Melty Bread Forums

Misaki Town Bakery => Melty Blood Auditorium => : Dipstick December 29, 2009, 01:34:35 PM

When's Melty on Steam?
ahaha that's no--wait, what?
: The MB:AA:CC thread: Current Code 1.07
: Dipstick December 29, 2009, 01:34:35 PM
May it be as good of a game as VF4:FT.

Remember that the PC version of MB:AA:CC has its own thread (http://www.meltybread.com/forums/melty-blood-auditorium/the-mbaaccpc-thread-at-least-the-netplay-will-be-good/); if you want to talk about that (or anything related to it), go there.


Actual info discovered so far (from our own personal dumpster of a thread (http://www.meltybread.com/forums/melty-blood-auditorium/mbaa-final-tuned/)):

http://e56.info/discussplus/artview.cgi?id=MELTYAC&mode=view&page=0&num=13489&sort=1&back=tree

- Location test announcement for MBAA: Final Tuned
- Will be at Club Sega Akihabara on Dec. 26/27 (Saturday/Sunday)
- Will have all updates made to the PS2 version released this summer.

(originally posted by MasterT)

- The hardware is not going to be Naomi but Ringwide, which is an XP-embedded system that would make a PC port a closer reality than before.

(originally posted by bellreisa)

http://en.wikipedia.org/wiki/List_of_Sega_arcade_system_boards#RingWide

RingWide is made of inexpensive components. Even a new computer built with cheap parts can completely dominate it spec-wise, since it relies on SDRAM along with a recommended graphics card series about three years old and processor that was weak even when it came out.

(originally posted by Drges)

Discuss any actual changes (perceived or otherwise), details, musings, whatever. Just don't shit up this thread, especially with talk about a vaporware the PC port and what it does to the community . If you really want to discuss that, go post in Akiha's Tea Room about it (and don't fag the place up any more than it already is; that's all I ask).
: Re: The MB:AA:FT thread: Final Tuned
: MasterT December 29, 2009, 02:16:54 PM
Thank god.

So has anyone heard anything since the loctest day has passed?
: Re: The MB:AA:FT thread: Final Tuned
: Benny1 December 29, 2009, 05:27:17 PM
Tropsy had been BBS hunting and heard that C-V.Akiha j.C is untechable, F-Len had a hop dash, and Neco Arc Chaos could combo from mantis.

Also jp saying something like god tier is kohaku/tohnoshiki/miyako/cvakiha/ciel/girlshiki/sakiha

Edit: Oh, also F-Len 5B had more forwards movement added or something.
: Re: The MB:AA:FT thread: Final Tuned
: LordPangTong December 29, 2009, 08:31:05 PM
Tropsy had been BBS hunting and heard that C-V.Akiha j.C is untechable, F-Len had a hop dash, and Neco Arc Chaos could combo from mantis.

Also jp saying something like god tier is kohaku/tohnoshiki/miyako/cvakiha/ciel/girlshiki/sakiha

Edit: Oh, also F-Len 5B had more forwards movement added or something.

God tier consists of no H-Vsion and CRESENT Vakiha?  :psyduck:
: Re: The MB:AA:FT thread: Final Tuned
: LoliSauce December 29, 2009, 11:02:57 PM
I think it's more remarkable that both Ryougi and sAkiha are top.

Well, actually c vAkiha being top is pretty surprising.  Untechable j.c for the win I guess.
: Re: The MB:AA:FT thread: Final Tuned
: Shizuka December 29, 2009, 11:42:35 PM
I kinda doubt that's gonna be how its gonna be once the jp figure out how to handle them.
: Re: The MB:AA:FT thread: Final Tuned
: Benny1 December 30, 2009, 07:12:56 AM
Indeed, this is the very first loctest and very preliminary tier lists, but do keep in mind Riesbyfe and Roa were never considered top tier, and haven't actually moved too much, so perhaps these tiers might stay similar.

You never know though.  I hope they fixed the S.Akiha running through people with Crescent 5C bug.
: Re: The MB:AA:FT thread: Final Tuned
: LordPangTong December 30, 2009, 09:44:54 AM
Indeed, this is the very first loctest and very preliminary tier lists, but do keep in mind Riesbyfe and Roa were never considered top tier, and haven't actually moved too much, so perhaps these tiers might stay similar.

Not true. H-Ries was 'top tier' on the first tier list made for MBAA vanilla.
: Re: The MB:AA:FT thread: Final Tuned
: Curbeh December 30, 2009, 11:33:14 AM
Indeed, this is the very first loctest and very preliminary tier lists, but do keep in mind Riesbyfe and Roa were never considered top tier, and haven't actually moved too much, so perhaps these tiers might stay similar.

Not true. H-Ries was 'top tier' on the first tier list made for MBAA vanilla.

Not really, she had this super ridiculous damage, but was still B(ish)-tier.
: Re: The MB:AA:FT thread: Final Tuned
: LordPangTong December 30, 2009, 12:33:16 PM
I'm referring to this tier list, which was released shortly after MBAA was born.

A: Akiha(H) - Tohno(H) - Nero(H) - Wara(H) - Beef(H) - Aoko(H)

B: Ciel(C) - Mech(C) - WLen(C) - Kouma(F) - Roa(H) - Sion(H) - VSion(H) - Arc(C) - Nanaya(H) - Warc(C) - VAkiha(H) - Kohaku(C)

C: Hisui(H) - HisuKo(C) - Miyako(C) - Len(H) - Satsuki(C)
: Re: The MB:AA:FT thread: Final Tuned
: Tonberry December 30, 2009, 01:36:20 PM
A: Wara(H) Aoko(H)
C: Miyako(C)

If only this was current tier list :(
: Re: The MB:AA:FT thread: Final Tuned
: faults December 30, 2009, 04:44:09 PM
Well, actually c vAkiha being top is pretty surprising.  Untechable j.c for the win I guess.
rofl really? can't wait to see the final tuned changes
: Re: The MB:AA:FT thread: Final Tuned
: MasterT December 30, 2009, 05:31:57 PM
You shouldn't give early impressions, much less tier listing based of loctests, too much weight.
: Re: The MB:AA:FT thread: Final Tuned
: c-nero 5[c] January 01, 2010, 09:16:05 PM
At least this confirms that it won't be PS2 perfect. Do you think there is a chance the game could get ported to a next-gen console? They would have a REALLY hard time releasing another PS2 port, but are probably reluctant to release a PC port. Look at SSF4, they could have a pc port out on the same day as 360 and PS3 but they won't due to piracy. If we rule out PC and PS2, is there a chance we could get some next-gen console melty? Perhaps on PSN or XBLA download services? I don't think it's farfetched, and we'd be finally free of the fucking lag the PS2 ver sometimes has.
: Re: The MB:AA:FT thread: Final Tuned
: MasterT January 01, 2010, 10:55:09 PM
Some Aksys employees were interested in making an XBL/PSN release but that's old news and nothing has come from that. Probably won't see it on PS360 until they put out a version with upgraded graphics (Melty Blood React Again Turbo Tuned) so they can get some money by making it retail.

Now is definitely the best time to make a move on pushing a fighting game though.
: Re: The MB:AA:FT thread: Final Tuned
: ZeldaMainer January 02, 2010, 12:55:50 AM
Some Aksys employees were interested in making an XBL/PSN release but that's old news and nothing has come from that. Probably won't see it on PS360 until they put out a version with upgraded graphics (Melty Blood React Again Turbo Tuned) so they can get some money by making it retail.

"BlazBlood."
: Re: The MB:AA:FT thread: Final Tuned
: Edomaa January 02, 2010, 07:40:31 PM
Living in MS gets worse and worse with each bit of news  :(
: Re: The MB:AA:FT thread: Final Tuned
: zeech January 03, 2010, 06:43:42 AM
Now that BB has come along and gotten people a little more used to anime fighters with a visual novel style story mode, it'd be nice if they made a feature matching MB game for the next MB:

- PS3/360
- Hi Res sprites
- Good netcode
- Good story mode (really, they should maybe reboot the game and tie it in with Tsukihime 2 or something, and make a good new story - this is their forte after all)

But then I woke up :P


Hmmm, since melty's sprite style is basically pure anime, it would be cool to finally see a FG where the in game sprites are pretty much identical in style and appearance to the character select art.   They should hire some anime studio to do all the artwork & sprites at anime/tv/broadcast resolutions, and then downscale it to sprites for the game.  That way, even if hardware improves and they can use higher resolutions, they have the source sprites at super hi res so they dont need to redraw anything.

Either that or go 2.5D using celshaded graphics like the PS3 Naruto game.


Surely with all the typemoon success everywhere, there would be enough money floating around to make the next melty (after MBAAFT) a proper modern game?
: Re: The MB:AA:FT thread: Final Tuned
: Dragonthorn January 03, 2010, 07:40:49 AM
Hmmm, since melty's sprite style is basically pure anime, it would be cool to finally see a FG where the in game sprites are pretty much identical in style and appearance to the character select art.   They should hire some anime studio to do all the artwork & sprites at anime/tv/broadcast resolutions, and then downscale it to sprites for the game.  That way, even if hardware improves and they can use higher resolutions, they have the source sprites at super hi res so they dont need to redraw anything.

Either that or go 2.5D using celshaded graphics like the PS3 Naruto game.


Surely with all the typemoon success everywhere, there would be enough money floating around to make the next melty (after MBAAFT) a proper modern game?

Hate to burst your bubble sir but the chances of another Melty blood game is about the same as Tsukihime 2.
: Re: The MB:AA:FT thread: Final Tuned
: LoliSauce January 03, 2010, 07:51:44 AM
Hmmm, since melty's sprite style is basically pure anime, it would be cool to finally see a FG where the in game sprites are pretty much identical in style and appearance to the character select art.   They should hire some anime studio to do all the artwork & sprites at anime/tv/broadcast resolutions, and then downscale it to sprites for the game.  That way, even if hardware improves and they can use higher resolutions, they have the source sprites at super hi res so they dont need to redraw anything.

Either that or go 2.5D using celshaded graphics like the PS3 Naruto game.


Surely with all the typemoon success everywhere, there would be enough money floating around to make the next melty (after MBAAFT) a proper modern game?

Hate to burst your bubble sir but the chances of another Melty blood game is about the same as Tsukihime 2.
I'll never give up on you, my beloved Tsukihime 2!  I'll be waiting for you, as long as it takes.
: Re: The MB:AA:FT thread: Final Tuned
: PHauxE January 03, 2010, 07:58:08 AM
Hmmm, since melty's sprite style is basically pure anime, it would be cool to finally see a FG where the in game sprites are pretty much identical in style and appearance to the character select art.   They should hire some anime studio to do all the artwork & sprites at anime/tv/broadcast resolutions, and then downscale it to sprites for the game.  That way, even if hardware improves and they can use higher resolutions, they have the source sprites at super hi res so they dont need to redraw anything.

Either that or go 2.5D using celshaded graphics like the PS3 Naruto game.


Surely with all the typemoon success everywhere, there would be enough money floating around to make the next melty (after MBAAFT) a proper modern game?

Hate to burst your bubble sir but the chances of another Melty blood game is about the same as Tsukihime 2.

Not to mention how much money it would cost to get ahold of all that art...  There's a reason they recycled sprites throughout so many of the games.
: Re: The MB:AA:FT thread: Final Tuned
: mauve January 03, 2010, 10:03:20 AM
can we have a 'no speculative bullshit' rule here?
: Re: The MB:AA:FT thread: Final Tuned
: Irysa January 04, 2010, 11:52:17 PM
I thought the whole point of threads like this was for that mauve.
: Re: The MB:AA:FT thread: Final Tuned
: Coren January 05, 2010, 12:20:40 AM
It's like I'm really in Blazbalue General on D-loop!

Also, the point of this thread should be reports on the loketests and announcements from ecole; a second thread should be made for wild speculation and netplay bawww'ing.
: Re: The MB:AA:FT thread: Final Tuned
: MasterT January 05, 2010, 08:33:02 PM
netplay bawww'ing.

No.
: Re: The MB:AA:FT thread: Final Tuned
: FireBearHero January 06, 2010, 09:36:24 AM
Now that BB has come along and gotten people a little more used to anime fighters with a visual novel style story mode, it'd be nice if they made a feature matching MB game for the next MB:

- PS3/360
- Hi Res sprites
- Good netcode
- Good story mode (really, they should maybe reboot the game and tie it in with Tsukihime 2 or something, and make a good new story - this is their forte after all)

But then I woke up :P


Hmmm, since melty's sprite style is basically pure anime, it would be cool to finally see a FG where the in game sprites are pretty much identical in style and appearance to the character select art.   They should hire some anime studio to do all the artwork & sprites at anime/tv/broadcast resolutions, and then downscale it to sprites for the game.  That way, even if hardware improves and they can use higher resolutions, they have the source sprites at super hi res so they dont need to redraw anything.

Either that or go 2.5D using celshaded graphics like the PS3 Naruto game.


Surely with all the typemoon success everywhere, there would be enough money floating around to make the next melty (after MBAAFT) a proper modern game?

Worked so well for KoF12 amirite?
: Re: The MB:AA:FT thread: Final Tuned
: Dirty Messican Ghost January 06, 2010, 06:55:29 PM
But SNKP is always borderline bankrupt.
They keep surviving bombs like roaches survive nukes by constantly shitting out pachinko machines to finance for the projects they don't even feel like finishing.
KOFXII was supposed to have motherfucking Hwa Jai, fer chrissakes.
: Re: The MB:AA:FT thread: Final Tuned
: Tempered January 06, 2010, 11:08:37 PM
Am I the only person who prefers Melty's sprites to that of something like Guilty Gear's or Blazblue's?
: Re: The MB:AA:FT thread: Final Tuned
: Exciel January 06, 2010, 11:27:38 PM
Nah, I prefer the fluidity and illusional sprite effects from smaller sprites than to Arcsys style super sprites. In an actual game how big the sprites are are the last thing I notice anyway. Though my ideal sprite size is around 3rd Strike.
: Re: The MB:AA:FT thread: Final Tuned
: s4itox January 07, 2010, 12:33:16 AM
I'm a bit in between, to be honest. I appreciate how smoothly everything animates in melty, but sometimes I find myself wishing that it were in higher res, and not simply a 2x scaling of the base sprite.
: Re: The MB:AA:FT thread: Final Tuned
: MagnusXL January 07, 2010, 01:43:07 AM
I'm perfectly fine with the graphics the way they are, thanks.

If they were to add any characters to Final Tuned (unnecessary), I would like to see some Arihiko.

I mostly want to see the shitty gimmick forms of characters either get revamped and/or buffed so they aren't just shitty gimmicks. That's just me, though.
: Re: The MB:AA:FT thread: Final Tuned
: Benny1 January 07, 2010, 08:38:06 AM
It would be nice if C-KohaMech could do more than like 3000 damage lol, things like that are obnoxious.

As for the sprites, people bitch about Melty's sprites a lot, but you can't say that the animation isn't fantastic.  If we traded for higher quality sprites with less animation, I'd much prefer what we have right now.  I think even if they're "a little jagged" or whatever, they're fine.

That said, I do love 3s' sprites and think if we could have 3s quality sprites that would be nice.
: Re: The MB:AA:FT thread: Final Tuned
: Tonberry January 07, 2010, 10:53:52 PM
Changes I want to see that I probably won't
- H-Wara being a real character
- H-Aoko having 3 jumps
- C-Aoko actually being good
- MBAC PC buffer
- F-WLen having better damage
- H-Vsion D tier
: Re: The MB:AA:FT thread: Final Tuned
: MagnusXL January 08, 2010, 12:04:40 AM
Yeah, I could go for a shorter frame buffer myself.
: Re: The MB:AA:FT thread: Final Tuned
: Tempered January 08, 2010, 12:26:43 AM
- H-Vsion D tier

One char leaves S-Tier another takes its place and people then bitch about that character.
: Re: The MB:AA:FT thread: Final Tuned
: MissedFRC January 08, 2010, 03:52:17 AM
- H-Vsion D tier

One char leaves S-Tier another takes its place and people then bitch about that character.
        And of course the current s-tiers don't matter either rite
: Re: The MB:AA:FT thread: Final Tuned
: Nebi January 08, 2010, 04:06:17 AM
Everyone in one tier :V
: Re: The MB:AA:FT thread: Final Tuned
: Van_Artic January 08, 2010, 07:56:04 AM
- H-Vsion D tier
what is this i don't even
: Re: The MB:AA:FT thread: Final Tuned
: Tonberry January 08, 2010, 09:13:10 AM
- H-Vsion D tier

One char leaves S-Tier another takes its place and people then bitch about that character.

I'll be more happy that VSion is bad then upset that another character is S tier if I'm upset at all.  As long as the new S tier is not another VSion, not a Neco, and not someone extremely simple like H-Nanaya I'm not going to be all that upset.
: Re: The MB:AA:FT thread: Final Tuned
: MissedFRC January 08, 2010, 01:07:52 PM
- H-Vsion D tier

One char leaves S-Tier another takes its place and people then bitch about that character.

I'll be more happy that VSion is bad then upset that another character is S tier if I'm upset at all.  As long as the new S tier is not another VSion, not a Neco, and not someone extremely simple like H-Nanaya I'm not going to be all that upset.
But she's been out of the S-tiers since PS2 release.
: Re: The MB:AA:FT thread: Final Tuned
: Tonberry January 08, 2010, 02:42:16 PM
But she's been out of the S-tiers since PS2 release.

I strongly disagree with this statement but I'm not going to derail this thread with the argument.

Some other things I want to see are
- F-Wara's 2b(1) 2[c] loops being more practical with the cloud not being necessary for any of them
- Successful EX shield should be rewarded with everyone, not just some C-moon characters
- Half Moon ground spark being punishable in some way
: Re: The MB:AA:FT thread: Final Tuned
: Cristu January 08, 2010, 02:52:12 PM
Tiers in MB arent that relevant, since the game is quite balanced...

 I dont know why you worry about it... if you have a good pressure, technic and a stronger mind game, you will win no matter the Tier.

*spoke the one with v.sion image in his avatar*

anyway I dont play mbaa, so its not like it matters for me...
: Re: The MB:AA:FT thread: Final Tuned
: BurstOfAnger January 08, 2010, 09:45:49 PM
But she's been out of the S-tiers since PS2 release.

I strongly disagree with this statement but I'm not going to derail this thread with the argument.

Some other things I want to see are
- F-Wara's 2b(1) 2[c] loops being more practical with the cloud not being necessary for any of them
- Successful EX shield should be rewarded with everyone, not just some C-moon characters
- Half Moon ground spark being punishable in some way

I SO agree with F-Wara having a more practical EX combo. That's the only thing stopping me from trying to play him.

And regarding Half Moon auto-spark being punishable, I totally disagree. Someone mentioned before that having something that is totally out of your control, since it's an automatic reaction, being punishable just isn't fair. However, I found this before:

I too did some science of my own.

This was my method: I went into training mode, chose C-Ciel for P1 and H-*insert character*for P2. I set magic bar as Max. I used C-Ciel to do 2A 236C (Hiero) on H-*insert character*. I then set CPU Action as All Guard the moment H-*insert character* sparks.

All characters guarded the Hiero EXCEPT White Len.

Does this mean that there are invincibility frames after an auto-spark for all characters except White Len?

My posts seem to be insignificant so I bet nobody noticed my find.
: Re: The MB:AA:FT thread: Final Tuned
: Tonberry January 08, 2010, 11:27:14 PM
And regarding Half Moon auto-spark being punishable, I totally disagree. Someone mentioned before that having something that is totally out of your control, since it's an automatic reaction, being punishable just isn't fair.

If a half moon character goes into heat it's outside a combo since they can control when they spark if they go to 200 inside a combo.  If they got comboed to 200% and chose not to spark, they get a basically free bunker after it.   You can choose when to stop blocking to control when spark goes off.  Half moon is the only groove that gets to regenerate health and also gets to circuit spark if you hit them while they are regenerating health.  Either they should make spark possible to punish if you shield it or it should be manual and just as punishable as Crescent or Full.  Being in a better situation 100% of the time for getting hit doesn't make sense.

However, I found this before:

I too did some science of my own.

This was my method: I went into training mode, chose C-Ciel for P1 and H-*insert character*for P2. I set magic bar as Max. I used C-Ciel to do 2A 236C (Hiero) on H-*insert character*. I then set CPU Action as All Guard the moment H-*insert character* sparks.

All characters guarded the Hiero EXCEPT White Len.

Does this mean that there are invincibility frames after an auto-spark for all characters except White Len?

My posts seem to be insignificant so I bet nobody noticed my find.

I went into training mode and tried it out myself, sometimes she blocks and sometimes she doesn't.
: Re: The MB:AA:FT thread: Final Tuned
: Zaelar January 09, 2010, 01:34:34 PM
Hit jump shield.  Be in blood heat with an air last arc that does good chip damage, like Ciel.
: Re: The MB:AA:FT thread: Final Tuned
: Qaenyin January 12, 2010, 11:22:23 AM
I'll be more happy that VSion is bad then upset that another character is S tier if I'm upset at all.  As long as the new S tier is not another VSion, not a Neco, and not someone extremely simple like H-Nanaya I'm not going to be all that upset.

Fuck you, sir.   >:(
: Re: The MB:AA:FT thread: Final Tuned
: Rei January 12, 2010, 08:57:43 PM
larger attack boxes for Ryougi
: Re: The MB:AA:FT thread: Final Tuned
: Shizuka January 13, 2010, 07:34:48 PM
Qaenyin, do you even play anymore?
: Re: The MB:AA:FT thread: Final Tuned
: MissedFRC January 14, 2010, 03:56:57 AM
larger attack boxes for Ryougi
That's REALLY unneeded imo. Maybe on Hmoon's 3C so the combo is universal but I think that's pushing it.
: Re: The MB:AA:FT thread: Final Tuned
: FireBearHero January 14, 2010, 06:32:16 AM
larger attack boxes for Ryougi
Ahaha.  :psyduck:
: Re: The MB:AA:FT thread: Final Tuned
: LoliSauce January 14, 2010, 09:48:34 PM
larger attack boxes for Ryougi
Oh u~

Trollin again, I see.
: Re: The MB:AA:FT thread: Final Tuned
: Cecilia January 15, 2010, 05:56:21 AM
Touko as a playable character plx.

And a Touko & Aoko team even though they hate each other :P Or at least Touko & Ryougi!
: Re: The MB:AA:FT thread: Final Tuned
: Rei January 15, 2010, 08:41:59 AM
no... We don't need any more pair teams. As much as I love Touko, Azaka would work better with the way she fights.
: Re: The MB:AA:FT thread: Final Tuned
: PHauxE January 15, 2010, 07:16:56 PM
- Half Moon ground spark being punishable in some way

1) Hit H-moon character
2) Whiff into an A move
3) Use shield cancel property on said A move
4) ???
5) Punished autoheat
: Re: The MB:AA:FT thread: Final Tuned
: LoliSauce January 15, 2010, 09:42:40 PM
- Half Moon ground spark being punishable in some way

1) Hit H-moon character
2) Whiff into an A move
3) Use shield cancel property on said A move
4) ???
5) Punished autoheat
Full moon variant

1. Hit H-moon character
2. Realize you can't whiff cancel
3. Get bursted and curse a lot
: Re: The MB:AA:FT thread: Final Tuned
: Azrel January 15, 2010, 09:55:26 PM
Wait... what exactly are the changes in the MBAA FT? are the rumors true that Touko will be there? O_o
: Re: The MB:AA:FT thread: Final Tuned
: LoliSauce January 15, 2010, 10:07:21 PM
Wait... what exactly are the changes in the MBAA FT? are the rumors true that Touko will be there? O_o
No.  No new chars have been announced/rumored.  It's just bringing ps2 original balance to arcades basically.
: Re: The MB:AA:FT thread: Final Tuned
: MissedFRC January 15, 2010, 10:23:28 PM
And some apparent tweaks.
: Re: The MB:AA:FT thread: Final Tuned
: Azrel January 16, 2010, 01:16:55 AM
Oh I see, too bad there's no new char announced yet, but if there ever will be, I'm pretty sure it'll be in the PC port and I can celebrate now!  :toot:
: Re: The MB:AA:FT thread: Final Tuned
: grandlordzero January 16, 2010, 10:46:42 PM
Oh I see, too bad there's no new char announced yet, but if there ever will be, I'm pretty sure it'll be in the PC port and I can celebrate now!  :toot:

Better duck pal. You've got nerd-rage incoming.  :-\

To stay on topic, there wouldn't happen to be a list of known balance tweaks so far in english, would there? (Doubt it though, itd prolly have been posted by now.)
: Re: The MB:AA:FT thread: Final Tuned
: LoliSauce January 17, 2010, 01:58:07 AM
Oh I see, too bad there's no new char announced yet, but if there ever will be, I'm pretty sure it'll be in the PC port and I can celebrate now!  :toot:

Better duck pal. You've got nerd-rage incoming.  :-\

To stay on topic, there wouldn't happen to be a list of known balance tweaks so far in english, would there? (Doubt it though, itd prolly have been posted by now.)
Nah, not yet.
: Re: The MB:AA:FT thread: Final Tuned
: Dipstick January 17, 2010, 09:23:23 AM
- Half Moon ground spark being punishable in some way

1) Hit H-moon character
2) Whiff into an A move
3) Use shield cancel property on said A move
4) ???
5) Punished autoheat
6) Get scrubbed out by shielded H-burst glitch.

How to actually punish a burst from H-moon:

1) Hit them in the air with a move with very little recovery
2) Watch the burst whiff
3) Air throw their ass.
: Re: The MB:AA:FT thread: Final Tuned
: Benny1 January 22, 2010, 05:46:15 AM
Have we heard anything about more like more location tests or anything?  Or has there still only been that first loketest.
: Re: The MB:AA:FT thread: Final Tuned
: Zaelar January 24, 2010, 04:01:17 AM
Considering h-moon bursts have invincible recovery good luck punishing them.  You can do hit, jump, shield, and then you can either have initiative or do something with good chip damage.  I assume this is all the same in FT as I know people on this forum wouldn't derail this thread with off topic talk a second time.
: Re: The MB:AA:FT thread: Final Tuned
: shirayukimizore February 01, 2010, 06:29:47 AM
larger attack boxes for Ryougi
joo know ryougi is alredy cheap/overpowered and joo want to make her cheaper :-/
: Re: The MB:AA:FT thread: Final Tuned
: AM2 February 03, 2010, 11:33:41 PM
Holy shit, this is awesome. And it's perfect timing also. I'll be buying Actress Again soon, I have a PS2 with a mopchip now.  :psyduck:
: Re: The MB:AA:FT thread: Final Tuned
: MasterT February 04, 2010, 10:36:41 AM
larger attack boxes for Ryougi
joo know ryougi is alredy cheap/overpowered and joo want to make her cheaper :-/

SHE HAS AN UNBLOCKABLE FUCK THIS GAME I QUIT I'M GOING BACK TO MUGEN
: Re: The MB:AA:FT thread: Final Tuned
: scwizard February 04, 2010, 09:03:22 PM
I can't believe some people are wishing this game added characters.

Is ~30 characters not enough?
: Re: The MB:AA:FT thread: Final Tuned
: Nebi February 04, 2010, 09:44:28 PM
30~ characters is perfect. Melty has more like 75~ with all the moons and whatnot.
It's amazing they can keep it so balanced despite the fact.
: Re: The MB:AA:FT thread: Final Tuned
: shirayukimizore February 05, 2010, 03:49:07 AM
larger attack boxes for Ryougi
joo know ryougi is alredy cheap/overpowered and joo want to make her cheaper :-/

SHE HAS AN UNBLOCKABLE FUCK THIS GAME I QUIT I'M GOING BACK TO MUGEN
i thought joo hate mugen kids but right now from what joo said... O_o

I can't believe some people are wishing this game added characters.

Is ~30 characters not enough?
well in MBAA, 1 character consist of 4 moon styles (including eclipse moon style) so that means "the no. of characters in MBAA x 4(bcoz of the moon styles makes the character become individual)"


[the summary of this was posted by Nebi] :V
: Re: The MB:AA:FT thread: Final Tuned
: Rei February 06, 2010, 12:49:54 PM
Except Eclipse moon isn't playable (I'm not counting Archetype Earth)... Not just that, but it was only for a few characters....  :slowpoke:
: Re: The MB:AA:FT thread: Final Tuned
: shirayukimizore February 09, 2010, 03:25:13 AM
then it's simple...

teh no. of MBAA characters(joo can wish not to count archetype earth) x 3  :V
: Re: The MB:AA:FT thread: Final Tuned
: Kadoya Akira February 11, 2010, 04:46:10 AM
Now MBAA revision got an official name: Melty Blood Actress Again Current Code.
Probably there'll be a loke test on 2/19-20

http://e56.info/mbaaring/index.html
: Re: The MB:AA:FT thread: Final Tuned
: Van_Artic February 11, 2010, 04:51:35 AM
sounds pretty good  :fap:
rename thread, i guess Final Tuned name dropped at the last moment
: Re: The MB:AA:FT thread: Final Tuned
: shirayukimizore February 11, 2010, 04:59:39 AM
Now MBAA revision got an official name: Melty Blood Actress Again Current Code.
Probably there'll be a loke test on 2/19-20

http://e56.info/mbaaring/index.html
wats dat all about? and wats new?  :psyduck:
: Re: The MB:AA:FT thread: Final Tuned
: Van_Artic February 11, 2010, 05:06:14 AM
wats dat all about? and wats new?  :psyduck:
this is a new arcade version with PS2 added characters
the only thing we know is that they changed system board to host the game (from Sega NAOMI to Sega RINGWIDE)
this can lead to graphic tweaks and enhancements, it also means no more slowdowns/lag
it will have 5.1 surround audio and only god knows what else

and i really want to see the new logo game in higher quality
: Re: The MB:AA:FT thread: Final Tuned
: Rei February 11, 2010, 05:07:16 AM
I'm pretty sure it's a new revision of the game that brings console characters to arcade + new balances. Basically it's going to be like a modified version of the ps2 port.

According to the site, there's something happening on 2/20 for the game. All I can read in it is Sega booth at the AOU show. I can't read kanji, so I won't guess more from there lol
: Re: The MB:AA:FT thread: Final Tuned
: LordPangTong February 11, 2010, 05:54:00 AM
If it has new balancing features, I wonder if it will result in a re-release on the PS2?
: Re: The MB:AA:FT thread: Final Tuned
: Benny1 February 11, 2010, 05:58:39 AM
That would be nice, but it didn't happen for B2...

Well, we'll see how much they balance change...

I gotta say, I'm pretty hype for this.
: Re: The MB:AA:FT thread: Final Tuned
: Xx ggmaster xX February 11, 2010, 06:23:52 AM
http://e56.info/mbaaring/index.html

seems like ecole decided to name it as "current code" as they used melty blood react already.

hope there will be tire adjustments, new characters (or serious version(???) of mech&koha etc), and any other cool modifications.
: Re: The MB:AA:FT thread: Final Tuned
: caiooa February 11, 2010, 06:27:43 AM
well...by the curent list of character, archetype won`t avaliable anymore...
: Re: The MB:AA:FT thread: Final Tuned
: Xx ggmaster xX February 11, 2010, 06:37:47 AM
well...by the curent list of character, archetype won`t avaliable anymore...
hopefuly we can see her complete version in PC port :)
: Re: The MB:AA:FT thread: Final Tuned
: shirayukimizore February 12, 2010, 12:04:34 AM
but teh question is PC port would be release or not  :V
: Re: The MB:AA:FT thread: Final Tuned
: mizuki February 12, 2010, 01:22:50 AM
If it has new balancing features, I wonder if it will result in a re-release on the PS2?

rofl re-release on ps2. I don't think it's possible because 1) it's sega 2) it's sony. Look at VF4 on ps2. It had to be auto-greatest hits to be released even though it was a new game. Maybe they're more lenient now because ps2 is pretty much obsolete.
: Re: The MB:AA:FT thread: Final Tuned
: MasterT February 12, 2010, 10:46:40 AM
well...by the curent list of character, archetype won`t avaliable anymore...

No one wants some asshole sitting there playing archetype at the arcade.
: Re: The MB:AA:FT thread: Final Tuned
: scottind February 12, 2010, 06:58:56 PM
this can lead to graphic tweaks and enhancements, it also means no more slowdowns/lag
it will have 5.1 surround audio and only god knows what else

from the spec sheet the forwarded to our distributors. the game won't have 5.1 audio.

expect regular ol' 640x480 vga and 2-channel stereo folks.

and sega is just fooling everyone when they say RINGWIDE was developed to make games less expensive for arcade operators RINGWIDE is set to cost 4 times as much as a Taito X2.

