Melty Bread Forums
Misaki Town Bakery => Melty Blood Auditorium => : Curbeh July 30, 2010, 04:39:07 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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Forward:
These notes are based on Arcadia's change list (courtesy of Jiyuna) and supported by BBS posted. All changes are also PS2-> CC only.
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Current Code Changes:
System -
Versus Introductions - Buffed (Can skip everything up to round count down)
All around graphical betterment
Wallslams, blocked attacks and overheads generate ripple effects
Reaching MAX or entering HEAT generates a "tone"
Raw airthrows generate a special effect and have less recovery
Stage is smaller
Level armor gone
All counter hits are CH2
Sion -
C-Sion:
214A - Faster start up
JA - Duration increased
421AB - Faster start up
Dash - Faster + profile lowered
236 - Auto reload has more recovery
F-Sion:
3B - Air unblockable
22B - Throw hitbox improved
Dash - Faster + profile lowered
H-Sion:
5C - Buffs to hitbox, recovery and start up
JA - Duration increased
6C - Improved
BE6C - Improved
BE6B - Faster start up
JB - Weaker hitbox
421A - Faster Start up
5A6A - Prorate stronger
Dash - Faster + profile lowered
Arc -
C-Arc:
624C - Gravity weakened
AD - Damage up
624AB - Start up increased
Dash Crossup - Recovery shortened
3C - Hitbox and cancel window stronger
BE5B - Faster Start up
214C - Movement distance increased
J2C - Recovery Shortened
6E - Stronger
F-Arc:
2C - Hitbox lengthen Horizontally
421C - Recovery Shortened
AD - Damage up
623A - EX cancellable
Dash Crossup - Recovery shortened
214C - Movement distance increased
J2C - Recovery Shortened
6E - Stronger
214A - Recovery increased
JA - Special prorate added to JA
H-Arc:
J2C - Addition of Blowback edge
421C - Recovery Shortened
AD - Damage up
3C - Hitbox and cancel window stronger
214C - Movement distance increased
6E - Stronger
5A6A - Prorate stronger
Ciel -
C-Ciel:
AD - Easier to connect the last hit
236A - Stronger
J22AB - Start up slower
4B Follow Up - Vector weaker
236C - Start up slower
623C - Prorate and vector weaker
4C - Hitbox, untechtime weaker
5CC - cancel window weakened
5C - Damage down
Air Somer - Movement restriction after use
Air B Somer - Damage down
J2C - Recovery increased
F-Ciel:
2C - Recovery down
236AB - Stronger
214C - Recovery shorter
214A - Start up and speed faster
624ABC - Stronger
AD - Easier to connect the last hit
623C - Prorate and vector weaker
4C - Hitbox, untechtime weaker
J2C - Recovery increased
Air Somer - Movement restricted after use
Air B Somer - Damage down
H-Ciel:
624B - Start up and invincibility strengthened
236A - Delay before attack is shorter
BE236A - Now untechable
236b - Guard damage increased
AD - Easier to connect the last hit
236C - Start up nerfed
5A6A - Prorate stronger
4C - Hitbox, untechtime weaker
J2C - Recovery increased
5C - Damage down
Air Somer - Movement restricted after use
Air B Somer - Damage down
2B - Recovery increased
63214C - Start up nerf
Akiha -
C-Akiha:
J2C - Expanded upward
623B - Last hit hitbox Expanded
4C - Prorate Stronger
F-Akiha:
4C - Weaker
22A - Vector, charge time, guard damage lowered
Damage universally lowered
421A into AD - Gone
H-Akiha:
236B - Start up and recovery better
4C - Prorate stronger
5A6A - Prorate stronger
Hisui -
C-Hisui:
... [Cut off?]
F-Hisui:
BE6C - Stronger
623A - Recovery shortened
BE5B - Stronger
JB - Addition of Blowback Edge
H-Hisui:
EX Dust - Changed hit properties
5A6A - Prorate stronger
Kohaku -
C-Kohaku:
236AA - Reel the opponent regardless of crouch hit
2C - Hitbox weakened
JB - Hitbox weakened
Backstep - Weakened (Distance)
214AB - Air Hitbox weakened
BE236A - Start up (Weakened)
4B - Recovery increased
5CC - Recovery increased
6C - Prorate Stronger
236AA - Super cancel gone
AD - Weakened (Damage down)
EX Cactus - Weakened (No air unblock, Disappears on hit)
F-Kohaku:
2C - Hitbox weakened
JB - Hitbox weakened
Backstep - Weakened (Distance)
AD - Weakened (Damage down)
5C - Hitbox weakened
5C - Start up slower
EX Cactus - Weakened (No air unblock, Disappears on hit)
2B - Recovery increased
H-Kohaku:
236AA - Reel the opponent regardless of crouch hit
2C - Hitbox weakened
JB - Hitbox weakened
Backstep - Weakened (Distance)
214AB - Air Hitbox weakened
BE236A - Start up (Weakened)
2B - Hitbox weakened
AD - Weakened (Damage down)
JC - Damage down
Maids -
C-Maids:
214A - Recovery shortened
F-Maids:
When a plant is out, you cannot use Alert (236)
Bond (Hearts) recovery slowed
H-Maids:
... [Unlisted]
Tohno -
C-Tohno:
22A - Gap (before attack) increased
214C - Weakened
2A - Recovery increased
2C - Damage Down
F-Tohno:
623C - Untechable
214AB - Recovery shortened
623B - Start up faster, Hitbox stronger
22A - Recovery increased
H-Tohno:
JB - No crossup at all
22A - Gap (before attack) increased
6C - Prorate stronger, Damage down
2B - Pre-clash frames gone
6C - Forward movement shorter
2A - Recovery increased
214C - Damage down
2C - Damage down
5A6A - Prorate stronger
Miyako -
C-Miyako:
5A - Recovery increased
5C - Duration decreased
2B - Recovery increased
236C - Invincibility reduced
236B - Start up (slowed)
2A - Recovery increased
214C - Damage down
J6E - Performance changed (post throw vector)
F-Miyako:
5B - Damage down
2B - Damage down
2B - Prorate stronger
5C - Cannot be normal canceled
JB - Duration down
B Gokudo (rider kick) - Damage down
A Renkan (kick kick) - Prorate stronger
B Renkan - Damage down
B Renkan - Prorate stronger
B Renkan - Invincibility reduced
Air A Senshuu (bodysplash) - Prorate stronger
Air B Senshuu - Prorate stronger
H-Miyako:
5A - Recovery increased
2A - Recovery increased
5A6A - Prorate stronger
2B - Recovery increased
JB - Recovery increased
Nero -
F-Nero:
JB - Damage down
JC - Damage down
A Slime - Guaranteed release time slower
5B - Recovery increased
Defense down
Airthrow - Recovery increased
C-Nero:
JB - Damage down
JC - Damage down
2C - Damage down
5B - Untechtime lowered + Recovery increased
Defense down
Airthrow - Recovery increased
H-Nero:
JB - Damage down
JC - Damage down
2C - Damage down
Backstep - Distance shortened
5A6A - Prorate stronger
5B - Recovery increased
Defense down
Airthrow - Recovery increased
V-Sion -
C-V-Sion:
421BC - Recovery shortened
F-V-Sion:
214B - Addition of Blowback Edge
2B - Longer reach
