When's Melty on Steam?
ahaha that's no--wait, what?

Author Topic: Current Code Changes  (Read 53808 times)

0 Members and 1 Guest are viewing this topic.

Offline Lord Knight

  • Spellcaster
  • ***
  • Posts: 606
  • Magic Circuits: 71
  • Without love, it is lost
    • View Profile
Re: Current Code Changes
« Reply #50 on: August 02, 2010, 11:26:00 PM »
Shame that some of the chars are so underplayed that we don't know what changes actually happened on console. . .

Looking forward to you getting that arcadia issue

KohaH's changes (for everyone who wasn't in IRC), is pretty much console (like Garu told me). Additionally BE2C probably has the shit proration it has on console as well.
Keep climbin', gotta get to the top

Offline CPhame

  • Spellcaster
  • ***
  • Posts: 394
  • Magic Circuits: 5
  • 二次元の世界へ
    • View Profile
Re: Current Code Changes
« Reply #51 on: August 03, 2010, 01:18:42 AM »
Looks like Full Moon can air dash cancel jump normals now.  Either that, or F Ryougi is the only one who can do it.  Also, her backdash looks like it travels farther now too.

5B still godlike.
digitalpugilist.com

Offline LoliSauce

  • Righteous Pedo
  • *****
  • Posts: 3173
  • Magic Circuits: 120
  • Dandy Girl
    • View Profile
Re: Current Code Changes
« Reply #52 on: August 03, 2010, 03:29:21 AM »
Looks like Full Moon can air dash cancel jump normals now.  Either that, or F Ryougi is the only one who can do it.  Also, her backdash looks like it travels farther now too.

5B still godlike.
You sure she didn't IAD cancel it?
<LoliSauce>   Yeah, so I live right in between an elementary school and a middle school about a block on each side of me
<Zar>      God loves you, Lolisauce
---
<Mauve>      [The Touhou fandom] are like the moe character equivalent of furries.

Offline Rowanism

  • Forever. Forever.
  • Germaniac
  • *****
  • Posts: 2042
  • Magic Circuits: 157
  • Not Sion.
    • View Profile
Re: Current Code Changes
« Reply #53 on: August 03, 2010, 03:49:42 AM »
Good, her backdash is the only crappy thing about F-Ryougi.
[18:56]   Nonoriri: wait there's a caster now?
[18:56]   Danielsan: Yes
[18:56]   Danielsan: How long have you been sleeping
[18:56]   Nonoriri: Shit I might have to play this game again

Offline Irysa

  • Spellcaster
  • ***
  • Posts: 352
  • Magic Circuits: 36
  • BERIAL EDGE
    • View Profile
Re: Current Code Changes
« Reply #54 on: August 03, 2010, 04:08:38 AM »
Quote
The opponent is also CH2'd from said trade.
This doesn't really fix the problem, ch2 has the same recovery both ways meaning the same thing would happen... The only thing it kind of "fixes" is that if you do have to space your jumpin to beat 5a then you can get a free double jc combo at the start, which is nice.

Quote
Most 5A's are not the same, we looked at some comparisons on IRC. Most are lower and inside the characters hitbox. Even jiyuna was saying from his own experiences that 5A antiair/trade was not working.
The only significant nerf 5as got were that a few of them that hit obnoxiously above the head hitbox (nanaya satsuki etc) don't anymore. But they're still perfectly capable of trading with a jumpin that isn't spaced to distance. Consider H tohno's iad jc, due to the range on his airdash he'll probably be almost entirely in your face as he DOES the jc and the jc hitbox is mostly at the end of his leg. That means a trade is definitely viable especially since 5a comes out fast enough to compensate for reaction time. 5a AA shouldn't/won't work on a regular jump or the like anymore because of the height distance it implements but it looks like it could still be usable against many chars IAD j attack pressure (kind of like KoF I guess, except you can't anywhere juggle off AA 5a except in trash games like 2001)