Might as well have kept it on naomi, or ported it to SystemY2, or Taito X1.
: Re: The MB:AA:FT thread: Final Tuned
: dakanya February 12, 2010, 07:07:38 PM
wtf 4x taito x2, i shat a brick
: Re: The MB:AA:FT thread: Final Tuned
: Dipstick February 12, 2010, 07:19:41 PM
and sega is just fooling everyone when they say RINGWIDE was developed to make games less expensive for arcade operators RINGWIDE is set to cost 4 times as much as a Taito X2.
On the hardware it runs on? lololololol

Then again, it is Sega so dumb shit should be expected....
: Re: The MB:AA:FT thread: Final Tuned
: Van_Artic February 13, 2010, 03:40:07 AM
and sega is just fooling everyone when they say RINGWIDE was developed to make games less expensive for arcade operators RINGWIDE is set to cost 4 times as much as a Taito X2.
yeah, i've heard of this in a lifetime
Sega always finds a way to ruin something
: Re: The MB:AA:FT thread: Final Tuned
: YubelPhoenix February 13, 2010, 05:31:27 PM
Someday Sega might surprise the world :'(
: Re: The MB:AA:FT thread: Final Tuned
: scottind February 18, 2010, 11:52:44 AM
http://www.andriasang.com/e/blog/2010/02/18/melty_blood_ringwide/

yup 640x480, regular jamma standards.
it's probably going to be much faster than the naomi version as far as loading time.

spring 2010
: Re: The MB:AA:FT thread: Final Tuned
: arvy February 18, 2010, 10:47:05 PM
http://www.andriasang.com/e/blog/2010/02/18/melty_blood_ringwide/

yup 640x480, regular jamma standards.
it's probably going to be much faster than the naomi version as far as loading time.

spring 2010


Wow, thanks for the heads up! 
: Re: The MB:AA:FT thread: Final Tuned
: s4itox February 19, 2010, 03:22:19 AM
http://www.andriasang.com/e/blog/2010/02/18/melty_blood_ringwide/images/2132407472/
I must say, I find the backdrop very attractive. I'm hoping there'll be some kind of mix of this vs layout and the old MBAA vs layout, where we get this eyecandy before the chains and movesets appear on screen.
: Re: The MB:AA:FT thread: Final Tuned
: LivingShadow February 19, 2010, 04:12:14 AM
Not bad, I'm liking the new pre-battle screen.
: Re: The MB:AA:FT thread: Final Tuned
: Erkz February 19, 2010, 04:16:37 AM
Here's some footage (http://www.youtube.com/watch?v=TFAg0UYOIy0) from AOU. (http://www.youtube.com/watch?v=MxBy5nN4mT4)

It looks... fast? And different somehow but I can't put my finger on it...
: Re: The MB:AA:FT thread: Final Tuned
: YubelPhoenix February 19, 2010, 04:33:35 AM
Here's some footage (http://www.youtube.com/watch?v=TFAg0UYOIy0) from AOU. (http://www.youtube.com/watch?v=MxBy5nN4mT4)

It looks... fast? And different somehow but I can't put my finger on it...
Thanks 4 the footage. From my point of view it does look a little faster  :o
: Re: The MB:AA:FT thread: Final Tuned
: Dragonthorn February 19, 2010, 04:00:07 PM
Hard to judge if it's faster or not until we get a clean video capture. But overall to me the graphics look more polished.

Here's the other video btw : http://www.youtube.com/watch?v=TFAg0UYOIy0
: Re: The MB:AA:FT thread: Final Tuned
: Tempered February 19, 2010, 04:11:44 PM
Doesnt seem faster to me. The screen zoom is a bit different, also it looks like heat now does a wierd fullscreen effect.
: Re: The MB:AA:FT thread: Final Tuned
: s4itox February 19, 2010, 07:52:25 PM
There's been a slight graphics overhaul, which explains why you can tell it's different, but you just can't quite put your finger on how. The shape of the guard bar and magic circuit bar has been changed, as well as the circular rotating thing that's behind the match timer. Also, character palettes are also displayed in match now, like they were in AC ver B.
: Re: The MB:AA:FT thread: Final Tuned
: BurstOfAnger February 19, 2010, 09:15:40 PM
From that video with F-Arc and H-Mech, the transition between rounds is cut in a different way now. Also, I think the special effect when H-Moon reaches Heat is different.
: Re: The MB:AA:FT thread: Final Tuned
: shirayukimizore February 20, 2010, 03:44:42 AM
Hard to judge if it's faster or not until we get a clean video capture. But overall to me the graphics look more polished.

Here's the other video btw : http://www.youtube.com/watch?v=TFAg0UYOIy0
teh showin of teh round screen is much slower than teh old MBAA. and yuh, from teh health bars and powers seem to be different and i dislike teh new powerbars (i guess they just copy teh style of MBAC).

: Re: The MB:AA:FT thread: Final Tuned
: Benny1 February 20, 2010, 08:57:41 AM
I think the old gui looked better but this is fine too.

Wallslams send a ripple effect across the screen, rofl.
: Re: The MB:AA:FT thread: Final Tuned
: Erkz February 20, 2010, 09:01:10 AM
And (http://www.youtube.com/watch?v=_MHcuFgSR0U)

Here's (http://www.youtube.com/watch?v=K1Xx8_F0c0g)

More. (http://www.youtube.com/watch?v=yggHNqaDKac)

I have to admit. That fullscreen blur thing that happens during Heat is pretty cool. Reminds me of both a heat haze and a reality marble at the same time.

Also, I could have sworn I heard a warning klaxon playing when the timer dropped under 10 in the last video, but I'm not sure if it was just background noise or not.

: Benny1
Wallslams send a ripple effect across the screen, rofl.
So do air-techs and ground-techs apparently.
: Re: The MB:AA:FT thread: Final Tuned
: Pfhor February 20, 2010, 10:30:17 AM
btw in case you guys didn't notice

Both Mecha&Neco and Kohaku&Mecha are characters in those Loc tests. Seems some people thought they would be removed but nope.
: Re: The MB:AA:FT thread: Final Tuned
: LivingShadow February 20, 2010, 03:02:23 PM
That blur is sweet. It also looks like there's a third bar now that keeps track of how much damage you did in a combo.
: Re: The MB:AA:FT thread: Final Tuned
: BurstOfAnger February 20, 2010, 06:41:17 PM
And (http://www.youtube.com/watch?v=_MHcuFgSR0U)

Here's (http://www.youtube.com/watch?v=K1Xx8_F0c0g)

More. (http://www.youtube.com/watch?v=yggHNqaDKac)

I have to admit. That fullscreen blur thing that happens during Heat is pretty cool. Reminds me of both a heat haze and a reality marble at the same time.

Also, I could have sworn I heard a warning klaxon playing when the timer dropped under 10 in the last video, but I'm not sure if it was just background noise or not.

: Benny1
Wallslams send a ripple effect across the screen, rofl.
So do air-techs and ground-techs apparently.

Not only that, blocked attacks cause it too. Pretty~

And loading is definitely faster. You can cut the loading screen when the game actually finished loading like in MBAC PC.

I think there's a new effect for Shielding.
: Re: The MB:AA:FT thread: Final Tuned
: LivingShadow February 20, 2010, 07:18:38 PM
I can't wait to see better quality vids. All these graphics additions are going to make the battles so much more epic.
: Re: The MB:AA:FT thread: Final Tuned
: Masu February 20, 2010, 10:03:50 PM
good shit :D

hopefully there will be a pc port with all of Current Code's add ons. Since a PS2 re-release is pretty unlikely. I love the screen distortion when heat is activated
: Re: The MB:AA:FT thread: Final Tuned
: shirayukimizore February 21, 2010, 04:08:51 AM
if MBAA PC port will release afterwards, i hope that will be Final Tuned  instead of Current Code.
: Re: The MB:AA:FT thread: Final Tuned
: Exciel February 21, 2010, 09:55:50 AM
btw in case you guys didn't notice

Both Mecha&Neco and Kohaku&Mecha are characters in those Loc tests. Seems some people thought they would be removed but nope.
No they're not? :psyduck:
: Re: The MB:AA:FT thread: Final Tuned
: Benny1 February 21, 2010, 09:59:08 AM
check the latest video that was posted in the thread, it has them.
: Re: The MB:AA:FT thread: Final Tuned
: Exciel February 21, 2010, 11:43:34 AM
I stand corrected. :prinny:

Hopefully they'll throw some amount of thought into them.
: Re: The MB:AA:FT thread: Final Tuned
: Dragonthorn February 21, 2010, 01:59:05 PM
if MBAA PC port will release afterwards, i hope that will be Final Tuned  instead of Current Code.

What would be the difference? The name? LOL.
: Re: The MB:AA:FT thread: Final Tuned
: Rei February 21, 2010, 03:52:26 PM
IMO people should shut up about a PC release. It's not announced or anything. Just worry about the current Arcade release (and this thread needs to be renamed)

I'm not a big fan of the new GUI or effects (Oh god please no more lag) but I'm curious to see what they've done to the console characters as well as previous S-tier characters.
: Re: The MB:AA:FT thread: Final Tuned
: Mistwraith February 21, 2010, 04:40:56 PM
http://www.youtube.com/watch?v=yggHNqaDKac
At around 1.42 in this video, you see Ryougi getting hit by Seifuku Akiha ring move in the air, Ryougi air techs and immediately performs a counter move of sorts and hits Akiha back. It happens somewhere in 3.36 too.I have never seen that move before or more like I didn't explore fully C Ryougi haha. . . someone care to explain ?
: Re: The MB:AA:FT thread: Final Tuned
: MissedFRC February 21, 2010, 04:48:04 PM
That's not a new move. C-Ryougi can do that by teching with doubletap any direction + A/B/C in the air.
: Re: The MB:AA:FT thread: Final Tuned
: Mistwraith February 21, 2010, 04:50:31 PM
Ahhh i see, thanks for the clarification there  :)
Overall I guess the Current Code changes seems to be heading in a good direction. HM shield counters now seem to be slower as compared to MBAA ver A.
: Re: The MB:AA:FT thread: Final Tuned
: Rei February 21, 2010, 05:21:39 PM
That's not a new move. C-Ryougi can do that by teching with doubletap any direction + A/B/C in the air.

I'm pretty sure all of the Ryougis can do it.
: Re: The MB:AA:FT thread: Final Tuned
: shirayukimizore February 22, 2010, 02:45:04 AM
if MBAA PC port will release afterwards, i hope that will be Final Tuned  instead of Current Code.

What would be the difference? The name? LOL.
well, i guess from teh interface of teh game.

IMO people should shut up about a PC release. It's not announced or anything.
i said "IF"
: Re: The MB:AA:FT thread: Final Tuned
: caiooa February 22, 2010, 05:39:56 AM
I'm not a big fan of the new GUI or effects (Oh god please no more lag) but I'm curious to see what they've done to the console characters as well as previous S-tier characters.
Exactly. Officialy, the main reason of this new game is balance the characters. I really want to know what moves of what characters have been buffed/nerfed and how it have been done.
: Re: The MB:AA:FT thread: Final Tuned
: YubelPhoenix February 22, 2010, 07:17:54 AM
We can all agree that this version is gonna look beautiful. New Gui and effects really doesn't make a difference for me. As long as its lag free, im set :-\
: Re: The MB:AA:FT thread: Final Tuned
: shirayukimizore February 22, 2010, 07:44:14 AM
I'm not a big fan of the new GUI or effects (Oh god please no more lag) but I'm curious to see what they've done to the console characters as well as previous S-tier characters.
Exactly. Officialy, the main reason of this new game is balance the characters. I really want to know what moves of what characters have been buffed/nerfed and how it have been done.
what if it's just teh new interface and putting ryougi and seifuku akiha ish teh reason why did they update teh Final Tuned and it becomes Current Code.

: Re: The MB:AA:FT thread: Final Tuned
: Exciel February 22, 2010, 01:16:57 PM
teh Final Tuned was just a temporary name before it was announced as teh Current Code officially.
: Re: The MB:AA:FT thread: Final Tuned
: MissedFRC February 22, 2010, 06:10:19 PM
TEH
: Re: The MB:AA:FT thread: Final Tuned
: LoliSauce February 22, 2010, 10:36:50 PM
TEH
I'm so glad at least one person is as annoyed by this as myself.

Also, fixed thread title for whoever it was that mentioned it.
: Re: The MB:AA:CC thread: Current Code
: AARP|ZTB February 23, 2010, 04:15:52 PM
Just...don't...change...F-cl!

Edit: oh, and F-mech too. For the love of god, I hope ecole didn't mess with them.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger February 24, 2010, 12:26:08 AM
http://www.youtube.com/watch?v=RVLa7Mxkko8
Gameacho just updated with a bunch of MBAA vids. Was C-Ciel always capable of doing all that?

...I'm pretty sure that's not Current Code...
: Re: The MB:AA:CC thread: Current Code
: faults February 24, 2010, 05:09:52 AM
http://www.youtube.com/watch?v=RVLa7Mxkko8
Gameacho just updated with a bunch of MBAA vids. Was C-Ciel always capable of doing all that?

...I'm pretty sure that's not Current Code...

there's always that too. meh
: Re: The MB:AA:CC thread: Current Code
: Benny1 February 25, 2010, 05:55:19 PM
Looks like there's a loketest at club sega or something from February 27th until March 14th.  Holy shit!
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi February 25, 2010, 06:50:26 PM
Please change F Hisui somehow.

PLZZZZZZZZzzzzzzzz

Or even H, I don't care!

 :prinny:
: Re: The MB:AA:CC thread: Current Code
: woof February 25, 2010, 08:30:27 PM
make officechair God Like pleas
: Re: The MB:AA:CC thread: Current Code
: Pfhor February 25, 2010, 08:44:51 PM
Here is how to change F-hisui:

1. make 5b +frames on block

II. make office chair not clashable by fucking Hisui herself

C). let her put 2 chairs out

4: give j.b Half's j.b hitbox

 D). ex throne should be full invul startup and recover during superflash (USE IT AS A REVERSAL)

there u go good character
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse February 26, 2010, 12:03:14 AM
Looks like there's a loketest at club sega or something from February 27th until March 14th.  Holy shit!
If it's that long, it's almost certain to be a final or near-final stress test.
: Re: The MB:AA:FT thread: Final Tuned
: Shizuka February 26, 2010, 12:34:11 AM
TEH
Yeah it made me wanna punch someone in the face, Shion Sonozaki, what did "THE" ever do to you?
: Re: The MB:AA:CC thread: Current Code
: scottind February 26, 2010, 12:37:26 AM
If it's that long, it's almost certain to be a final or near-final stress test.

Thats about the same duration as the original MBAA location test at club sega. And that one was not the final build.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse February 26, 2010, 01:08:27 AM
Thats about the same duration as the original MBAA location test at club sega. And that one was not the final build.
Ergo, final or near-final. Regardless of if it's the final test or not, a two week window shows they're getting pretty confident that they've got most of it down and are now in the "squash the bugs" phase.
: Re: The MB:AA:CC thread: Current Code
: scottind March 02, 2010, 10:27:57 PM
pricing for mbaacc was released to distributors this week

it's 230000 yen for the complete board + 100000 for some kind of ringwide harness.

so it's roughly sitting at $3000+ for your arcade if you want to buy it new. not counting shipping.

it's actualy cheaper than i anticipated it, but don't expect AI to get it new, maaaaybe used...
: Re: The MB:AA:CC thread: Current Code
: PHauxE March 02, 2010, 10:50:03 PM
As long as Len doesn't lose any tricks, I don't care what they do to her.  >_>...
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 03, 2010, 08:29:58 AM
As long as Len doesn't lose any tricks, I don't care what they do to her.  >_>...
And what kinds of tricks would those be? >:D
: Re: The MB:AA:CC thread: Current Code
: Irysa March 03, 2010, 07:34:46 PM
airthrow loop lol
: Re: The MB:AA:CC thread: Current Code
: Sumaragi March 04, 2010, 04:42:17 AM
She still has that. I saw someone doing it at the loke-test.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 04, 2010, 09:24:50 AM
Any other interesting bits discovered from the loke-test so far besides essentially "New graphical effects" and "slightly different healthbar graphics?"

I seriously doubt it since in the end this is just a port/update of the PS2 version after all - I think any real frills will be thrown into the PC version.

Could you imagine 2 on 2 with a bunch of Ryougis? I'd pay to watch that.
: Re: The MB:AA:CC thread: Current Code
: Sumaragi March 04, 2010, 10:22:08 AM
I haven't really noticed any notable additions or subtractions from the game, yet. If I do, I'll post.
: Re: The MB:AA:CC thread: Current Code
: Benny1 March 04, 2010, 10:37:51 AM
Do you know if C-V.Akiha j.C is still untechable?  That'd be awesome if it was.
: Re: The MB:AA:CC thread: Current Code
: Sumaragi March 04, 2010, 10:55:25 AM
Haven't seen any V-Akiha yet.
: Re: The MB:AA:CC thread: Current Code
: scottind March 04, 2010, 03:14:53 PM
IMO people should shut up about a PC release.

people should shut up about a PC release
: Re: The MB:AA:CC thread: Current Code
: Celestein March 06, 2010, 01:56:30 AM
Looks like release date is set for july, got a call from my distributor yesterday asking for deposit on it(since I have it "pre-ordered") because release was er...released, other import places like sophia/futsi/etc have it listed for july now too.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 06, 2010, 07:24:13 AM
About what I figured. Late spring, early summerish.
: Re: The MB:AA:CC thread: Current Code
: Erkz March 07, 2010, 09:25:45 PM
So apparently they're starting to list the changes from the PS2 version at the official BBS on Ecole's MB:AA:CC site..

Unfortunately, I can't make heads nor tails of it.  :psyduck:

If you want to try to yourself... (http://e56.info/discussplus/discuss.cgi?id=MELTYAC&mode=part&page=0&num=13748&sort=1&back=tree)

... then you're free to do so. (http://e56.info/discussplus/discuss.cgi?id=MELTYAC&mode=part&page=0&num=13751&sort=1&back=tree)
: Re: The MB:AA:CC thread: Current Code
: scottind March 07, 2010, 10:15:45 PM
seems like that the Ringwide board requires an auxilary power supply. which is what the harness was referring to. therefore if you were putting this inside of an astrocity cab which doesnt have extra +3.3v), you need to spend the extra $1000 to make it work. otherwise if your arcade has a Netcity or vewlix, you dont need to buy the harness and save yourself the $1000.
: Re: The MB:AA:CC thread: Current Code
: CPhame March 07, 2010, 10:24:31 PM
So apparently they're starting to list the changes from the PS2 version at the official BBS on Ecole's MB:AA:CC site..

Unfortunately, I can't make heads nor tails of it.  :psyduck:

If you want to try to yourself... (http://e56.info/discussplus/discuss.cgi?id=MELTYAC&mode=part&page=0&num=13748&sort=1&back=tree)

... then you're free to do so. (http://e56.info/discussplus/discuss.cgi?id=MELTYAC&mode=part&page=0&num=13751&sort=1&back=tree)

Giving it a look right now.

edit:

Argh, no info on Ryougi.  The first link has changes for Kohaku, HisuKoha (maids), Tohno Shiki, Nero, Miyako, Mech Hisui, and V Sion.  The second link has changes for Nanaya, Ciel, Warc, Arcuied (Full only), Aoko, V Akiha, and Akiha.  I'd go translate changes, but since it's an overload of info (plus nothing on Ryougi), I'm not really interested.

I can take requests though to try and translate specific characters.  Maybe one or two.
: Re: The MB:AA:CC thread: Current Code
: Legendary Blue Shirt March 07, 2010, 10:29:25 PM
seems like that the Ringwide board requires an auxilary power supply. which is what the harness was referring to. therefore if you were putting this inside of an astrocity cab which doesnt have extra +3.3v), you need to spend the extra $1000 to make it work.
NO WAY

35 dollars and a trip to Target Staples is all you need.  Sp00ky will attest to that.

Edit:brainfart
: Re: The MB:AA:CC thread: Current Code
: MissedFRC March 07, 2010, 11:50:39 PM
CPhame could you pleeeeaaaase translate the Warc changes?
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 08, 2010, 12:03:18 AM
Well, here's my best stab at it. I'm no expert in Japanese, and someone should really clean these up because odds are they're more knowledgeable than I am. To put it bluntly, there's a good chance these translations are fucked up at some level, but I'm doing my best.

Akiha changes (Full-Moon Style):

Vermilion Akiha changes:

All Styles

Crescent-Moon Style

Full-Moon Style

Half-Moon Style

Again, no guarantees these are 100% accurate, but I'm pretty confident I'm at least in the ballpark.
: Re: The MB:AA:CC thread: Current Code
: dakanya March 08, 2010, 12:19:42 AM
Well, here's my best stab at it. I'm no expert in Japanese, and someone should really clean these up because odds are they're more knowledgeable than I am. To put it bluntly, there's a good chance these translations are fucked up at some level, but I'm doing my best.

Akiha changes (Full-Moon Style):
  • 421A can no longer be EX-canceled.
  • 421B has 2 frames more delay.

Vermilion Akiha changes:

All Styles
  • 6C Damage protration changed from 75% to 85%.
  • 623B first two hits damage changed from 400x2 to 500x2.
  • 623B damage protration set to 70%, VS damage strengthened.(?)

Crescent-Moon Style
  • j.C "easy correction"? (Not quite sure what this means; someone better than me do this please)

Full-Moon Style
  • BE5C stiffness reduced 3 Frames.
  • Air 214 landing stiffness added 2 frames.

Half-Moon Style
  • 6C Tech inefficiency added 1 frame.(?)

Again, no guarantees these are 100% accurate, but I'm pretty confident I'm at least in the ballpark.
Allow me to correct you then (to the best of my ability). In summary, V-Akiha got buffed (or nerfed? lol) overall and F-Akiha got nerfed. I think I have one or two mistakes, will edit

F-Akiha:
421A can no longer be EX cancelled
421B's startup has been increased by 2f

V-Akiha(all):
6C corrects the proration to 75% and multiplies by 85% (I dont get it)
623B damage increased from 400x2 to 500x2
623B's final hit corrects the proration to 70%, VS damage increased

C-V.Akiha:
J.C is easier to cross up with now

F-V.Akiha:
BE5C's recovery has been shortened by 3f
j.214's landing recovery has increased by 2f

H-V.Akiha:
6C received +1f of hitstun (untechable time)
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 08, 2010, 12:26:28 AM
Okay. That's pretty much what I was thinking, but I wasn't quite sure what they were meaning by stiffness especially.

Thanks for the j.C translation.

6C corrects the proration to 75% and multiplies by 85% (I dont get it)
I think by this they mean protration is set to 75%, but the damage is 85% of what it originally was.
: Re: The MB:AA:CC thread: Current Code
: CPhame March 08, 2010, 12:57:20 AM
Warc changes:


Not sure on the names and all since I don't play Warc (and there's no info on the wiki either), but this was the best I could do.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce March 08, 2010, 02:34:06 AM
6C corrects the proration to 75% and multiplies by 85% (I dont get it)
I think by this they mean protration is set to 75%, but the damage is 85% of what it originally was.
Since v.Akiha's 6c is normally 75% proration (according to MBAA mook), I'm pretty sure they're saying it changed from 75% proration to 85% relative proration.  Seems weird that they'd make a move like that relative prorate since (to my knowledge) it's not used during combos, but whatever.
: Re: The MB:AA:CC thread: Current Code
: MissedFRC March 08, 2010, 03:42:00 AM
H.Vakiha has a 6C loop.

So Warc: 6 frames of recovery added to BIG RED? Sad :( Doesn't like it will affect combos but will nick at her pressure a little.

j.B messed with again? I hope they didn't nerf it.

Alt Negel corner loops will do less now?

SHINSO BEAM A is faster in exchange for less damage.

She takes 5% more damage than before for the 1st quarter of life?

Sounds like ground throw is AC style again. I really don't like that one.

Doesn't seem like she took any terrible blows though. Thanks a ton CPhame! +HEAT
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 08, 2010, 08:45:29 AM
6C corrects the proration to 75% and multiplies by 85% (I dont get it)
I think by this they mean protration is set to 75%, but the damage is 85% of what it originally was.
Since v.Akiha's 6c is normally 75% proration (according to MBAA mook), I'm pretty sure they're saying it changed from 75% proration to 85% relative proration.  Seems weird that they'd make a move like that relative prorate since (to my knowledge) it's not used during combos, but whatever.
Well, as I said, I'm no translation expert. I might try a few more (I was doing Kohaku's at first before tossing in the towel) now that I got an idea of what they mean by stuff like "stiffness."

But that'll have to wait till I get home tonight, probably.
: Re: The MB:AA:CC thread: Current Code
: dakanya March 08, 2010, 12:07:31 PM
硬直 depends on the context. Apparently it can mean recovery, hitstun, blockstun, anytime where you can't move basically (but not hitstop)
: Re: The MB:AA:CC thread: Current Code
: Tempered March 08, 2010, 12:35:42 PM
So far the only ones im interested in are Tohno Shiki, Vsion, and Ciel. Someone should also do Sion's and Satsuki's when they become available prease. :toot:
: Re: The MB:AA:CC thread: Current Code
: dakanya March 08, 2010, 12:39:48 PM
I thought V.Akiha damage was getting buffed but I guess not? How disappointing. Arcueid translations provided at request

Arcueid(all):
j.22B no longer invulnerable, startup +2f
Ground throw now throws in the direction of the opponent

C-Arc:
Ground dash crossup recovery -2f
「ちょっと本気だすわよ……!」(which move is this anyways, its not in the movelist) (will edit in translation after I know which attack this is)

F-Arc:
2C recovery +2f
cancel frames of j.B(downwards) have been removed
guard vectors on 623A followups weakened (dont ask me)
cancel frames on homing jump B have been removed
236A, 236B, damage -100

H-Arc:
j.2B landing recovery -2f
: Re: The MB:AA:CC thread: Current Code
: CPhame March 08, 2010, 12:55:55 PM
So far the only ones im interested in are Tohno Shiki, Vsion, and Ciel. Someone should also do Sion's and Satsuki's when they become available prease. :toot:

Sion and Satsuki aren't in there, but I'll do Ciel for you.
: Re: The MB:AA:CC thread: Current Code
: CPhame March 08, 2010, 01:21:17 PM
Ciel changes:


I tested a few of these, and it seems like Arcade > Original changes.
: Re: The MB:AA:CC thread: Current Code
: MissedFRC March 08, 2010, 02:01:22 PM
cancel frames of j.B(downwards) have been removed

There went her fuzzy guard.
: Re: The MB:AA:CC thread: Current Code
: dakanya March 08, 2010, 03:12:10 PM
Ciel changes:

  • Crescent, Full, Half: Air throw is now untechable, the falling cancel times now have a requirement of sorts
  • Crescent, Full, Half: Charged j.2C can cancel into EX or Arc (I'm assuming), damage changed from 60% to 50%
  • Crescent, Full, Half: Ciel Somer (A and B air version) is now 2 frames slower
  • Crescent, Full, Half: Ground throw now throws in the same direction as the opponent
  • Crescent, Full, Half: 4B and charged 4B had there vector's (I'm assuming hitbox) changed
  • Crescent, Half: Seventh Heaven now starts 2 frames slower
  • Crescent, Full: EX Blade Sinker (?) has taken a turn for the worse and now has startup invincibilty, does roughly 50% damage on guard
  • Full: j.C can now turn around (?)
  • Full: Forward ground dash is 1 frame faster

I tested a few of these, and it seems like Arcade > Original changes.
I translated the F-Ciel specific changes earlier and this is my version:

j.BE2C damage correction is changed from 60% to 50%
F-Ciel's J.C crossup potential has been changed (for better or worse is unspecified)
F-Ciel ground dash recovery has been shortened by 1 frame
: Re: The MB:AA:CC thread: Current Code
: CPhame March 08, 2010, 03:24:35 PM
I didn't catch it, but thanks for the corrections. I totally didn't understand what they meant by j.C turning around.  Thought it had something to do with crossup potential or something entirely different, but I guess it wasn't too far off  :prinny:
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi March 08, 2010, 05:14:51 PM
fuckin a

DOES NOONE PLAY MY BITCH ANYMORE
: Re: The MB:AA:CC thread: Current Code
: PHauxE March 08, 2010, 05:19:55 PM
fuckin a

DOES NOONE PLAY MY BITCH ANYMORE

No love for our characters :<
: Re: The MB:AA:CC thread: Current Code
: LoliSauce March 08, 2010, 10:56:54 PM
C-Arc:
「ちょっと本気だすわよ……!」(which move is this anyways, its not in the movelist) (will edit in translation after I know which attack this is)
That's 236c for C/H Arc.

Let me know if you guys need to know the name > input for any moves, cuz I can guidebook hunt really easily for those sorts of things.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 09, 2010, 01:05:13 AM
I remember that being one of my problem with Kohaku's. Unfortunately, tonight I got lazy, and since it's already 5 AM and I have to be up and out the door in 7 hours, I don't have time to muck around with attempting to (semi-poorly) translate it.

If nobody else takes a stab at it though, I should be home in about 12 hours and might take a look at it then.
: Re: The MB:AA:CC thread: Current Code
: Kamina March 09, 2010, 07:13:20 AM
heh heh, never really post much, but I'll try and give a helping hand if its not too much trouble:

Nanaya
Half,Crescent,Full: Nanaya's backdash now has 10 frames of invincibility instead of 11
Half,Crescent,Full: This one I had trouble reading, but I guess proration and defense values were buffed and changed
Half, Crescent, Full: Ground throws are the same direction as the opponent
Full:Mmm, I think it says the forward and vertical... what the hell is a guard vector! I guess it says the forward and vertical hitbox was changed for WARUI NE~[/li][/list]


Aoko
Half,Crescent,Full: Uhh yeah, something about taking more damage, but hmm I wonder if by down in the beginning if it means after knockdown...
Half, Crescent, Full: Ground throws in the same direction as the opponent
Crescent: The amount of stun on Aoko's control starmine was changed... and something else about projectiles..
Full:Aoko's A Version Air Moonsault is now air blockable, and proration was chaged form 90% to 70%
Full: Same goes for the B version, and there is now less invincibility on that
Full: EX Air Moonsault is air blockable
Full: Aoko's B version of "Magic Door"'s projectiles now has its damage changed, multiplied by 80%
Full: The EX version of Magic Door is no longer invincible after the superflash


Shiki Tohno
Half,Crescent,Full: Yeah... its that thing about taking more damage again
Half,Crescent,Full: Ground throws, same direction as opponent
Crescent: Hmmm, it might be... the invincibility time of Tohno's Air EX was taken out
Crescent: This one, MIND BLOWN, uhhh must be some kinda meter gain on Tohno's move, also it moves you forward more and the hitbox was weakened I guess
Crescent,Half: Both of their j.c's were nerfed, so less range on those moves
Full: Uhh, 2c is now 2 frames less hitstun and its now able to jump cancel on block
Half: His ground backstep was changed[/li][/list]


No changes for Kouma booo~......though that probably would have been a bad thing, at least make Half better!
 :o No change for Ryougi yet either! BRACE
uhhh, if its good enough, maybe more later? Least its leagues ahead of Babblefish
Can't shot bullet points properly!  Its useless! Its all useless!!

: Re: The MB:AA:CC thread: Current Code
: CPhame March 09, 2010, 07:57:49 AM
I am just as surprised about the lack of info on Ryougi.  No news on whether or not they fixed her Last Arc bug, corrections to her j.A normal for Full and Half, buffs / nerfs for her wonky air and ground dash for Full, etc.  There's lots of stuff they could tweak from the console version that I'm sure is out there.  There's already a thread on Ryougi Shiki, but the only relevant comment was one about her playstyle.  Nothing so much as far as changes from the console version.

I guess that shows you just how much the Japanese play on consoles.  :mystery:

edit:

lol, which one of you guys did this  :bleh:

(http://imgur.com/vTQZMl.jpg)
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 09, 2010, 03:58:30 PM
Kohaku Changes follow. Again, I'm fairly sure I'm at least in the right direction, but someone better than me at Japanese should take a look too in case I made some gross errors or mistranslations.

Apologies in advance if the names I'm more or less making up don't exactly translate on what the community has decided are "official" names for the moves. The Katakana ones I translated straight-up though. (i.e; Kohaku Magnum Upper.) To avoid ambiguity, I've also given the directional notation of the move, as well as a strength notation where appropriate.

All Moon Styles:

Crescent-Moon Style:

Full-Moon Style:

Half-Moon Style:
: Re: The MB:AA:CC thread: Current Code
: dakanya March 09, 2010, 04:24:57 PM
Magical Missile Squall was changed to 3 from 4, not 3 to 4.
しゃがみB is crouching B.
protration is not proration (sorry but you do this every time it bugs me lol)

I am too lazy to research on your other misses and possible mistakes. afkkkkk I have other things to do
: Re: The MB:AA:CC thread: Current Code
: YubelPhoenix March 09, 2010, 04:25:57 PM
Kohaku Changes follow. Again, I'm fairly sure I'm at least in the right direction, but someone better than me at Japanese should take a look too in case I made some gross errors or mistranslations.

Apologies in advance if the names I'm more or less making up don't exactly translate on what the community has decided are "official" names for the moves. The Katakana ones I translated straight-up though. (i.e; Kohaku Magnum Upper.) To avoid ambiguity, I've also given the directional notation of the move, as well as a strength notation where appropriate.

All Moon Styles:
  • Magical☆Missile Squall (j.214) B-version can now drop up to 4 bombs (originally 3.)
  • (Something about "Down" being increased? Someone else take a stab at this.)
  • 236A Sword Draw: Multiplied by 96%.
  • BE236A Sword Draw: Protration changed to 60%.
  • 236B Sword Draw: Protration changed to 70%.
  • BE236B Sword Draw: Multiplied by 60%.
  • 236A->A followup: Multiplied by 75%.