22ABC - EX cancellable
B(?) - Gap shortened
H-V-Sion:
623C - Recovery shortened
5B - Duration shortened
J2B - Hitbox weakened
214C - Prorate stronger
5A6A - Prorate stronger
Warc -
C-Warc:
Backstep distance shortened, recovery increased
623C - Prorate increased
JC - Damage down
JB - Damage down
6C - Level change (Now Reverse Beats)
6C - Damage down
F-Warc:
624C - Stronger
Backstep distance shortened, recovery increased
H-Warc:
22AB - Recovery shortened
22C - Recovery shortened, hitbox stronger
Backstep distance shortened, recovery increased
623C - Prorate stronger
JC - Damage down
JB - Damage down
5A6A - Prorate stronger
Vermillion -
C-Vermillion:
JC - Ground Untech
AD - Untech time increased
AAD - Untech time increased
JC - No cancels from air hit
F-Vermillion:
AD - Untech time increased
AAD - Untech time increased
JB - Duration decreased
H-Vermillion:
J236B - Start up faster
5A6A - Prorate stronger
Mecha -
C-Mecha:
J66 - Hitbox fixed
623 - Nerfs to ground untech
2B - Recovery increased
44 - Nerfed
6C - Damage down
JC - Damage down
JB - Damage down
5A - Start up slower
2A - Start up slower
5C - Damage down
2C - Damage down
JC- Special prorate added
F-Mecha:
5C - Pushback lessened
J2C - Added
236 - Gap decreased
22AB - Gap decreased
J66 - Hitbox fixed
22C - Gap increased
44 - Nerfed
22C - Damage down
2C - Damage down
H-Mecha:
214C - Can follow up
214B - EX cancellable
5A6A - Prorate stronger
624C - Damage down, prorate stronger
44 - Nerfed
2C - Damage down
Nanaya -
C-Nanaya:
5C - Duration increased
214A - Damage increased
214C - Profile lower, recovery shortened
236A - Cannot come as close to the opponent as before
2A - Recovery increased
F-Nanaya:
Dive - Performance increased
236A - Faster start up
214AC - Stronger
22B to Dive - Enabled
H-Nanaya:
6 - Walk faster
4 - Walk faster
5C - More forward movement
2A - Hitbox stronger
214A - Recovery shortened
214B - Recovery shortened
BE214B - Faster charge, hitbox improved
5A6A - Prorate stronger
Sacchin -
C-Sacchin:
JA - Hitbox improved
JB - Hitbox improved
JC - Hitbox improved
BEJC - Start up faster
421 - Performance increased
K624C - Stronger
BE3C - Duration increased
Most air hitboxes strengthened
F-Sacchin:
JA - Hitbox improved
JC - Hitbox improved
421 - Performance increased
22C - Performance Changed (+)
BE3C - Duration increased
236A - Ground untech
Most ground hitboxes strengthened
H-Sacchin:
BEJC - Start up faster
22C - Performance Changed (+)
Len -
C-Len:
AD - Stronger
J236B - Stronger
421A - Recovery shortened
623C - Low invincibility
624C - Faster start up, recovery shortened, damage increased
4B - Addition of Blowback Edge
66 - Faster
421BC - Stronger
J2C - Duration decreased
F-Len:
66 - Changed (long dash)
214 - Link window greatly increased
AAD - Performance increased
623B - Recovery shortened
236C - Stronger
623C - Low invincibity
214 - Damage down
J2C - Duration decreased
H-Len:
623C - Low invincibility
66 - Faster
5A6A - Prorate stronger
J2C - Duration decreased
Neco Arc -
C-Neco:
... [Unlisted]
F-Neco:
JC - Can now cancel into J2C
H-Neco:
5A6A - Prorate stronger
Aoko -
C-Aoko:
2C - Moves forward more
JC - Stronger hitbox
624A - Performance changed (Damage up + Reels on ground hit + Fully untechable on air hit)
236A - Stronger hitbox
421C - Performance changed|Movement speed increased
22A - Faster start up
22D - Faster start up
623BB - Hitbox improved
-- (Not in Arcadia)
123 (keep it classy) - Hitbox lengthened on 2+3 just a little bit
22C - Faster start up. 5C connects to it
421 - Performance changed|More orbs (did three)
---
623C - Recovery increased
F-Aoko:
2C - Moves forward more
421C - Faster start up
22A - Faster start up
B Arrow (tiger shot) - Prorate stronger
J623 - Air blockable
236C - Invincibility decreased
H-Aoko:
... [Cut off]
--- (???)
236A - Stronger hitbox
JB - Damage down
JC - Damage down
123 (5A6AA) - Prorate stronger
Gale (reppuken) - Guard vector changed
A Gale (reppuken) - Recovery increased
Backstep - Recovery increased
624A - Performance changed (Damage up + Reels on ground hit + Fully untechable on air hit)
White Len -
C-White Len:
623C - Easier to hit with
421A - Recovery shortened
421B - Start up decreased
BEJ2C - Recovery decreased (And ball strengthened)
F-White Len:
B Waltz - Prorate stronger
623C - Easier to hit with
5C - Stronger
22A - Stronger
--- (Not in Arcadia)
EX Set (ice?) - Invincibility shortened
AB Pillar - Recovery increased
H-White Len:
22B - Stronger
214AB - Stronger
421B - Faster
J236 - Addition of Blowback Edge
5A6A - Prorate weakened
Kouma -
C-Kouma:
J236ABC - Performance strengthened
J214AB - Hitbox Stronger
5BBEB - Faster
6C - stronger
66 - faster
F-Kouma:
J214AB - hitbox stronger
BEJC - hitbox stronger
22B - Knockback stronger
H-Kouma:
J6E - Performance strengthened
6AA - Easier to hit with
J236ABC - Performance strengthened
66 - faster
5A6A - Prorate stronger
Ries -
C-Ries:
5C - Stronger movement
2C - Stronger movement
BE6B - Stronger
J623C - Damage up
5B - Stronger
BE5B - Stronger
44 - Stronger
JB - Cross up properties stronger
2C - Damage down
J6C - Damage down
F-Ries
5C - Stronger movement
2C - Stronger movement
BE6B - Stronger
44 - Stronger
214B - Stronger
BE214B - Stronger
236C - Shorter recovery on hit
623A - Faster start up
2C - Damage down
J6C - Damage down
H-Ries:
5A6AA - Stronger movement
5C - Stronger movement
2C - Stronger movement
214C - Stronger (Comboable like F-Ries now)
BE6B - Stronger
624AB - Stronger
44 - Stronger
2B Stronger
5A6A - Prorate stronger
2C - Damage down
J6C - Damage down
Roa -
C-Roa:
2C - Prorate Weaker
623BC - Air unblockable
5B - Stronger hitbox, better recovery
6C - Stronger hitbox, better recovery
214 - Addition of Blowback Edge
22AB - Better recovery
236C - Stronger
J214 - Addition of Blowback Edge
F-Roa:
2C - Prorate Weaker
623BC - Air unblockable
J236 - Hitbox stronger
6C - Stronger hitbox, better recovery
H-Roa:
2C - Prorate Weaker
J236 - Hitbox stronger
BE6C - Stronger hitbox, better recovery
623BC - Air unblockable
5A6A - Prorate stronger
Wara -
C-Wara:
BE2C - Shorter recovery
BE6C - Start up faster, recovery shorter
421ABC - Start up faster, recovery shorter
F-Wara:
BE6C - Stronger
5C - Gap shortened
JC - Start up faster
5B - Stronger
236AB - EX Cancellable
214ABC - EX Cancellable
66 - Stronger
H-Wara:
J236B - Prorate Stronger
5A6A - Prorate Stronger
Neco Arc Chaos........