I'm not trying to argue that 5a AA is broken/ruins the game/whatever, it's just an annoying strat that is irritating to have to deal with because you have to go out of your way to punish someone abusing it when it's pretty safe from average "bait AA poke" beating stuff. (it kind of blows wara up too since it fucks his iad pressure up a lot but that's just my character bias   :emo: )
« Last Edit: August 03, 2010, 04:54:17 AM by Irysa »
[17:09:40] <Roy> lol wtf, escort service prices in helsinki are fucking ridiculous
[17:10:32] <Irysa> why are you even looking at those
[17:10:52] <Roy> Looking for a reason to go to the event despite sucking at Melty

Offline Pfhor

  • Spellcaster
  • ***
  • Posts: 253
  • Magic Circuits: 22
  • Beyond the 1% barrier.
    • View Profile
Re: Current Code Changes
« Reply #55 on: August 03, 2010, 07:18:44 AM »
Ok so, since numakie has a better eye than me, he has pointed out an example of a ground trade between wara's 2b and hisui's 2a.

http://www.nicovideo.jp/watch/sm11588755 12:40

Notice that after the trade occurs, Wara recovers fast enough to continue the combo with a 2a while hisui is still in hitstun. Draw your own conclusions based on this situation.

My theory is: antiair 5a trade with a j.b/j.c will result in massive hitstun for the character on the ground, way too much to effectively get a combo off of trade. The character in the air will have a short "air freeze" and fall too fast to be catched. At most the character on the ground will get a tech punish setup, at worst the character in the air could TECH FORWARD AND CONTINUE THE COMBO LOL (I have to admit that would be pretty fucking awesome).
« Last Edit: August 03, 2010, 07:28:08 AM by Pfhor »

Offline Rei

  • America's Worst Ryougi
  • Magus
  • *****
  • Posts: 1162
  • Magic Circuits: 309
  • <3
    • View Profile
Re: Current Code Changes
« Reply #56 on: August 03, 2010, 09:21:26 AM »
Ok so, since numakie has a better eye than me, he has pointed out an example of a ground trade between wara's 2b and hisui's 2a.

http://www.nicovideo.jp/watch/sm11588755 12:40

Notice that after the trade occurs, Wara recovers fast enough to continue the combo with a 2a while hisui is still in hitstun. Draw your own conclusions based on this situation.

My theory is: antiair 5a trade with a j.b/j.c will result in massive hitstun for the character on the ground, way too much to effectively get a combo off of trade. The character in the air will have a short "air freeze" and fall too fast to be catched. At most the character on the ground will get a tech punish setup, at worst the character in the air could TECH FORWARD AND CONTINUE THE COMBO LOL (I have to admit that would be pretty fucking awesome).

Ryougi command tech combos, here I COME!
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

Offline Tonberry

  • Spellcaster
  • ***
  • Posts: 631
  • Magic Circuits: 53
  • $NJ$
    • View Profile
Re: Current Code Changes
« Reply #57 on: August 03, 2010, 10:43:54 AM »
I'm super against it because now it makes stagger pressure less powerful and it also gives an easy 5a antiair option vs deep jumpins just because most people's 5a is fast enough to get away with it.  That fucks up shit for a lot of full moon characters, since they can't rebeat for safety in pressure/jumpins.

I disagree that it makes stagger pressure less powerful.  Because you get CH2 no matter what on CH, people are going to be more scared to mash.  

2 examples(all damage is on HVsion with no reduction)

In training mode set to high counter Ftohno can do w/e into stagger 2b(CH) 5b 2b 5c 623c 5a 5c jb jc jb jc airthrow for 6462 damage.

Without high counter the best you get after 2b CH(no anti-a armor) is 5c 623c 5a 5c jb jc jb jc airthrow for 5652 damage.
With anti-a armor CH you get 2b(CH) 2a 5b 2b 5c 623c jb jc jb jc airthrow for 5903 damage.  

Drawbacks to verB staggers - The non anti-a armor CH requires hitconfirming 2b into 5c on reaction because if you just hit 5c and they block your pressure is almost over.  The anti-a armor is very strict on the timing.  You HAVE to get anti-armor for 2a to combo(and be in range for 2a) after it which means the timing for the stagger is different on different characters and getting 5c to still connect is fairly difficult.  On the other hand, with CH2 like CC has, you get to abuse 2b in pressure.  This is because 2b is +frames so you can do 2b 2a and it CHs mashing so on block you wait for the move to end and 2a but if they get CH you do 5b after it finishes.  So not only is it more damage with CH2 it's also a lot easier to confirm and you get to run better pressure.

