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KarpTech : Relentless Assault |
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Monday, 04 June 2007 |
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Welcome again to KarpTech. I apologise for the delay between the articles; its been difficult looking for appropriate material to write for; the topic today is rather dry as well. This information, is among the fundamentals behind Melty Blood today, and is what sets it apart from other fighting games.
There
are 3 key system features in Melty Blood that I'm going to talk about
today. They are as follows:
-
An
A attack can always chain into another A attack. This applies both
ways, meaning you can chain from 5a into 2a and vice versa. This
also applies even if you whiffed(missed) the A attack; and also if
you have already previously used the A attack before.
This means that doing 2ab5a2a is possible in this game, due to the
above properties.
-
A
whiffed A attack can cancel into any other move normally possible on
hit during its recovery frames. However, you can only chain
into moves that you haven't previously used in your attack string.
For example, if you had done 2ab5a, you could cancel the 5a's
recovery frames immediately into 2c, before waiting for the 5a to
recover fully. I refer to this as whiff cancel fake(because its
typically used to punish attempts to punish a whiff cancel).
-
Reverse
Beat - This one is a little
more obvious, but still has to be stated. All normals that are
normal-cancellable have no restrictions on which normal you cancel
into. Although the primary use of this is for whiff
canceling(whiffing an A attack to negate the normal recovery from a
heavier move), there are also other uses for it. Some players may
claim that reverse beating(rebeats) significantly lower the total
damage of a combo; this is also not always the case. Details to
follow.
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