C-NAC:
JB - VS damage down
JC - VS damage down
2C - Damage down
Defense - Down
44 - Distance reduced
J6E - Recovery increased
5B - Untech time reduced, recovery increased
F-NAC:
JB - VS damage down
JC - VS damage down
J6E - Recovery increased
Defense - Down
5B - Recovery increased
H-NAC:
... [Cut off]
---
Notes:
:: If I say something like "weaker," "stronger," or "nerfed," that is literally what they said.
:: Should I get better scans or the book itself. I will update this list
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Other:
Went over quite a bit in IRC, but I'll stop here for now. I'll do more later, check here frequently.
Oh, don't flood this place with request, if you want something ask on IRC.
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I am going to austin tomorrow, I'd be willing to do my best to try out random shit that people want to know about while I'm there.
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Please test out H-Hisui's stools if you could. How many, how long, etc.
I'd appreciate it.
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Tonberry's test list
C-Kohaku:
6c 236[a] still a combo(not OTG) off 6c CH?
22[a] command grab combo still do the same damage?
2b still has clash frames?
4b still +frames?
Does BE j214b still drop 3 molotovs?
Is jC instant overhead again?
Can you do full OTG after jC ender in corner?
Does bunker hit low?
C-Maids:
Is jC instant overhead again?
F-Kohaku:
5c recovery the same?
2b still have clash frames?
C-Warachia:
Confirm into 2c tk katto land continue combo - does this work from further than 2a distance?
Can you tk summons and 236b?
H-Warachia:
Does 5b still whiff crouchers?
F-Warachia:
Can you confirm into 2c 6c 623c then go into 2b(1) 2[c] loop?
All Waras - Can he special or normal cancel his bunker?
H-mecha:
Does rising jb hit anyone besides nero crouching?
Does dodge advance?
C-mecha:
Does dodge advance?
C-Vakiha:
Can jC be teched?
Does her airthrow have better recovery?
C-Aoko:
Is 4c the same speed as MBAC?
Is 623c air blockable?
H-Aoko:
Do ver1 combos work?
Does she have 3 jumps?
F-Aoko:
Does she have 3 jumps?
Is 623a/j623a air unblockable?
Is 236c a reversal?
F-Tohno:
Does 623b whiff most crouchers still?
How much damage does 2a 5b 2b 5c 623c 5a 5c jb jc jb jc airthrow do(corner combo)?
H-Nero:
Can 5b be canceled into jump/other normals past 3 hits?
F-Hisui:
Can she still clash with office chair?
Does she have crossup jb?
C-Warc:
Is 2a low?
Can she airdash back raw after j214b?
General:
If you airdodge, do you get CH no matter what if you get hit until you hit the ground?
Can you airdash after air dodge?
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Confirming for you that F-Kohaku's (and possible C's) batter-up follow up on command grab is much easier to hit now.
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Does F-SAkiha suck?
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Ryougi Last arc glitch?
If they don't take it out, I presume it was intentional.
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C-Miyako:
5A - Recovery increased
2A - Recovery increased
2B - Recovery increased
5C - Duration decreased
5[C] - Cannot be canceled into a normal
JB - Duration decreased
EX Choushinchuu - Invincibility reduced
EX Senshippo (abortion punch) - Damage down
B Choushinchuu - Start up slowed
:'(
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yeah fuck you miyako we don't need your trix
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H-Aoko: No changes :mystery:
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C-Miyako:
5A - Recovery increased
2A - Recovery increased
2B - Recovery increased
5C - Duration decreased
5[C] - Cannot be canceled into a normal
JB - Duration decreased
EX Choushinchuu - Invincibility reduced
EX Senshippo (abortion punch) - Damage down
B Choushinchuu - Start up slowed
C-Miyako:
EX Senshippo (abortion punch) - Damage down
C-Miyako:
abortion punch
abortion punch
I RIKE IT!
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Zar's Request List
F-Ciel
-Can 236B be crouched by Akiha (or any character who is NOT wara,nanaya,shiki,nero,necoarc,nac) at about two character widths away?
-Movement after j22a/b (Note: Try HOLDING up after somer for jump on first possible frame)
--Test for movement on whiff as well as hit
--Try airdash (w/o jumping) after jump somer whiff/hit
-Movement after j214A (Note: try HOLDING up after key is tossed for jump on first possible frame)
--movement after landing from j214A immediate??
-JC still hits from behind (ie crosses up)??
--"Best" way to test is with midscreen 236A>dash>j8c to position jC directly behind target as they rise
-5[C] still clashes jump attacks??
-4[ B ] still clashes jump attacks??
-close 22A>immediate J214C still airtight?? (Note: try to reversal ex or jump out between sequence)
-Backturned Corner Crossup still present??
-- NOTE: simple setup for F-Ciel: (Backed all the way into corner)>Shield Counter>Dash under>5B>236A>Dash (push target closer/into corner)>j8 (DI into corner as target rises)
abortion punch
I RIKE IT!
http://www.youtube.com/watch?v=tUyYace8318
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Stage is smaller
Level armor gone
:psyduck:
But
why
AHHH
Request
Can F Ries dash crossup after 236c?
Is F Warc's 5a useful as anti air with the level armor removed?
Is C Warakia's 2[c] useful for anything yet? Does it do more guard damage/is it safe on block?
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H-Miyako:
5A - Recovery increased
2A - Recovery increased
5A6A - Prorate stronger
2B - Recovery increased
JB - Recovery increased
Like really, what the hell.
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Suffer.
I hope Hisui turns into like Shin-Death-Maid now.
:prinny:
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Level armor gone
jesus christ what
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Answer to General Question: Yes, air dodge puts you in CH state until you land.
in new video. http://www.nicovideo.jp/watch/sm11588755
Wall slam now has ripple effect.
WlenH has j236[a]. did she always have this?
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Blocking produces a smaller ripple effect than wallslam.
Full moon's shield has a different animation.
When in Heat, there's a different shadow effect.
WlenH has j236[a]. did she always have this?
No she didn't.
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C-VAkiha's j.C is now untechable. Makes that character a lot stronger now.
I am saddened by smaller stages though :(
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welp, UFO got bodied by ringwide's fucking stupid USB cable requirements, MBCC not up and didn't get to play sadface.
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according to a post
Len
・J2C持続減少(全スタイル)
j.2c active decrease for all styles
・空中ダッシュ速く(ハーフ)
faster airdash (half)
・粉雪ダメージアップ、硬直減少、補正緩和、発生早く(クレセント)
"snow" damage up, recovery down, better proration, faster (crescent)
・APW硬直減少
A pretty walk recovery down
・EXロンドが下半身無敵
ex rondo is low invincible
・Bロンド硬直減少(フル)
b rondo recovery down (full)
・防御力上昇(全スタイル)
all styles defense up
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Level armor gone? looooooooooooooooooooooooooooooooooooooooool
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I can't believe no changes for Tohno/Nanaya yet.I don't get the Nero damage nerfs though.His damage was average for MBAA.
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Why are all the changes so far nerfs...
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I can't believe no changes for Tohno/Nanaya yet.I don't get the Nero damage nerfs though.His damage was average for MBAA.
Nero damage nerfs because it's the easy way to lower him from top/near-top tier.
Why are all the changes so far nerfs...
Did you see Len's changes? She got buffed big time. Most of the nerfs are well deserved though, imo. Weaken all the top tiers and strengthen the shit tiers.