Second example - FKohaku.

With high counter - 2b(CH) 5b 2b 2c 3c jb jc jb jc airthrow - 4719 damage.
Without high counter - 2b(CH) 4b 2c 3c jb jc jb jc airthrow - 4034 damage.

Full moon staggers are going to be scarier now that all CHs are CH2.
« Last Edit: August 03, 2010, 03:37:17 PM by Tonberry »
[01:08] <Komidol> that marisa cosplayer that took my registration was sexy
[15:24] <Rokunaya> i've actually reached the point where some voice actors sound familiar in animes
[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

Offline Numakie

  • Magus Candidate
  • ****
  • Posts: 945
  • Magic Circuits: 19
  • Oh nooooz~~!
    • View Profile
Re: Current Code Changes
« Reply #58 on: August 03, 2010, 11:16:25 AM »
I think the "A Armor" was more useful in Ground VS air situations. It made anti air 5A pokes weaker and discourages jA approaches.  (This made me find out the wonders 5B timed antiair with my chara.. but thats besides the point...)

I can forgive the loss of the armor though if ground 5A to air jB/C trades result in a high CH to the grounded opponent.
~~Playing the wrong way... and somehow getting away with it.~~
<Pfhor>: no, I only have nightmares about your play numakie
<Pfhor>: because it makes no fucking sense
<Pfhor>: like WHY IS THIS HISUI DOING THESE THINGS

Offline Irysa

  • Spellcaster
  • ***
  • Posts: 352
  • Magic Circuits: 36
  • BERIAL EDGE
    • View Profile
Re: Current Code Changes
« Reply #59 on: August 03, 2010, 11:45:46 AM »
after having watched more videos it feels less so that "everything is ch2" and more like "the higher the level of move the higher the ch stun" (although overall ch time went up too)

which seems pretty cool actually. And it solves the problem. Not looking forward to shit like seeing Sion 6B BE combos turning into bnbs from every air ch now though, fuck that shit will hurt.
« Last Edit: August 03, 2010, 11:48:49 AM by Irysa »
[17:09:40] <Roy> lol wtf, escort service prices in helsinki are fucking ridiculous
[17:10:32] <Irysa> why are you even looking at those
[17:10:52] <Roy> Looking for a reason to go to the event despite sucking at Melty

Offline CPhame

  • Spellcaster
  • ***
  • Posts: 394
  • Magic Circuits: 5
  • 二次元の世界へ
    • View Profile
Re: Current Code Changes
« Reply #60 on: August 03, 2010, 11:51:56 AM »
Looks like Full Moon can air dash cancel jump normals now.  Either that, or F Ryougi is the only one who can do it.  Also, her backdash looks like it travels farther now too.

5B still godlike.
You sure she didn't IAD cancel it?

Yeah, I'm pretty sure.  I did a double-take when I saw it happen in the nico vid, and she clearly did a j.C > airdash cancel >j.B.  

This is the video in question.  It's the second match at the 7:40 mark.

http://www.nicovideo.jp/watch/sm11611622
« Last Edit: August 03, 2010, 12:07:31 PM by CPhame »
digitalpugilist.com

Offline Rokunaya

  • Magus Candidate
  • ****
  • Posts: 956
  • Magic Circuits: 16
  • Keepin' it alive
    • View Profile
Re: Current Code Changes
« Reply #61 on: August 03, 2010, 01:14:57 PM »
It seems that the combo meter now shows how much damage the combo has done within the meter; The damage dealt by attacks doesn't immediately disappear from the health bar, it flashes white for each hit done and then disappears when the combo ends. Also, I see that you can now see the color set a player chose within the new HUD at the top of the screen.

I may be wrong and these may be in the Ps2 version, but I think these are new.
clmelty: great roku! lol / I like roku lol
clmelty: I want to make CL like roku team
clmelty: Roku is best popular player in the meltyworld

Offline LordPangTong

  • Spellcaster
  • ***
  • Posts: 578
  • Magic Circuits: 54
  • We troll hard
    • View Profile
Re: Current Code Changes
« Reply #62 on: August 03, 2010, 02:26:48 PM »
Looks like Full Moon can air dash cancel jump normals now.  Either that, or F Ryougi is the only one who can do it.  Also, her backdash looks like it travels farther now too.