Crescent-Moon Style:
  • "しゃがみ" B-version gained 1 Frame delay, and weakened. (Name help please?)
  • Sword Draw (236A/B) added cancel to Technique 2, reduced damage 4%(?)

Full-Moon Style:
  • EX Sword Parry (214C) can no longer be teched.
  • Sword Parry (214A/B) attack weakened a little. (Doesn't say specifics.)

Half-Moon Style:
  • Kohaku Magnum Upper (63214C) protration changed from 80% to 50%.
  • EX Homerun Swing (623C) delay increased 2 frames.
  • Bomb Drop (22B) trajectory changed? (I can't make heads or tails of this.)
  • Moving☆Star (j.236A/B) turns Kohaku around before landing, not after.(?)
Hmm. with all these changes, Kohaku's gonna be played alot diffrently now. Interesting...
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 09, 2010, 05:20:52 PM
Magical Missile Squall was changed to 3 from 4, not 3 to 4.
しゃがみB is crouching B.
protration is not proration (sorry but you do this every time it bugs me lol)
Had a feeling I goofed up the 3 from 4.

And yeah... "protration" is a silly stupid mistake of mine. I keep thinking it's protrate for some reason, not prorate. Will try to note it for the next one I try.

Edited the post to update that stuff.
: Re: The MB:AA:CC thread: Current Code
: Irysa March 09, 2010, 09:23:02 PM
any changes on wara?
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 09, 2010, 10:25:11 PM
If nobody gets Wallachia, I'll get to him tomorrow night.

Unfortunately, Wednesday is my worst day - out the door at 8 AM, hour commute, 2 hour 40 minute class, 3 hour wait, another 2 hour 40 minute class, hour commute. Walking in at like 6:30-7 PM. Eastern time, mind you.

Although maybe I can install stuff onto my USB stick and possibly do it early tomorrow afternoon during that 3-hour wait.
: Re: The MB:AA:CC thread: Current Code
: Irysa March 09, 2010, 10:32:56 PM
Cheers.

I'd also like to point out that a few of these changes seem to sound like Aoko, Nanaya, Shiki, Warc and (!!!) Vsion can't throw into the corner anymore (only throw in the direction of the other character?)
: Re: The MB:AA:CC thread: Current Code
: LoliSauce March 10, 2010, 01:04:33 AM
Seems like the throw direction restriction is global or something.

Also you guys don't know how happy I am to see H Kohaku's command throw get dropped to 50% prorate.  I mean, I get a lot of damage of throws with my loli too, but not full bnb damage.  Goodness, that needed to get nerfed so bad.
: Re: The MB:AA:CC thread: Current Code
: Irysa March 10, 2010, 01:10:21 AM
I'm pretty sure that's in ps2 already
: Re: The MB:AA:CC thread: Current Code
: LoliSauce March 10, 2010, 02:27:28 AM
I'm pretty sure that's in ps2 already
Oh, my bad.  I should probably stop talking as if I know things, since just about every post I end up getting corrected, lol.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 10, 2010, 08:12:08 AM
A lot of these changes are changes that got put into the PS2 version.

In other words, these are changes from Arcade Actress Again > Console Actress Again for most part.

Anyway...

WHAT IS A TRANSLATION? A MISERABLE LITTLE PILE OF SECRETS!!!

Mostly because the Wallachia info hasn't been posted yet AFAIK. If you can find it, I'll give it a crack.
: Re: The MB:AA:CC thread: Current Code
: Ultima66 March 10, 2010, 03:06:47 PM
If these are all the changes, then I'm glad Sacchin isn't on there, because nerfing C Sacchin in console made no sense.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce March 11, 2010, 01:10:42 AM
If these are all the changes, then I'm glad Sacchin isn't on there, because nerfing C Sacchin in console made no sense.
Yeah, she seriously needs to get buffed some.  Sacchin and Len both, actually.
: Re: The MB:AA:CC thread: Current Code
: YubelPhoenix March 11, 2010, 06:32:10 AM
If these are all the changes, then I'm glad Sacchin isn't on there, because nerfing C Sacchin in console made no sense.
Yeah, she seriously needs to get buffed some.  Sacchin and Len both, actually.
Seriously Len needs to get buffed up a little bit. She's been down in the the lower parts of tier lists for so long
: Re: The MB:AA:CC thread: Current Code
: Rei March 11, 2010, 12:24:07 PM
One of the threads on the JP BBS was the changes from the PS2 version to current code. It's not an arcade port of the PS2 port.
: Re: The MB:AA:CC thread: Current Code
: PHauxE March 11, 2010, 01:39:27 PM
If these are all the changes, then I'm glad Sacchin isn't on there, because nerfing C Sacchin in console made no sense.
Yeah, she seriously needs to get buffed some.  Sacchin and Len both, actually.
Seriously Len needs to get buffed up a little bit. She's been down in the the lower parts of tier lists for so long

MBAC
: Re: The MB:AA:CC thread: Current Code
: CPhame March 11, 2010, 11:29:02 PM
Finally saw some news on Ryougi, and it's kind of all over the place. 

Initially people were confused on her playstyle, but the general consensus seems to be that Crescent and Half are best suited for attacking, and Full is best suited for defending...but we kinda knew that already.  Many of them agree that Half seems the best.  That said, one poster said she's on the same tier level as Satsuki and Len (lol). 

Overall she still seems to play the same.  One person mentioned her knife pickup being slower, and her AD not executing at 0F after the flash.  People are practicing that sweep loop like mad  :psyduck:

No one's confirmed the LA bug yet, so it's unclear if it's been removed.

source: http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50 (http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50)
: Re: The MB:AA:CC thread: Current Code
: Rei March 12, 2010, 07:43:49 PM
Finally saw some news on Ryougi, and it's kind of all over the place.  

Initially people were confused on her playstyle, but the general consensus seems to be that Crescent and Half are best suited for attacking, and Full is best suited for defending...but we kinda knew that already.  Many of them agree that Half seems the best.  That said, one poster said she's on the same tier level as Satsuki and Len (lol).  

Overall she still seems to play the same.  One person mentioned her knife pickup being slower, and her AD not executing at 0F after the flash.  People are practicing that sweep loop like mad  :psyduck:

No one's confirmed the LA bug yet, so it's unclear if it's been removed.

source: http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50 (http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50)

Aww :( So now you can jump the arc drive on super flash. GAAAAY :(
: Re: The MB:AA:CC thread: Current Code
: Shiki March 12, 2010, 09:11:00 PM
They need to buff H-Miyako
: Re: The MB:AA:CC thread: Current Code
: Nandeyanen March 13, 2010, 12:01:34 AM
Finally saw some news on Ryougi, and it's kind of all over the place.  

Initially people were confused on her playstyle, but the general consensus seems to be that Crescent and Half are best suited for attacking, and Full is best suited for defending...but we kinda knew that already.  Many of them agree that Half seems the best.  That said, one poster said she's on the same tier level as Satsuki and Len (lol).  

Overall she still seems to play the same.  One person mentioned her knife pickup being slower, and her AD not executing at 0F after the flash.  People are practicing that sweep loop like mad  :psyduck:

No one's confirmed the LA bug yet, so it's unclear if it's been removed.

source: http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50 (http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50)

Aww :( So now you can jump the arc drive on super flash. GAAAAY :(

Wonder if that's also true for her BHAD, if so, then that sucks for F and C Ryougi. Doesn't affect H nearly as much. Also, I hope the knife pick up isn't much slower than it is on console. I like my pick up cancel.
: Re: The MB:AA:CC thread: Current Code
: Rei March 13, 2010, 08:08:08 AM
Finally saw some news on Ryougi, and it's kind of all over the place.  

Initially people were confused on her playstyle, but the general consensus seems to be that Crescent and Half are best suited for attacking, and Full is best suited for defending...but we kinda knew that already.  Many of them agree that Half seems the best.  That said, one poster said she's on the same tier level as Satsuki and Len (lol).  

Overall she still seems to play the same.  One person mentioned her knife pickup being slower, and her AD not executing at 0F after the flash.  People are practicing that sweep loop like mad  :psyduck:

No one's confirmed the LA bug yet, so it's unclear if it's been removed.

source: http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50 (http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50)

Aww :( So now you can jump the arc drive on super flash. GAAAAY :(

Wonder if that's also true for her BHAD, if so, then that sucks for F and C Ryougi. Doesn't affect H nearly as much. Also, I hope the knife pick up isn't much slower than it is on console. I like my pick up cancel.

The thing is, if you're in blood heat, people will chicken block every time instead of eating 5k (before defense) damage.
: Re: The MB:AA:CC thread: Current Code
: LivingShadow March 13, 2010, 03:00:03 PM
Finally saw some news on Ryougi, and it's kind of all over the place. 

Initially people were confused on her playstyle, but the general consensus seems to be that Crescent and Half are best suited for attacking, and Full is best suited for defending...but we kinda knew that already.  Many of them agree that Half seems the best.  That said, one poster said she's on the same tier level as Satsuki and Len (lol). 

Overall she still seems to play the same.  One person mentioned her knife pickup being slower, and her AD not executing at 0F after the flash.  People are practicing that sweep loop like mad  :psyduck:

No one's confirmed the LA bug yet, so it's unclear if it's been removed.

source: http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50 (http://jbbs.livedoor.jp/bbs/read.cgi/game/48793/1250643953/l50)

Slower knife pickup might be irritating but all it really means is we have to be safer when using it. The AD change would be a problem, a slower startup would make it less useful.

I guess no one over there payed any attention to her. I'm waiting for the Ryougi match vids to come out once MB:AA:CC is released.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 15, 2010, 01:49:11 AM
Well, since nobody else got them, I decided I'd polish off the rest of the characters in these two pages.

The post is long, and it is in surround sound.

(http://adultswimsoundboards.com/Master-Shake.gif)

....sorry.

Anyway, as always, if you can correct/translate these better than I am, feel free to tell me I'm wrong and do it better.

Now with 100% less protration, as per Dakanya's request! ;D

HisuKoha Changes. (All Full-Moon Style)

Nero Chaos Changes. In a rarity, there's actually one section that applies to only two moon styles.

All Moon Styles:

Half-Moon and Full-Moon Style:

Crescent-Moon Style:

Half-Moon Style:

Full-Moon Style:

Miyako Changes. Much like Nero, she gets one category where two styles got changed.

All Moon Styles:

Crescent and Full-Moon Styles:

Crescent-Moon Style:

Full-Moon Style:

Mech-Hisui Changes.

All Moon Styles:

Crescent-Moon Style:

Half-Moon Style:

Full-Moon Style:

Vampire Sion Changes. Once again, there is some changes that affect only two moon styles.

All Moon Styles:

Half and Full-Moon Styles:

Crescent-Moon Style:

Half-Moon Style:

Full-Moon Style:
: Re: The MB:AA:CC thread: Current Code
: Sp00ky March 15, 2010, 04:50:06 AM
the v.sion changes are all in console minus random dive nerf. 6c is 65% on console but 60% isnt much different.

the 5c is referring to the fact that crescents 5c is now the same as half moons 5c.

c mech evasion is referring to her dodge. it no longer moves her forward but stays in place.

f nero 236b is referring to the fact that crows fly away earlier and that they fly away at a different angle.


most of these changes are in console and the ones that arent are very minor adjustments to things that were changed in console.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 15, 2010, 05:09:48 PM
the v.sion changes are all in console minus random dive nerf. 6c is 65% on console but 60% isnt much different.

the 5c is referring to the fact that crescents 5c is now the same as half moons 5c.

c mech evasion is referring to her dodge. it no longer moves her forward but stays in place.

f nero 236b is referring to the fact that crows fly away earlier and that they fly away at a different angle.


most of these changes are in console and the ones that arent are very minor adjustments to things that were changed in console.
I figured that's what F-Nero's 236B stuff was saying, but I wasn't terribly sure, and C-Mech's evasion stuff makes sense with that confirmation, yeah.

Thanks for the VSion 5C note though.
: Re: The MB:AA:CC thread: Current Code
: Legendary Blue Shirt March 16, 2010, 08:46:39 AM
  • BE5C cannot be cancelled into regular attacks.
BE5C?
: Re: The MB:AA:CC thread: Current Code
: Rei March 16, 2010, 11:21:24 AM
I think it's the term for charged in JP
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 16, 2010, 01:33:55 PM
Correct. BE = Blowback Edge = Charged.

So it's her charged 5C. It's just a lot quicker to say "BE5C" than it is to say "Charged 5C" or "Chg. 5C" for example.
: Re: The MB:AA:CC thread: Current Code
: Rei March 16, 2010, 02:35:38 PM
I think the american notation is [5C]
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse March 16, 2010, 03:37:42 PM
Wouldn't know. Most of the strings I've seen have indicated charged attacks with "BE" or noted "charged" as opposed to bracketing them, so it's what I went with. :P
: Re: The MB:AA:CC thread: Current Code
: dakanya March 16, 2010, 04:50:05 PM
bracket B bracket gives you BOLD TEXT
: Re: The MB:AA:CC thread: Current Code
: Pfhor March 16, 2010, 07:38:48 PM
Hmm. with all these changes, Kohaku's gonna be played alot diffrently now. Interesting...

Pretty sure all of those changes are in the ps2 version, and she plays exactly the same as arcade besides h's command throw doing far less damage.
: Re: The MB:AA:CC thread: Current Code
: GREEK March 16, 2010, 07:57:33 PM
all the nero changes are the same, correct?

and i've heard that c-nero is now the good stuff?
: Re: The MB:AA:CC thread: Current Code
: CPhame May 27, 2010, 08:48:57 AM
Had some free time today, so I went back to the 2ch board to see what they were saying about Ryougi.  This is what I found:

Current ranking for the moons:
H ≧ C > F

Meter Efficiency
F > C ≧ H

Defense
C ≧ H > F

Moving Ability
F ≧ H > C

Reversal Ability
F > H ≧ C

Charm / Hype
H > C ≧ F


Some notes: Half doesn't really need to use meter, so as to why it's rated at the bottom is a mystery.  They probably mean to say something along the lines of "needs to use meter" versus meter management.  Crescent has the best defensive ability, what with heat activation coupled with EX guarding.  Not sure why it doesn't have the best reversal ability though.

Full has the longest ground dash out of the moons.  Maybe that's why it's moving ability is rated so highly.  I read on another board that one particular user wished that her ground dash wasn't so fast (along with other requests like removing the sweep loop and air knife catch, lowering her AD damage, and making her moves slower). 

Half has the most hype, lol.  That made my day.  :prinny:

There are some people planning to use her at SBO this year.  Could this mean a dark horse character is in the works?

Also Shlowpoke's standard corner combo got listed there as well.  Someone's been watching your combo vids in Japan!  :D
: Re: The MB:AA:CC thread: Current Code
: arvy May 27, 2010, 10:14:50 AM
This is for the CC version of Ryougi right?

I thought F-moon didn't have any reversals. Unless you mean keeping people at the tip of her range.
: Re: The MB:AA:CC thread: Current Code
: CPhame May 27, 2010, 11:09:24 AM
Yeah, this is for the MBCC version of Ryougi.  Full has like, six different reversals (623 and 412 series).  Maybe 2A counts as a "reversal" attack too?
: Re: The MB:AA:CC thread: Current Code
: arvy May 27, 2010, 12:12:12 PM
Yeah, this is for the MBCC version of Ryougi.  Full has like, six different reversals (623 and 412 series).  Maybe 2A counts as a "reversal" attack too?

So did they remove the startup frames for the move. Because if they didn't... That's not a possible reversal.
: Re: The MB:AA:CC thread: Current Code
: Rei May 27, 2010, 04:09:20 PM
The parries (623 and 421) are not reversals in MBAA PS2. They have startup so unless they removed that startup (I highly doubt it) then Ryougi has no reversals.

Also, I'm pretty sure the JP already knew about the sweep loops from their own combo vids which came out last August lol.
: Re: The MB:AA:CC thread: Current Code
: Erkz May 28, 2010, 03:57:45 AM
New screenshots at the official site.

... I-I'm not high right? Or seeing things? They're not really using HQ2X filtering on the sprites are they?

Are they?  :slowpoke:


... That heat effect looks really good though.

Edit:

Ripped 'em.

http://i115.photobucket.com/albums/n289/neo-erkz/image83.jpg
http://i115.photobucket.com/albums/n289/neo-erkz/image88.jpg
http://i115.photobucket.com/albums/n289/neo-erkz/image90.jpg
http://i115.photobucket.com/albums/n289/neo-erkz/image92.jpg
http://i115.photobucket.com/albums/n289/neo-erkz/image94.jpg
http://i115.photobucket.com/albums/n289/neo-erkz/image96.jpg
http://i115.photobucket.com/albums/n289/neo-erkz/image98.jpg
http://i115.photobucket.com/albums/n289/neo-erkz/image100.jpg

That filtering looks weeeird.
: Re: The MB:AA:CC thread: Current Code
: HRGS|忍 May 28, 2010, 04:20:42 AM
The filtering looks fine imo. Kinda caught me off guard at first because I've been playing AA on PS2 too much.
: Re: The MB:AA:CC thread: Current Code
: arvy May 28, 2010, 07:13:54 AM
Nice eyes, Erkz.
: Re: The MB:AA:CC thread: Current Code
: mauve May 28, 2010, 09:55:06 AM
Looks like an emulator configured by someone who does not have working eyes.
: Re: The MB:AA:CC thread: Current Code
: LivingShadow May 28, 2010, 10:08:59 AM
That filtering looks weeeird.
I'll have to agree.
: Re: The MB:AA:CC thread: Current Code
: Irysa May 28, 2010, 10:24:38 AM
eh looks fine to me
: Re: The MB:AA:CC thread: Current Code
: Pfhor May 28, 2010, 10:26:58 AM
looks fine
: Re: The MB:AA:CC thread: Current Code
: LivingShadow May 28, 2010, 10:29:22 AM
I wouldn't say it looks bad, but it strikes me as odd.
: Re: The MB:AA:CC thread: Current Code
: ShardZ May 28, 2010, 11:11:33 AM
FINALLY, MELTY BLOOD IN HD!!!! ... :V
hopefully it'll look better in motion.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi May 28, 2010, 01:03:15 PM
Looks like an emulator configured by someone who does not have working eyes.

Yeah, that shit looks fucking ugly.
: Re: The MB:AA:CC thread: Current Code
: Rei May 29, 2010, 01:30:53 AM
it almost looks like they posterized all of the sprites.

Looks ugly IMO. And heat effect is too much for me :/
: Re: The MB:AA:CC thread: Current Code
: LoliSauce May 29, 2010, 02:57:03 AM
it almost looks like they posterized all of the sprites.

Looks ugly IMO. And heat effect is too much for me :/
I prefer the crisp, jaggy sprites to the blurry, filtered ones as well, but I actually do like the heat effect.  It only affects the background, it seems, so it's not really like it'll mess up anything important.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse May 29, 2010, 03:45:32 AM
Better HQ<n>x than 2xSai, guys.

I'm kind of supportive of the change. I don't mind Melty's sprites, but that is one thing I do hear some people say whenever I show them the game, that the sprites are very low-rez. Either way, I seriously doubt any of us will notice it after a short time, so it's nothing really worth complaining about.

Anyway... managed to rip out the shots Erkz didn't, for some reason. Maybe he didn't because they were already posted and he forgot about it, or maybe it just slipped his mind. I dunno. I'm a completest, so here you go.

(http://darkpulse.project2612.org/meltyblood/actressagain/currentcode/Image%20102.jpg)

(http://darkpulse.project2612.org/meltyblood/actressagain/currentcode/Image%20104.jpg)

(http://darkpulse.project2612.org/meltyblood/actressagain/currentcode/Image%20106.jpg)

(http://darkpulse.project2612.org/meltyblood/actressagain/currentcode/Image%20108.jpg)
: Re: The MB:AA:CC thread: Current Code
: Erkz May 29, 2010, 05:33:04 AM
Anyway... managed to rip out the shots Erkz didn't, for some reason. Maybe he didn't because they were already posted and he forgot about it, or maybe it just slipped his mind. I dunno. I'm a completest, so here you go.

That's strange, I could have swo- Oh wow. I forgot to post the whole last row of pictures on photobucket.  :slowpoke:

But yeah, thanks for that.



With regards to filtering the sprites, I suppose they went with that option instead of manually upscaling them so they wouldn't break the palettes and stuff. Also perhaps time constraints.

Curious as to why they even bothered though. All those posts on the BBS about "upgrading the dot graphics" must have struck a nerve or something.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse May 29, 2010, 10:58:02 AM
Well, it's probably about all we'll get. HD Melty would take a hell of a lot more time and they've already made it pretty clear they don't want to do it. For proof of how long it takes, remember how few characters were in KOF XII compared to KOF XI. That's what happens when you from-scratch sprites and scrap them entirely... which you'd almost certainly need to do in Melty's case since basing new ones off of upscaled ones (a la the SF2 Turbo HD Remix method) probably wouldn't look as good.

If it ever happens, it's either a very secret project of theirs, or it'll be a fan project that's hacked into the original engine.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi May 29, 2010, 01:29:48 PM
I'd rather have the low resolution sprites then this ugly, ugly, ugly shit. This shit is going to look awful in motion.
: Re: The MB:AA:CC thread: Current Code
: LordPangTong May 29, 2010, 01:36:37 PM
Theory fighting go go go
: Re: The MB:AA:CC thread: Current Code
: Zaelar May 29, 2010, 07:01:10 PM
This will make it too easy for scrubs to react to American unblockables.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse May 29, 2010, 07:50:48 PM
I'd rather have the low resolution sprites then this ugly, ugly, ugly shit. This shit is going to look awful in motion.
Right, because sprite filtering = instant bad looks.

From the videos we've seen (where, admittingly, we can't tell very well) it looked about the same.

Trust me... we're not going to notice after awhile.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi May 29, 2010, 07:54:58 PM
Getting used to it doesn't negate it being bad.

A filter being used like this is horribly unprofessional and absurdly lazy.

It turns pixels into these ugly splotches of paint.

Ugh.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse May 30, 2010, 12:18:09 AM
Nobody's forcing you to play it. You could always stick with PS2 Actress which has no such filtering.

Once again, such filtering is still a very, VERY minor thing. Realistically, there is no way you're going to improve the sprites without a full-scale redraw, and filtering is about all that can be done.

Plus seeing as some people DO complain about the low resolution of the sprites, this will placate them, potentially getting more people into the Melty Scene.

What would you rather have, slightly inferior sprites (in your opinion) or more people playing the game? I'll take the second any day. Complaining about filtering on sprites we already know really cannot be improved without being redrawn is silly.

I'm sort of playing devil's advocate here, but I'll take more people, any time. If it takes a little sprite smoothing, so be it, because as I said - after awhile, you're not going to notice it.

Based on those screenshots, the game's running at 640x480 (PS2 Actress runs at 640x448) so realistically, the smoothing is going to be noticeable only way up close anyway. The game's running at identical resolution for all intents and purposes. When things like HQ2X get REALLY ugly is when you scale up the resolutions. If this were running at 1280x960, I would agree they'd look like crap. At this point, it's VERY minor. Some of us didn't even notice until Erkz pointed it out.

Plus, when you're playing and the game is in motion, it's pretty unlikely you'll be thinking "Gee, these sprites are crap."
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys May 30, 2010, 02:56:48 AM
I agree Dark, because the animation quality of Melty surpasses it's doubled pixel size. You won't notice it if you're not cocky.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi May 30, 2010, 06:27:43 AM
Ugh.

I'm not debating it's purpose. I'm not debating it's potential either.

They just look shit, flat out.

I'll play it and enjoy it and all (and not be cocky, no idea why how that's even relevant), but they'll still look pretty ugly.

Whatever.
: Re: The MB:AA:CC thread: Current Code
: Relunx June 02, 2010, 01:01:30 AM
Any news on satsuki and seifuku akiha changes?

Relunx
: Re: The MB:AA:CC thread: Current Code
: Zaelar June 02, 2010, 01:33:35 AM
Apparently their sprites look worse.
: Re: The MB:AA:CC thread: Current Code
: MasterT June 11, 2010, 11:37:56 PM
I like the old sprites better but this looks fine.

Only problem I have is the outlines look really bad. Fix that and we're good.
: Re: The MB:AA:CC thread: Current Code
: academico June 13, 2010, 06:19:10 PM
Any news of the possible PC version? :-\ :-\
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse June 13, 2010, 08:06:19 PM
I wouldn't expect a lick of news until after CC hits arcades. The EARLIEST I think we would see a port of this is winter, as they're going to want to give it at least several months to make some money in the arcades.

That said, Sega's RingWide arcade hardware is, for all intents and purposes, a PC, running Windows XP Standard Embedded. A port to "regular" PC would be fairly straightforward.

...But then again, of course, Ecole's made no bones about how they really don't feel like doing it.
: Re: The MB:AA:CC thread: Current Code
: ehrik June 13, 2010, 11:31:07 PM
Needs to be on a current gen console instead of PC again
: Re: The MB:AA:CC thread: Current Code
: LoliSauce June 13, 2010, 11:54:36 PM
Needs to be on a current gen console instead of PC again
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys June 14, 2010, 01:08:38 AM
I DID NOT HEAR THAT. NO I DID NOT HEAR THAT
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi June 14, 2010, 08:25:31 AM
Yeah MBAA on XBLA or PSN would do wonders for this game, much more then putting on the PC.
: Re: The MB:AA:CC thread: Current Code
: WintySoSolo June 14, 2010, 03:36:56 PM
PS3 release on disk would be nice, from what I understand it's region free without the need to do anything to the console itself.
360 release wouldn't be so good. I'm thinking a lot less people would be willing to mess with the insides of their xbox to make it play import games than modding a PS2.
PSN or XBLA releases - would either of those show up for the US people? I've never really used either very much.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse June 14, 2010, 03:42:16 PM
Not all of us have PS3s or 360s.

Like me.

Besides, wasn't Netplay what supposedly "killed the game?" If so, what good does it do when PSN and XBLA presents more of the same? Especially since this game barely even makes use of PS2 capabilities, much less PS3...

Here's the deal, daddy-o. It won't be on 360. Why? Simple: 360 doesn't sell NEARLY as well in Japan as it does here. As Melty's audience is primarily Japanese, nix that one.

PS3? Possible. But then it wouldn't get over so well here, because SCEA seems to have a funny little idea that 2D games are bad. Plus it'd need to be translated, and it'd probably have new, English voiceovers that would make our collective skin crawl.

So that kind of narrows it down...
: Re: The MB:AA:CC thread: Current Code
: mauve June 14, 2010, 09:28:07 PM
Regarding ports, it's going to be what it's going to be. Quit making a stink about it either way and concentrate on what they're making instead.

Besides, wasn't Netplay what supposedly "killed the game?" If so, what good does it do when PSN and XBLA presents more of the same? Especially since this game barely even makes use of PS2 capabilities, much less PS3...

Here's the deal, daddy-o. It won't be on 360. Why? Simple: 360 doesn't sell NEARLY as well in Japan as it does here. As Melty's audience is primarily Japanese, nix that one.

PS3? Possible. But then it wouldn't get over so well here, because SCEA seems to have a funny little idea that 2D games are bad. Plus it'd need to be translated, and it'd probably have new, English voiceovers that would make our collective skin crawl.
One, netplay was not the biggest problem so much as the PC version being the dominant version, which in general makes for enormous amounts of hassles due to varied configurations, controller woes, and generally just not being up to the same standards as LAN parties. (Mostly because the systems must be shared.) Netplay just led to fewer people coming out to gatherings, leading some people to blame it. This is an argument best left for some other thread.

Two, 360 is generally marketed in Japan as an 'otaku' system. A prime example of this is Idolmaster: It's a popular nerd game, but it's 360 only. Not available on the PS3 in any way. The same is true of Cave's shmups, as well as games like Senko no Ronde and Samurai Spirits Sen. This may be due to 360's stricter region locking, or it might be due to lower licensing costs, I don't really know.

As far as good players go, Super Street Fighter 4 is generally more strongly represented on the 360 over there than on the PS3, as well. Part of this is because it's generally just a better port, but it may also be because of the monthly service cost for Live, which thins the player pool to a more dedicated or older crowd.

Third, SCEJ makes just as little sense as SCEA. In general porting is a lot more lenient than it used to be, if it can get on the system in the first place. The PS3 is not as rife with Japan-only titles as you might think. If anything, it has far fewer titles in general.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce June 15, 2010, 12:25:25 AM
Seeing it pop up on XBLA or PSN would be the most possible, as far as next gen release goes.  Lots of random niche games are getting releases these days, since it's low cost and low risk for the production company to just throw up a downloadable game.  

Anyway, even though I don't have a next gen console, I agree with the fact that it needs to be on one because of some conversation that came up this past weekend at AM6.5.  Basically the general consensus was that the biggest things holding melty back from really exploding is the hassle of getting and playing the game.  
1. It's on a past gen system, which not everyone has anymore.  I know a lot of people who sold old consoles to buy new ones.  Repurchasing an entire system for one game is basically never going to happen.
2. It's an import only title, so you have to go through a certain amount of hassle to mod the system it in some way to play imports/burned games, and then import or get ahold of a copy in less legal ways on top of that.
3. Finding decent ps2 sticks is a fucking miracle these days, since most of them are not made anymore and as a result, are not sold retail anymore.  You basically have to get one custom made or ebay up something and hope you don't have to replace much on it.
4. No netplay, while it builds a stronger local community, does also prevent some people from actually getting much match exp.  Personally, I only regularly play 4 guys, and only one of those plays multiple characters/moons.  I go out to play with other nearby scenes, like AZ and socal (when they can get people together :sadface:) but that's only once every month at most.

The game being on next gen would give it a lot more accessibility to the majority of gamers (especially if it's a downloadable title), the option of netplay, and a more mainstream appeal.  I think that could do a lot for pulling in other fighting gamers into melty, which is my primary interest.  A pc release shares some of these points, but ultimately presents a bigger hassle for the tournament scene, which (like it or not) is the centerpiece of the entire genre and determines the longevity of the game.  When it comes down to it, a pc release wont help the game stay alive and get continued play.



On topic, has there been any other updates on the bbs about changes to the characters?
: Re: The MB:AA:CC thread: Current Code
: Erkz June 15, 2010, 02:50:09 AM
On topic, has there been any other updates on the bbs about changes to the characters?
Actually, no, they just want to know when there's going to be a PC port.  :slowpoke: (http://e56.info/discussplus/artview.cgi?id=MELTYAC&mode=view&page=0&num=13898&sort=1&back=tree)



Seriously though, they only made note of a few system changes like the new selectable characters [Ryougi, Seifuku, Nechaos], being able to skip certain things [vs screen, win poses at the end of a round], heat making the "fog effect" come out and giving the characters a dragonball-like aura [wait, what?], and the overall game looking very pretty.

Yeah. Pretty much everything we already knew, dood. :prinny:
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse June 15, 2010, 07:22:13 AM
One, netplay was not the biggest problem so much as the PC version being the dominant version, which in general makes for enormous amounts of hassles due to varied configurations, controller woes, and generally just not being up to the same standards as LAN parties. (Mostly because the systems must be shared.) Netplay just led to fewer people coming out to gatherings, leading some people to blame it. This is an argument best left for some other thread.
I fail to see how this is an issue, since Act Cadenza was out for PS2 well before it was out for PC, with the PS2 version being based off of Ver. A and the PC one being based off Ver. B. Correct me if I'm wrong, but there was at least 1-2 years between the versions. (I know the PC version got released late in 2007; I think the PS2 version was either 2006 or late 2005.) For prior games in the series, yes, this would be a factor, admittingly, as those were ALL PC-only, but there wasn't very many people who were here at the beginning, from the original Melty Blood. It's grown a lot since then, and that's good, but I still think that considering how small a country like Japan is compared to America in terms of size, travel is more feasable and so something like Netplay isn't as big of a deal (though RingWide hardware definitely supports online play) which is something I think worth noting.[/quote]

Two, 360 is generally marketed in Japan as an 'otaku' system. A prime example of this is Idolmaster: It's a popular nerd game, but it's 360 only. Not available on the PS3 in any way. The same is true of Cave's shmups, as well as games like Senko no Ronde and Samurai Spirits Sen. This may be due to 360's stricter region locking, or it might be due to lower licensing costs, I don't really know.
While you're correct about the 360 being generally "otaku" oriented, at least with PS3 it'd be region-free, even if SCEA put the kibosh on it. Plus this goes hand in hand with my next bit of opinion...

As far as good players go, Super Street Fighter 4 is generally more strongly represented on the 360 over there than on the PS3, as well. Part of this is because it's generally just a better port, but it may also be because of the monthly service cost for Live, which thins the player pool to a more dedicated or older crowd.
...which I really hate. One of the few real nice advantages PS3 has over 360 is that online play is free. To me, it makes very little sense that one should have to pay just to play online when one is already paying for the internet connection. It reminds me of the old days 20 years ago when you had to pay for things like X-BAND or Sega Channel. (Anyone who remembers these gets a cookie. Anyone who had one of them gets a whole sleeve.) To be fair, in that day and age, you were paying for both the connection and the service; here you already have the connection, just not the service, and they've got some bullshit "silver" level that no game ever lets you netplay off of. It just seems kind of greedy to me...  :slowpoke:

Third, SCEJ makes just as little sense as SCEA. In general porting is a lot more lenient than it used to be, if it can get on the system in the first place. The PS3 is not as rife with Japan-only titles as you might think. If anything, it has far fewer titles in general.
Well, to be fair, SCEA not approving it would matter little, as long as we could still buy it. Most of the Melty community is used to the Japanese version anyway from Actress; it'd hardly be a detriment. The downside of the PS3 is it is a far more expensive console to get, on the other hand. So it essentially boils down to more costs up-front, or cheaper but continued steady payment to access LIVE.
: Re: The MB:AA:CC thread: Current Code
: HRGS|忍 June 17, 2010, 07:09:34 AM
I had a Sega Channel. Very convenient at the time.