Level armor gone
jesus christ what
Is Level Armor referring to A armor? Because removing that is about the dumbest thing they could ever do, and my interest in playing CC will have dropped to basically none if that is true.
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Well,at least they didnt add the clashframes back...(or did they?).
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I was never a big fan of the armor system... it makes pokeouts kinda bad and antiairs really shitty. Maybe this is a good change! Also, is the input buffer still 12f? I don't think anyone has gotten an answer yet
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I was never a big fan of the armor system... it makes pokeouts kinda bad and antiairs really shitty. Maybe this is a good change! Also, is the input buffer still 12f? I don't think anyone has gotten an answer yet
Input Buffer was never 12f in arcade, only console. It was 8f in arcade IIRC.
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Level Armor IS in reference to what we call "Anti A Armor" (Since calling it just anti A would confine what its real properties were in the PS2 version). Even in the BBS post, Japanese players have mixed feelings towards it, but think about this before you gripe:
: How often did it activate in any set of matches?
: Look at how bad Level 1 (5A/2A and level 1 specials) are compared to AC.
In my opinion, people mashing A are still going to get bodied...
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In my opinion, people mashing A are still going to get bodied...
And this is all that matters.
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A hitboxes are fucking terrible
also nero doesn't deserve damage nerfs, his damage is ass
they should have just nerf some of his fmoon animals/soil, cmoon is pretty perfect imo
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I think nerfing damage is better than nerfing summons for Nero.
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Wtf have they done to you miyako!
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Wtf have they done to you miyako!
They made it so only DA GAWD can really play her. :prinny:
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Level Armor IS in reference to what we call "Anti A Armor" (Since calling it just anti A would confine what its real properties were in the PS2 version). Even in the BBS post, Japanese players have mixed feelings towards it, but think about this before you gripe:
: How often did it activate in any set of matches?
: Look at how bad Level 1 (5A/2A and level 1 specials) are compared to AC.
In my opinion, people mashing A are still going to get bodied...
Usually happens at least once per match with me if not more. Depends on who I'm playing.
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.
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Look through those jp CC vids, find one instance of an A-attack trading with a B/C attack. I sure as fuck can't.
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Look through those jp CC vids, find one instance of an A-attack trading with a B/C attack. I sure as fuck can't.
I'm talking about American play.
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C-Aoko more playable now IMO (already thinking on stuff that can be done :3)
H-Aoko dmg nerf (lolwut)... 214A having more recovery is dumb though... slow move, minus on block, plus high recovery... you guys srs? :|
F-Aoko Meh, same changes as ps2, and a dmg nerf on a single move is not that bad when she does shit ton dmg with her normals lol
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C-Ryougi 6C~236C followup has been changed.
Damage nerfed, but now circuit breaks.
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Good thread. Thanks for all those infos.
Any news on F-Ryougi yet?
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C-Ryougi 6C~236C followup has been changed.
Damage nerfed, but now circuit breaks.
Finally, a reason to use that move.
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im maining hwlen
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Look through those jp CC vids, find one instance of an A-attack trading with a B/C attack. I sure as fuck can't.
it's not like japan used 2a THAT much even in mbac in terms of disrespect. Everybody in japan respects Nanaya's airthrow in the corner even when he didn't gimp his comboes to make it meaty, different mindsets.
The real reason removal of level armor is BS imo is the fucking 5a trade in grounded favor crap. I really hope there is something else that will stop that because it's the most retarded thing ever. It's practically impossible to punish if the person knows what they're doing.
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From what Garu told me when I asked about H.Vsion for CC, she got nerfed. Not sure if its true or not, but if anyone can info about her then it would be great and much appreciated. :)
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Look through those jp CC vids, find one instance of an A-attack trading with a B/C attack. I sure as fuck can't.
it's not like japan used 2a THAT much even in mbac in terms of disrespect. Everybody in japan respects Nanaya's airthrow in the corner even when he didn't gimp his comboes to make it meaty, different mindsets.
The real reason removal of level armor is BS imo is the fucking 5a trade in grounded favor crap. I really hope there is something else that will stop that because it's the most retarded thing ever. It's practically impossible to punish if the person knows what they're doing.
With the new CH system, I doubt you'll be scoring hot combos with 5A trade. And remember, 5As/2As are still ass in MBAA. Any B/C jump in worth its merit will body them.
HV is nerf'd from what I've seen
From what Garu told me when I asked about H.Vsion for CC, she got nerfed. Not sure if its true or not, but if anyone can info about her then it would be great and much appreciated. :)
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With the new CH system, I doubt you'll be scoring hot combos with 5A trade. And remember, 5As/2As are still ass in MBAA. Any B/C jump in worth its merit will body them.
what do you mean "new ch system"
the fact there's more popup? Most 5as have the same kind of hitboxes they had in AC, they don't have to cleanly beat shit, it just has to trade at least, which is very easy vs anything that is no a very distanced spaced jumpin (ie if you did an iad or are pressuring in the corner...)
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The opponent is also CH2'd from said trade.
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.
I have no idea how they play in UK, but the trade system system occurred extremely rarely here, but it doesn't matter now because its gone either way.
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Any changes on Hisui?
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Wooo Len buffs! I can switch between all 3 moons now yay
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Any changes on Hisui?
Talked about it on IRC, there was no real list though.... But to F-Hisui jC was buffed or so
Oh, and for F-Akiha it was stuff like j2C buffed but hard to link, UBset up nerf'd and dash 2A hits meaty off air throw
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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.
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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.
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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?
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Good, her backdash is the only crappy thing about F-Ryougi.
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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.
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: )
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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).
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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!
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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.
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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.
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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.
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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
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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.
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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.
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Ah, you're right. You can clearly see the "up" jump effect after j.C. False alarm, my apologies :emo:
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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 :/.
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Just to clarify on Ryougi's changes: Last Bug Arc removed. :toot:
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j.B slower
(http://img371.imageshack.us/img371/1200/excelpedropb2.jpg)
NOOOOOOOOOO!
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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 (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...
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kouma changes
ohhhh fuuuuck yeeaaaahhh
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j.B slower
(http://img371.imageshack.us/img371/1200/excelpedropb2.jpg)
NOOOOOOOOOO!
fuck that that shit was retarded
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i wonder why they nerfed her 4c
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^good one...I almost laughed
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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.
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Want a tissue?
:3
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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
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F-tohno:
-623B HITS CROUCHERS NOW
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H-Arc
- j.2B less recovery (??)
- j.2C can be charged now. Same properties as AA j.2C almost. Reports of 2C 4B j.2[C] 5A combo'ing (ala C-Tohno I assume) but no footage/solid post yet.
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C-Len: gains BE4B. (not an overhead)
F-Len: Has a dash...?! :
edit: derpppp
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H-Sacchin's throw has an option to toss the opponent straight onto the floor, like Arc. I think this change applies to all moons.
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c-wara 6[c] is now faster according to jiyuna, he also says 421a/b/c have better startup :>
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How about that F-Arc, gaiz.
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Len:
All moons
- j.2C active frames lowered
- Increased defense
- EX rondo becomes low invulnerable.Kohaku 2A hits it.
- in AAD yukata and waitress costumes added
- in AAD clothing can be chosen.
Crescent
- BE4B added. Hits mid, air techable, able to charge for a small amount, advantage on block, moves a bit forward when charged fully
- A pretty walk recovery lowered
- B pretty walk doesn't fly as far and begins landing normally. startup and the time of movement shortened.