5B still godlike.
You sure she didn't IAD cancel it?

Yeah, I'm pretty sure.  I did a double-take when I saw it happen in the nico vid, and she clearly did a j.C > airdash cancel >j.B.  

This is the video in question.  It's the second match at the 7:40 mark.

http://www.nicovideo.jp/watch/sm11611622

After watching F-Nero, I am lead to believe that Full moon characters are still unable to air dash cancel their normals. There is no reason not to extend the air combo with an air dash when using Nero, (from mid screen) and the player didn't do this at all. What you see in this video is probably an IAD cancel.
<justzar> great anime <3

Offline CPhame

  • Spellcaster
  • ***
  • Posts: 394
  • Magic Circuits: 5
  • 二次元の世界へ
    • View Profile
Re: Current Code Changes
« Reply #63 on: August 03, 2010, 02:48:07 PM »
Ah, you're right.  You can clearly see the "up" jump effect after j.C.  False alarm, my apologies  :emo:
digitalpugilist.com

Offline Rei

  • America's Worst Ryougi
  • Magus
  • *****
  • Posts: 1162
  • Magic Circuits: 309
  • <3
    • View Profile
Re: Current Code Changes
« Reply #64 on: August 03, 2010, 11:03:04 PM »
Full list of Ryougi changes, please correct me where I'm wrong.

source: http://www20.atwiki.jp/ryougisiki/pages/33.html

Overall:
Larger Knife pickup range
Arc Drive and AAD have longer unblock detection ranges.
2C got nerfed
Last Arc damage was changed (no specifics yet, but I'm 99% sure that they would nerf it from doing 7k no matter what)

C-Moon:
623B comes out faster
6C->236C gives circuit break
22C got nerfed (something about the guard, either damage or guard time)

H-Moon:
j.B/j.6B are slower
3C was changed (no specifics yet)
4C is slower
Some nerf regarding knife catches. I think they have landing lag now?

F-Moon:
236C buff (translation request)
j.B slower
4C slower
22C is weaker
and the last one is regarding the rekkas. I don't know what it's saying :/.
<@sibladeko> lack of close buttons is poverty
<@sibladeko> means the police can't use secret elevator codes to save us
<Darcius> poor people not worth savin
<@SilentShinobi> the double down is the black man's lethal kryptonite

Offline CPhame

  • Spellcaster
  • ***
  • Posts: 394
  • Magic Circuits: 5
  • 二次元の世界へ
    • View Profile
Re: Current Code Changes
« Reply #65 on: August 03, 2010, 11:45:36 PM »
Just to clarify on Ryougi's changes: Last Bug Arc removed.   :toot:
digitalpugilist.com

Offline Rowanism

  • Forever. Forever.
  • Germaniac
  • *****
  • Posts: 2042
  • Magic Circuits: 157
  • Not Sion.
    • View Profile
Re: Current Code Changes
« Reply #66 on: August 03, 2010, 11:48:44 PM »
[18:56]   Nonoriri: wait there's a caster now?
[18:56]   Danielsan: Yes
[18:56]   Danielsan: How long have you been sleeping
[18:56]   Nonoriri: Shit I might have to play this game again

Offline Kamina

  • Spellcaster
  • ***
  • Posts: 123
  • Magic Circuits: 22
  • I'm awake! I'm wide awake!
    • View Profile
Re: Current Code Changes
« Reply #67 on: August 04, 2010, 07:47:26 AM »
Ok found the Kouma changes here as well, with some buffs and little nerfs here and there. If you like swimming in a sea of moonrunes, you can check it out here: http://www.geocities.jp/kishimax_daienjyou/other.htm

Overall:
Seems like theres more proration on Kouma's 214 A/B AKAI command throw + 4


Crescent:
j.236 A/B was strengthened
j.214 A/B Falcon Kick was strengthened
BE5b is faster now
6c was strengthened
Kouma has a faster dash now
EX j.236c has less hitstun
Can get consecutive j.b j.c hits after j.214 B Falcon Kick

Full:
BE j.c comes out faster now
j.214 A/B Falcon Kick was strengthened
BE 2c was strengthened
22B knocks the opponent back farther now
Can get consecutive j.c hit after j.214 B Falcon Kick

Half:
Better air throw
uhh easier to hit with 6a's
j.236 A/B was strengthened
Has faster dash
More proration on 6a's
EX j.236c has less hitstun


Theres some other info on the bottom here too, like the game changes on Blood Heat guage decreasing faster, loss of level armor, counters all being high counters, and not sure exactly what this other one says about blocking in the air and landing but I guess this is just in need of some correction, so feel free to say whatever...