All I have to say is this: PS2 is going to be obsolete in a matter of a couple years. Converting to a next-gen console or even another PC port (not looking forward to it) would do wonders for it now. America's scene is pretty scarce right now so in terms of convenience it would help the players and also get the game recognized more than it already has been now. For Evo to dust off PS2s at a year like this (the year of Super and others) for Melty, its a great advancement and a great jump forward to recognition. Bet it, they wouldn't do anything PS2 related again 2 years from now.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse June 17, 2010, 01:29:20 PM
As did I, Silent. *Pulls out the Oreos and gives up a sleeve of them*

I loved Sega Channel to bits. At that time, it was absolutely revolutionary stuff. I found out about quite a few games I would have otherwise never had the chance to play, one of which is partially responsible for my online persona. That game would be Pulseman, developed by Game Freak - the guys who a couple years later hit payday with the Pokemon series. Plus with the sheer amount of games you were given for $15 a month, it was very, VERY worth the cost - well, after the $150 or so initial setup fee. The only downsides to it was that larger games (Mortal Kombat 3 and Super Street Fighter II definitely had this) had to be "split" due to a limitation in the size of DRAM the adaptor used - 32 Mbit/4 MByte. I know for a fact Super Street Fighter II was 40 Megabit/5 Megabyte and used bankswitching to have all of its data; MK3 and UMK3 were both 32Mbit/4MByte though so I'm not sure why they needed to split it. Sonic 3D Blast was also split this way, now that I come to think of it - That game, like MK3/UMK3, was also 32Mbit/4Mbyte.

(Yeah, I'm a bit of an expert in things related to the Genesis. Blame a site I helped found for this... (http://project2612.org/))

Anyway, I agree. Then again, for Evo to really do it again in a couple years, it'd almost certainly have to be current-gen console - after all, who'd want to hook up a bunch of PCs just to do a Melty Tournament?
: Re: The MB:AA:CC thread: Current Code
: academico June 28, 2010, 01:05:57 AM
What is sega ringwide ???

a console???
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse June 28, 2010, 01:40:11 AM
Sega RingWide is the arcade platform that MBAA:CC will run off of.

: Specifications
RingWide specifications

    * CPU: Intel Celeron 440 (2.0 GHz)
    * RAM: 1 GB DDR2 SDRAM (PC-5300)
    * GPU: ATI Radeon HD 2xxx with 128 MB GDDR3 SDRAM (Shader Model 4.0)
    * Output: 1 DVI port
    * Storage: 8GB CF
    * Networking: Gigabit Ethernet (1000BASE-T)
    * OS: Microsoft Windows Embedded Standard 2009
    * Other: 2 USB ports, 5.1 channel HD Audio, Sega ALL.NET online

As you can see... essentially a low-cost PC-based unit. This means that a port to PC would be rather straightforward, since that's essentially what it's already running on.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw June 28, 2010, 05:06:57 AM
They most likely dont see a profit being made out of PC release...
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse June 28, 2010, 06:38:00 AM
Well, what'll happen if it's not released to PC is eventually someone will make a loader for the game once the encryption is figured out.

The exact same thing happened to Blazblue, whose hardware (Taito Type X2) is also essentially a PC. Type X2 does have steeper system specs than RingWide, though.
: Re: The MB:AA:CC thread: Current Code
: academico June 29, 2010, 11:33:40 AM
They most likely dont see a profit being made out of PC release...

fucking corporations
: Re: The MB:AA:CC thread: Current Code
: Benny1 June 29, 2010, 06:31:17 PM
Well, what'll happen if it's not released to PC is eventually someone will make a loader for the game once the encryption is figured out.

The exact same thing happened to Blazblue, whose hardware (Taito Type X2) is also essentially a PC. Type X2 does have steeper system specs than RingWide, though.

I've heard people saying that has input issues though...
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse June 29, 2010, 10:17:31 PM
I've heard people saying that has input issues though...
Usually only if their PCs don't meet the original system's specs.

Taito Type X2 *is* PC hardware, just like RingWide:
: Specifications
Taito Type X²

    * OS: Microsoft Windows XP Embedded SP2
    * CPU: Intel LGA 775 CPU. Supported CPUs include Celeron D 352, Pentium 4 651, Intel Core 2 Duo E6400
    * Chipset: Intel Q965 + ICH8 (dg31pr +ich7)
    * Video output: 640x480 (VGA), or 1280x720 (HDTV 720p)
    * RAM: 667/800MHz DDR2 SDRAM. Supported capacities 512MiB, 1GiB, 4GiB.
    * GPU: PCI Express x16-based graphics. Supported GPUs include ATI RADEON (x1600Pro, x1300LE) or NVIDIA GeForce (7900GS, 7600GS, 7300GS)
    * Sound: Onboard Realtek HD 7.1 channel Sound (supports add-in sound cards)
    * LAN: 1000BASE-T 10/100BASE-TX
    * I/O ports: 1x JVS, 4x USB 2.0, 1x serial (max 2), 1x parallel port, 2x PS/2, 2x SATA
    * Audio inputs: AKG C535EB Stage Microphone, line-in (Surround 7.1)
    * Audio outputs: 7.1, SPDI/FX
    * Expansion Slots: 1x PCI Express x16 (used by video card), 1x PCI Express x4, 2x PCI
    * Storage: SATA 3Gbit/sec Hard Drives

Therefore, even with the loader, there should be no input lag, since all the loader does in this case is decrypt the game encryption and then run the game like it were a normal EXE. There should be no input lag as it's not emulating anything - input lag would only come from a system being incapable of handling it, and Type X2 is fairly powerful hardware still.

Thus, running Actress Again: Current Code on a PC would be doing much the same thing. Decrypt the game encryption, and it becomes a standard EXE that can be run. RingWide, as shown above, obviously has far more lax system specs than Type X2.

Therefore, I believe this comes down to the placebo effect. If anyone out there is heavy into BlazBlue, meets or beats these system specs, and would like to do some heavy testing to verify or deny this, I'd love to see it.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw June 30, 2010, 01:21:10 AM
My computer can beat those spec,and I can say I've encountered no major input lag,I can't say if there is none for sure,since I havent been playing around with the game alot,but I can say for sure,it isnt anything over 4 delay...
: Re: The MB:AA:CC thread: Current Code
: Van_Artic June 30, 2010, 04:33:01 AM
If anyone out there is heavy into BlazBlue, meets or beats these system specs, and would like to do some heavy testing to verify or deny this, I'd love to see it.
i've played BBCS for a long time to the PC (i almost match those specs) i can confirm 120%, there's lag on the inputs, even a 236236 won't come out the first time, it's frustrating
: Re: The MB:AA:CC thread: Current Code
: AARP|ZTB June 30, 2010, 03:32:14 PM
It's almost that time, fellas. . .
: Re: The MB:AA:CC thread: Current Code
: mauve July 03, 2010, 05:45:10 PM
i've played BBCS for a long time to the PC (i almost match those specs) i can confirm 120%, there's lag on the inputs, even a 236236 won't come out the first time, it's frustrating
A technical quibble here: Input lag will not, in any way, effect your ability to input motions. You would have to be visually confirming your motions on the screen for this to matter, and that's not happening.

However input resolution(how often the controller is polled) and the stability of the update frequency(how many +/- ms off of the timer base it will actually check for inputs) will, and are far more probable issues.

The former can be fixed by about a billion tutorials out there on upping the usb refresh rate, the latter probably not though you can try increasing the process priority in the task manager.
: Re: The MB:AA:CC thread: Current Code
: Erkz July 06, 2010, 03:58:37 AM
Release date set for July 29th, 2010.

Also, they enabled the screenshots we ripped last time.  :slowpoke:
: Re: The MB:AA:CC thread: Current Code
: Van_Artic July 06, 2010, 06:27:35 AM
The former can be fixed by about a billion tutorials out there on upping the usb refresh rate, the latter probably not though you can try increasing the process priority in the task manager.
whoa i didn't know this; i'll try eventually
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 06, 2010, 01:10:55 PM
Release date set for July 29th, 2010.

Also, they enabled the screenshots we ripped last time.  :slowpoke:
Two days before my birthday.

......Anyone feel like buying me a very expensive birthday gift?

I'll even blow you for it if I have to.
: Re: The MB:AA:CC thread: Current Code
: Celestein July 06, 2010, 08:43:25 PM
As I have the arcade version of BB:CS, I can confirm running it on a PC through the IO emulator does indeed lag, but not for the reasons people normally think.

#1. The IO board in a typex2 adds about 3~ frames of lag normally(it's just a shitty piece of hardware), arcade fighters are designed around this, so if you run it on a normal PC, there's always 3 frames of lag you can't remove built into the game, it's really rather jarring when you have them side-by-side to compare.

#2. A lot of people use Joy2Key, Xpadder, or similar programs to map their sticks to the X2 loader, both these add input lag.


That said, the encryption and security schemes on ringwide and ringedge are lightyears beyond what the TypeX and X2 used(hint: you can partially "break" the encryption just renaming a fucking file...it's that pathetic, and to fully remove it, all you do is edit a few lines to remove the reference to the USB dongle, to put it in laymans). Saying it had any security is intellectually dishonest at best.

RW and RE however are *likely* to be much more advanced, if anything like the Lindbergh, they may have auto-launching bootsector code for masking data files(i.e. reading them in anything but the arcade board will mask the files at the root level, and tampering may trigger an auto-format), and remember well RW/RE use Windows Embedded instead of Linux, the reason TypeX/X2 was so vulnerable was because they didn't remove any of the standard includes that come with Windows Xp Embedded...

There's a good chance SEGA wouldn't follow the same mistake and would build their version up to have absolutely only the necessarily included files, which would make it very difficult to casually interact with(you'd have to actually find a vulnerability to get in).

etc.

Who knows, maybe I'm wrong and we'll see a day 1 leak of MBAACC(which would suck, since I'm planning to buy it), but SEGA has a proven track record of making arcade hardware designed not to be broken very easily, took forever to break the Naomi, we're barely there with the Lindbergh, and AFAIK, we've made 0 progress on breaking the Ringedge which has already been out for awhile.
: Re: The MB:AA:CC thread: Current Code
: Soniti July 07, 2010, 10:43:08 AM
Nice post, Celestein. Guess if we are lucky, we'll see a (region free!?) PS3 port then. I don't think we'll see a PC port until the same version has been out on console for a while.
: Re: The MB:AA:CC thread: Current Code
: Erkz July 07, 2010, 01:31:27 PM
Not sure if related, but the guys at FrenchBread posted this on their blog (http://d.hatena.ne.jp/images/diary/F/French-Bread/2010-07-07.jpg) along with the note that the master copy of MBAACC is finished, and their thoughts on what it was like working on MBAACC.

Maybe someone with a good grasp of moonspeak can check it out to see if there are any interesting tidbits.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 07, 2010, 08:37:44 PM
That said, the encryption and security schemes on ringwide and ringedge are lightyears beyond what the TypeX and X2 used(hint: you can partially "break" the encryption just renaming a fucking file...it's that pathetic, and to fully remove it, all you do is edit a few lines to remove the reference to the USB dongle, to put it in laymans). Saying it had any security is intellectually dishonest at best.

RW and RE however are *likely* to be much more advanced, if anything like the Lindbergh, they may have auto-launching bootsector code for masking data files(i.e. reading them in anything but the arcade board will mask the files at the root level, and tampering may trigger an auto-format), and remember well RW/RE use Windows Embedded instead of Linux, the reason TypeX/X2 was so vulnerable was because they didn't remove any of the standard includes that come with Windows Xp Embedded...

There's a good chance SEGA wouldn't follow the same mistake and would build their version up to have absolutely only the necessarily included files, which would make it very difficult to casually interact with(you'd have to actually find a vulnerability to get in).

etc.

Who knows, maybe I'm wrong and we'll see a day 1 leak of MBAACC(which would suck, since I'm planning to buy it), but SEGA has a proven track record of making arcade hardware designed not to be broken very easily, took forever to break the Naomi, we're barely there with the Lindbergh, and AFAIK, we've made 0 progress on breaking the Ringedge which has already been out for awhile.

As someone who's pretty into emulation (although a system as powerful as RingWide/RingEdge wouldn't be emulatable in realtime anytime soon) I pretty much know Sega's encryption stuff is fairly tough to crack. I'm 100% certain the encryption won't be broken on day one.

That said, there is still the fact that this is, essentially, PC hardware inside the cab, running on a fairly known OS. For what it's worth, NAOMI was a dedicated, non-standard system compared to PCs. Lindbergh is PC-based, but it runs Linux as its OS, which is considerably less "known" than Windows would be.

That said, of course, this is all easy in theory, as a lot of things are. In practice, I am sure it will be fairly hard to crack, but eventually it will be done, pure and simple. It's mostly a matter of figuring out how the system data is encrypted, and figuring out how the OS decrypts it. Not an impossible feat by any means.

So all in all, it's really just a matter of time until we have a PC version - either ported, which would be preferable, or decrypted/loaded, since by the time that's all done pretty much most PCs in existence will be running at RingWide's specs, if not considerably higher.

Nice post, Celestein. Guess if we are lucky, we'll see a (region free!?) PS3 port then. I don't think we'll see a PC port until the same version has been out on console for a while.
For all intents and purposes, MBAA:CC is a back-to-arcade port of the PS2 version of MBAA with some minor rebalancing and tweaking, and some new visual effects and such. It's very unlikely it'd get ported "back" to a console again - there was no console version of MBAC Ver. B, but the PC version was based off of that, of course.

I'm pretty sure that unless sales are ridiculously high, if we ever do get a PC port, it will likely be within 6-12 months. Porting from RingWide to PC would be fairly straightforward, I would imagine, even if they didn't add a tick to it other than the usual extra modes. (Practice, etc.)

Not sure if related, but the guys at FrenchBread posted this on their blog (http://d.hatena.ne.jp/images/diary/F/French-Bread/2010-07-07.jpg) along with the note that the master copy of MBAACC is finished, and their thoughts on what it was like working on MBAACC.

Maybe someone with a good grasp of moonspeak can check it out to see if there are any interesting tidbits.
Wow, some of those designs look... really fucking generic. REALLY fucking generic. A few are mildly interesting, but some of them... just... wow.

French Bread have their work cut out for them - Melty is essentially all they're known for. (Those of you who've played Ragnarok Battle Offline, hush.) They have to step out of the shadows of Melty Blood, essentially, and create a game that surpasses it not just visually, but in gameplay as well - no small feat as Melty is obviously one of, if not the, most complex fighters out there. I honestly hope they can pull it off, as I'd love to see a name other than Arcsys and Capcom and Namco make it big in terms of fighting games (the minority of you who play MK are noted as well) but realistically, just going off those sprites... my opinion is less than enthusiastic.

Remember kids, just because the sprites are fluid and HD, it doesn't mean the game mechanics can't suck.
: Re: The MB:AA:CC thread: Current Code
: Irysa July 07, 2010, 11:12:19 PM
French Bread have their work cut out for them - Melty is essentially all they're known for. (Those of you who've played Ragnarok Battle Offline, hush.) They have to step out of the shadows of Melty Blood, essentially, and create a game that surpasses it not just visually, but in gameplay as well - no small feat as Melty is obviously one of, if not the, most complex fighters out there. I honestly hope they can pull it off, as I'd love to see a name other than Arcsys and Capcom and Namco make it big in terms of fighting games (the minority of you who play MK are noted as well) but realistically, just going off those sprites... my opinion is less than enthusiastic.

FB spent like nearly a fucking decade making Melty the game it is today.

Even if this game kind of sucks initially they're the kind of guys who will go through an unlimited amount of revisions and turn things upside down till it's where they want it to be, that alone makes me believe in them more than most developers these days. (The old SNK used to have that level of dedication but yeah...)
: Re: The MB:AA:CC thread: Current Code
: Celestein July 08, 2010, 02:11:13 AM
Stuff

Ever gonna come out and play some Melty with us?  ;D
: Re: The MB:AA:CC thread: Current Code
: Erkz July 08, 2010, 07:28:40 AM
Not sure if related, but the guys at FrenchBread posted this on their blog (http://d.hatena.ne.jp/images/diary/F/French-Bread/2010-07-07.jpg) along with the note that the master copy of MBAACC is finished, and their thoughts on what it was like working on MBAACC.

Maybe someone with a good grasp of moonspeak can check it out to see if there are any interesting tidbits.
Wow, some of those designs look... really fucking generic. REALLY fucking generic. A few are mildly interesting, but some of them... just... wow.
Generic or not; if someone told me that the floating loli in the white dress and the Anubis-esque thing next to her were Altrouge and Primate Murder, I'd probably believe them. [Then again, this is probably because I've never seen any official pictures of them like... ever.]

Personally I'm kinda torn; while I wanna see FB do a new IP and stuff, I still haven't been able play as Arihiko/SHIKI in MB.  :V
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 08, 2010, 11:36:43 AM
French Bread have their work cut out for them - Melty is essentially all they're known for. (Those of you who've played Ragnarok Battle Offline, hush.) They have to step out of the shadows of Melty Blood, essentially, and create a game that surpasses it not just visually, but in gameplay as well - no small feat as Melty is obviously one of, if not the, most complex fighters out there. I honestly hope they can pull it off, as I'd love to see a name other than Arcsys and Capcom and Namco make it big in terms of fighting games (the minority of you who play MK are noted as well) but realistically, just going off those sprites... my opinion is less than enthusiastic.

FB spent like nearly a fucking decade making Melty the game it is today.

Even if this game kind of sucks initially they're the kind of guys who will go through an unlimited amount of revisions and turn things upside down till it's where they want it to be, that alone makes me believe in them more than most developers these days. (The old SNK used to have that level of dedication but yeah...)
All too true, and a fair number of us remember how horrid the original MB was. Re-ACT was a whole different game, essentially.

Stuff

Ever gonna come out and play some Melty with us?  ;D
If I quit being lazy and find the time and have some money to bring along, yeah. Probably around or shortly after my Birthday, as by then I'll likely have some pocket money to throw in for snacks or whatever. Plus I'll really want to try out the CC cab, and be intensely jealous of you owning one. :P My main problem is I'm so used to gamepad that adjusting to levers/buttons will be a bit of a step.

Not sure if related, but the guys at FrenchBread posted this on their blog (http://d.hatena.ne.jp/images/diary/F/French-Bread/2010-07-07.jpg) along with the note that the master copy of MBAACC is finished, and their thoughts on what it was like working on MBAACC.

Maybe someone with a good grasp of moonspeak can check it out to see if there are any interesting tidbits.
Wow, some of those designs look... really fucking generic. REALLY fucking generic. A few are mildly interesting, but some of them... just... wow.
Generic or not; if someone told me that the floating loli in the white dress and the Anubis-esque thing next to her were Altrouge and Primate Murder, I'd probably believe them. [Then again, this is probably because I've never seen any official pictures of them like... ever.]

Personally I'm kinda torn; while I wanna see FB do a new IP and stuff, I still haven't been able play as Arihiko/SHIKI in MB.  :V
Primate Murder has no picture, but is generally described as a huge white dog. As for Altrouge, I believe this is generally what Altrouge looks like:

(http://darkpulse.project2612.org/tsukihime/AltrougeBrunestud.jpg)

I'm not sure if this is official (I don't think it is) but it is very nice art. It's also that "Creepy/Cute Loli" thing that Lolisauce and I both seem to like.

Altrouge would definitely be a strong candidate to put into another one, as would SHIKI, but beyond that, most of the characters wouldn't realistically stand a chance. Out of what's left of the cast, the only one who even has something special about them is Seo Akira, and that's just down to precognitive abilities she doesn't even have full control of - physically she's as strong as a normal human 14 year-old girl.

Arihiko, Ichiko, Souka, and Hanei are all 100% normal humans with nothing special about them whatsoever. Ditto for the Jinans, although Sougen could possibly be doing some crazy doctor-like things. Like Kohaku but on steroids.

Other than that, we begin to get into characters that aren't even seen, like the rest of the Arimas... so yeah.

If there's really going to be any extra characters, they'd either need to be invented for the game, because about the last two Tsukihime characters that can be pulled out are Altrouge and SHIKI.
: Re: The MB:AA:CC thread: Current Code
: mauve July 08, 2010, 03:51:18 PM
As I have the arcade version of BB:CS, I can confirm running it on a PC through the IO emulator does indeed lag, but not for the reasons people normally think.

#1. The IO board in a typex2 adds about 3~ frames of lag normally(it's just a shitty piece of hardware), arcade fighters are designed around this, so if you run it on a normal PC, there's always 3 frames of lag you can't remove built into the game, it's really rather jarring when you have them side-by-side to compare.

Could I ask for a bit of a clarification on this? If the IO board has it, why does the emulator have it too? And if the arcade fighters are designed around this, why would it be noticeable?
: Re: The MB:AA:CC thread: Current Code
: Celestein July 08, 2010, 03:59:15 PM
As I have the arcade version of BB:CS, I can confirm running it on a PC through the IO emulator does indeed lag, but not for the reasons people normally think.

#1. The IO board in a typex2 adds about 3~ frames of lag normally(it's just a shitty piece of hardware), arcade fighters are designed around this, so if you run it on a normal PC, there's always 3 frames of lag you can't remove built into the game, it's really rather jarring when you have them side-by-side to compare.

Could I ask for a bit of a clarification on this? If the IO board has it, why does the emulator have it too? And if the arcade fighters are designed around this, why would it be noticeable?


The Emulator doesn't have it, the small delay is built into the games. Basically the (arcade) version of the game always has 3 frames of lag no matter where it's being played, the difference is in the arcade version they're synced together so instead of feeling like input lag, it just makes the gameplay feel "heavier", this is why people who played, say, SF4 hardcore in the arcades insist that the console version if "faster".

When you play it on your PC it's the same, but since it's not in sync anymore, it "feels" like input lag.

Basically the input lag is always there in both versions, but it's a matter of perspective as to how you "feel" it. Like I said, if you have both side-to-side it's very jarring, though if you've only ever played it on PC you probably wouldn't notice.

 On top of that other PC issues add some(joy2key/xpadder, as mentioned).
: Re: The MB:AA:CC thread: Current Code
: mauve July 08, 2010, 04:36:32 PM
The Emulator doesn't have it, the small delay is built into the games. Basically the (arcade) version of the game always has 3 frames of lag no matter where it's being played, the difference is in the arcade version they're synced together so instead of feeling like input lag, it just makes the gameplay feel "heavier", this is why people who played, say, SF4 hardcore in the arcades insist that the console version if "faster".

When you play it on your PC it's the same, but since it's not in sync anymore, it "feels" like input lag.

Basically the input lag is always there in both versions, but it's a matter of perspective as to how you "feel" it. Like I said, if you have both side-to-side it's very jarring, though if you've only ever played it on PC you probably wouldn't notice.

...Yeah, no. You've got something wrong here. I asked for confirmation because your original statement does not make sense, and this statement actually makes less sense than the last.

You input something, it happens 'x' frames later. Period. There is no sync as far as input is concerned. There's some stuff in the middle, along the lines of: input -> input processing -> game processing -> video processing -> video display/sync. Somewhere along the lines, one of these is gumming up the works in the PC version, that is not doing so in the arcade version.

If there is compensation, it would be in the form of GGPO-like rollbacks. This obviously is not happening, or everyone would notice, so the linear pipeline is preserved. It also wouldn't make sense in an arcade environment.

What you are asserting is that it's always there in the arcade version, and it just magically mysteriously compensates somehow. And SF4 being slower in the arcades is somehow proof of this. Bad news for you, but output lag is the issue for SF4 (video display/sync). If output lag is where the 3 frames are coming from for this game, then it would be on top of the input lag which is apparent on the PC version, provided both are the same. This is obviously not the case, so therefore the delay is elsewhere.

This has only convinced me that there's something very wrong with the X2/system library replacements, particularly the input processing code, not that there is some sort of mystical voodoo nonexistent compensation that only happens on the arcade version despite it being the exact same code.
: Re: The MB:AA:CC thread: Current Code
: Celestein July 08, 2010, 07:45:28 PM
I really don't know what you're getting at, I clearly said that both versions have the same amount of input lag, but the visual presentation being delayed to correspond to it simply made it feel heavy, where on the PC the expectation simply makes it feel jarring.

The same thing is happening on both systems. I don't know where you get that I'm claiming magic here.

I alluded to already that the primary difference is simply a matter of PERCEPTION and not actual technicality, and beyond that, the arcade is a (mostly) consistent environment where on the PC you're adding several factors that *can* contribute to worse performance.

If you feel I'm articulating poorly than I apologize(and you're probably right), otherwise I'm not here to argue for the sake of it.
: Re: The MB:AA:CC thread: Current Code
: mauve July 08, 2010, 09:43:52 PM
If you feel I'm articulating poorly than I apologize(and you're probably right), otherwise I'm not here to argue for the sake of it.

Yeah, I do think you are. I only value numbers and accuracy, statements like "I feel x" or "I feel y" don't really hold water with me, I need a technical explanation.

I'm still not buying this whole "it feels slower" thing, without a real explanation, but I have nothing to compare it with so whatever.
: Re: The MB:AA:CC thread: Current Code
: Splork July 08, 2010, 09:53:37 PM
"but the visual presentation being delayed to correspond to it simply made it feel heavy"

Press a button, game receives signal, visual is delayed... why?

This is the dumbest thing I've read in a very long time, and I've been around the block, I have to ask you in all sincerity: "are you stupid?"

"where on the PC the expectation simply makes it feel jarring""

Oh, you feel frames, ok. Yeah I feel sun rays and shit too so I'm right there with you, feelings and maybes and guesses and oh I dunno but I'm right.

You know what you need to do right now? You really need to provide some concrete evidence to what you are saying, because other people have provided facts and evidence regarding this subject and their results do not fit you fucking acidtrip puke-sludge that you are spewing now.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce July 13, 2010, 10:25:30 AM
Yo Splork, you might want to tone down the hostilities.  Celestein may be throwing out some nonsensical stuff, but starting off around here by being a blatant dick isn't going to get you very far.
: Re: The MB:AA:CC thread: Current Code
: Legendary Blue Shirt July 14, 2010, 07:13:41 AM
I'm going to try your suggestion with upping the USB polling rate to see if I can pull off some 2xQCFs.
: Re: The MB:AA:CC thread: Current Code
: Synthesis July 16, 2010, 12:45:47 AM
I think it makes perfect sense. He's saying that it isn't actually lagging, however because of the change in the system (from arcade to PC) it's going to feel different. I know Mauve said that he wasn't buying that, but it's literally comparing imputs from an arcade machine to a direct port. It's going to feel just slightly different because the hardware running it isn't the same.
: Re: The MB:AA:CC thread: Current Code
: Ultima66 July 16, 2010, 02:59:01 PM
If there was actual input lag people would notice. It's not about it being synced for both players, but if there was input lag people would notice. 3f is long enough that it's obvious when you push a button and the actual input comes up 1/20th of a second later. It's noticeable in one of the console ports of ST that had 2f of input lag.

And 3f of input lag makes certain things not work. Vakiha's (in MBAC, should be the same for Crescent in MBAA) 2A is a lvl 1 move so it has 12 frames of hitstun. 5C has 10 frames of startup. This means it's a 3f hitconfirm from 2A to 5C. If there's 3f of input lag, this confirm is literally impossible.
: Re: The MB:AA:CC thread: Current Code
: Celestein July 17, 2010, 02:38:55 AM
I think it makes perfect sense. He's saying that it isn't actually lagging, however because of the change in the system (from arcade to PC) it's going to feel different. I know Mauve said that he wasn't buying that, but it's literally comparing imputs from an arcade machine to a direct port. It's going to feel just slightly different because the hardware running it isn't the same.

Actually it's more apt to say I was simply saying it's psychological, you always bring your expectations with you when perceiving something.

i.e. I don't expect an arcade machine to lag, however I look for it on a PC, and thus notice it, even though they both lag. Thing is even after you test for it, and know it's not there, you can still perceive it. Human mind is crazy like that.

Reminds me of how people complain about my laggy plasma TV(it's not), but will play without complaint on the CRT I have actually proven lags until I show them otherwise, and then still insist the data must be wrong.

I'm more concerned that people think that's a "magic" explanation or something with this "I am a man of Science" stuff(Sorry, not intending to call you out or anything Mauve, you're being quite civil and I intend to return the favor).

I mean, if we insist on pretending to be pseudo-scientists here you could most assuredly conduct a double-blind trial and I'd bet get the expected results, expect this kind of test has already been conducted a million times, with the general conclusion that with the right circumstances, different people will perceive the same thing differently, and also most of the time, the same person can perceive the same thing differently on different occasions.

Which was really all I was claiming, don't see what's contentious about that.

That said, any new current code info? couple weeks away, I still have my pre-order in-place though I don't think I'm going to be able to afford to pay it off right at release.
: Re: The MB:AA:CC thread: Current Code
: Kusanagi July 17, 2010, 08:26:10 PM
That said, any new current code info? couple weeks away, I still have my pre-order in-place though I don't think I'm going to be able to afford to pay it off right at release.
:V
Would you mind telling me where can I get MBAACC arcade? and If by any chance there's KOF XIII x3333
I'm looking for places where I actually can get them to send it off to Mexico :<
: Re: The MB:AA:CC thread: Current Code
: Dintrao July 17, 2010, 09:19:34 PM
That said, any new current code info? couple weeks away, I still have my pre-order in-place though I don't think I'm going to be able to afford to pay it off right at release.
:V
Would you mind telling me where can I get MBAACC arcade? and If by any chance there's KOF XIII x3333
I'm looking for places where I actually can get them to send it off to Mexico :<

I'm also looking for this info  :V
: Re: The MB:AA:CC thread: Current Code
: Celestein July 18, 2010, 05:23:55 AM
I ended up using Fujita Communications, since my normal distributor couldn't guarantee it on release(not that it makes a difference now, ha).

Y248,000 + shipping.
: Re: The MB:AA:CC thread: Current Code
: Dintrao July 18, 2010, 05:29:34 AM
I ended up using Fujita Communications, since my normal distributor couldn't guarantee it on release(not that it makes a difference now, ha).

Y248,000 + shipping.


Time for me to go get a job  :V
: Re: The MB:AA:CC thread: Current Code
: Rei July 18, 2010, 11:37:55 AM
I ended up using Fujita Communications, since my normal distributor couldn't guarantee it on release(not that it makes a difference now, ha).

Y248,000 + shipping.


Holy shit...
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 18, 2010, 03:39:54 PM
About $3k, like I figured.

...Damn. Wish I had rich friends. :(
: Re: The MB:AA:CC thread: Current Code
: scottind July 18, 2010, 07:48:51 PM
#1. The IO board in a typex2 adds about 3~ frames of lag normally(it's just a shitty piece of hardware), arcade fighters are designed around this, so if you run it on a normal PC, there's always 3 frames of lag you can't remove built into the game, it's really rather jarring when you have them side-by-side to compare.

You have a Taitox2??? so do i, and there is no I/O board inside a Taitox2 unit. There are MANY different kinds i/o board made by different companies, all vary by efficiency and features.

That said, the encryption and security schemes on ringwide and ringedge are lightyears beyond what the TypeX and X2 used(hint: you can partially "break" the encryption just renaming a fucking file...it's that pathetic, and to fully remove it, all you do is edit a few lines to remove the reference to the USB dongle, to put it in laymans). Saying it had any security is intellectually dishonest at best.
do you even know how ringwide games come on? it's on a disc, not a compactflash. what's this talk about auto-format?
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 18, 2010, 10:05:46 PM
do you even know how ringwide games come on? it's on a disc, not a compactflash. what's this talk about auto-format?
The games might come on a disc, but the storage medium isn't. RingWide uses 8 GB CF Cards; RingEdge uses a 32 GB SSD.
: Re: The MB:AA:CC thread: Current Code
: scottind July 18, 2010, 11:13:56 PM
i know what i said, which is why i mentioned Compactflash. I has assumed that ringwide games would come on CF cards (w/ security dongles), and they'd be swappable, like Taito, atomiswave and neogeoMVS carts, but its not like that at all.

i'm still wondering about that I/O board issue inside the Taitox2 and this supposed 3 frames of lag...
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 18, 2010, 11:33:10 PM
Nah. RingWide is more like how CPS3 worked, but thankfully not as stupid. Probably need to keep the disc in, but the game is flashed to the CF/SSD. The disc is still needed to boot it, I think, and a new game would mean a reflash.

The advantage is that game costs are kept down, of course, since for a new game all one has to send for are the new disc, marquees/art, etc.
: Re: The MB:AA:CC thread: Current Code
: Celestein July 19, 2010, 02:13:49 AM
You have a Taitox2??? so do i, and there is no I/O board inside a Taitox2 unit. There are MANY different kinds i/o board made by different companies, all vary by efficiency and features.