- Run is faster
- C pretty walk's running is faster
- Hammer startup shortened, air and ground untechable
- Powder snow damage up, recovery shortened, prorates less, startup shortened
Full
- Now dashes instead of runs, seems like pretty long recovery, covers about half the screen, she is able to block, she keeps momentum, her hitbox is slightly lower (F aoko fireball whiffs), it's fairly fast moving
- A or B doritos can now go into EX doritos
- 2B has less range, it may extend up?
- 5B now advances forward
- If EX doritos hits in the corner or is guarded, there is less block stun (less time in between the hits)
- B rondo recovery lowered
- Dorito's damage and gauge recovery
Half
- Air dash sped up
- Less untechable time from air ice?
- 6aa proration higher (all characters)
- meter is harder to build up (all characters)
Other
- level armor is removed
- recovery from counters is increased
- stages are slightly smaller
- mech's missiles can be reflected, jetpacks cannot be
- bunker send the opponent less far, air techable
- bunker's ability up (amount of time opponent receives it is lengthened)
- characters you can pick up after mid screen ground throw decreased (sion, roa, shiki confirmed)
- tohno shiki's hitbox bigger, full can loop him easier
- air throws by themselves now work different than in a combo, Len's air throw or ground throw by itself now untechable
- after successfully doing EX guard, the opponent's gauge recovery is temporarily lowered.
【共通】
・J2Cの持続が短くなる。
・防御力増加。
・EXロンドが下半身無敵になる。琥珀の2Aは当たる。
・AADで衣装追加(浴衣とウェイトレス)。
・AADで衣装指定が可能になる。
【クレセント】
・BE4B追加。上段、空中受身可、ちょい溜め可、ガードで有利、最大溜め時微妙に前進距離増加。
・APW硬直減少。
・BPWの屈伸モーション削除。発生、モーション時間が短く。
・ダッシュが速くなる。
・CPWのダッシュが速くなる。
・テンバツの発生が早くなる。空中・地上受身不可。
・粉雪ダメージアップ、硬直減少、補正緩和、発生早く。
【フル】
・ステップダッシュになる。出始め硬直若干長め、画面半分程度移動、ガード仕込み可能、
慣性が乗る、姿勢が少し低くなる(F青子の波動が潜れる)、スピードはわりと速い。
・AorBフレイム>EXフレイム が可能になる。
・2Bのリーチが縮んで、上には判定が伸びる?
・5Bが前進するようになる。
・EXフレイムの画面端ヒットorガード時に、相手硬直が減少(連続ヒット間隔が短くなる)。
・Bロンド硬直減少。
・鏡の攻撃力・ゲージ回収量低下。
【ハーフ】
・空中ダッシュが速くなる。
・空中氷の受身不能時間減少?
・ワンツーの補正がきつくなる(全キャラ共通)。
・ゲージが溜まりにくくなる(全キャラ共通)。
【その他】
・レベルアーマー削除。
・カウンターの硬直時間が増加。
・画面が若干狭くなる。
・メカのミサイルが反射可能になる。スクランは不可。
・バンカーの浮かせが減少、空中受身可能。
・バンカーの性能向上(相殺受付時間が長くなる)。
・中央地上投げ拾いの対応キャラが減少(シオン、ロア、式は確認)。
・遠野志貴の食らい判定拡大、フルの美尻尾が入り易くなる。
・生空投げとコンボ空投げで性能に差がつく。レンは生空投げ後地上受身不可。
・EXガード成功時、相手のゲージが一定時間溜まりにくくなる。
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Len:
- in AAD clothing can be chosen.
Time to play C/F-Len again
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- in AAD yukata and waitress costumes added
- in AAD clothing can be chosen.
Lol whatever, Japan. ::)
Full
- Now dashes instead of runs, seems like pretty long recovery, covers about half the screen, she is able to block, she keeps momentum, her hitbox is slightly lower (F aoko fireball whiffs), it's fairly fast moving
This sounds interesting and weird/broke. Can't wait until it pops up in a vid.
- mech's missiles can be reflected, jetpacks cannot be
lol uh oh.
- air throws by themselves now work different than in a combo, air throw or ground throw by itself now untechable
GDLK. I'll assume this would apply to other ground techable throws as well ;D. This actually beefs up my other character (Fmech) but dealing with Vshion in this same situation is not going to be funny.
- after successfully doing EX guard, the opponent's gauge recovery is temporarily lowered.
The hell does this mean? Guard gauge? For the attacker? lol. If so, that's pretty damn hilarious. CC is such a crazy game!
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- after successfully doing EX guard, the opponent's gauge recovery is temporarily lowered.
The hell does this mean? Guard gauge? For the attacker? lol. If so, that's pretty damn hilarious. CC is such a crazy game!
I'm honestly curious myself, especially since that sounds whacky/stupid. Maybe it's actually a decent balance, who knows? Might be a way to counter safe/infinite gay blockstrings now, making the opponent want to use them less?
As for the Len's AAD, it was like that in MBAC too, I believe, so that's nothing too new
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no, you weren't able to choose it, and as the text right there says, yukata and waitress were added. and i have no clue what you're talking about with "safe/infinite gay blockstrings", sounds like you need to learn how to find gaps. i like the mechanic change though, since it gives people real incentive to block for an extended period of time (as long as it's ex guarding)
also if anyone doesn't know, our world champion JIYUNA just got ghetto scans of CC changes and uploaded them all to his fb (in jp). curbeh is working on translating them all now. if you know moonspeak and can't wait, then add him as a friend
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Arc changes done by sibladeko, thanks man!
C-Arc changes:
+ EX Ground Ring (63214C) prorates gravity less.
+ Arc Drive damage up.
+ Ground Ring (63214A/B) has faster startup.
+ Ground dash turnaround (cross hop) time recovery is less.
+ 3C hitbox, variable range of frame advantage stronger
+ 5(B) has faster startup.
+ EX Elbow (214C) travels farther.
+ j2c has less recovery.
H-Arc changes:
+ j2[C] has been added.
+ EX Teleport (421C) has less recovery.
+ Arc Drive damage up.
+ 3C hitbox, variable range of frame advantage stronger.
+ EX Elbow (214C) travels farther.
+ Ground throw is stronger.
- 6AAA prorates more (universal).
F-Arc changes:
+ 2C horizontal hitbox is larger.
+ EX Teleport (421C) has less recovery.
+ Arc Drive damage up.
+ EX Elbow (214C) travels farther.
+ A Claw (623A) is EX cancellable.
+ Ground dash turnaround (cross hop) time recovery is less.
+ j2C has less recovery.
+ Ground throw is stronger.
- A Elbow (214A) has more recovery.
- j.A has a special proration added (?)
-
c-wara 6[c] is now faster according to jiyuna, he also says 421a/b/c have better startup :>
but the recovery is probably still unusably ass for anything but oki mixup :emo:
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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?
recovery upon landing unless you dont do a move when catching the knife in the air
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 :/.
third rekka, 236C is now SC'able
third rekka, 236B has new scaling
(not sure why 2b pick up is easier, possibly an effect of the change of rekkas)
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GDLK. I'll assume this would apply to other ground techable throws as well ;D. This actually beefs up my other character (Fmech) but dealing with Vshion in this same situation is not going to be funny.
The note specifically mentioned Len, I'm not sure if it applies to the cast.
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Well,if those yellow rings that pop when you raw airthrow someone means the airthrow has untechable properties,then it applies to all the characters.
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Arc changes done by sibladeko, thanks man!