« Last Edit: August 04, 2010, 10:58:33 AM by Kamina »

Offline S-Blade

  • Spellcaster
  • ***
  • Posts: 304
  • Magic Circuits: 9
  • melty blade player
    • View Profile
Re: Current Code Changes
« Reply #68 on: August 04, 2010, 10:39:47 AM »
kouma changes

ohhhh fuuuuck yeeaaaahhh
"HERE'S A NEW TECHNIQUE - STOP BEING A RETARDED FAGGOT" -SprtJuice on smash scene

<kijea> im like really sad life faggot

Offline Lord Knight

  • Spellcaster
  • ***
  • Posts: 606
  • Magic Circuits: 71
  • Without love, it is lost
    • View Profile
Re: Current Code Changes
« Reply #69 on: August 04, 2010, 01:35:53 PM »
Keep climbin', gotta get to the top

Offline 主人公

  • Jr. Spellcaster
  • **
  • Posts: 14
  • Magic Circuits: 1
    • View Profile
Re: Current Code Changes
« Reply #70 on: August 04, 2010, 01:40:04 PM »
i wonder why they nerfed her 4c

Offline AARP|ZTB

  • HATEmaster
  • *
  • Posts: 1181
  • Magic Circuits: 102
  • canes, complaints & caddies
    • View Profile
Re: Current Code Changes
« Reply #71 on: August 04, 2010, 01:44:45 PM »
^good one...I almost laughed
zar are you even aware that your attitude is what drove people off in the first place. i think zar's attitude is worse than all of that. cause neither of you guys mean anything. but zar can poison shit around him. zar's the one that gets personal online and does realtalk that's out of line.

Offline Nandeyanen

  • Spellcaster
  • ***
  • Posts: 310
  • Magic Circuits: 6
  • Nyoro~n
    • View Profile
Re: Current Code Changes
« Reply #72 on: August 04, 2010, 03:02:13 PM »
Full list of Ryougi changes, please correct me where I'm wrong.

source: http://www20.atwiki.jp/ryougisiki/pages/33.html

Overall:
Larger Knife pickup range
Arc Drive and AAD have longer unblock detection ranges.
2C got nerfed
Last Arc damage was changed (no specifics yet, but I'm 99% sure that they would nerf it from doing 7k no matter what)

H-Moon:
j.B/j.6B are slower
3C was changed (no specifics yet)
4C is slower
Some nerf regarding knife catches. I think they have landing lag now?

This makes me sad.

Offline F9|Chibi

  • Strongest Idiot
  • *****
  • Posts: 2926
  • Magic Circuits: 136
  • portrait of eternal joy
    • View Profile
    • Pishi~
Re: Current Code Changes
« Reply #73 on: August 04, 2010, 03:26:51 PM »
Want a tissue?

:3
~*Hai! Back to Japan!


pishi.wordpress.com - Updated once a week~

Offline Lolly

  • Jr. Spellcaster
  • **
  • Posts: 105
  • Magic Circuits: 3
  • hurp
    • View Profile
Re: Current Code Changes
« Reply #74 on: August 04, 2010, 05:23:35 PM »
Shame that some of the chars are so underplayed that we don't know what changes actually happened on console. . .

Looking forward to you getting that arcadia issue

KohaH's changes (for everyone who wasn't in IRC), is pretty much console (like Garu told me). Additionally BE2C probably has the shit proration it has on console as well.

People can still check for changes on their ps2s. Just added a few things I could find with Red Arc: http://mbaa.mizuumi.net/index.php/Changelist
It'd be nice to get it done for the sake of completeness. A lot of the jp bbs stuff could be listing arcade -> mbaacc rather than console -> mbacc