I'm referring to the internal PCI IO board, the one that links up with COM2 that you plug your external Capcom/RS/Naomi/Namco/whatever IO board into(which can add issues on it's own as you pointed out).

In fairness I've never actually seen the tests, but always read on various arcade forums that it caused slight input delay in the X2 setup that they tried to design around.

As for Ringwide, just speculating how they might do it based on Ringedge and Lindbergh, we'll find out in a few weeks.
: Re: The MB:AA:CC thread: Current Code
: scottind July 19, 2010, 06:29:16 AM
it's not a PCI I/O board, it goes into the motherboard directly without a controller. similar to how most bemani PC boards work. It's very propriatary, so most people dont know what the port is linked to, software-wise.

what arcade forums?

: Re: The MB:AA:CC thread: Current Code
: ikeTATARI July 23, 2010, 08:14:08 PM
If there's really going to be any extra characters, they'd either need to be invented for the game, because about the last two Tsukihime characters that can be pulled out are Altrouge and SHIKI.

Except that Kara no Kyoukai (same universe!) has tons of other characters that can be pulled. Azaka and Touko being two obvious choices (Touko especially, being that Aoko actually references her in her Tsukihime/Melty Blood storylines, iirc) and Azaka and Shiki actually have a pretty awesome backstory. Additionally, the Ryougi family is actually mentioned in some Tsukihime canon as one of the lineages (along with things like Arima) that are well known.

That's not to mention people from Kara no Kyoukai like Souren Araya, Fujino Asagami, or Cornelius Alba. There are plenty of characters in the Tsukihime universe that would fit perfectly into a fighting game - hell, watching Kara no Kyoukai, I'm surprised Azaka isn't there already - she's basically Akiha if Akiha fought like Satsuki. Would be really interesting to play, imo.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 23, 2010, 09:10:04 PM
Except that Kara no Kyoukai (same universe!) has tons of other characters that can be pulled. Azaka and Touko being two obvious choices (Touko especially, being that Aoko actually references her in her Tsukihime/Melty Blood storylines, iirc) and Azaka and Shiki actually have a pretty awesome backstory. Additionally, the Ryougi family is actually mentioned in some Tsukihime canon as one of the lineages (along with things like Arima) that are well known.
While I quite like Azaka, for all intents and purposes she's a fairly (if not nearly) identical character to Akiha in nearly all ways except for two: Azaka actually has a chest (which Akiha would probably kill for), and that Azaka's fire abilities are actual fire creation, not merely absorption of heat. As for the Ryougis, the only other one who'd probably be "worth" having would be Ryougi Mana... and canonically, she can't quite be born yet. That said, I wouldn't mind seeing Touko, either. Or Altrouge Brunestud. ESPECIALLY Altrouge Brunestud. About the only thing Melty doesn't have is the Creepy-Cute Loli - Len is loli and cute, but not very creepy, and neither is White Len - she's more mischievous.

That's not to mention people from Kara no Kyoukai like Souren Araya, Fujino Asagami, or Cornelius Alba. There are plenty of characters in the Tsukihime universe that would fit perfectly into a fighting game - hell, watching Kara no Kyoukai, I'm surprised Azaka isn't there already - she's basically Akiha if Akiha fought like Satsuki. Would be really interesting to play, imo.
Let's make one thing quite clear...

Kara no Kyoukai and Tsukihime are *NOT* the same universe. They are all part of the greater Nasuverse, but they are not the same universe. At all. Fate, KnK, and Tsukihime are the three sub-universes that make up most of the greater Nasuverse. (There's also stuff like DDD in there, but then we're getting real in-depth - for all intents and purposes, those are the three that "matter.")

The only reason Ryougi Shiki showed up in Melty at all is that she got summoned as a Counter Guardian to counter the "apparent" return of Archetype Earth, but this isn't the real Archetype Earth, it's an illusion. Regardless, that illusion was powerful enough for Ryougi Shiki to be summoned over as a Counter Guardian on the behalf of humanity.
: Re: The MB:AA:CC thread: Current Code
: Tonberry July 23, 2010, 09:23:21 PM
They could always just put in some dead apostles and/or true ancestors and use tatari as explanation if they've been killed already.  Zelretch would be pretty gdlk.
: Re: The MB:AA:CC thread: Current Code
: ikeTATARI July 23, 2010, 11:36:55 PM
Kara no Kyoukai and Tsukihime are *NOT* the same universe. They are all part of the greater Nasuverse, but they are not the same universe. At all. Fate, KnK, and Tsukihime are the three sub-universes that make up most of the greater Nasuverse. (There's also stuff like DDD in there, but then we're getting real in-depth - for all intents and purposes, those are the three that "matter.")

But we know Touko exists in the Tsukihime universe. She's referenced by Aoko in the canon.

I want to know why they aren't the same thing, though - there's no actual canon saying that they aren't happening at the same time, and Aoko even shows up in KnK if you're paying attention (she pretends to be Touko when Ryougi is in the hospital). There's absolutely no reason that they can't be happening at the same time, especially if Ryougi can be summoned at all. My understanding of Kara no Kyoukai was that it's like Tsukihime: Gaiden - KnK gives much more insight into the mechanics and the workings of the Tsukihime world, and actually helps to explain some of the things in Melty Blood in particular that I didn't understand.

Additionally, Azaka really is nothing like Akiha if you take into account the fact that she's quoted by Shiki to be "unrealistically strong" - she's much more a brawler than Akiha is in the canon, and I think she'd play VERY differently in a fighting game. Additionally, even though her character design is SIMILAR, it's not really identical imo - Azaka is definitely much more girlish than Akiha is, with Akiha having a bit more of a dignified look.

The only one that I think is a bit of a stretch would be F/SN characters in Melty Blood, since most of them are never referenced in the source material, and Fuyuki city isn't mentioned at ALL. However, Touko is referenced by Aoko, and obviously Ryougi is there, so who's to say they aren't happening simultaneously?
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 24, 2010, 01:30:58 AM
But we know Touko exists in the Tsukihime universe. She's referenced by Aoko in the canon.

I want to know why they aren't the same thing, though - there's no actual canon saying that they aren't happening at the same time, and Aoko even shows up in KnK if you're paying attention (she pretends to be Touko when Ryougi is in the hospital). There's absolutely no reason that they can't be happening at the same time, especially if Ryougi can be summoned at all. My understanding of Kara no Kyoukai was that it's like Tsukihime: Gaiden - KnK gives much more insight into the mechanics and the workings of the Tsukihime world, and actually helps to explain some of the things in Melty Blood in particular that I didn't understand.
Actually, it's more like Tsukihime is "KnK: Gaiden." Kara no Kyoukai was created about two years before Tsukihime, in 1998; a lot of the ideas and concepts that started in KnK went on to Tsukihime. For example, Kokutou Mikiya looks nearly identical (but doesn't act like) Tohno Shiki, and Kokutou Azaka, Mikiya's sister, looks fairly similar to Akiha and has fairly similar abilities (plus she, like Akiha, wants to hump her brother, although unlike Tohno Shiki, Mikiya is her actual blood brother.) Despite this, Kara no Kyoukai takes place around somewhere around 1998-2000 I think; Tsukihime's dates add up to a calendar date of either 1999 (Most likely, since the game came out in 2000) or 2004 (possible, but unlikely.) While there is some overlap between characters, (such as the aforementioned Aoko) generally speaking, characters from different sub-universes of the Nasuverse don't come into contact with the others. The only reason Aoko might be an exception is due to the events of Mahou Tsukai no Yoru - which precedes Kara no Kyoukai and is one of Nasu's earliest works. We'll find out about that when people begin to translate it, I guess. Anyway, while it's TECHNICALLY possible, crossovers are very rare, so for most intents and purposes, characters stick to their own sub-universes and that's that. It doesn't stop plenty of crossover fanfiction, of course, or games such as BattleMoonWars, but those aren't canon, of course, so for 99% of characters, there is no crossing over.

Additionally, Azaka really is nothing like Akiha if you take into account the fact that she's quoted by Shiki to be "unrealistically strong" - she's much more a brawler than Akiha is in the canon, and I think she'd play VERY differently in a fighting game. Additionally, even though her character design is SIMILAR, it's not really identical imo - Azaka is definitely much more girlish than Akiha is, with Akiha having a bit more of a dignified look.
There are still several similarities between the two - they both manipulate some form of heat and fire (although the mechanism is different), they both have the hots for their sibling (In Azaka's case, it's her blood sibling; in Akiha's case, Shiki is adopted), they do look rather similar (though as I said, Akiha would kill for a chest and figure like that) and so on. Do they have some differences? Of course, and that is that other than her good fighting skills and her ability to manipulate fire with her glove, Azaka is 100% human, while Tohno Akiha is half-human, half-demon, and has a whole lot of nasty secrets in her family and skeletons she'd prefer to keep in the closet. They're both very interesting characters, in my view, and I do like Azaka quite a bit, but having a character who's basically a blend of Sacchin + Akiha when those two are already on the roster isn't really a smart move - they'd have to do something a little more with her to differentiate her enough to stand out from the rest of the cast.

The only one that I think is a bit of a stretch would be F/SN characters in Melty Blood, since most of them are never referenced in the source material, and Fuyuki city isn't mentioned at ALL. However, Touko is referenced by Aoko, and obviously Ryougi is there, so who's to say they aren't happening simultaneously?
I'm pretty sure the events of F/SN happen a few years after Tsukihime occur. (Nasu generally sets his stories around the time he writes them.) It'd certainly be possible for things like this to occur, but Servants are only summoned for Holy Grail Wars, and those are usually held every 60 years or so. (The exception being between the fourth and fifth ones - that one is only a decade apart.) Therefore, The Matous, the Tohsakas, etc. usually do *NOT* have Servants and such puttering around; they're summoned exclusively for Holy Grail Wars and that's it. Don't get me wrong, there's still definitely a few characters who could make a mark from Fate even without Servants, but without them, even Tohsaka Rin is, at best, a medium-high ranked Magus - certainly not someone who would likely be able to go toe to toe with a Dead Apostle.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger July 24, 2010, 02:07:19 AM
But we know Touko exists in the Tsukihime universe. She's referenced by Aoko in the canon.

I want to know why they aren't the same thing, though - there's no actual canon saying that they aren't happening at the same time, and [Aoko even shows up in KnK if you're paying attention (she pretends to be Touko when Ryougi is in the hospital)]. There's absolutely no reason that they can't be happening at the same time, especially if Ryougi can be summoned at all. My understanding of Kara no Kyoukai was that it's like Tsukihime: Gaiden - KnK gives much more insight into the mechanics and the workings of the Tsukihime world, and actually helps to explain some of the things in Melty Blood in particular that I didn't understand.

If you're referring to chapter 4, I'm pretty sure that's Touko herself. She has 2 sides, one kind, cheerful with glasses and the other vicious and epic without glasses. Correct me if I'm wrong.

And this turned into a lore discussion. Goody.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce July 24, 2010, 03:14:22 AM
Tsukihime and Kara No Kyoukai are definitely in the same world/timeline/universe.  There is no disputing, since there are direct links between the two.  Fate has only one major link to Tsukihime, and the nature of it makes it pretty debatable (Zelretch gives Rin his jeweled dagger since she's his descendant or some shit, but he can warp through dimensions so it's kind of hard to call it a direct link), so that's whatever. 

Also I agree with DP that Azaka shouldn't be put in, since she's far too visually similar to the 3 Akihas that are already in the game.  Touko or maybe Araya would be the only worthwhile KnK characters to add to the roster.  Really though, if the game does somehow get another sequel, just add in more Dead Apostles.  There's so fucking many to choose from and they're all pretty unique and awesome.  No reason to pull characters from the sister series if they can pull more in from the original source material.
: Re: The MB:AA:CC thread: Current Code
: Pete278 July 24, 2010, 05:02:59 AM
I think Arihiko would be a pretty badass choice for another character if they don't want to make up more Dead Apostles, really. 99% chance he'd be a joke character lower than the Nekos, but I think he'd be pretty cool as a serious playable character with Nanako. Plus, off the top of my head, him and SHIKI are the only characters that appear in Tsukihime that aren't in (besides, y'know, 'interesting side character' and what not).
: Re: The MB:AA:CC thread: Current Code
: ikeTATARI July 24, 2010, 10:34:20 AM
IIRC they actually already have names and descriptions for all 27 of the Dead Apostles. I'm not 100% sure, but you're right, those would be better.

Really I just want Fujino. D= I like her character design.
: Re: The MB:AA:CC thread: Current Code
: f-wlen ice loop July 24, 2010, 10:59:16 AM
TATARIHIKO.
: Re: The MB:AA:CC thread: Current Code
: grandlordzero July 24, 2010, 11:08:23 AM
there's actually not 27 dead apostle ancestors. alot of the seats were empty at the time of tsukihime supposedly. (this is subject to change though, word of god and all.)
Theres a fuckton of regular dead apostles, (like Satsuki), just not DAA's like nero, walachia, and roa.
Anyway Azaka isnt going to happen since we already have her. Asagami Fujino inst really FG material since she has no physical attacks whatsoever, and only one type of telekenesis attack. Shes a great character, but she doesn't fit into fighting games for the same reason Professor X isnt playable in Marvel. It just wouldn't work without going against source material. Lio is pointless just because we dont need another knife user. (ryougi has a Lio pallet to satisfy those who want to play as him anyway), which leaves Touko and Tatari Araya left from KnK to add.


As for Fate characters, there's pretty much no chance of servants other then Archer (summoned as a counter guardian to Tatari or ATE). Non-servant characters don't really work since Fate hasn't even HAPPENED yet in the melty timeline. So no Rin/Shirou.

Also, Fate is the same universe as Tsuki/knk, but its much more detached storywise. The links are zelretch (Arcueids foster-grampa) and the fact that Rin goes looking for Touko in the Heaven's Feel ending to get a better body for Shirou.


So, just as this has been discussed several times before, the primary candidates for existing characters to be added into the melty series are Arihiko, Touko, Araya, and SHIKI (blood manipulator, not knife fighter). Nanaya Kiri is also a bit of a fan-favorite around here for some reason too.
: Re: The MB:AA:CC thread: Current Code
: ikeTATARI July 24, 2010, 12:49:11 PM
There are only six empty seats. (http://en.wikipedia.org/wiki/Vampires_(Kinoko_Nasu)#The_Twenty_Seven_Ancestors_of_the_Dead_Apostles) And if you count Roa as one (he's "unnumbered"), there are only 5 empty seats. That's still a lot of additional characters that could be added. <<

Though some of them wouldn't make very interesting fighting game characters (I -TOTALLY- want to play as The Forest of Einnashe), others could be fun to play (I would play as Merem Solomon all day long, kthx).
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 24, 2010, 01:53:12 PM
There are only six empty seats. (http://en.wikipedia.org/wiki/Vampires_(Kinoko_Nasu)#The_Twenty_Seven_Ancestors_of_the_Dead_Apostles) And if you count Roa as one (he's "unnumbered"), there are only 5 empty seats. That's still a lot of additional characters that could be added. <<

Though some of them wouldn't make very interesting fighting game characters (I -TOTALLY- want to play as The Forest of Einnashe), others could be fun to play (I would play as Merem Solomon all day long, kthx).
...You want to play as an immobile forest? Ciel would just lob Black Keys at you all day. The Necos could win by Shinso/Chaos Beaming you to death. Fuck, C-Roa could win. So no.

Merem could be mildly interesting, though, I'll give you that. The trick would be balancing him, since each of his limbs are very powerful on their own.

Arihiko: No. We already have enough joke characters. I like Arihiko as a character, but how in the blue fuck are you going to say Arihiko has a chance in hell of beating someone like Nero?

Nanako: Mildly interesting, but it'd have to be another "team" character in the vein of HisuKoha, as it's been said that Ciel's the only person powerful enough to pull her soul into material form. (We can't count the sidestory of Kagetsu Tohya.)

None of you besides me mentioned Altrouge Brunestud, or even commented on her. Son, I am disappoint.
: Re: The MB:AA:CC thread: Current Code
: LivingShadow July 24, 2010, 02:03:50 PM
I'd personally like to see Gransurg Blackmore.
: Re: The MB:AA:CC thread: Current Code
: ehrik July 24, 2010, 02:18:28 PM
I want gun god to show Sion whos baus
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi July 24, 2010, 02:50:59 PM
They could always just put in some dead apostles and/or true ancestors and use tatari as explanation if they've been killed already.  Zelretch would be pretty gdlk.

Yeah that sounds infinitely more interesting then whatever Dark Pulse and co are going on about.
: Re: The MB:AA:CC thread: Current Code
: ShinMasaki July 24, 2010, 04:04:38 PM
lore...senses...tingling...

TATARIHIKO.
:teach: :teach: :teach:
: Re: The MB:AA:CC thread: Current Code
: ShinMasaki July 24, 2010, 05:05:42 PM
Let's make one thing quite clear...

Kara no Kyoukai and Tsukihime are *NOT* the same universe. They are all part of the greater Nasuverse, but they are not the same universe. At all. Fate, KnK, and Tsukihime are the three sub-universes that make up most of the greater Nasuverse.

Oh? And where do you get this info from? The only thing regarding the two being different is that Nasu stated that Aoko is of different ages between the two, which is obvious because of the placement chronologically. KnK takes place in 1999 while Tsuki happens in 2000. From all the info I've gathered, the two are the same universe, just two different towns. In fact, the two are pretty close to one another as the tea shop Ahnenerbe shows up in both.

The only reason Ryougi Shiki showed up in Melty at all is that she got summoned as a Counter Guardian to counter the "apparent" return of Archetype Earth, but this isn't the real Archetype Earth, it's an illusion. Regardless, that illusion was powerful enough for Ryougi Shiki to be summoned over as a Counter Guardian on the behalf of humanity.

Stealing my words? I'm not sure why I threw in that explanation to you as you were asking about Reis and not Ryougi or Archetype.

They could always just put in some dead apostles and/or true ancestors and use tatari as explanation if they've been killed already.  Zelretch would be pretty gdlk.

Zelretch would be broken as fuck. Given that he is the highest ranking mage (along with Lorelei), he is one of the top 10 of the DAA list, he killed Crimson Moon Brunestud, he is a sorcerer holding the power of the Second true magic, and can manipulate dimensions, I would say that Zelretch is perhaps one of the most broken character in the Nasuverse.

I'm pretty sure that's Touko herself. She has 2 sides, one kind, cheerful with glasses and the other vicious and epic without glasses. Correct me if I'm wrong.

Correct you are.

And this turned into a lore discussion. Goody.

Thus, my presence here.

Tsukihime and Kara No Kyoukai are definitely in the same world/timeline/universe.  There is no disputing, since there are direct links between the two.  Fate has only one major link to Tsukihime, and the nature of it makes it pretty debatable (Zelretch gives Rin his jeweled dagger since she's his descendant or some shit, but he can warp through dimensions so it's kind of hard to call it a direct link), so that's whatever.  

There is a bit of argument regarding whether of not Fuyuki City exists within the same universe. The presence of Zelretch is so not a deciding factor here because of his ability to traverse time, space and dimensions, he could have direct family across so many multiple realms, he could essentially be his own father...the realm of existence for Zelretch is so obscure that I couldn't begin to say anything on it. Personally, I say it is, but the only connection is the mage that can create artificial bodies (aka Touko, who can only do so for herself and not others).

Nanaya Kiri is also a bit of a fan-favorite around here for some reason too.

Because he is a badass, maybe? Because Nanaya Shiki is comparable to Ryougi Shiki as far as ability, but Nanaya Shiki doesn't meet up to the ability of Kiri? Ryougi's godmode does match with Kiri, however.

There are only six empty seats. (http://en.wikipedia.org/wiki/Vampires_(Kinoko_Nasu)#The_Twenty_Seven_Ancestors_of_the_Dead_Apostles) And if you count Roa as one (he's "unnumbered"), there are only 5 empty seats.

Technically, following the end of Melty Blood, there are 10 open seats. 3, 7, 10, 12, 13, 19, 22, 23, 25, 26. #3 is questionable. While being killed by Zelretch in the past, Crimson Moon still exists within Arcuied and once her power reaches over 9000, Crimson Moon takes over and is reborn.

I want gun god to show Sion whos baus

Godo (Gun God) isn't really all that great a character. The only thing he had going for him is he had the Black Barrel which only worked on beings that had Gin. The interaction between the Gin and the effects of the Black Barrel allowed for damage against entities that had Gin. If he shot at Sion (who existed before the time of the Angels), nothing would happen to Sion. He took down Type-Venus because Type-Venus' body was made up of mostly Gin and the damage from having that effected was too much and Type-Venus died.

It's like a match. If you drop a lit match into a bottle filled with oxygen, nothing happens. If you dropped a lit match into a bottle filled with propane gas, well there you go. Sion overall was a much better fighter since Godo was lazy and spent most of his time shooting down Angels from his house window. After killing Type Venus, it reformed into the body of a young girl name V/V that ended up living with Godo. Essentially, she was like a maid.

...You want to play as an immobile forest? Ciel would just lob Black Keys at you all day. The Necos could win by Shinso/Chaos Beaming you to death. Fuck, C-Roa could win. So no.

The Forest of Einnash moved and was semi-sentient. At the very center of the forest, if you could survive the trees, was the heart of the forest. Tohno Shiki killed the forest in Talk. Unless you were in the very middle of the forest, you wouldn't be able to damage it really, and then if you were, you would be under attack from all sides at once. It took both Ciel and Merem Solomen to get close to the middle but they were beaten to their goal by Tohno Shiki who was slowly becoming more Satsujinki.

Merem could be mildly interesting, though, I'll give you that. The trick would be balancing him, since each of his limbs are very powerful on their own.

And massive in size as well. I'm really not too sure how Merem works at all.

Arihiko: No. We already have enough joke characters. I like Arihiko as a character, but how in the blue fuck are you going to say Arihiko has a chance in hell of beating someone like Nero?


Well, he can carry and equip the Seventh Holy Scripture, which would normally be quite bad for any normal human. Regardless, I would say his normal fighting style would be a bat with nails and a curbstomp.

None of you besides me mentioned Altrouge Brunestud, or even commented on her. Son, I am disappoint.

She is OP as well. She has two forms, a young 14-ish girl and an older adult form. The younger form is weaker, but yet was able to take down Arcuied in a fight (and cut her hair) without having to change forms. She was however beaten by original Roa. Reality Marble: Overpower could be massive hax mode. Can you imagine a tag team style?

>Michael Roa Valdamjong activates Reality Marble: Overpower
>Character change: Michael Roa Valdamjong switches out with Kishua Zelretch
>Zelretch activates Kaleidoscope (while team power Overpower is still active)
>The world asplode

...

Sorry, I think I wrote too much in this thread.
: Re: The MB:AA:CC thread: Current Code
: LivingShadow July 24, 2010, 06:36:01 PM
: ShinMasaki
: Dark Pulse
Merem could be mildly interesting, though, I'll give you that. The trick would be balancing him, since each of his limbs are very powerful on their own.

And massive in size as well. I'm really not too sure how Merem works at all.

If I'm interpreting the Type-Moon wiki right, Merem detaches a limb and it turns into one of the 4 beasts depending on which one. My guess is that if he were to be in a fighting game he'd function like Carl with the Right Arm functioning in a way reminiscent of Nirvana. The two legs would be part of his Arc Drive (of which I propose he has 2 one for each of the legs: left leg as an antiair, right leg as ground only).
: Re: The MB:AA:CC thread: Current Code
: WYVERN LORD July 24, 2010, 07:48:38 PM
lol saw the new posts and thought there was some influx of info about the game, nope, just a bunch of yappity nerds  :toot:

anyway they should put that mom bitch with the bus-size titties from queen's blade in the pc version, it'll totally be canon

: Re: The MB:AA:CC thread: Current Code
: Tonberry July 24, 2010, 09:07:00 PM
Zelretch would be broken as fuck. Given that he is the highest ranking mage (along with Lorelei), he is one of the top 10 of the DAA list, he killed Crimson Moon Brunestud, he is a sorcerer holding the power of the Second true magic, and can manipulate dimensions, I would say that Zelretch is perhaps one of the most broken character in the Nasuverse.

...why do you think this matters?  iirc Aoko is 1 of 5 remaining people capable of sorcery(aka MIRACLES) and she's not OP in the game.  Miyako is a little girl who is Tohno's adopted sister.  Koha is the best character in MBAA.  Story doesn't affect how good a character is going to be in a fg. 
: Re: The MB:AA:CC thread: Current Code
: ShinMasaki July 24, 2010, 10:32:32 PM
Zelretch would be broken as fuck. Given that he is the highest ranking mage (along with Lorelei), he is one of the top 10 of the DAA list, he killed Crimson Moon Brunestud, he is a sorcerer holding the power of the Second true magic, and can manipulate dimensions, I would say that Zelretch is perhaps one of the most broken character in the Nasuverse.

...why do you think this matters?  iirc Aoko is 1 of 5 remaining people capable of sorcery(aka MIRACLES) and she's not OP in the game.  Miyako is a little girl who is Tohno's adopted sister.  Koha is the best character in MBAA.  Story doesn't affect how good a character is going to be in a fg. 

even though she can use it, Aoko never does use it...her true magic.

miyako is allowed to do what she can because of the effects of the dream world superimposed upon the city by TATARI

kohaku needs to be balanced

If they made the characters capable with what they can or cannot do, then Zelretch is far too OP. If you are saying that 'it doesn't matter because it is a game and does not follow canon', then in that case there should be no problem putting Arihiko in the game either.
: Re: The MB:AA:CC thread: Current Code
: Zaelar July 24, 2010, 11:33:55 PM
So Zelretch won't use his op stuff like Aoko.  I never knew characters were balanced around their cannon strength.  I also didn't know it was cannon that people could double jump(anime!), which is what you're saying since what characters can do in game is apparently cannon.  Maybe Aoko's tripple jump is her magic.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 24, 2010, 11:39:24 PM
Oh? And where do you get this info from? The only thing regarding the two being different is that Nasu stated that Aoko is of different ages between the two, which is obvious because of the placement chronologically. KnK takes place in 1999 while Tsuki happens in 2000. From all the info I've gathered, the two are the same universe, just two different towns. In fact, the two are pretty close to one another as the tea shop Ahnenerbe shows up in both.
If you'll remember, based on the dates given in-game in Tsukihime, I told you there's only two recent years where it could occur: 1999, and 2004. Those are the only two calendar years in the last 15 where the dates fall on those specific days. Thus, they're either alternate universes, or Tsukihime is set in 2004, which I really don't think is the case.

Stealing my words? I'm not sure why I threw in that explanation to you as you were asking about Reis and not Ryougi or Archetype.
Well, yes. But it is relevant to this. :P

The Forest of Einnash moved and was semi-sentient. At the very center of the forest, if you could survive the trees, was the heart of the forest. Tohno Shiki killed the forest in Talk. Unless you were in the very middle of the forest, you wouldn't be able to damage it really, and then if you were, you would be under attack from all sides at once. It took both Ciel and Merem Solomen to get close to the middle but they were beaten to their goal by Tohno Shiki who was slowly becoming more Satsujinki.
Yes, and there's the fact Einnashe would null the magic of Ciel's Black Keys, at the least. Still, Forest of Einnashe would be a horrible character to have in the game. Bad enough Tekken has Mokujin; we don't need him too.

Well, he can carry and equip the Seventh Holy Scripture, which would normally be quite bad for any normal human. Regardless, I would say his normal fighting style would be a bat with nails and a curbstomp.
Yeah. It'd be funny the first handful of times, but then you have to think about "How could Arihiko realistically beat Dead Apostle Ancestors?" The answer: He can't. He has no chance in hell. Then again, you do have Hisui and Kohaku... so all bets are off.

She is OP as well. She has two forms, a young 14-ish girl and an older adult form. The younger form is weaker, but yet was able to take down Arcuied in a fight (and cut her hair) without having to change forms. She was however beaten by original Roa.
So then she sticks in the first form, and only enters the second for her AD/AAD/LA or something. Plus I think Altrouge would be the type who'd pull punches to toy with people. After all, destroying people with a fingersnap has to get boring after awhile. If we can tone down Wallachia, who can suck blood from whole cities overnight, I'm pretty sure we could find a way to put Altrouge in. :P
: Re: The MB:AA:CC thread: Current Code
: ShinMasaki July 25, 2010, 12:10:13 AM
If you'll remember, based on the dates given in-game in Tsukihime, I told you there's only two recent years where it could occur: 1999, and 2004. Those are the only two calendar years in the last 15 where the dates fall on those specific days. Thus, they're either alternate universes, or Tsukihime is set in 2004, which I really don't think is the case.

Okay, saying we were to take the dates you plugged into a calendar as canon to the Tsuki universe...KnK doesn't give any exact dates for when these events occur. By this, the two could be in the same universe supposing that the KnK dates coincide with the Tsuki dates.

Sorry about one thing with my previous post, I did get them a year off...KnK happens in late 1998 - early 1999 while Tsuki happens in 1999. source (http://tatari.110mb.com/fuyuki/timeline.htm)
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger July 25, 2010, 12:27:44 AM
Overpower

Isn't it Overload?

If we can tone down Wallachia, who can suck blood from whole cities overnight, I'm pretty sure we could find a way to put Altrouge in. :P

The Wallachia in Melty is his original form, Zepia Eltnam Oberon, who lacked the powers to suck whole cities dry. Through a pact with Altrogue, Wallachia would return to his original form at the rise of the Crimson Moon every thousand years. Due to Arcueid summoning the Crimson Moon using her Marble Phantasm, Wallachia got more balanced in the game.

And as far as canon stuff in a fighting game goes, whenever Shiki is close to the enemy it's instant win due to his MEoDP. I'm sure canonically he doesn't need 300% of his Magic Circuit to cut anyone into 17 pieces.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 25, 2010, 01:06:48 AM
Sorry about one thing with my previous post, I did get them a year off...KnK happens in late 1998 - early 1999 while Tsuki happens in 1999. source (http://tatari.110mb.com/fuyuki/timeline.htm)
That pretty much solves the ambiguity, then. The events of KnK precede the events of Tsukihime by about a year.

Still, aside from Aoko, the brief mention of Touko, Ryougi, and (possibly) Zelretch, there's still not much crossing over. They're definitely exceptions, not the rule.

It'd be kinda scary, if they did. How would Azaka know which person was the right one to be incestually smitten with? Then again, how would Akiha? And if they somehow got mixed up, would either of them speak up when their respective "sisters" cried out "Nii-san!!!"

............

...I apologize for this post.
: Re: The MB:AA:CC thread: Current Code
: ikeTATARI July 25, 2010, 01:07:39 AM
I was joking about the Forest of Einnashe, RE: everyone telling me how terrible it would be.
: Re: The MB:AA:CC thread: Current Code
: ShinMasaki July 25, 2010, 01:53:58 AM
Overpower

Isn't it Overload?

Yes, sorry, I mistyped that.

And as far as canon stuff in a fighting game goes, whenever Shiki is close to the enemy it's instant win due to his MEoDP. I'm sure canonically he doesn't need 300% of his Magic Circuit to cut anyone into 17 pieces.

If we went canonically, aside from the maids and Miyako, I would say Akiha would be the most in danger. Aside from Shiki, Ciel, Ryougi and Arc, Chaos would be unbeatable. God Form Ryougi would be god tier followed by Archetype Earth.

What are you talking about? 300% Magic Circuit is totally canon...when he just uses AD, he only cuts one line like he does in the VN against everyone but Arc. AAD or LA is reserved for the big players...300% Magic Circuit is serious business.

Still, aside from Aoko, the brief mention of Touko, Ryougi, and (possibly) Zelretch, there's still not much crossing over. They're definitely exceptions, not the rule.

Ahnenerbe, the cafe that Ryougi frequents is in the same town she lives in, thus why Azaka and Fujino are seen there after school in their uniforms. Ahnenerbe is also the cafe that Shiki takes Seo to in KT and it is also the cafe the girls have their meeting at in Plus+Period. There is mention that Shiki (Tohno) is not allowed typically to go there (4th wall) because of the possibility that he would run into Ryougi.

There is also the rule stating that only one set of MEoDP can exist at any given time. This is another point that people bring up to support KnK and Tsuki being different universes. However, Ryougi's eyes are not MEoDP but rather MEoO which far outclasses Shiki Tohno's eyes. They are of completely different class ratings as well on the magical spectrum.

It'd be kinda scary, if they did. How would Azaka know which person was the right one to be incestually smitten with? Then again, how would Akiha? And if they somehow got mixed up, would either of them speak up when their respective "sisters" cried out "Nii-san!!!"

While similar in appearance, I'm sure they would be able to tell the difference among one another. Everyone has a twin, or so the saying goes...but family can still tell the difference due to voice, mannerisms, etc etc. I don't think there would be an issue.
: Re: The MB:AA:CC thread: Current Code
: Coren July 25, 2010, 02:16:12 AM
Stop shitting up this thread with type-moon power level wars.

I really don't like checking to see if there's some new info and finding Dark_Pulse starting a pointless argument IN THE WRONG THREAD, and Shin feeding.
: Re: The MB:AA:CC thread: Current Code
: Pete278 July 25, 2010, 03:32:53 AM
Re: Arihiko: Yeah, as much as I love them, Hisui and Kohaku should not be able to keep up with any of the cast, and yet they do. Thus, if they, who have shown no supernatural talent besides sexual healing, Arihiko, who could pick up the Seventh Holy Scripture and form a blood bond with Nanako, could easily be playable with enough of a want from the fanbase. :P

I'll stop talking to prevent shititng up this thread anymore, now.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce July 25, 2010, 03:33:41 AM
None of you besides me mentioned Altrouge Brunestud, or even commented on her. Son, I am disappoint.
She shouldn't appear in anything until she's officially revealed in Tsukihime 2.