F-Arc changes:
+ 2C horizontal hitbox is larger.
+ EX Teleport (421C) has less recovery.
+ Arc Drive damage up.
+ EX Elbow (214C) travels farther.
+ A Claw (623A) is EX cancellable.
+ Ground dash turnaround (cross hop) time recovery is less.
+ j2C has less recovery.
+ Ground throw is stronger.
- A Elbow (214A) has more recovery.
- j.A has a special proration added (?)
(http://i.ytimg.com/vi/YKUOB8MN4Kc/0.jpg)
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derp... Someone please translate Aoko's changes (yes, all three moons plz) :psyduck:
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derp... Someone please translate Aoko's changes (yes, all three moons plz) :psyduck:
Can you not see?
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You have to translate them into mexican for kusanagi.
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You have to translate them into mexican for kusanagi.
I don't know Mexican :[
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Can you do Hisui then Curbeh?
plz?
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Can you do Hisui then Curbeh?
plz?
check the first post D:
Hisui -
C-Hisui:
... [Cut off?]
F-Hisui:
BE6C - Stronger
623A - Recovery shortened
BE5B - Stronger
JB - Addition of Blowback Edge
H-Hisui:
EX Dust - Changed hit properties
5A6A - Prorate stronger
-
C-Hisui:
... [Cut off?]
wow come on
-
- j.A has a special proration added (?)
I think this applies to alot of characters. You probably already seen me constantly remind people about it, but I saw
C-Satsuki jA -> 2c double j[c] combo -> 2.3k
H-Sion jA -> 5a5c jBC jBC jC AT -> 2.8
...yeah
- air throws by themselves now work different than in a combo, Len's air throw or ground throw by itself now untechable
For F-Arc her non combo throw is already untechable, but has less recovery and less float (she is still in 2a range). Also isnt lens ground throw always untechable? I mean how do you combo into it..
-
hit properties?
that's it?
the fuck does that mean?!
fdailfueaklfjaeklfd
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- j.A has a special proration added (?)
I think this applies to alot of characters. You probably already seen me constantly remind people about it, but I saw
C-Satsuki jA -> 2c double j[c] combo -> 2.3k
H-Sion jA -> 5a5c jBC jBC jC AT -> 2.8
...yeah
- air throws by themselves now work different than in a combo, Len's air throw or ground throw by itself now untechable
For F-Arc her non combo throw is already untechable, but has less recovery and less float (she is still in 2a range). Also isnt lens ground throw always untechable? I mean how do you combo into it..
he means ground untechable and that raw airthrows = less recovery
normally ground techable airthrows = untechable now, and Len's ground throw is ground techable, which means now its untechable from a raw throw
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lmao F U 4
x333
Indeed I wrote that post half asleep and now I remember I did see the changelist for Aoko days ago hahaha, fail from my part, and I usually don't check 1st. post that much.
Anyways, Jodanse is Mexican for F U all, so, there you go, kthx.
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NAC CC changes plz :psyduck:
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NAC CC changes plz :psyduck:
You can combo off 3c now.
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From watching the stream, it seems the ground untechable yellow throw only applies to Len, and maybe a few other characters.
Miyako's is still techable
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Roa changes pleeeeeeeeeeeeeeease
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Yeah,hope he gets some decent changes.
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Ryougi's defense buffed from
1.05, 1, .95, .95
to
1.05, .97, .89, .86
-
Updated: H-Kouma, Ries, Wara, Roa, NAC added
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Ryougi's defense buffed from
1.05, 1, .95, .95
to
1.05, .97, .89, .86
Q_Q Did Japan really not play this character at all!?
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Ryougi's defense buffed from
1.05, 1, .95, .95
to
1.05, .97, .89, .86
Q_Q Did Japan really not play this character at all!?
uh... She definitely didn't need to die that fast when she has no decent defensive options other than H bunker.
She's fine with more HP, everyone does less damage now anyway
-
Ryougi got normals nerfed anyways.
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Any SAkiha changes? I hope they didn't nerf her dash.
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Any SAkiha changes? I hope they didn't nerf her dash.
From videos, it seems fine
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I wasn't sure about delay haba, but I'm ABSOLUTELY 100% sure that:
くらい判定 is juggle property, not hitbox.
判定 itself means "property", in FTG it can mean "hitbox" by itself.
In this case however you ignored the kurai.
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Does NAC do like 500 damage per combo now or something? Sad about Riesbyfe damage nerfs, oh well.
-
Ryougi's defense buffed from
1.05, 1, .95, .95
to
1.05, .97, .89, .86
Q_Q Did Japan really not play this character at all!?
This is dumb
Also, Ryougi is too good for Japan ???
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Does NAC do like 500 damage per combo now or something?
What do you mean? His damage has always been pretty low, under 3k off certain hitconfirms without meter, even worse if you're under rebeat when you land the combo.
If you're talking off 3C launcher that wouldn't surprise me either, I'm pretty sure it prorates like a bitch unless they changed it from MBAC/MBAA PS2 proration.
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Does NAC do like 500 damage per combo now or something?
What do you mean? His damage has always been pretty low, under 3k off certain hitconfirms without meter, even worse if you're under rebeat when you land the combo.
If you're talking off 3C launcher that wouldn't surprise me either, I'm pretty sure it prorates like a bitch unless they changed it from MBAC/MBAA PS2 proration.
If you read his changes, his damage has been nerfed across the board. He already did low damage, soooooooooo.
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C-NAC damage: http://www.nicovideo.jp/watch/sm11603362
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C-NAC damage: http://www.nicovideo.jp/watch/sm11603362
match 1 win was epic.
NAC is a valid character because of one reason: deer jousting.
besides that, his lowered damage is crap, he has to do so much to stay in the game now, the smaller hitbox doesn't really make up for it, imo
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Damage nerf hurts but that NAC wasn't using decent combos either. The closest he got was his 5[C] confirm followup and that did only slightly less damage than it does in MBAA PS2.
It looks worse than it probably actually is in that vid.
What does the term "vs damage" actually mean, by the way? Never been clear on that.
Edit:Oh I see, they nerfed the proration so now his 214C does shit all for damage as a followup. That blows. Still, his damage nerf isn't as bad as that video makes it look, although it is still significant. It just means j.214C isn't a viable combo ender anymore.
The last combo he did on Nanaya did low damage but he also used 2C in it which had its damage nerfed, it probably would have done more normal damage if it had BE5B instead.
3C also launches them too high for a full combo, so it looks like standard bnb for him is going to be 2AB BE5B j.C(4 hits)j.B dj.BC(Airthrow in the corner, land and EX beam if meter and more than halfway across the screen from the corner).
It's a tossup whether being able to poke for combos with 3C is more valuable than the small damage loss and the backdash nerf(honestly the backdash nerf is more important than the like 300-500 lost damage per combo).
-
I think VS Damage is the red life damage.
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I think VS Damage is the red life damage.
Ah, I see. Well, regardless, other than the 2C damage nerf I don't really see any problems. Guy in that vid was just using gimp ass combos.
They probably nerfed 2C to stop the 5C hitconfirm 5k damage combos considering 5C is effectively as good as 5A as a confirm and leads into combos that do about 50% more damage.
