B and 5B are not safe on block.  So, though 2B (5A) and 5B (5A) are not + on block, they are better than the moves normally are.  If you start doing 2A 5B 2B (5A) and try to dash in again, you will never get anywhere.  You need to scare the opponent first.

So, let's try something clever.  Let's try 2A 5B (5A) 2B.  It turns out, 5B (5A) 2B, if done properly, is a wonderful frametrap.  If you do this enough, people will expect the 2B after the whiffed 5A, and this is when you can start dashing back in.  If you start with a 5B and not a 2A, you can even do longer blockstrings with multiple traps, like 5B (5A) 2B 2C (2A) 5C.  These kind extended traps are deadly in that the person you're playing against can never tell when it resets and when it doesn't.

This is the core of rebeat pressure.  Of course, eventually with Wara, you will want to use 2C and 5C to push yourself out, and use a charged 22B on occasion to scare the enemy.  Wara is good at neutral, and pressure isn't his strongest suit.  However, I hope the idea has gotten across.