I was joking about the Forest of Einnashe, RE: everyone telling me how terrible it would be.
Yeah, I thought it was pretty obviously a joke too.  =\  Internets.


Anyway, I dunno why any of this shit is getting to this levels of ridiculous.  I ask you two, Dark Pulse and ShinMasaki, to take it over to the lore thread or just let it die.  Don't make me have to delete posts because shit is getting off track.  This isn't some thread in Sacchin's Toast, so don't post about stuff that's irrelevant to Current Code.  (protip: new character discussion is irrelevant, since there's no new characters)  
: Re: The MB:AA:CC thread: Current Code
: ShinMasaki July 25, 2010, 04:20:55 AM
I ask you two, Dark Pulse and ShinMasaki, to take it over to the lore thread or just let it die.  Don't make me have to delete posts because shit is getting off track.  This isn't some thread in Sacchin's Toast, so don't post about stuff that's irrelevant to Current Code.  (protip: new character discussion is irrelevant, since there's no new characters)  

Apologies. I was asked to come into the thread here and correct what was wrong with everything that was being talked about lately, and so I did so.

In other news, does anyone know if Ryougi's LA OHKO is still in? I want to try to bullshit some wins with those shenanigans. It would be beautiful to see that happen in a tournament video. Also...any news on where Ryougi sits in tiers?
: Re: The MB:AA:CC thread: Current Code
: CPhame July 25, 2010, 11:48:41 AM
In other news, does anyone know if Ryougi's LA OHKO is still in? I want to try to bullshit some wins with those shenanigans. It would be beautiful to see that happen in a tournament video. Also...any news on where Ryougi sits in tiers?

I haven't found any info whether or not anyone tested the LA bug, but I'd put odds on it being removed.  As far as tier listings go, we've been discussing here and there but we won't really know what the Japanese think until the game drops on July 29th.  

Chelsea did say she seemed really strong and even played her once, iirc  :psyduck:
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse July 25, 2010, 01:37:58 PM
She shouldn't appear in anything until she's officially revealed in Tsukihime 2.
Yeah, and who knows if and when we'll ever see that... hell, it's only been a decade and we're finally getting a Sacchin route in the remake.

Maybe.

*Stops the lore stuff as per request.*
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys July 25, 2010, 11:57:07 PM
Ahnenerbe is also the cafe that Shiki takes Seo to in KT
Wait, wasn't that Fake Killer? Or did I totally get it wrong? I'm not sure. :psyduck:
: Re: The MB:AA:CC thread: Current Code
: LoliSauce July 26, 2010, 01:45:48 AM
Ahnenerbe is also the cafe that Shiki takes Seo to in KT
Wait, wasn't that Fake Killer? Or did I totally get it wrong? I'm not sure. :psyduck:
Move this talk to lore thread please.

As far as US tiers go, it's pretty unanimous that H Ryougi is A tier, probably high A.  C and F are lower, for sure, but I'm not sure where.  Japanese tiers for console updates should probably surface around SBO.

Also, the more I see the filtered appearance, the more I dislike it.  =\  Btw, who was saying they were going to purchase Current Code?  Is it really necessary, since as far as we know it's just a shinier version of the ps2 release?
: Re: The MB:AA:CC thread: Current Code
: ShinMasaki July 26, 2010, 02:01:57 AM
Ahnenerbe is also the cafe that Shiki takes Seo to in KT
Wait, wasn't that Fake Killer? Or did I totally get it wrong? I'm not sure. :psyduck:
Move this talk to lore thread please.

As far as US tiers go, it's pretty unanimous that H Ryougi is A tier, probably high A.  C and F are lower, for sure, but I'm not sure where.  Japanese tiers for console updates should probably surface around SBO.

Also, the more I see the filtered appearance, the more I dislike it.  =\  Btw, who was saying they were going to purchase Current Code?  Is it really necessary, since as far as we know it's just a shinier version of the ps2 release?

Japanese tiers differ from US tiers though. I'm interested in how she ranks by the time of SBO. We have the massive advantage on Ryougi since we are limited solely to the PS2 release whereas the majority of Japanese Melty players are strictly arcade, so our tiers may vary.

Also, shiny is good.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce July 26, 2010, 02:23:24 AM
Japanese tiers differ from US tiers though. I'm interested in how she ranks by the time of SBO. We have the massive advantage on Ryougi since we are limited solely to the PS2 release whereas the majority of Japanese Melty players are strictly arcade, so our tiers may vary.

Also, shiny is good.
I think the biggest differences in tiers between US and JP are due to the differences between ver.A arcade and ver.B ps2.  Otherwise it's pretty clear cut who is top tier, who is near top, and who is ass.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw July 26, 2010, 02:29:33 AM
I predict F-Ciel domination in CC.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce July 26, 2010, 02:39:11 AM
Nah.  C Ciel is better than F.
: Re: The MB:AA:CC thread: Current Code
: AARP|ZTB July 26, 2010, 10:03:48 AM
I agree but I don't think it's by a large margin. F-Ciel is good enough this time around that I wouldn't be surprised if more jp Full Moon only ciel players popped up. :xfingers:
: Re: The MB:AA:CC thread: Current Code
: Ultima66 July 26, 2010, 03:26:15 PM
Arcade version is definitely not going to be pointless because I'm sure most Japanese players are like the people in Austin. Everyone that plays Melty has never really played the console port but play it exclusively at the arcade. When you have an arcade around you for a community meetup like they do in Japan, it just seems silly to meet at someone's place to play something when everyone hangs out at the arcade already. It's the same reason that while everyone can play SSF4 at home, tons of people still go to UFO to play it where the machines are set up so you have to pay for time on the console version. Without SSF4, most Japanese players would never even have seen the console characters in SF4, and likewise without MBAACC most Japanese players would never see Ryougi. When there's an arcade presence, the will to play console versions of games just isn't there, even when the console versions have more features and end up costing less money.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce July 27, 2010, 01:03:13 AM
Arcade version is definitely not going to be pointless because I'm sure most Japanese players are like the people in Austin. Everyone that plays Melty has never really played the console port but play it exclusively at the arcade. When you have an arcade around you for a community meetup like they do in Japan, it just seems silly to meet at someone's place to play something when everyone hangs out at the arcade already. It's the same reason that while everyone can play SSF4 at home, tons of people still go to UFO to play it where the machines are set up so you have to pay for time on the console version. Without SSF4, most Japanese players would never even have seen the console characters in SF4, and likewise without MBAACC most Japanese players would never see Ryougi. When there's an arcade presence, the will to play console versions of games just isn't there, even when the console versions have more features and end up costing less money.
Ah, I agree fully with that.  I just meant as a normal US player, why bother shelling out 2k+ for an arcade board when you can play the console version for muuuuch cheaper and still get basically the same content.
: Re: The MB:AA:CC thread: Current Code
: Soniti July 29, 2010, 10:30:02 AM
Well, this is it, videos are starting to surface!
: Re: The MB:AA:CC thread: Current Code
: AARP|ZTB July 29, 2010, 10:41:05 AM
Links or it didn't happen. You know the drill...
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi July 29, 2010, 12:10:14 PM
Daruism vids are obviously not worth it yet but I'll update the main page to reflect it once we get more stuff in.

:P
: Re: The MB:AA:CC thread: Current Code
: AARP|ZTB July 29, 2010, 02:00:47 PM
http://www.nicovideo.jp/watch/sm11563463

GET SOME!!!

Congrats to daruism for winning the internet today.
: Re: The MB:AA:CC thread: Current Code
: Lord Knight July 29, 2010, 08:15:23 PM
Looks nice
: Re: The MB:AA:CC thread: Current Code
: Hellmonkey July 29, 2010, 09:44:36 PM
can't wait for this game!
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys July 29, 2010, 11:38:30 PM
I love the effect when someone goes into heat and the timer stops -> time stops.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce July 29, 2010, 11:51:42 PM
I love the effect when someone goes into heat and the timer stops -> time stops.
It'd be more awesome if the stage animations stopped too.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger July 30, 2010, 12:58:16 AM
Useless observations:

There's a beep sound when someone gets into Heat or reaches Max.

Late in the video, C-Len airthrows H-Roa just as Roa jumps. There's a yellow swirl effect, an effect that does not appear in airthrows in combos.
: Re: The MB:AA:CC thread: Current Code
: Van_Artic July 30, 2010, 03:13:58 AM
if you can't stand nico or SLOOOOOOOOOOWW video

http://www.youtube.com/watch?v=gQXZdMfdxRk (http://www.youtube.com/watch?v=gQXZdMfdxRk)

found be complete accident, lol
: Re: The MB:AA:CC thread: Current Code
: Ken_Deep July 30, 2010, 05:11:31 AM
Already looks awesome. Let's hope for a PC-Port :O
: Re: The MB:AA:CC thread: Current Code
: AARP|ZTB July 30, 2010, 05:34:05 AM
I love the effect when someone goes into heat and the timer stops -> time stops.
If your theory is correct, then that would mean that Fmoon will receive no such effect when entering heat mode...and that would make me sad cus...I want raver fog for my characters too!  :psyduck:
: Re: The MB:AA:CC thread: Current Code
: DJcream July 30, 2010, 09:25:14 PM
Useless observations:
Late in the video, C-Len airthrows H-Roa just as Roa jumps. There's a yellow swirl effect, an effect that does not appear in airthrows in combos.
It must be a random mechanic that points out excellent yomi.
: Re: The MB:AA:CC thread: Current Code
: Kusanagi July 31, 2010, 04:48:07 AM
Already looks awesome. Let's hope for a PC-Port :O
FAIL
Let's hope for a PS3/360 Port  :V
: Re: The MB:AA:CC thread: Current Code
: Van_Artic July 31, 2010, 07:33:22 AM
Already looks awesome. Let's hope for a PC-Port :O
FAIL
Let's hope for a PS3/360 Port  :V
it better happen
: Re: The MB:AA:CC thread: Current Code
: mizuki July 31, 2010, 11:52:17 PM
Whoever commenting on nico in english is being a faggot. Stop it.
: Re: The MB:AA:CC thread: Current Code
: Ken_Deep August 01, 2010, 02:33:24 PM
Already looks awesome. Let's hope for a PC-Port :O
FAIL
Let's hope for a PS3/360 Port  :V
Hmmnah. If either of them, please PS3. I don't use a stick, and I preferably use PS3 pad. So either PC or PS3. :P
: Re: The MB:AA:CC thread: Current Code
: LoliSauce August 01, 2010, 03:28:30 PM
Already looks awesome. Let's hope for a PC-Port :O
FAIL
Let's hope for a PS3/360 Port  :V
Hmmnah. If either of them, please PS3. I don't use a stick, and I preferably use PS3 pad. So either PC or PS3. :P
You can get a very good, very cheap ps2>360 adaptor to play with your ps2 pad.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys August 02, 2010, 12:22:29 AM
PC port is all I need. :V

Edit: Yo, Ken! What are you doing here?
: Re: The MB:AA:CC thread: Current Code
: Ken_Deep August 02, 2010, 12:26:01 PM
Already looks awesome. Let's hope for a PC-Port :O
FAIL
Let's hope for a PS3/360 Port  :V
Hmmnah. If either of them, please PS3. I don't use a stick, and I preferably use PS3 pad. So either PC or PS3. :P
You can get a very good, very cheap ps2>360 adaptor to play with your ps2 pad.
I'm playing with a ps3 pad, not a ps2 pad. Believe me, the difference in the d-pad is huge, once you actually play a LOT of fighting games with pads.

Well, rowan... MBAACC got my attention, and I thought, which place is better for practicing MB than Melty Bread? And anyhoo, I wanted to be in touch with ya guys again. So it was all perfect timing. :3
: Re: The MB:AA:CC thread: Current Code
: fiendmaw August 02, 2010, 01:28:40 PM
Well if CC got your attention,youre in for a looooong wait.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys August 02, 2010, 11:37:22 PM
Well if CC got your attention,youre in for a looooong wait.
:V
: Re: The MB:AA:CC thread: Current Code
: demotivator2221 August 04, 2010, 06:04:38 AM
really hope PC port

 :toot:
: Re: The MB:AA:CC thread: Current Code
: Cristu August 06, 2010, 04:35:05 PM
really hope PC port

 :toot:
Yeah, I rather buy the game and play on PC then buy the game + a randomshit video-game (yeah, ps3 and xbox are shit *kisses SNES and PS1*) to play separatedly from my PC *kisses PC*...
: Re: The MB:AA:CC thread: Current Code
: papagaio August 06, 2010, 04:43:05 PM
PS3 is fine too

: Re: The MB:AA:CC thread: Current Code
: ehrik August 06, 2010, 05:13:49 PM
Ps3 + xbawks would at least give us a chance of commercial release over here in the states = more exposure to the game
: Re: The MB:AA:CC thread: Current Code
: Light August 06, 2010, 05:31:32 PM
*makes obligatory netplay wish post*  :blah:
: Re: The MB:AA:CC thread: Current Code
: Prototype909 August 24, 2010, 11:17:00 PM
So, I've been hearing that Tohno Shiki takes fat dicks from a majority of the cast now. Any truth to that statement?
: Re: The MB:AA:CC thread: Current Code
: LoliSauce August 24, 2010, 11:54:58 PM
So, I've been hearing that Tohno Shiki takes fat dicks from a majority of the cast now. Any truth to that statement?
100% truth.

Well, F Tohno is actually buffed and pretty good now.  C/H got MURDERED.
: Re: The MB:AA:CC thread: Current Code
: dakanya August 25, 2010, 05:10:56 AM
not that I know anything in detail but... C Tohno looks strong actually. at least when I was fighting him ;o

*shrug*
: Re: The MB:AA:CC thread: Current Code
: Prototype909 August 25, 2010, 07:55:52 AM
100% truth.
Well, F Tohno is actually buffed and pretty good now.  C/H got MURDERED.

From what I read it did look like H got raped hard, but C too? Damn. At least F Tohno wasn't nerfed, though I doubt he's still the best Nanaya in the game.

As for Arc, it looks like F Arc is pretty beastly now, seeing as she was already pretty good and got buffs on top of it.
: Re: The MB:AA:CC thread: Current Code
: Press August 25, 2010, 08:40:32 AM
Holy crap H-Sion is hella good.
Her old combo 5a6aa 214b 2a 2b 5a6aa 214b 5b 5c 2c 214a
New combo (at least I haven't seen it yet): (2a 5b 2b) 5a6aa 214b dash 2b 5c 5a6aa dash 2b 5c 5a6aa 214b (dash) 2a/2b 2c 421a (delay) 2a+b or ...2c 214a (things in brackets are optional)

This awesome combo nets her like 3.8k-4.5k (lowest dmg to highest dmg I've seen) If you're in the corner (or near when you start) you get pretty much a free crossup or no crossup depending on how late you delay the dodge.

And she's still got her j.{c} combo(the one with 5 j.{c}) for around 5k-5.5k damage.
If I remember right, the guy I played against was running this: 5a 5b 2b 5c 3c j.[c] airdash j.[c] double jump j.[c] j.214a j.[c] double jump j.[c] j.b airthrow/623x.

Because of the new CH mechanism you can confirm her 236series into a simple 5b 5c -> air combo for like 4k+ damage super easily now.

My god I swear H-Sion wasn't this good before.
: Re: The MB:AA:CC thread: Current Code
: dakanya August 25, 2010, 11:23:52 PM
yeah h-sion is hella good now. i think i posted a little about it in the changes thread.

but basically her 5c has less pushback now or something and she can go into her 123 off it which lets her get 214b aoijdsafj lol shit is dumb
: Re: The MB:AA:CC thread: Current Code
: GameKyuubi August 30, 2010, 03:10:52 PM
As for Arc, it looks like F Arc is pretty beastly now, seeing as she was already pretty good and got buffs on top of it.

(http://www.ferricide.com/garbaggio/forum/keikaku.jpg)
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger August 30, 2010, 09:48:22 PM
http://www.nicovideo.jp/watch/sm11936131

At 22:09, Kouma's 5A trades with Nero jB. Both get CH'd and Kouma recovers quick enough to followup with a combo.

I don't think the problem's solved one bit.
: Re: The MB:AA:CC thread: Current Code
: GameKyuubi August 30, 2010, 11:43:28 PM
http://www.nicovideo.jp/watch/sm11936131

Video doesn't play?
: Re: The MB:AA:CC thread: Current Code
: LoliSauce August 31, 2010, 06:44:34 AM
Also Bell found a video today that had an instance of A armor.  It was a CC video.
: Re: The MB:AA:CC thread: Current Code
: sevalle August 31, 2010, 09:19:36 AM
vid pls  :-\
: Re: The MB:AA:CC thread: Current Code
: LoliSauce August 31, 2010, 05:59:01 PM
vid pls  :-\
I'll see if bell is on and find it again.

http://www.youtube.com/watch?v=EqJQu61uu7A#t=5m35s

It's being debated whether or not is really is A armor, since Warc's life did not noticably go down, yet she definitely flashed when it looks like the A hits her.


Nevermind, false alarm.  Here's the screenshot of the moment of impact (http://yfrog.com/i3screenhtj), it seems that the hitspark is just fucking huge and makes it look like she flashed.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger August 31, 2010, 10:44:52 PM
Based on some stuff people said in this thread, it's safe to assume that A armour is gone. Whether it's been replaced by a mechanic where the A user receives massive stun upon trading is yet to be confirmed.

But the vid I linked clearly showed that you can still combo after trading a ground 5a with an air attack, just like in MBAC, so apparently it's reverted back to MBAC days.
: Re: The MB:AA:CC thread: Current Code
: Erkz September 13, 2010, 02:14:35 AM
: French Bread Blog
メルブラ関係は、いろいろご期待頂きありがとうございます。PC版もPS3版も出すこと自体は技術的にはどうにかなると思うのですが、政治的なハードルが高そうで;; 最低限ネット対戦機能が必要でしょうしね。この辺は、TYPE-MOONさんの方とも、あちらさんが一段落ついたら、いろいろ相談をしてみようと思いますので、ご期待下さい。

From my [lack of] understanding of moonspeak, I gather they're talking about a PC/PS3 Melty Blood with netplay, and some kind of political hurdles related to TYPE-MOON.

Anyone wanna clear this up for me/us? :slowpoke:



[inb4 it's a hypothetical situation they're referring to.]
: Re: The MB:AA:CC thread: Current Code
: papagaio September 13, 2010, 04:08:57 AM
They will talk with Type-Moon about the possible port of MBAACC.

PS3 is fine too.
: Re: The MB:AA:CC thread: Current Code
: HRGS|忍 September 13, 2010, 04:28:14 AM

From my [lack of] understanding of moonspeak, I gather they're talking about a PC/PS3 Melty Blood with netplay, and some kind of political hurdles related to TYPE-MOON.

Anyone wanna clear this up for me/us? :slowpoke:



[inb4 it's a hypothetical situation they're referring to.]

And so it beginnnnnnnnnnnnnns...
: Re: The MB:AA:CC thread: Current Code
: Dio September 13, 2010, 04:37:51 AM
: French Bread Blog
メルブラ関係は、いろいろご期待頂きありがとうございます。PC版もPS3版も出すこと自体は技術的にはどうにかなると思うのですが、政治的なハードルが高そうで;; 最低限ネット対戦機能が必要でしょうしね。この辺は、TYPE-MOONさんの方とも、あちらさんが一段落ついたら、いろいろ相談をしてみようと思いますので、ご期待下さい。

From my [lack of] understanding of moonspeak, I gather they're talking about a PC/PS3 Melty Blood with netplay, and some kind of political hurdles related to TYPE-MOON.

Anyone wanna clear this up for me/us? :slowpoke:



[inb4 it's a hypothetical situation they're referring to.]

Asked a friend of mine who's fairly well versed in Japanese -

He gave me this.

"Technically, we could do a PC/PS3 version, but the political hurdle (?) is high.  At the very least, we'd need some way to introduce netplay.  We plan on talking it out with [TYPE-MOON and 'those guys'] in the future".
: Re: The MB:AA:CC thread: Current Code
: Van_Artic September 13, 2010, 08:50:12 AM
i hope for both PS3 and PC
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys September 13, 2010, 10:23:17 AM
"Political hurdle"? Is that more like, "we didn't even ask anyway"?
: Re: The MB:AA:CC thread: Current Code
: Prototype909 September 13, 2010, 01:00:50 PM
Political Hurdle sounds like more or less like

"Yeah, we could hypothetically do this but the higher ups are iffy because they don't know if they'll get a profit out of it" - Basically what I think is being said here.

Not like we'd see a stateside release even if it did happen (Incredibly unlikely, I mean we've gotten what over here? F/UC on the PSP?), but importing exists for that reason.


So...is F-Tohno still the best Nanaya?

: Re: The MB:AA:CC thread: Current Code
: CrimsonMoonMist September 13, 2010, 01:09:18 PM
Good to hear they are at least thinking about porting it.
PS3 or PC, either way is fine by me.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys September 13, 2010, 01:24:31 PM
Where is the sense in importing a game that features netplay - for Japan?
: Re: The MB:AA:CC thread: Current Code
: ehrik September 13, 2010, 01:31:34 PM
Cool at least it gives hopes up for a maybe stateside release. If it gets released for both, it'll satisfy those PC netplayers and make it easier for people to get access to the game if they only have current gen sticks + console even if it isn't released to US.

(lets dog atlus :|)
: Re: The MB:AA:CC thread: Current Code
: Prototype909 September 13, 2010, 01:32:32 PM
Where is the sense in importing a game that features netplay - for Japan?

The Japanese copy of Blazblue Continuum Shift's netplay can be used to play with Americans who also have the game. As can many other netplay titles.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw September 14, 2010, 09:43:51 AM
They can basically take CC,slap it on a dvd,and it'll work on a PC,but yeah,the higher-ups are stopping this,obviously for financial reasons.
: Re: The MB:AA:CC thread: Current Code
: ikeTATARI September 16, 2010, 01:08:35 AM
They can basically take CC,slap it on a dvd,and it'll work on a PC,but yeah,the higher-ups are stopping this,obviously for financial reasons.

I'd like to ask - for what financial reasons? They stand to make huge profit off of a PC port, and, if the PC port goes over well, good profit on a PS3 port because it's REALLY EASY to make a PC title and make money off of it. For the very reason that all they'd have to do is slap it on a DVD with some pretty cover art - they wouldn't have to really change the gameplay or the game itself one bit.

Whether it gets "ported" or not, much like when BBCS came out for arcades, I'm sure people will find ways to emulate MBAACC on their computers. I just will never understand why they won't port it at minimal financial risk for themselves, with the chance to do very well financially off of it, considering that the majority of the people who started out with MB played it on their computers (or in arcades, but they obviously have that part covered).
: Re: The MB:AA:CC thread: Current Code
: sevalle September 16, 2010, 01:27:52 AM
well, financial reasons such as loss of profit on the arcade sales. there will definitely be a drop in arcade sales if current code was ported to pc or console with netplay, unless they release an even newer version in the arcade after the pc/console port (netplayer mindset -> why pay to play in the arcade when i can play all i want for free at home), which won't be likely with all the talk about current code being the last installment of mb.

also, the initial profit off a pc port will definitely be offset by the inevitable loss of profit in arcade sales since people will start pirating the pc port soon enough (like duh), causing sales of the pc port to die. its not minimal financial risk imho, its more like maximum financial risk since pc/console with netplay port = probable death of arcade release. if pc/console sales don't go well then gg to them. little wonder why arcsys is already announcing bbcs2, on arcade lol
: Re: The MB:AA:CC thread: Current Code
: ikeTATARI September 16, 2010, 12:39:17 PM
Ignoring the fact that every change in BBCS2 will be in the balance patch of BBCS (lol fact checking), your logic is flawed - people ALWAYS prefer local gameplay. I hated netplaying MBAC (mostly because I lived far away), and if there had been an arcade I would've gone and played in a heartbeat. I think a lot of people probably feel similarly - I mean hell, there are people that play BBCS on arcade cabinets just because they prefer it, even though the game is out for a system and such. It's just easier - you don't have to have a good setup, you don't have to have a place to host, you don't have to bring your own stick, you just show up and play. It's also fun - it's a gathering, you're playing.

The thing is, they can't prevent a "PC Port" anyways, with the ability to just emulate the arcade console on the PC, but if they released a PC port, instead of just losing money on it, they'd make money on the fact that people want to play on their PCs. Additionally, you have to look at it from the point of view of people in Japan - they play a lot of arcade games there, and I don't think having a PC release will kill their arcade profits. Then take this into account - if they release a PC port, it doesn't have to be localized for American users - which costs them less money for a larger consumer group. I can see absolutely no downside to releasing a PC port of this game, because a Japanese player is still going to go to the arcades (as evidenced by the amount of BBCS played in arcades there, even with a console version with MORE features than the current arcade), and American players won't have arcade cabinets near them anyways - so if you get them buying the PC version, you've increased the amount of money you're making for minimal work, AND you've brought the game to another country which is currently lacking in MB.
: Re: The MB:AA:CC thread: Current Code
: LoliSauce September 16, 2010, 02:30:58 PM
Ignoring the fact that every change in BBCS2 will be in the balance patch of BBCS (lol fact checking), your logic is flawed - people ALWAYS prefer local gameplay. I hated netplaying MBAC (mostly because I lived far away), and if there had been an arcade I would've gone and played in a heartbeat. I think a lot of people probably feel similarly - I mean hell, there are people that play BBCS on arcade cabinets just because they prefer it, even though the game is out for a system and such. It's just easier - you don't have to have a good setup, you don't have to have a place to host, you don't have to bring your own stick, you just show up and play. It's also fun - it's a gathering, you're playing.

The thing is, they can't prevent a "PC Port" anyways, with the ability to just emulate the arcade console on the PC, but if they released a PC port, instead of just losing money on it, they'd make money on the fact that people want to play on their PCs. Additionally, you have to look at it from the point of view of people in Japan - they play a lot of arcade games there, and I don't think having a PC release will kill their arcade profits. Then take this into account - if they release a PC port, it doesn't have to be localized for American users - which costs them less money for a larger consumer group. I can see absolutely no downside to releasing a PC port of this game, because a Japanese player is still going to go to the arcades (as evidenced by the amount of BBCS played in arcades there, even with a console version with MORE features than the current arcade), and American players won't have arcade cabinets near them anyways - so if you get them buying the PC version, you've increased the amount of money you're making for minimal work, AND you've brought the game to another country which is currently lacking in MB.
You seem to forget that US melty is poverty and even for console 90% of the community has pirated the game.  It's no wonder that we don't get any localization when they don't get shit for sales from us.  

As for the risk vs reward on the side of a pc/ps3 port, first off they have to make netplay (aka: pay for it to be made) as well as various post production costs (packaging/shipping/marketing/etc) and no doubt there will be some tweaking to the game in the process (there always is with a new release), so there is still significant cost on their side.  It's not just free profits or some shit.  

The risk can be mainly broken down into two parts.  First, pc release is going to be pirated almost immediately and they won't make too much in profits unless there's a real reason to buy it legit.  The easiest route for this is through the netplay, but ps3 has free online anyway so it'd be dumb to have to sign up for pc netplay.  Second, Japanese players seem to prefer playing in an arcade vs console/pc.  Look at how much JP played ps2 melty, after all (practically didn't).  As a matter of fact, they might not want to port mainly because their ps2 port sold poorly.  How the previous port sold is a HUGE factor in whether or not to port again.

Anyway, there's a lot more that they have to worry about than you might think.  Porting isn't just some low risk, high reward trip to mad profits.  For now, we can only keep our hopes up that they do stick with the port (for both pc and ps3) and that it does actually have good netplay.  It may be the only thing that can truly save melty from dying out in the near future.
: Re: The MB:AA:CC thread: Current Code
: Espard September 16, 2010, 05:47:01 PM
Did the PS2 version of MBAC get lots of profit compared to MBAA?  I understand their reasons for not wanting to port this early or porting at all, from all of your explanations, but if the profit from the PC version of MBAC was high wouldn't that also be reason to port to PC?  Instead they opted to port to the PS2 first as they did previously, where it didn't do as well this time around(?) but then again it would only hit Japan mainly, and the arcade version continued to be played (of course they added an update to get more people to come back).  

Also, I'm not surprised they're putting it off so much as a year or 2 for the arcade scene to die (if it ever does), then porting would bring in bigger profits, as people might come back to the game or get the PC version, as we saw with MBAC it took 2 years to port from arcade to PC with the in between year the PS2 version released, all this with a updated game version.  Since MBAACC can count as an update, I wouldn't be surprised if they hold off the PC/PS3 port for another year or a so and patch the game once more.  With arcade upgrades don't they get profit from the upgrade disks? PC on the other hand, they'd have to release an update, which I doubt they would retail vs put up on their site like they did with Ver 1.03A of MBAC.

Also, wasn't the origin of Melty Blood a PC game?  I don't see reason why they won't go back to their roots eventually... I hope
: Re: The MB:AA:CC thread: Current Code
: fiendmaw September 17, 2010, 03:20:02 AM
But-but I dont want a new version,the might nerf Nanaya again,even though he's in such a good state.  :emo: :emo: :emo: :emo:
: Re: The MB:AA:CC thread: Current Code
: LoliSauce September 17, 2010, 08:55:49 PM
Did the PS2 version of MBAC get lots of profit compared to MBAA?  I understand their reasons for not wanting to port this early or porting at all, from all of your explanations, but if the profit from the PC version of MBAC was high wouldn't that also be reason to port to PC?  Instead they opted to port to the PS2 first as they did previously, where it didn't do as well this time around(?) but then again it would only hit Japan mainly, and the arcade version continued to be played (of course they added an update to get more people to come back).  

Also, I'm not surprised they're putting it off so much as a year or 2 for the arcade scene to die (if it ever does), then porting would bring in bigger profits, as people might come back to the game or get the PC version, as we saw with MBAC it took 2 years to port from arcade to PC with the in between year the PS2 version released, all this with a updated game version.  Since MBAACC can count as an update, I wouldn't be surprised if they hold off the PC/PS3 port for another year or a so and patch the game once more.  With arcade upgrades don't they get profit from the upgrade disks? PC on the other hand, they'd have to release an update, which I doubt they would retail vs put up on their site like they did with Ver 1.03A of MBAC.

Also, wasn't the origin of Melty Blood a PC game?  I don't see reason why they won't go back to their roots eventually... I hope
Ah, well I forgot to state that I don't have sales figures of any of the games, so I don't actually know if it sold well or poorly.  I just brought it up because it's a big potential factor to think about when porting in general, so it may play a part in the reasoning behind the higher ups being iffy on whether or not to port again.
: Re: The MB:AA:CC thread: Current Code
: caiooa September 24, 2010, 03:45:38 PM
i don't know if it's good, but.... http://d.hatena.ne.jp/French-Bread/20100924/1285310515 (http://d.hatena.ne.jp/French-Bread/20100924/1285310515)
: Re: The MB:AA:CC thread: Current Code
: elForte September 24, 2010, 04:33:37 PM
i don't know if it's good, but.... http://d.hatena.ne.jp/French-Bread/20100924/1285310515 (http://d.hatena.ne.jp/French-Bread/20100924/1285310515)

My Japanese is bad, but from what I understand, what's being said is that he can't really say anything about a port at the moment. I think it's mainly due to political shit, and Type Moon needing to give consent. There's something about balance? on the last paragraph as well.

EDIT :
A bit more

360 and PS3 are both possibilities. He says he doesn't like 360 much, but there's an equal chance to port on either console if a port happens. The low resolution for MBAA is a problem for PS3. AACC concept is to maintain PS2 balance or something... wat?
: Re: The MB:AA:CC thread: Current Code
: Ave September 24, 2010, 05:31:07 PM
i don't know if it's good, but.... http://d.hatena.ne.jp/French-Bread/20100924/1285310515 (http://d.hatena.ne.jp/French-Bread/20100924/1285310515)

I will summarize it simply.



First of all, he thanks all the players, fans and Tougeki organizers for allowing MB to be present at Tougeki this year, and that he would like to see the game be featured in the tourney again next year. He also thanks people for coming to see them at AOU.

He then goes into explain the old blog post about the challenge of porting the game to PC/PS3:

    * 'PC and PS3' were simply mentioned because that's what people requested the most through tweets. They are thinking about the Xbox 360 as well.
    * 'Political hurdles' previously mentioned include factors such as
         1. Cost evaluation, which at this point it seems impractical for them to try to make a game for the current-gen consoles.
         2. Licensing by TYPE-MOON.
         3. Technical challenges for them in making a port for the current-gen consoles.
         4. The difficulty of 'sprite graphics behind its time' (he said that in his own words) to gain approval from SCE.
    * As of now, there is no plan to port the game to the PS3, and it will likely be out of question for a while.

However, he also notes that something is currently being planned for the RING (arcade) version of MBAACC.



That pretty much covers all grounds.