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Wait, why are you guys taking NAC so seriously? Wasn't he just one of the stupid lulzy joke characters? :slowpoke:
Speaking of joke characters... alot of the new characters for MBAA-ps2 were jokes, weren't they? Baaaaaw~
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Wait, why are you guys taking NAC so seriously? Wasn't he just one of the stupid lulzy joke characters? :slowpoke:
Speaking of joke characters... alot of the new characters for MBAA-ps2 were jokes, weren't they? Baaaaaw~
I main NAC, for the record. :toot:
Mained him ever since he stopped being just a neco arc clone(which was Ver. B MBAC so about I think 3 or 4 years ago?).
-
still waiting to see a goddam H-Ryougi on Nico
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I think VS Damage is the red life damage.
Ah, I see. Well, regardless, other than the 2C damage nerf I don't really see any problems. Guy in that vid was just using gimp ass combos.
They probably nerfed 2C to stop the 5C hitconfirm 5k damage combos considering 5C is effectively as good as 5A as a confirm and leads into combos that do about 50% more damage.
im more convinced they nerfed a bunch of nero's moves and the extra code just carried over lol.
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I think VS Damage is the red life damage.
Ah, I see. Well, regardless, other than the 2C damage nerf I don't really see any problems. Guy in that vid was just using gimp ass combos.
They probably nerfed 2C to stop the 5C hitconfirm 5k damage combos considering 5C is effectively as good as 5A as a confirm and leads into combos that do about 50% more damage.
im more convinced they nerfed a bunch of nero's moves and the extra code just carried over lol.
Laziness ftw
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I think VS Damage is the red life damage.
Ah, I see. Well, regardless, other than the 2C damage nerf I don't really see any problems. Guy in that vid was just using gimp ass combos.
They probably nerfed 2C to stop the 5C hitconfirm 5k damage combos considering 5C is effectively as good as 5A as a confirm and leads into combos that do about 50% more damage.
im more convinced they nerfed a bunch of nero's moves and the extra code just carried over lol.
Oh u.
You need to come back to the dark side of melty Irysa. We have Deer Taxis.
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c.akiha changes
screen is smaller (lol)
ok for reals
2a hitbox buffed
2c hitbox buffed
hisui arc drive invul increased, she is fully invul even when shes charging it
you can no longer throw her out of it
h.nanaya special kick that they end combos with
the untech time has been significantly buffed, h.nanaya seeing a lot of play right now
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After playing MBCC, I really didn't notice alot of changes between MBAA and MBCC.
The only real differences I noticed were:
- Being able to choose Len's clothing during her BHAD (still testing how to get the other costumes lool)
- Smaller screen stage
- A moves being really good again :psyduck:
- F-Len's dash being what I felt somewhat better
- C-Miyako's Airthrow putting her closer to other guy
Everything else is pretty much the same to me. Every character I played or played against felt pretty much exactly the same.
I'll get around to seeing what Ryougi's supposed "new" LA looks like eventually. If it's the same, then I'll definitely get around to seeing if that instand kill bug is still there. I'd also test more, but I can't actually play stick and all lol
If anyone has anything they'd like me to test out, just throw it up here. I'll see if I can actually execute it on stick >.>
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hisui arc drive invul increased, she is fully invul even when shes charging it
you can no longer throw her out of it
wtf
fuck you japan
-
That's some hella broke shit right there. Her arc drive was far from bad as is.
-
They nerfed it in the PS2 version, and now they went and made it better then it was in the previous arcade version.
Again, fuck you Japan.
Can anyone test Hisui for me in Half or Crescent? I want to know if she has her dust loop back.
-
anybody noticed that now blocking ANY attack chips away your red hp? :slowpoke:
previously only special/EX moves did chip dmg, and it was to the yellow hp, guess this means characters with redonkulous blockstrings have major advantage now
-
previously only special/EX moves did chip dmg, and it was to the yellow hp, guess this means characters with redonkulous blockstrings have major advantage now
:toot:
-
anybody noticed that now blocking ANY attack chips away your red hp? :slowpoke:
previously only special/EX moves did chip dmg, and it was to the yellow hp, guess this means characters with redonkulous blockstrings have major advantage now
You could always chip red life (at least in MBAA). That is one of Bell's biggest asshole strategies. He'll chip all your red life away so your heat is useless.
-
anybody noticed that now blocking ANY attack chips away your red hp? :slowpoke:
previously only special/EX moves did chip dmg, and it was to the yellow hp, guess this means characters with redonkulous blockstrings have major advantage now
You could always chip red life (at least in MBAA). That is one of Bell's biggest asshole strategies. He'll chip all your red life away so your heat is useless.
oookay, i just tried it in mbaap ps2 and found that normals have been chipping red hp since...mbaa release. guess its not a change to mbaa:cc then
can't believe it took me a year and then some to notice that :emo:
-
previously only special/EX moves did chip dmg, and it was to the yellow hp
The second hit of Ciel's 5cc does chip damage. I wouldn't be surprised if there are other normals that chip too.
-
I hope F-Tohno or so doesn't chip with 236x, because THAT WOULD SUCK.
-
Red life dmg on block was also in AC.
-
http://www.youtube.com/watch?v=Z8mFgFWjnho#t=1m13s
Since when were bunkers airtechable. Hopefully this is not a universal change.
-
http://www.youtube.com/watch?v=Z8mFgFWjnho#t=1m13s
Since when were bunkers airtechable. Hopefully this is not a universal change.
Bunkers have always been air techable
only bunkers that are untechable are succesful hmoon bunkers
edit: Hm just tested to make sure, but in akiha's case it was always air untechable, I guess its a nerf for her :/ But most bunkers are air techable with the exception of Akiha's in AA and probably kohaku too
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I just tried F-Akiha's bunker in training mode, and it is clearly not air techable.
edit: I did some more testing and its not just Akiha. For the C/F moons:
Akiha, VAkiha, Kohaku have bunkers with untechable knockdown.
Satsuki, Arc, Warc, Ryougi have bunkers that can only be ground teched.
Aoko, Kouma, Roa, Hisui, SAkiha have bunkers that wallslam so they are air untechable when close to the corner (but ground techable).
So probably for CC they've made C/F bunkers universally air techable
-
Speaking of bunkers, C-Hisui's bunker changed in CC.
http://www.youtube.com/watch?v=i89bPxnCpiM#t=1m20s (Air Techable launcher)
http://www.youtube.com/watch?v=i89bPxnCpiM#t=2m05s (It actually attacks on whiff now)
-
Seifuku changes please?
-
Hmmm...F-V.Sion seems to be better then Half in this version. Might need to consider to play a lil of bit her in that moon. F-Nanaya is also interesting(in some way?). ???
-
Damn, why Sion got her j.a duration increased and V.Sion no?
>.<
I guess I'll have to play H-Sion :laffo:
-
http://www.nicovideo.jp/watch/sm13929744 8:53 look at Sacchin's meter
Thanks :laffo: :laffo: :laffo: :laffo: :laffo:
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Yay, half-moon bunkers cost 100% meter.
-
http://www.nicovideo.jp/watch/sm13929744 8:53 look at Sacchin's meter
Thanks :laffo: :laffo: :laffo: :laffo: :laffo:
.....Wait did they seriously..... wow JP. Hope that's a glitch
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EDIT: n vm
-
http://www.nicovideo.jp/watch/sm13929744 8:53 look at Sacchin's meter
Thanks :laffo: :laffo: :laffo: :laffo: :laffo:
I laughed for about a minute off of that.
-
I am so lost I thought they always took 100% meter for half-moon.
-
I am so lost I thought they always took 100% meter for half-moon.
When canceled out of blockstun(i.e the fast hitting bunker) they always have. I have never seen a late bunker result in an H-moon character losing 100 meter. Usually that yields a bunker that clashes with the next hit for 0 meter or a slow bunker that whiffs for 0 meter.
-
Ah, I see. I was so fixated on the meter bar I didn't pay attention to what was actually going on. :psyduck:
-
What the hell just happened.
I just see a chunk of meter disappear
-
not specific to cc. Saw this once, and only once ever, in a match set i had with kirah. I ended a guardstring and was bunkered (non clash) about a full second after the string was finished and circuit was reduced by 100%- similar to whats shown in link. We had a few lulz after and concluded that the circuit cost maybe be still be deducted up until a certain number of frames has elapsed post-guardstun (regardless of clash occuring). Either that or it's a bug lol.
Like i said, only saw it once and never again. It's actually archived but there are too many vids to search through unfortunately. =/
-
http://www.youtube.com/watch?v=-tIw6rlBDKc#t=3m40s
http://www.youtube.com/watch?v=-tIw6rlBDKc#t=14m50s
I think this is 1.06? Air dodges never cost 50 meter before have they? Bye bye Sacchin loop.
-
if you cancel a attack in air dodge, yes it coust. Because of this and prorate, that sachin loop never was anything pratical.
-
Ah I see, didn't even notice Len does it out of j.A there. Also, Kohaku new death cry perhaps, unless it's against Shiki specific kind of thing.
http://www.youtube.com/watch?v=VX3aBQgZi6s&feature=player_detailpage#t=2m10s
Edit: Oh it does seem to be a Shiki specific thing. Nevermind anything I say. :psyduck:
Edit2: May be new alternate death cries after all, don't remember this one for Sion either.
http://www.youtube.com/watch?v=iLnzNSMymCw&feature=player_detailpage#t=29m49s
Noticed Arc seems to have j.[A] now (srs) and the fall after PCL EX 623 seems quicker and possibly more punishable but I'm not sure.
-
I dunno why but C-Arc is looking more and more interesting to me now. :|
-
the first time i saw this video i didn't notice, but when i see the comment in youtube, it really locks like C arc can change something in the air
http://www.youtube.com/watch?v=VX3aBQgZi6s&feature=player_detailpage#t=1943s (http://www.youtube.com/watch?v=VX3aBQgZi6s&feature=player_detailpage#t=1943s)
-
That's interesting, j.BEa. My guess is that it's just a delay.
-
i can't tell if it was a BEja or a BEjb....
-
Looked like ja canceled into bejb.
-
It was Kohakus BE 5B...
-
bump - is there a list of 1.05 changes anywhere?
-
There's a partial list somewhere iirc
-
I know the possibilities are next to none to seeing this but, I hope by 1.07 C-Arc gets the ability to connect after her 66C follow up from her 22 series. It was there in MB Original, I think it'd be a more practical way of using meter for her since she always sits on a gold mine of it. Assuming the player is actually attacking and landing hits instead of getting hit.
-
Im not an Arc expert,but doesnt she already use two wallslams in her combos,that would make 66C impossible to follow-up after.
-
Im not an Arc expert,but doesnt she already use two wallslams in her combos,that would make 66C impossible to follow-up after.
The combos can still be redesigned.
-
That's how I feel about it, I mean shes basically had the same bnb with the exception of TK ring in AA for a long time. It'd be nice to see her use the 66C in her bnbs, considering its techicable and shes back on the ground in a + situation. Could create a mix up option right there or tech punish. It's a under appreciated move that could be a lot benificial to her gameplay. Character just has way too much meter and nothing to do with it.
-
Troll with reversal arc drives more :V.
+ having alot of meter all the time isn't that bad; being able to heat on wake-up frequently and getting health back doesn't hurt. :laffo:
Logically equivalent statements.
-
Character just has way too much meter and nothing to do with it.
Well, you could end her corner combo differently by using jb jc jb jc 63214c air dash jc j2c then use 63214b for a forward tech punish right before you land, or (totally not worth it 95% of the time but...) jb jc jb jc 63214c air dash jc 22b 66c for max damage. + having alot of meter all the time isn't that bad; being able to heat on wake-up frequently and getting health back doesn't hurt. :laffo:
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True, true you do have a valid point but I have a few others considering the character exp. Though I'd rather not turn this into a C-Arc discussion thread ya know lol.
-
1.05 c-arc uses meter for her ~5k corner bnb, which also happens to carry to the corner from somewhere around half screen.
-
F-Maids:
When a plant is out, you cannot use Alert (236)
Can someone confirm this for me? You can't use 236 while a plant is out?
http://www.nicovideo.jp/watch/sm12846139
@21:15 he uses 236 while a 22C plant is out. Was he able to do it because it was a j236 or because he maid-swapped before using the 236?
(Beastly F-maids player btw, you must watch)
-
Can someone confirm this for me? You can't use 236 while a plant is out?
You can't use 236D to recharge the love meter. The only way to recharge the meter while a plant is out is to switch the maids.
-
oh, so it's the love recharge they are talking about
-
Yeah, and @21:15 he switched maids, which is 22D
-
I just watched 30 mins of 1.07 stream.
Non-Archetype things I noticed:
The gravity seems way different. After wallslam (and maybe each time the opponent is in hitstun in the air) they seem to fall at an accelerating rate.
C-Nero BE5C hit multiple times only when close, on max range it's only a single hit.
C-Wara BE5C seems like a fast charge +frames normal.
-
More 1.07 changes:
C-Nero BE5c max range only single hit (corner BE5C combo still possible)
C-Wara BE5c (new corner combo 2abc 236c 2cBE5c j2c)
H-VSion BEj2b
C-Hisui can combo 2c into tk236a (j236a faster? player did yayaya loop with another tk236a at relaunch, but invalid)
C-Hisui BEj2c
C-Nanaya 214b jump cancellable on hit (can do 214b JC -> fastfall 214b)
C-Len BEj236b now creates 2 ice particles - once facing forward and one backward
F-Sion has a charged whip move I haven't seen before which apparently is an overhead
H-Vsion BE236a
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www.youtube.com/watch?feature=player_detailpage&v=IwtGy9jI0mk#t=7m41s (http://www.youtube.com/watch?feature=player_detailpage&v=IwtGy9jI0mk#t=7m41s)
Is this H-Satsuki 214A jump cancelled on block I see?
-
C-Nanaya 214b jump cancellable on hit (can do 214b JC -> fastfall 214b)
Is this applicable to the launch version or the wallslam version, or both?
-
I've seen it done with the wallslam version.
-
http://www.nicovideo.jp/watch/sm15947510v
@16:35
Nanaya does a 53 hit OTG relaunch combo, which results in minimal meter gain for the opponent. Under normal circumstances, anything over 30 hits results in massive meter gain. This seems to be removed from OTG combos. Just noticed. Also makes sense.
-
F-Sion has a charged whip move I haven't seen before which apparently is an overhead
It's 5[c].
:toot: :toot: :toot: :toot: :toot:
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Melty Blood Actress Again Current Code Blowback Edition
-
Melty Blood Actress Again Current Code Blowback Edition
Complete with french bread's mary sue pooping on everything as always, now with more nee-san and anal fetish glasses girl. oh and that floaty thing :-\.
-
Guys, anyone knows what characters have changed drastically from 1.05 to 1.07 except C-Kohaku?
For what characters 1.05 videos can serve as reference for 1.07 version? I'm compiling video reference for each character, and there are lots of 1.05 very good matches... But I don't know what characters have changed enough so that these videos wouldnt be useful :{...