------------------------------------------
cross posted from SRK, credits to orka
: Re: The MB:AA:CC thread: Current Code
: fiendmaw September 25, 2010, 02:22:31 AM
What caught my eye is that theyre planning something for the arcade version.I'm not very knowledgeable,but it's not possible to update the game in an arcade without making a new cab for it?
: Re: The MB:AA:CC thread: Current Code
: MissedFRC September 25, 2010, 03:35:21 AM
IIRC it's possible. Especially since the cab runs on an XP-based system, I imagine it can be updated through discs.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys September 26, 2010, 01:31:09 PM
But them talking about updating the ring version does delay a possible port.
: Re: The MB:AA:CC thread: Current Code
: Dr.Faust September 27, 2010, 03:29:02 PM
Hay I'm vary new to mealy blood. I was thinking about telling my parents to get me MMAA for my bday, so i had a few qustions.

1. Is MMAA diffrent from MMAACC.
2.I know you can play MMAA on th pc(i don't have a jap ps2) but is there any online featur in the game.
3.Whats the best place to get MMAA or MMAACC(I assume PLAY-ASIA)
4.What is the booton format for MMAA(as in the joystick format)
: Re: The MB:AA:CC thread: Current Code
: LivingShadow September 27, 2010, 03:37:22 PM
1. Yes, there's graphical and balance differences.
2. The only way to play MBAA on PC is to emulate it. No online
3. PLAY-ASIA, I remember there being a discount for Melty Bread but I don't know if that's still running.
4. It's kinda like this:
(Joystick here)       ABC
                           QXD
: Re: The MB:AA:CC thread: Current Code
: dakanya September 27, 2010, 04:14:52 PM
the joystick layout is

A-B-C
D---E

there are five buttons.

usage of the fifth button is optional.
: Re: The MB:AA:CC thread: Current Code
: ehrik September 27, 2010, 04:16:57 PM
1. Yes, there's graphical and balance differences.
2. The only way to play MBAA on PC is to emulate it. No online
3. PLAY-ASIA, I remember there being a discount for Melty Bread but I don't know if that's still running.
4. It's kinda like this:
(Joystick here)       ABC
                           QXD

Actually Q and D are switched, Dakkan8's is most accurate

and for future reference Q = E just in case you get confused
: Re: The MB:AA:CC thread: Current Code
: Dr.Faust September 27, 2010, 04:21:58 PM
Ok so the layout is like guilty gear. Last qustion is when is mmaacc comeing out
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys September 28, 2010, 02:38:10 AM
It's out in the arcades in Japan. A port to consoles or PC isn't decided yet.

Btw it's MBAA, not MMAA. What does MMAA mean? Mashy Melty Actress Again?
: Re: The MB:AA:CC thread: Current Code
: Rei September 28, 2010, 09:39:02 PM
It's out in the arcades in Japan. A port to consoles or PC isn't decided yet.

Btw it's MBAA, not MMAA. What does MMAA mean? Mashy Melty Actress Again?

more like, melty mashing
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi September 28, 2010, 09:43:11 PM
Many
Mothers
Are
Against
Current
Code

:O
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys September 30, 2010, 01:48:54 PM
Fuck you Japan.

>:O
whaaaat
: Re: The MB:AA:CC thread: Current Code
: fiendmaw September 30, 2010, 10:41:27 PM
I wish they get creative with their naming and name the 'next melty update' 2nd Act,so it can be abbreviated to 2A.
Melty Blood 2A.
: Re: The MB:AA:CC thread: Current Code
: LivingShadow September 30, 2010, 11:14:01 PM
I wish they get creative with their naming and name the 'next melty update' 2nd Act,so it can be abbreviated to 2A.
Melty Blood 2A.
That would be absolute win. +heat.
: Re: The MB:AA:CC thread: Current Code
: Numakie October 01, 2010, 12:04:28 AM
MB2A2C
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys October 01, 2010, 10:34:31 AM
...........


Melty Blood 2.
: Re: The MB:AA:CC thread: Current Code
: Rokunaya October 01, 2010, 02:03:02 PM
Melty Blood 2.

Fund it.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse October 01, 2010, 06:46:19 PM
And make it HD so people won't complain about dumb shit like low-rez sprites.

JAGGY SPRITES LIKE NEARLY EVERY OTHER FIGHTING GAME OVER ONOZ WHAT THE FUCK WILL WE EVER DO
: Re: The MB:AA:CC thread: Current Code
: s4itox October 01, 2010, 08:21:20 PM
I wish they get creative with their naming and name the 'next melty update' 2nd Act,so it can be abbreviated to 2A.
Melty Blood 2A.

I've already been going around calling it 2A since it is Actress Again, after all. :P
: Re: The MB:AA:CC thread: Current Code
: UNREAL BLACK THING October 02, 2010, 10:57:43 AM
I wish they get creative with their naming and name the 'next melty update' 2nd Act,so it can be abbreviated to 2A.
Melty Blood 2A.

I've already been going around calling it 2A since it is Actress Again, after all. :P

Clever.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw October 03, 2010, 11:13:29 AM
...........


Melty Blood 2.

 :fap: :fap: :fap: :fap: :fap: :fap: :fap:
: Re: The MB:AA:CC thread: Current Code
: demotivator2221 October 07, 2010, 11:45:57 AM
...........


Melty Blood 2.

 :fap: :fap: :fap: :fap: :fap: :fap: :fap:

in 3D  :fap: :fap: :fap: ;D



Edit by Rowan:
I DID NOT SEE THAT.
NO I DID NOT SEE THAT.
: Re: The MB:AA:CC thread: Current Code
: Zaelar October 08, 2010, 12:08:21 AM
It can't be in 3d because there would be too many jokes any time someone low shields someone about them pressing 3d and it being in 3d. Noone realizes this applies to 2d too, right?
: Re: The MB:AA:CC thread: Current Code
: Forte Wily October 08, 2010, 07:09:21 AM
Noone realizes this applies to 2d too, right?
Few ever do.
: Re: The MB:AA:CC thread: Current Code
: arvy October 08, 2010, 07:12:49 AM
It can't be in 3d because there would be too many jokes any time someone low shields someone about them pressing 3d and it being in 3d. Noone realizes this applies to 2d too, right?

Sounds pretty cool still.
: Re: The MB:AA:CC thread: Current Code
: Cristu October 12, 2010, 07:08:29 PM
3d? what? :emo:

why will you change a game which is fun just to turn it into a simple graphicwhore game like all others they're launching endlessy everyday for years now? this way of thinking was what almost killed fighters once, because no one likes 3d fighters but (very) casual players.

seriously, if you guys really like 3d that much go and play another game and leave MB for us who likes fighters in its true and best form: 2d. you can always play wii and download the last-gen mmo's and quit it when they launch a newer anyway, cant you?
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse October 12, 2010, 07:16:06 PM
3d? what? :emo:

why will you change a game which is fun just to turn it into a simple graphicwhore game like all others they're launching endlessy everyday for years now? this way of thinking was what almost killed fighters once, because no one likes 3d fighters but (very) casual players.

seriously, if you guys really like 3d that much go and play another game and leave MB for us who likes fighters in its true and best form: 2d. you can always play wii and download the last-gen mmo's and quit it when they launch a newer anyway, cant you?
Your displeasure is noted.
: Re: The MB:AA:CC thread: Current Code
: Ultima66 October 12, 2010, 10:49:36 PM
3d? what? :emo:

why will you change a game which is fun just to turn it into a simple graphicwhore game like all others they're launching endlessy everyday for years now? this way of thinking was what almost killed fighters once, because no one likes 3d fighters but (very) casual players.

seriously, if you guys really like 3d that much go and play another game and leave MB for us who likes fighters in its true and best form: 2d. you can always play wii and download the last-gen mmo's and quit it when they launch a newer anyway, cant you?
Tekken 6 is the most popular fighting game in the world and the Japanese Tekken community is much bigger than the community for any other fighting game.
: Re: The MB:AA:CC thread: Current Code
: Legendary Blue Shirt October 12, 2010, 11:12:57 PM
I'm pretty sure Street Fighter would have a far larger community than Tekken, which is comparatively new.

Of course I'm basing my argument on SF having been around for over three decades, not actual statistics (which I would love to see if they exist)
: Re: The MB:AA:CC thread: Current Code
: CPhame October 13, 2010, 12:37:48 AM
Tekken 6 is the most popular in Asia.  Not so much in North America.  Ironically, despite it's old fanbase (myself included, I was an old school TTT tourney goer) the turnouts it gets at majors is comparable to BlazBlue.  It's not much, but you won't find a more dedicated (and all around cool) community.
: Re: The MB:AA:CC thread: Current Code
: Rei October 13, 2010, 07:43:01 AM
I've still yet to play Tekken 6. Haven't really played one since TTT. The community is really separated for Tekken. That and most people are a part of team NAH :V
: Re: The MB:AA:CC thread: Current Code
: Forte Wily October 13, 2010, 08:53:04 AM
3d? what? :emo:




Meh, if the game in 3d is good. Then I play, pure and simple...
It would be a the Wii and, so long as the game is good, I wouldn't really give a damn.
If you like fighting games.... so long as it's technically sound and (relatively) bug free, that should be enough.


Tekken 6 is the most popular fighting game in the world and the Japanese Tekken community is much bigger than the community for any other fighting game.

I would not go that far, but it does have some reach.  But to be honest, I would be under the thinking that the KoF series has a bigger community in Asia than Tekken, and all of that is in the shadow that is Street Fighter.
: Re: The MB:AA:CC thread: Current Code
: Cristu October 13, 2010, 11:20:07 AM
Hmm.. we are thinking in different concepts. Your concept is the probably right one. I'll explain.

If its something like tekken then its ok, because tekken conserves the 2d logic: you cant go running anywhere you want, only forward and backward. In fact all you can do is change the 2d line, that's not the problem. Yeah, you can say tekken is 3d, but the 3d I had in mind is something like those games you can move freely anywhere.

Anyway I doubt thats gonna happen, if they are taking this long to launch a definitive version for MBAA because of the moon system which tripled their work, a 3d version would take forever...
: Re: The MB:AA:CC thread: Current Code
: CPhame October 13, 2010, 01:58:01 PM
I would not go that far, but it does have some reach.  But to be honest, I would be under the thinking that the KoF series has a bigger community in Asia than Tekken, and all of that is in the shadow that is Street Fighter.

I don't believe so.  Maybe if you consider Taiwan and Singapore, but if you look at the fighting game culture in Japan, Korea, the Phillipines, and Malaysia it's mostly dominated by Tekken players.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse October 13, 2010, 02:02:57 PM
I'm pretty sure Street Fighter would have a far larger community than Tekken, which is comparatively new.

Of course I'm basing my argument on SF having been around for over three decades, not actual statistics (which I would love to see if they exist)
......What.


Tekken is younger, yes, but "Comparatively new?" Melty and GG are both newer than these games, and pretty much anyone who's heard of a fighting game has played a Tekken at some point.
: Re: The MB:AA:CC thread: Current Code
: Zaelar October 14, 2010, 02:27:31 AM
sf1
ww hf s st hdr
ng si 3s 3s2
4 s4
a a2 gold a3 upper(?)
ex ex2 ex3

Not sure if upper fits, but 19-20 officially released street fighter games, only 3 of which are minor revisions.  Not sure if the ex series got any revisions.

123456
t1 t2
dr br

10 Tekken games.  Not sure on minor revisions.

Going by pure fighting games the score looks to be 10 to at worst 15, if you really don't want to count hdr.  Capcom has more street fighter crossovers though.

cvs cvs2
xvssf mvc mvc2 mvc3
cfe
sfxt
tvc

Each side should only count their sfxt/txsf, although whoever makes the third would get to include it, but that's a long ways off.  I'm probably missing several games.  I can't think of any tekken crossovers aside from txsf, but I think there was one that no one cared about that I can't recall right now.

I'm not sure how number of games released has anything to do with community size though.  The street fighter fan base was more spread out with people playing ST, 3s, Alpha, and CvS2, althogh most seem to have converged on 4 for the time being.  If any of the older tekken games still get a decent amount of play I'm not aware of it.

Tekken, Virtual Fighter, Mortal Kombat, King of Fighters, Street Fighter, Marvel versus series.  Anything else is either new or not mainstream enough to bring up in this topic.

Tekken is a 2d game with all of the stereotypes of 3d games.  VF as well to a lesser degree.

Yay for random discombobulated thoughts!
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse October 14, 2010, 08:48:20 AM
That's why I said "Major" revisions for Street Fighter. I'm not counting World Warrior, Champion edition, etc. because those all got "updated" later and so they no longer "count." In II's case, the latest would be, depending on your views, Super Turbo, Hyper SFII, or HD Remix. And 3rd Strike 2? Someone will have to enlighten me on this... probably something dumb like "The home ports got rebalanced."

The EX games aren't part of the main line; Arika made those, not Capcom.
: Re: The MB:AA:CC thread: Current Code
: WYVERN LORD October 14, 2010, 09:23:53 AM
I would not go that far, but it does have some reach.  But to be honest, I would be under the thinking that the KoF series has a bigger community in Asia than Tekken, and all of that is in the shadow that is Street Fighter.

I don't believe so.  Maybe if you consider Taiwan and Singapore, but if you look at the fighting game culture in Japan, Korea, the Phillipines, and Malaysia it's mostly dominated by Tekken players.
mainland china is also a kof nation, I found maybe 1 tekken machine for every 30 kof machines

that said they probably can't afford the latest tekken games while kof 98 or um costs like a nickle to procure

there is no "shadow that is street fighter" in china, no one fucking plays that game, lol
: Re: The MB:AA:CC thread: Current Code
: CPhame October 14, 2010, 12:56:25 PM
Zaelar: You forgot Champion Edition for Street Fighter, and also TTT for Tekken

I didn't include China because well...it's China.  Never been there, and hard to gauge what games they play.  Where did you go exactly, and could you tell me a little more about it?
: Re: The MB:AA:CC thread: Current Code
: Tonberry October 14, 2010, 03:09:43 PM
This Current Code discussion is riveting. 
: Re: The MB:AA:CC thread: Current Code
: Forte Wily October 15, 2010, 08:45:16 AM

I don't believe so.  Maybe if you consider Taiwan and Singapore, but if you look at the fighting game culture in Japan, Korea, the Phillipines, and Malaysia it's mostly dominated by Tekken players.
I do, I did say asia.... I try to take the entire area into account. If I am wrong, do tell. But I am still going into that impression, till then.
: Re: The MB:AA:CC thread: Current Code
: ehrik October 15, 2010, 09:40:23 AM
This Current Code discussion is riveting. 

ftohno is kewl
: Re: The MB:AA:CC thread: Current Code
: Zaelar October 15, 2010, 01:37:33 PM
The difference between two tekken games is about the same difference between some of the "minor revisions" of two street fighter games.  If you're just going by numbers then lets argue about the second in second impact and third in third strike being numbers.  Even going by raw numbers sf wins.  sf1234, a123 for 7 against the 6 numbered tekken games.
t1/t2 are the tag games in the list.  I did miss CE.  I also missed AE but it's inclusion is arguable.
3s got an actual minor revision that was released in arcades.  Noone played it.  It wasn't counted in the total along with a2 gold and a3 upper.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse October 15, 2010, 02:24:31 PM
The difference between two tekken games is about the same difference between some of the "minor revisions" of two street fighter games.  If you're just going by numbers then lets argue about the second in second impact and third in third strike being numbers.  Even going by raw numbers sf wins.  sf1234, a123 for 7 against the 6 numbered tekken games.
t1/t2 are the tag games in the list.  I did miss CE.  I also missed AE but it's inclusion is arguable.
3s got an actual minor revision that was released in arcades.  Noone played it.  It wasn't counted in the total along with a2 gold and a3 upper.
Alpha 1 was pretty much "disowned" by Capcom in terms of canonocity to the story; Alpha 2 is considered to override it.

In order of timeline: SF1, A2, A3, SF2, SF3, SF4.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys October 15, 2010, 03:13:26 PM
Street Fighter has a story?
: Re: The MB:AA:CC thread: Current Code
: Pete278 October 15, 2010, 04:39:13 PM
"Big bad guy is running a fighting tournament TO DESTROY THE WORLD!!!!!"

It's like you don't pay any attention.
: Re: The MB:AA:CC thread: Current Code
: Zaelar October 16, 2010, 02:06:33 AM
Tekken 1: I'm holding a tournament to rule the world!
Tekken 2-4: I'm holding a tournament to rule the world again!
Tekken 5-6: I'm holding a tournament to rule the world again!  Also there are two Jins now for some reason.  Heihachi may or may not be dead.

SF1: Some tournament or something.  I guess Ryu won.
SFA: Bison wants Ryu's power, but Ryu messes bison up.
SF2: Bison tries again.
SF3: Gill tries to do something but someone stops him.
SF4: Gill changes his name to Seth, cuts his hair, and tries again.

I think 3 and 4 are actually reversed because 4's story is between 2 and 3 apparently.  I remember reading something about it but I didn't care enough to confirm if it's true or not.
: Re: The MB:AA:CC thread: Current Code
: Rokunaya October 16, 2010, 08:53:46 AM
Street Fighter: Who the fuck cares?


Fix'd.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys October 16, 2010, 09:32:40 AM
I would not call this a "story".
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse October 16, 2010, 12:22:22 PM
I think 3 and 4 are actually reversed because 4's story is between 2 and 3 apparently.  I remember reading something about it but I didn't care enough to confirm if it's true or not.
It is; I forgot. SSF4 predates SF3 by about a few years or so. The evidence for this is that Eliza is visibly pregnant in SF4, whereas Ken's son is born and alive as of SF3.
: Re: The MB:AA:CC thread: Current Code
: Dr.Faust October 17, 2010, 06:18:23 AM
yeah SF3 takes place 2 years after 4
: Re: The MB:AA:CC thread: Current Code
: KeiForce! October 18, 2010, 09:55:58 AM
Tekken 1: I'm holding a tournament to rule the world!
Tekken 2-4: I'm holding a tournament to rule the world again!
Tekken 5-6: I'm holding a tournament to rule the world again!  Also there are two Jins now for some reason.  Heihachi may or may not be dead. Jin #2 is Kazuya. And not only is Heihachi not dead, he has MORE illegitimate children. Not gonna spoil though, except you know it right off if you looked at them. I think it even says it in their character profile.

SF1: Some tournament or something.  I guess Ryu won. [I think SF1 was retconned in favor of SFA]
SFA: Bison wants Ryu's power, but Ryu messes bison up.
SF2: Bison tries again. Killed by Akuma's Shun Goku Satsu, is tortured by demons in Hell until...
SF4: Gill changes his name to Seth, cuts his hair, and tries again. Bison somehow comes back from the dead, has a new more awesome body, Seth is a pawn-turned-usurper.
SF3: Gill tries to do something but someone stops him.

It's not fair to look down on them just because their stories aren't Nasu-tier.
: Re: The MB:AA:CC thread: Current Code
: CrimsonMoonMist October 18, 2010, 10:35:58 AM
Sooo.... how about dat MBAACC?
: Re: The MB:AA:CC thread: Current Code
: BlueBlueAquamarine October 18, 2010, 07:02:13 PM
Eh... Comparing worth of fighting games by the story background doesn't really work.

I guess that takes away some of the merits of Melty?? On the other hand, Blazblue seems to have a kickass story, but I don't play it because I just don't like the gameplay. So, there we go.

Here's something more curious: Where do the Japanese GET all these weird Engrish phrases? Current Code, Tri Hermes Black Land... even if I go out my way to come up with the most bizarre English phrases, I would lose to genius minds of Type Moon/Ecole. :mystery:

(off topic: I, a newbie on this forum, have no idea what people's magic circuits are and what they mean by "+heat"... some sort of Meltybread thing?)
: Re: The MB:AA:CC thread: Current Code
: LivingShadow October 18, 2010, 07:19:39 PM
It's not the worst Engrish I've seen, although it does tend to be on the side of mystic gibberish. At least the sentence structure is more or less accurate.

The +heat/Circuits is a variation of Kharma.
: Re: The MB:AA:CC thread: Current Code
: sevalle October 18, 2010, 10:57:49 PM
its a language/culture thing, english probably sounds as exotic to most japanese as japanese is to english speakers  :V

http://tvtropes.org/pmwiki/pmwiki.php/Main/GratuitousEnglish
http://tvtropes.org/pmwiki/pmwiki.php/Main/GratuitousJapanese
http://tvtropes.org/pmwiki/pmwiki.php/Main/GratuitousForeignLanguage

sorry, i just had to link these, hopefully i got more people infected with the T-virus  :toot:
: Re: The MB:AA:CC thread: Current Code
: Zaelar October 19, 2010, 01:13:38 AM
Eh... Comparing worth of fighting games by the story background doesn't really work.

I guess that takes away some of the merits of Melty?? On the other hand, Blazblue seems to have a kickass story, but I don't play it because I just don't like the gameplay. So, there we go.

Here's something more curious: Where do the Japanese GET all these weird Engrish phrases? Current Code, Tri Hermes Black Land... even if I go out my way to come up with the most bizarre English phrases, I would lose to genius minds of Type Moon/Ecole. :mystery:

(off topic: I, a newbie on this forum, have no idea what people's magic circuits are and what they mean by "+heat"... some sort of Meltybread thing?)

+heat, because iirc you don't see the +heat option when you have 0 magic circuits and I wanted you to see it.  (that might have been changed, but I option selected it so it's fine if it was changed)

The system is backwards compared to the game where heat takes away your meter, but we don't talk about it in front of Arlieth because it might make him feel dumb.

The argument wasn't actually about story.  Dark Pulse just decided to bring up the story at the end because he's a fail troll.

Melty Blood has official nudity for it's characters, so it wins story by default.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse October 19, 2010, 08:31:27 AM
The argument wasn't actually about story.  Dark Pulse just decided to bring up the story at the end because he's a fail troll.

Melty Blood has official nudity for it's characters, so it wins story by default.
Hey, I never said they were good stories - just that they existed. But stories in most fighters are like condoms in pornos - unnecessary, but there because they have to be.

Also, I agree Melty has the far better story... at least until AC when it went to hell, but AA corrects it a bit. Then again, considering it's based off of a visual novel, the fact it has a story is no surprise.
: Re: The MB:AA:CC thread: Current Code
: Erkz November 04, 2010, 06:20:02 PM
: Ecole
Hidden Character Unlock Command has been released!

If the following command is entered at the title screen, the hidden characters "Neco & Mech-Hisui" and "Kohaku & Mech-Hisui" will become available for play.

[Hidden Character Unlock Command]
At the title screen, enter AACC↓A↑B→C←DAACCE



... Bleh.  :prinny:
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi November 04, 2010, 06:28:12 PM
Really?

Source?
: Re: The MB:AA:CC thread: Current Code
: Erkz November 04, 2010, 06:31:34 PM
Really?

Source?

http://e56.info/mbaaring/index.html

Click the topics button. Uppermost post.
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse November 05, 2010, 07:18:16 AM
: Ecole
Hidden Character Unlock Command has been released!

If the following command is entered at the title screen, the hidden characters "Neco & Mech-Hisui" and "Kohaku & Mech-Hisui" will become available for play.

[Hidden Character Unlock Command]
At the title screen, enter AACC↓A↑B→C←DAACCE



... Bleh.  :prinny:
What's the code that unlocks Saber and Altrouge?
: Re: The MB:AA:CC thread: Current Code
: grandlordzero November 05, 2010, 07:29:29 AM
Whats the code that unlocks next gen console release with netplay?
: Re: The MB:AA:CC thread: Current Code
: fiendmaw November 05, 2010, 08:01:05 AM
http://www.youtube.com/user/ikusat?blend=2&ob=1#p/u/3/ucLMtwpJrWc

Maybe that might help to power up the arcade into PC or PS3?
: Re: The MB:AA:CC thread: Current Code
: Dark Pulse November 05, 2010, 08:32:41 AM
http://www.youtube.com/user/ikusat?blend=2&ob=1#p/u/3/ucLMtwpJrWc

Maybe that might help to power up the arcade into PC or PS3?
No. No it won't.
: Re: The MB:AA:CC thread: Current Code
: CrimsonMoonMist November 06, 2010, 06:51:59 AM
Still no console release date?
I hate these times after game releases when you just wait and hope,
especially when it's about an update to a existing console released game.
: Re: The MB:AA:CC thread: Current Code
: Vecayse November 06, 2010, 08:12:09 AM
^ Yeah I hate that too. Hopefully they're working on it right now and don't wanna announce it towards the beginning of the project like Capcom love to do..
: Re: The MB:AA:CC thread: Current Code
: KeiForce! November 17, 2010, 02:20:15 AM
All we can hope is that Ecole doesn't hate money.
: Re: The MB:AA:CC thread: Current Code
: academico November 18, 2010, 03:39:51 PM
All we can do is wait :'(
: Re: The MB:AA:CC thread: Current Code
: Cristu December 10, 2010, 10:26:15 AM
I think they're saving Altrouge for later since she is like the boss of the bosses D:

Altrouge being the opposite of Arcueid and Warcueid in the middle would be cool, also Touko as opposite of Aoko, and Dark Elesia as opposite of Ciel would be cool :fap:
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys December 10, 2010, 10:57:23 AM
I hoped for an epic dialogue between Ryougi and Aoko. But there was only the win line mentioning Touko.
: Re: The MB:AA:CC thread: Current Code
: 3IIIT December 13, 2010, 06:38:23 PM
All we can hope is that Ecole doesn't hate money.

Same here. Though going by the way that blog was worded, maybe it might not be Ecole at all...? But that's another story altogether.

On the other hand? Part of me wonders if there may be a bit more in the way of an extra push for a home version on FB's part, because of French Bread's new game that's in the oven as we speak. After all, the last thing that French Bread could end up wanting in the future, whenever that next fighting game is ready for release, is basically doing more to force its newest product to compete alongside with its classic stand-by, Melty Blood, in Japanese arcades. The new game is already going to have quite the battle against the likes of that "hateful BlazBlue" and others on the market as it is, without being in the shadow of its own predecessor.

So my thinking is, the sooner that French Bread and whomever else is involved are able to give Melty Blood:AACC (or whatever new patched version that might be out sooner or later) that home version, the more likely arcade goers will end up being receptive to their new offering.
: Re: The MB:AA:CC thread: Current Code
: djenkov April 20, 2011, 04:52:17 AM
Just to confirm something that I'm almost sure about.MB is using Astro City cabinets,right?I will buy a custom stick soon,so I want to know the layout of the melty blood machines.
: Re: The MB:AA:CC thread: Current Code
: Kamina April 20, 2011, 10:17:47 PM
http://tanntou.blog57.fc2.com/blog-entry-2163.html
Newest version of MBAACC for May 18th at alpha station, character changes and people get to see powered ciel  :toot:
: Re: The MB:AA:CC thread: Current Code
: fiendmaw April 20, 2011, 11:16:40 PM
5 minutes of silence in memory of CC H-Sion.
: Re: The MB:AA:CC thread: Current Code
: Erkz April 21, 2011, 01:00:42 AM
http://tanntou.blog57.fc2.com/blog-entry-2163.html
Newest version of MBAACC for May 18th at alpha station, character changes and people get to see powered ciel  :toot:
[動画撮り可能]
  ビデオテープ、DVD-Rで自分のプレイを録画する事が出来ます。
VIDEOS. FINALLY.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi April 21, 2011, 06:02:34 AM
Erkz can you go into more detail?
: Re: The MB:AA:CC thread: Current Code
: Zaelar April 21, 2011, 06:12:36 AM
moonspeak dvd-r moonspeak
: Re: The MB:AA:CC thread: Current Code
: Erkz April 21, 2011, 06:18:56 AM
Whoops. My bad. Should've posted a TL in the same post. :slowpoke:

Uh, they're letting you record matches to DVD-Rs.
: Re: The MB:AA:CC thread: Current Code
: AARP|ZTB April 21, 2011, 06:59:17 AM
5 minutes of silence in memory of CC H-Sion.
and hail to the new douchebag queen...f-ciel!!!
(oh, it WILL happen...eventually...)
: Re: The MB:AA:CC thread: Current Code
: Id_asz April 28, 2011, 12:12:37 PM
Just to confirm something that I'm almost sure about.MB is using Astro City cabinets,right?I will buy a custom stick soon,so I want to know the layout of the melty blood machines.

Arcades put arcade boards into whichever cabinets they feel like. Nowadays there are all sorts of arcade cabinets, ranging from the HD (i.e. Viewlix, Delta32, etc.) to the SD (i.e. Astro City, Cyber Lead, etc.). For example, my arcade just got MBAACC and we put it into a Namco Cyber Lead cabinet, though if we wanted to, we could have put the game into an HD cabinet because the Ringwide board supports HD.

The only thing you want to worry about when building a custom stick based on an arcade cabinet, is which parts they use. Your biggest contenders for Japanese parts are Sanwa or Saimetsu. That goes for the sticks and for the buttons. When you're customizing your stick you also need to decide what sort of gate goes into it. The gate is what restricts your movement on a stick, which is necessary to press the switches on the stick. There are square gates, circle gates, and octagon gates. What stick and which gate they use depends entirely on which arcade you're going to. I'd recommend seeing what your local arcade has (if you have a local arcade), and then copy them. If you're gearing for an SBO tournament, I believe they use Sanwa square gates, but I'm not entirely sure.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger April 29, 2011, 06:44:39 AM
Don't really know where to ask this, but is Kouma the only character who has movement after a whiffed jB and jC? It's present in MBAA too.
: Re: The MB:AA:CC thread: Current Code
: djenkov April 29, 2011, 08:07:48 AM
Just to confirm something that I'm almost sure about.MB is using Astro City cabinets,right?I will buy a custom stick soon,so I want to know the layout of the melty blood machines.

Arcades put arcade boards into whichever cabinets they feel like. Nowadays there are all sorts of arcade cabinets, ranging from the HD (i.e. Viewlix, Delta32, etc.) to the SD (i.e. Astro City, Cyber Lead, etc.). For example, my arcade just got MBAACC and we put it into a Namco Cyber Lead cabinet, though if we wanted to, we could have put the game into an HD cabinet because the Ringwide board supports HD.

The only thing you want to worry about when building a custom stick based on an arcade cabinet, is which parts they use. Your biggest contenders for Japanese parts are Sanwa or Saimetsu. That goes for the sticks and for the buttons. When you're customizing your stick you also need to decide what sort of gate goes into it. The gate is what restricts your movement on a stick, which is necessary to press the switches on the stick. There are square gates, circle gates, and octagon gates. What stick and which gate they use depends entirely on which arcade you're going to. I'd recommend seeing what your local arcade has (if you have a local arcade), and then copy them. If you're gearing for an SBO tournament, I believe they use Sanwa square gates, but I'm not entirely sure.
The first part was very informative!Thanks.I kinda know most of the stuff about arcade sticks(I have hrap2 with sanwa parts and hrap3 with seimitsu) :) I just don't know a damn about arcade cabinets,so I thought that Melty Blood is used by only one type of cabinets,but you helped me alot! +heat
: Re: The MB:AA:CC thread: Current Code
: Id_asz April 30, 2011, 12:40:24 PM
Don't really know where to ask this, but is Kouma the only character who has movement after a whiffed jB and jC? It's present in MBAA too.

I can check to see if he's able to do it, but idk if he'd be the only character to be able to. Which moon style do you want me to check (or all of them)?
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger May 01, 2011, 03:28:54 AM
I checked all the Moons. Kouma has movement after EVERY aerial move after the move recovers. They act like jA, so he's able to do a double jump or forward airdash afterwards and no backwards airdash. Forward airdash cannot be done in the case of F-Kouma but double jump is possible. I tried a few characters, including Satsuki which I presumed might have similar mechanics to Kouma given the similar grappler style, but even she can't do it. Yet to do ALL characters.
: Re: The MB:AA:CC thread: Current Code
: Id_asz May 03, 2011, 11:16:41 AM
I checked all the Moons. Kouma has movement after EVERY aerial move after the move recovers. They act like jA, so he's able to do a double jump or forward airdash afterwards and no backwards airdash. Forward airdash cannot be done in the case of F-Kouma but double jump is possible. I tried a few characters, including Satsuki which I presumed might have similar mechanics to Kouma given the similar grappler style, but even she can't do it. Yet to do ALL characters.

Kouma cannot move (double-jump, dash, etc.) after a whiffed j.B or j.C on all moon-types. I didn't trying air-dodging, though.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys May 03, 2011, 02:41:57 PM
I checked all the Moons. Kouma has movement after EVERY aerial move after the move recovers. They act like jA, so he's able to do a double jump or forward airdash afterwards and no backwards airdash. Forward airdash cannot be done in the case of F-Kouma but double jump is possible. I tried a few characters, including Satsuki which I presumed might have similar mechanics to Kouma given the similar grappler style, but even she can't do it. Yet to do ALL characters.

Kouma cannot move (double-jump, dash, etc.) after a whiffed j.B or j.C on all moon-types. I didn't trying air-dodging, though.
In MBAA he can. Try neutral superjump instant j.C, then hold 9. He jumps. Works also with dash and other attack inputs. It's exactly like BoA says.
: Re: The MB:AA:CC thread: Current Code
: ehrik May 03, 2011, 07:17:48 PM
When you do a aerial move as fast as possible while you're rising, you're in the air long enough to recover from the move so you can jump/airdash/whatever after it.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger May 04, 2011, 01:59:06 AM
When you do a aerial move as fast as possible while you're rising, you're in the air long enough to recover from the move so you can jump/airdash/whatever after it.

But this isn't the case for the rest of the cast. Even after a super neutral jump, they can't do the tricks Kouma can. But I'm yet to try super nuetral jump -> double jump -> aerial attack -> dash.

EDIT: Nope, super neutral jump -> double jump tactic doesn't work.

In fact, Kouma's so godly in this that he can super neutral jump -> jC -> super double jump -> jC -> airdash o.O and he can airdodge after jC too. Didn't know airdodge costs meter by the way.

Oh, and one other character that can do this is Archetype. To be expected, seeing how broken she is.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw May 04, 2011, 02:30:50 AM
If you cancel a move with airdodge you loose 50 meter.Neutral airdodges are free.
: Re: The MB:AA:CC thread: Current Code
: ehrik May 04, 2011, 05:47:50 AM
that just probably means that Kouma's j.c recovers very quickly
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger May 04, 2011, 06:17:20 AM
The quickest among all characters, not counting Archetype. That's impressive.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw May 09, 2011, 06:53:18 AM
This is probably too early,but how do we refer MBAACC with Ciel update if FB themselves dont have a special name for it?
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys May 09, 2011, 07:12:57 AM
MBAACC Ver.B
: Re: The MB:AA:CC thread: Current Code
: dumba989 May 09, 2011, 10:07:53 AM
I'm getting a headache just thinking about it.
: Re: The MB:AA:CC thread: Current Code
: Erkz May 09, 2011, 12:47:46 PM
...? Wasn't it called MBAACC Ver. 1.05? *checks*

: Wiki's list of Sega Arcade Games
Melty Blood Actress Again: Current Code — (2010)
Melty Blood Actress Again: Current Code Ver.1.05 — (2011)

Yep. IIRC that's what the LocTest posters said too.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger May 13, 2011, 07:42:50 PM
Why do players sometimes opt to mash jA in their combos instead of the standard jBjC etc? It certainly doesn't give them more meter, so does it have more horizontal momentum to send the opponent into the corner? I see this most of the time in F-Akiha.
: Re: The MB:AA:CC thread: Current Code
: dakanya May 13, 2011, 09:14:07 PM
Yes, F-Akiha usually opts for j.Ax# airdash j.Ax# jc j.Ax# j.2C to get more corner carry. The j.A lets her recover fast enough to do an airdash since full moon characters can't airdash cancel their air normals.
: Re: The MB:AA:CC thread: Current Code
: Tonberry May 13, 2011, 10:40:49 PM
Yes, F-Akiha usually opts for j.Ax# airdash j.Ax# jc j.Ax# j.2C to get more corner carry. The j.A lets her recover fast enough to do an airdash since full moon characters can't airdash cancel their air normals.

F-moon characters can airdash cancel jAs.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys May 14, 2011, 05:21:24 AM
F-moon characters can airdash cancel jAs.
This is actually the best thing about F-moon airgame.
: Re: The MB:AA:CC thread: Current Code
: dakanya May 14, 2011, 07:04:27 AM
Yes, F-Akiha usually opts for j.Ax# airdash j.Ax# jc j.Ax# j.2C to get more corner carry. The j.A lets her recover fast enough to do an airdash since full moon characters can't airdash cancel their air normals.

F-moon characters can airdash cancel jAs.
oic. so they can airdash cancel something. lol. shows how much i really know about this game
: Re: The MB:AA:CC thread: Current Code
: Psylocke May 18, 2011, 11:38:06 PM
A couple of things that people have noticed from the Ver 1.05 vids.

-Aside from balance changes, there are actually quite a few system changes as well.  Many raw airthrows(gold) allow for followup combos now.  Len, Shiki Tohno, VSion, Satsuki, and of course Powerd Ciel were shown to be able to do this
-OTG relaunches from Melty Blood ReACT and older are back, though probably much more limited since AA has gravity + hitstun decay
-Game seems overall faster, not sure if this is the result of the framerate the game was recorded at.
-White Len and Seifuku Akiha have much faster walking speeds, maybe this is a universal thing?
-There is now a sound that plays whenever someone successfully EX guards, it's kind of like chain striking against metal.
-H-VSion 623C reverted back to the old AA Ver.A recovery...  lol
-Satsuki's BHAD can now be shielded
: Re: The MB:AA:CC thread: Current Code
: fiendmaw May 19, 2011, 12:19:55 AM
A couple of things that people have noticed from the Ver 1.05 vids.

-Aside from balance changes, there are actually quite a few system changes as well.  Many raw airthrows(gold) allow for followup combos now.  Len, Shiki Tohno, VSion, Satsuki, and of course Powerd Ciel were shown to be able to do this
-OTG relaunches from Melty Blood ReACT and older are back, though probably much more limited since AA has gravity + hitstun decay
-Game seems overall faster, not sure if this is the result of the framerate the game was recorded at.
-White Len and Seifuku Akiha have much faster walking speeds, maybe this is a universal thing?
-There is now a sound that plays whenever someone successfully EX guards, it's kind of like chain striking against metal.
-H-VSion 623C reverted back to the old AA Ver.A recovery...  lol
-Satsuki's BHAD can now be shielded
Those are pretty huge changes.Are there also character specific changes besides the ones you mentioned?
: Re: The MB:AA:CC thread: Current Code
: Cristu May 19, 2011, 12:23:18 AM
-H-VSion 623C reverted back to the old AA Ver.A recovery...  lol
The reason for me to be playing C-VSion instead of H is over =o hello j.b crossup =D

+HEAT
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger May 19, 2011, 01:35:51 AM
A couple of things that people have noticed from the Ver 1.05 vids.

-Aside from balance changes, there are actually quite a few system changes as well.  Many raw airthrows(gold) allow for followup combos now.  Len, Shiki Tohno, VSion, Satsuki, and of course Powerd Ciel were shown to be able to do this
-OTG relaunches from Melty Blood ReACT and older are back, though probably much more limited since AA has gravity + hitstun decay
-Game seems overall faster, not sure if this is the result of the framerate the game was recorded at.
-White Len and Seifuku Akiha have much faster walking speeds, maybe this is a universal thing?
-There is now a sound that plays whenever someone successfully EX guards, it's kind of like chain striking against metal.
-H-VSion 623C reverted back to the old AA Ver.A recovery...  lol
-Satsuki's BHAD can now be shielded

How the heck does Tohno's airthrow allow a followup? o.O

All in all, quite big changes. What do OTG relaunches from ReAct mean? Does any move relaunch them from an OTG state ala Blazblue? Or the OTG system in Melty Blood remains, just that launcher moves will relaunch the opponent?
: Re: The MB:AA:CC thread: Current Code
: LivingShadow May 19, 2011, 05:27:11 AM
It looks like throws such as Satsuki's and Tohno's groundbounce when done raw.
: Re: The MB:AA:CC thread: Current Code
: LordPangTong May 19, 2011, 07:14:25 AM
Character specific changes I noticed:
-C-WLen gained BE4B
-C-WLen's 623B looks like it has a ground bounce property now. In the video, she did 63214C > 623B and it comboed, so I think 63214C has different properties as well. (special cancellable?)
-H-VSion gained BE236B
-In general, all walk speeds are much quicker.
: Re: The MB:AA:CC thread: Current Code
: Pfhor May 19, 2011, 09:46:35 AM
How the heck does Tohno's airthrow allow a followup? o.O

All in all, quite big changes. What do OTG relaunches from ReAct mean? Does any move relaunch them from an OTG state ala Blazblue? Or the OTG system in Melty Blood remains, just that launcher moves will relaunch the opponent?

It looks like launcher moves will relaunch the opponent. Hvsion's arc summon and Fvsion's tornado were both shown to relaunch a grounded opponent, as was Fsakiha's 22c.

I'm interested to see if it's really all launcher moves like Len's 4b, Kohaku's 5cc, tohno's 5bb, akiha's 5bb etc.
: Re: The MB:AA:CC thread: Current Code
: Exciel May 19, 2011, 10:09:05 AM
Also saw that C-Mecha ...236[A] 22B wallslam etc. combo. Dunno if she could always do that though.

-Satsuki's BHAD can now be shielded
:emo:

How the heck does Tohno's airthrow allow a followup? o.O

All in all, quite big changes. What do OTG relaunches from ReAct mean? Does any move relaunch them from an OTG state ala Blazblue? Or the OTG system in Melty Blood remains, just that launcher moves will relaunch the opponent?

It looks like launcher moves will relaunch the opponent. Hvsion's arc summon and Fvsion's tornado were both shown to relaunch a grounded opponent, as was Fsakiha's 22c.

I'm interested to see if it's really all launcher moves like Len's 4b, Kohaku's 5cc, tohno's 5bb, akiha's 5bb etc.
Although we don't quite know the properties of it yet, even P.Ciel's ex dp "relaunched" during OTG. At first I thought it was an EX thing only but then saw V.Sion's arc summon relaunch :psyduck:
: Re: The MB:AA:CC thread: Current Code
: LivingShadow May 19, 2011, 01:14:10 PM
Powerd Ciel's Arcade mode, cutscenes only (http://www.youtube.com/watch?v=y2-F-BeA3h8)
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys May 19, 2011, 02:14:53 PM
Nanako.

That raises Arihiko character appearance by 2000%.
: Re: The MB:AA:CC thread: Current Code
: Cristu May 19, 2011, 07:13:55 PM
-In general, all walk speeds are much quicker.
:fap: :fap: :fap:
r.i.p. lamers and zoners allday
: Re: The MB:AA:CC thread: Current Code
: fiendmaw May 19, 2011, 11:13:41 PM
http://www.dustloop.com/forums/showthread.php?9873-Melty-Blood&p=1029544&viewfull=1#post1029544
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger May 20, 2011, 04:47:29 AM
How the heck does Tohno's airthrow allow a followup? o.O

All in all, quite big changes. What do OTG relaunches from ReAct mean? Does any move relaunch them from an OTG state ala Blazblue? Or the OTG system in Melty Blood remains, just that launcher moves will relaunch the opponent?

It looks like launcher moves will relaunch the opponent. Hvsion's arc summon and Fvsion's tornado were both shown to relaunch a grounded opponent, as was Fsakiha's 22c.

I'm interested to see if it's really all launcher moves like Len's 4b, Kohaku's 5cc, tohno's 5bb, akiha's 5bb etc.
Although we don't quite know the properties of it yet, even P.Ciel's ex dp "relaunched" during OTG. At first I thought it was an EX thing only but then saw V.Sion's arc summon relaunch :psyduck:

But even back in MBAC, certain moves still launched from an OTG state, like WLen 214c and in MBAA, F-Ciel's 236c could too, kinda. Seems like now launcher normals can do that.

There's also a question of whether damage proration from a relaunch from an OTG state follows OTG proration and the followup after the relaunch as well, resulting in much less damage than normal. Back in vanilla Melty Blood, Ciel's 2cc had that problem. Because the first hit knocks the opponent down, the launcher and the air combo after get much reduced damage because it's counted as an OTG string.

This shouldn't be the case, seeing that PCiel's BnB that has a groundslam in it still does decent damage after the relaunch, but for F-SAkiha, in her BnB which involves xx 2c 22a (knockdown) OTG 22a 214c followed by 2c 22a loop, the part after the 214c shows very scaled down damage.

Also, am I the only one who thinks that PCiel's lazor is a bit overpowerd? It's crazy fast, has mad fast recovery, consists of a million hits, 3/4 range, can be done in the air, can be done in the corner for mad oki, beats midscreen wakeups, if you chicken block it, she has millenia to walk up to you and guard break you, if you bunker out of it too early, you can get thrown due to mad fast recovery, and if you appear behind her and try to poke with a 2a, it'll counter hit you and you eat full BnB. (http://www.youtube.com/watch?v=CK_i7Lr5CXQ&#t=4m21s) I can't see a disadvantage to this move.
: Re: The MB:AA:CC thread: Current Code
: Rhapsody May 20, 2011, 09:58:28 AM
Also, am I the only one who thinks that PCiel's lazor is a bit overpowerd?
Nope.  Almost seems like they intentionally made it really good.
: Re: The MB:AA:CC thread: Current Code
: Id_asz May 20, 2011, 10:33:42 AM
http://www.dustloop.com/forums/showthread.php?9873-Melty-Blood&p=1029544&viewfull=1#post1029544

He posted in Meltybread a little while ago: http://www.meltybread.com/forums/melty-blood-auditorium/possible-mbaacc-location-southtown-arcade-in-sf/ . I don't live in NorCal, though, so I didn't reply.

Can't wait to play 1.05 when it comes out! I'll hold tournaments and everything; I'm pretty psyched!
: Re: The MB:AA:CC thread: Current Code
: Mistwraith May 20, 2011, 06:10:46 PM
I can see a major nerf coming for Powered Ciel.

That is rather definite =p
: Re: The MB:AA:CC thread: Current Code
: caiooa May 21, 2011, 05:26:20 AM
maybe yes, maybe not. I have seen a movie with a FM shiro len powning powerd ciel really hard, plus i haven't see yet a heavy zooning character (f-akiha, any moon nero) against powerd, plus ashie owning people using her can be just the result of he beeing a good player and people don't knowing yet how to deal with powerd.
: Re: The MB:AA:CC thread: Current Code
: Zaelar May 21, 2011, 10:12:16 AM
One video of a character that noone has ever fought against winning means that char is op and needs to be nerfed.  This is a universal truth across the internets.
: Re: The MB:AA:CC thread: Current Code
: Tonberry May 21, 2011, 02:11:54 PM
One video of a character that noone has ever fought against winning means that char is op and needs to be nerfed.  This is a universal truth across the internets.

:laffo:

While I can appreciate the trolling, she has

- 5k damage corner to corner bnb starting w/2a, damage is on SAkiha.
- Ground dp that puts her at the very top of the screen, which can be jump canceled on whiff.
- Air dps that can be cancelled into dive on whiff.  In combos, dive gives untechable knockdown
- Good high/low mixup with chargeable overhead.  Can be 1/2 charged and canceled into 2a, which hits low.  As far as I know only Miyako and C-Arc get a full bnb off that kind of mixup off both options where it's legitimately hard to block on reaction.  F-Ciel and F-Aoko have 1/2 charge overhead into low specials that come out fast(Tohno has this too but it's garbage on block) but on the low options they only get an OTG(F-Aoko can combo off of it but it needs IH.) 
- Charged laser that hits 90% of the screen, charges fast, can be done in the air, can be used to reset pressure, gives her easy guard break if they're in mid range, might hit behind her, and gives her very safe oki options. 
- Good range on her normals as well as an air normal that hits crossup.
- Good backdash.
- Throw you can combo off of anywhere on the screen.

The first two things and charged laser are a little too good.  And there's more than one vid  :laffo: :laffo: :laffo:
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys May 21, 2011, 03:04:35 PM
Only her Ex DP is cancellable on whiff if I'm not mistaken.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw May 21, 2011, 03:17:00 PM
Only her Ex DP is cancellable on whiff if I'm not mistaken.
She cant cancel EX dp into dive(if thats what youre asking).She can jumpcancel it on whiff or block.And the regular dp's(both air and ground) can be canceled on whiff/block into dive.Its like Nanaya has a warui ne follow up on his dp's...its crazy.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys May 21, 2011, 03:35:49 PM
No I meant jump cancelling, sorry.

And yes it's crazy.
: Re: The MB:AA:CC thread: Current Code
: Tonberry May 21, 2011, 08:22:43 PM
Only her Ex DP is cancellable on whiff if I'm not mistaken.

http://www.youtube.com/watch?v=hVIDizr63VI#t=7m03s

Right after she does EX DP she does normal DP and jump cancels it.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger May 22, 2011, 03:52:31 AM
New change for H-Roa!

He can fake his sokodarou. Yeah. That's it.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys May 22, 2011, 08:52:53 AM
Garou tactics.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw May 22, 2011, 08:57:35 AM
FNanaya's 5[C] groundbounces opponents if theyre hit in the air,can combo after arcdrive,and the rebeat penalty seems to have been removed from his fastfall.
: Re: The MB:AA:CC thread: Current Code
: Id_asz May 22, 2011, 09:03:15 AM
Still waiting for a release date, Ecole!  :toot:
: Re: The MB:AA:CC thread: Current Code
: dumba989 May 22, 2011, 11:40:33 AM
Still waiting for a release date, Ecole!  :toot:

IDK if were honestly going to get one at this point.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi May 22, 2011, 11:49:53 AM
New change for H-Roa!

He can fake his sokodarou. Yeah. That's it.
EWW
: Re: The MB:AA:CC thread: Current Code
: Exciel May 22, 2011, 12:59:02 PM
C-Roa looks cool though. I dunno what's different for him since MBAACC but he was mad trolling.
: Re: The MB:AA:CC thread: Current Code
: Pfhor May 22, 2011, 01:20:26 PM
You can now shield sacchin's AAD in 1.05.

But I'm seeing this right you can do 3c AAD and it's inescapable again!

http://www.nicovideo.jp/watch/sm14493951
: Re: The MB:AA:CC thread: Current Code
: Erkz May 22, 2011, 02:08:26 PM
Official site updated a couple days ago and I missed it.

: http://e56.info/mbaaring/index.html
[2011.05.20]
"Ver 1.05" operation started from 18/05/2011.
"Melty Blood Actress Again Current Code" has been updated to "Ver 1.05."

"POWERD CIEL", combatant from "Ver 1.05", has been added to the "CHARACTRE" contents.



So yeah, she has a section on the official site now.

...Also she has moves called "Shaft Drive" and "Virgin Pain."  :laffo:
: Re: The MB:AA:CC thread: Current Code
: Greg May 22, 2011, 02:43:50 PM
Official site updated a couple days ago and I missed it.

: http://e56.info/mbaaring/index.html
[2011.05.20]
"Ver 1.05" operation started from 18/05/2011.
"Melty Blood Actress Again Current Code" has been updated to "Ver 1.05."

"POWERD CIEL", combatant from "Ver 1.05", has been added to the "CHARACTRE" contents.



So yeah, she has a section on the official site now.

...Also she has moves called "Shaft Drive" and "Virgin Pain."  :laffo:

That's some very Japanese naming sense.
: Re: The MB:AA:CC thread: Current Code
: Funky-kun May 23, 2011, 01:22:03 PM
On the topic of OTG relaunches:

In this (http://www.nicovideo.jp/watch/sm14539854) video around 3:35 Akiha does OTG 5BB which does not relaunch. (Also it seems she can do OTG after neutral airthrow, but no combo. She can cancel into jC and possibly do a combo from neutral airthrow.)
Then again at 5:50 she does a combo into j2c 22c land 5bb which does relaunch.
In the recent videos on Youtube of GO1 playing C-Maids it seems Kohaku's 5C launches from OTG.

So I guess moves now have a separate OTG relaunch modifier.  :mystery:
: Re: The MB:AA:CC thread: Current Code
: Exciel May 23, 2011, 01:27:40 PM
Seems to be like Marvel 3 where it's totally random and dependent on what the developers decided would be cool. I can't say I really like it since I think Melty's OTG system was already nearly perfect but it does add a bit of freshness to the game. C-Maids and C-Kohaku are crazy good now. C-Kohaku command grab whiff 5C OTG relaunch to oki ender of choice.
: Re: The MB:AA:CC thread: Current Code
: Komidol May 23, 2011, 03:37:43 PM
Looks like F-Moon has a weird input, 63216 (Probably just buffer able as 632146).  It's called Grand Zapper.  Might be neat to try.
: Re: The MB:AA:CC thread: Current Code
: Erkz May 23, 2011, 05:55:36 PM
Looks like F-Moon has a weird input, 63216 (Probably just buffer able as 632146).  It's called Grand Zapper.  Might be neat to try.

If my memory is correct, that's some kind of move which involves throwing rocks at people.

63214 A/B/C
Grand Zapper
- Digs up rocks.
- A version throws a rock at the opponent.
- B version throws a rock upwards.
  Can be charged. Throws it higher.
- EX version digs up a rock and immediately smashes it with a kick.

Or something... weird, the command on the site is different.



Also, due to the way the site loads characters in the character page, if you mash P.Ciel's icon, you'll go to the last character loaded. If you keep doing this [or if you have gdlk timing], after Neco and Mech this (http://i115.photobucket.com/albums/n289/neo-erkz/lolwat.png) will load.
: Re: The MB:AA:CC thread: Current Code
: Cristu May 24, 2011, 01:44:15 AM
- C-Nanaya's doing too much damage with the easiest combos in the game =///
: Re: The MB:AA:CC thread: Current Code
: fiendmaw May 24, 2011, 07:30:28 AM
- C-Nanaya's doing too much damage with the easiest combos in the game =///
Vid or it didnt happen.
: Re: The MB:AA:CC thread: Current Code
: Cristu May 24, 2011, 11:41:17 AM
- C-Nanaya's doing too much damage with the easiest combos in the game =///
Vid or it didnt happen.

http://www.youtube.com/watch?v=_BoSk5hC8_E
watch all the fights
: Re: The MB:AA:CC thread: Current Code
: Cristu May 24, 2011, 08:33:49 PM
The video posted doesn't exactly give me an impression either way. The matches seen involving Nanaya had him fight Nero and Warcuied(x2). Nero has one of the better defenses and HP in the game, and Red Arc's defense and HP are lackluster. Nanaya breaking 3k with a standard BnB on Red Arc is no surprise really.

To be honest, the damage characters are pulling off in 1.05 is very similar to pre-CC if I may suggest such a sweeping generalization. If one is playing MBAA PS2, 1.05 damage looks very similar, if not almost identical.

I think French Bread is just trying to subsequently reward and punish poor patriots such as myself for fighting free. :nyoro:
I checked now. C Nanaya can do this much damage since MBAA. His combos damage grew about 400 from MBAC to MBAA. But in MBAA it was ok since every character had high damage combos... Now in CC that other characters are doing less damage, well, thats too much I think..
http://www.youtube.com/watch?v=_BoSk5hC8_E#t=13m59s (4200 with j.c aircounter 5c j.bc dj.bc 6ad)

Anyway Len's j.2c seems hot...
http://www.youtube.com/watch?v=PkHBcB_7Zzc#t=6m39s
http://www.youtube.com/watch?v=PkHBcB_7Zzc#t=7m57s

And V.Akiha has new move? =o
http://www.youtube.com/watch?v=sJctT6Az1LQ#t=7m9s
: Re: The MB:AA:CC thread: Current Code
: fiendmaw May 24, 2011, 09:09:24 PM
The video posted doesn't exactly give me an impression either way. The matches seen involving Nanaya had him fight Nero and Warcuied(x2). Nero has one of the better defenses and HP in the game, and Red Arc's defense and HP are lackluster. Nanaya breaking 3k with a standard BnB on Red Arc is no surprise really.

To be honest, the damage characters are pulling off in 1.05 is very similar to pre-CC if I may suggest such a sweeping generalization. If one is playing MBAA PS2, 1.05 damage looks very similar, if not almost identical.

I think French Bread is just trying to subsequently reward and punish poor patriots such as myself for fighting free. :nyoro:
I checked now. C Nanaya can do this much damage since MBAA. His combos damage grew about 400 from MBAC to MBAA. But in MBAA it was ok since every character had high damage combos... Now in CC that other characters are doing less damage, well, thats too much I think..
http://www.youtube.com/watch?v=_BoSk5hC8_E#t=13m59s (4200 with j.c aircounter 5c j.bc dj.bc 6ad)

Anyway Len's j.2c seems hot...
http://www.youtube.com/watch?v=PkHBcB_7Zzc#t=6m39s
http://www.youtube.com/watch?v=PkHBcB_7Zzc#t=7m57s

And V.Akiha has new move? =o
http://www.youtube.com/watch?v=sJctT6Az1LQ#t=7m9s
Thats what it looks like when you forget theres a pit offscreen and try to setup one.
And if you get counterhit by Nanaya j.C,then he deserves the damage.
: Re: The MB:AA:CC thread: Current Code
: Tonberry May 24, 2011, 09:59:25 PM
I checked now. C Nanaya can do this much damage since MBAA. His combos damage grew about 400 from MBAC to MBAA. But in MBAA it was ok since every character had high damage combos... Now in CC that other characters are doing less damage, well, thats too much I think..
http://www.youtube.com/watch?v=_BoSk5hC8_E#t=13m59s (4200 with j.c aircounter 5c j.bc dj.bc 6ad)

Most characters do less damage off combos that start on the ground in CC.  Most characters in the game do MORE damage off of air CHs then they used to.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger May 25, 2011, 03:20:04 AM
http://www.youtube.com/watch?v=sJctT6Az1LQ#t=3m02s

What happened here? Did C-Nero's new charged 5C groundbounce SAkiha? Or did his 2C hit OTG and relaunched her?
: Re: The MB:AA:CC thread: Current Code
: Cristu May 25, 2011, 04:48:46 AM
http://www.youtube.com/watch?v=sJctT6Az1LQ#t=3m02s

What happened here? Did C-Nero's new charged 5C groundbounce SAkiha? Or did his 2C hit OTG and relaunched her?
S-Akiha backdashed xD
: Re: The MB:AA:CC thread: Current Code
: Alchemist of Atlas May 25, 2011, 10:00:07 AM
The video posted doesn't exactly give me an impression either way. The matches seen involving Nanaya had him fight Nero and Warcuied(x2). Nero has one of the better defenses and HP in the game, and Red Arc's defense and HP are lackluster. Nanaya breaking 3k with a standard BnB on Red Arc is no surprise really.

To be honest, the damage characters are pulling off in 1.05 is very similar to pre-CC if I may suggest such a sweeping generalization. If one is playing MBAA PS2, 1.05 damage looks very similar, if not almost identical.

I think French Bread is just trying to subsequently reward and punish poor patriots such as myself for fighting free. :nyoro:
I checked now. C Nanaya can do this much damage since MBAA. His combos damage grew about 400 from MBAC to MBAA. But in MBAA it was ok since every character had high damage combos... Now in CC that other characters are doing less damage, well, thats too much I think..
http://www.youtube.com/watch?v=_BoSk5hC8_E#t=13m59s (4200 with j.c aircounter 5c j.bc dj.bc 6ad)

Anyway Len's j.2c seems hot...
http://www.youtube.com/watch?v=PkHBcB_7Zzc#t=6m39s
http://www.youtube.com/watch?v=PkHBcB_7Zzc#t=7m57s

And V.Akiha has new move? =o
http://www.youtube.com/watch?v=sJctT6Az1LQ#t=7m9s

Holy shit!

Len can Cancel her j2C now!? O_______O
: Re: The MB:AA:CC thread: Current Code
: Exciel May 25, 2011, 10:09:28 AM
Characters that look buffed: all of them.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger May 26, 2011, 02:18:11 AM
http://www.youtube.com/watch?v=sJctT6Az1LQ#t=3m02s

What happened here? Did C-Nero's new charged 5C groundbounce SAkiha? Or did his 2C hit OTG and relaunched her?
S-Akiha backdashed xD

Perhaps she did, but after she got hit by Nero's 5[c], there was the sound of a groundbounce as well as the dustcloud on the ground, so she had to have hit the ground. Whether it was a groundbounce or a knockdown I can't tell. If it was a groundbounce, it would explain why Nero's 2c afterwards launched her. But if it was just a knockdown, then it shows that 2c has OTG relaunch properties.
: Re: The MB:AA:CC thread: Current Code
: Exciel May 26, 2011, 10:58:01 PM
http://www.typemoon.com/products/mbaacc/index.html

Type-Moon's opened up a new MBAACC page. Has vids on new mechanics and stuff. Glad to know they still care. :toot:

Edit: Exploring more, high quality Archetype Earth footage is included.
: Re: The MB:AA:CC thread: Current Code
: Psylocke May 26, 2011, 11:47:11 PM
Thanks for being so diligent, I'm sure that some of the official videos on the site will answer a lot of people's questions in this thread and the v1.05 request thread.

Seems like 1.07 is going to be released sometime in July
: Re: The MB:AA:CC thread: Current Code
: Rokunaya May 27, 2011, 12:06:22 AM
Seems like 1.07 is going to be released sometime in July

................................................. ...........

How the hell are they going to patch the game when they only give it 1-2 months to even stabilize?
: Re: The MB:AA:CC thread: Current Code
: fiendmaw May 27, 2011, 01:07:29 AM
Seems like 1.07 is going to be released sometime in July

................................................. ...........

How the hell are they going to patch the game when they only give it 1-2 months to even stabilize?
I think 1.05 was just an extended loketest for them.Thats why everybody's so crazy!
This also means,that they have other plans for it,them releasing Archetype so early after PCiel means they have some sort of deadline for something.
My j.2C on this.
: Re: The MB:AA:CC thread: Current Code
: Komidol May 27, 2011, 02:50:14 AM
Seems like 1.07 is going to be released sometime in July


YES!

YES!
: Re: The MB:AA:CC thread: Current Code
: LivingShadow May 27, 2011, 04:56:03 AM
http://www.typemoon.com/products/mbaacc/index.html

Type-Moon's opened up a new MBAACC page. Has vids on new mechanics and stuff. Glad to know they still care. :toot:

Edit: Exploring more, high quality Archetype Earth footage is included.

@Archetype:
hovering confirmed
5.1 off of a basic combo (I hope this is nerfed)
Absurd zoning:

: Re: The MB:AA:CC thread: Current Code
: F9|Chibi May 27, 2011, 06:54:09 AM
See?

I told you!

Bitch is MODOK.

She looks absolutely fucking STUPID.

IWANTHER

 :teach:
: Re: The MB:AA:CC thread: Current Code
: yui May 27, 2011, 07:41:47 AM
good shtuff

nanaya arc drive doesn't seem to scale nearly as much as i thought and i'm glad 236c isn't affected by hitstun decay.
overall, the changes to the game seem really interesting. i just wish they'd put back A Armor...

@Archetype:
hovering confirmed
5.1 off of a basic combo (I hope this is nerfed)

the combo was done on full health warachia, who has terrible defense modifiers, but yeah she's doing damage like a console character for what seems like no work at all.

apparently hovering eats magic circuit gradually as well.


she does look fucking stupid though.
: Re: The MB:AA:CC thread: Current Code
: Rokunaya May 27, 2011, 09:00:46 AM
See?

I told you!

Bitch is MODOK.

She looks absolutely fucking STUPID.

IWANTHER

 :teach:


Nope
: Re: The MB:AA:CC thread: Current Code
: Dullyanna May 27, 2011, 09:03:09 AM
See?

I told you!

Bitch is MODOK.

She looks absolutely fucking STUPID.

IWANTHER

 :teach:


Nope

Emphasis on NOPE
: Re: The MB:AA:CC thread: Current Code
: fiendmaw June 04, 2011, 02:24:54 AM
FB twitter: 申し訳ありません、いまのところPC版発売のの予定はありません。RT @sjigjisjrih0ihs: @fura_pan MBAA、またはAACCのPC版は出るのでしょうか?

tldr:They dont have any current plans for PC.

I think we should use this chance to ask them about a PS3/360 release!
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys June 05, 2011, 03:23:18 AM
*dies inside*

Btw I find it crazy Nanaya's able to combo into his AD and then comboes off this very AD.
: Re: The MB:AA:CC thread: Current Code
: Alchemist of Atlas June 07, 2011, 10:50:37 AM
FB twitter: 申し訳ありません、いまのところPC版発売のの予定はありません。RT @sjigjisjrih0ihs: @fura_pan MBAA、またはAACCのPC版は出るのでしょうか?

tldr:They dont have any current plans for PC.

I think we should use this chance to ask them about a PS3/360 release!

*sad panda modo activated*

Welp, all we can do now is ask them to make MBAACC become dlc for PS3. <.<
: Re: The MB:AA:CC thread: Current Code
: Sahgren June 10, 2011, 09:21:36 AM
http://kalfisquine.com/blog/?p=1379

We could be possibly getting MBAACC for PS3 and 360. Could someone please translate what exactly he's saying for clarification?
: Re: The MB:AA:CC thread: Current Code
: ehrik June 10, 2011, 09:33:53 AM
they're just saying they could possibly have a port, thats in no way a confirmation at all...
: Re: The MB:AA:CC thread: Current Code
: Hyper Omega Sonic June 10, 2011, 10:08:58 AM
Hi, I'm sending the update I did on wikipedia for you about Melty Blood Actress Again Current Ver Code 107:

A Final upgrade for Melty Blood Actress Again Current Code is set to be released in July 2011, rename for Melty Blood Actress Again Current Code Ver. 1.07 with a last character, a complete version of Arche-Type Earth (Princess version of Arcueid Brunestud) with new sprites and moves for her and also a own Story Mode and Ending. Also Neco & Mech and Kohaku & Mech also gain Story Modes and Endings this new version. Riesbyfe Stridberg (as happened with Neco-Arc with the Playstation 2 version of Melty Blood Actress Again) should gain a new route at Story Mode, possibly shown as is living his new life now with Satsuki and Sion as a member of the Back-Alley Alliance.

That's it, thanks you guys! ;) ;) ;) ;)
: Re: The MB:AA:CC thread: Current Code
: dakanya June 10, 2011, 12:16:06 PM
they're just saying they could possibly have a port, thats in no way a confirmation at all...

yes they are simply saying they are considering it. of course they want to but they havent decided yet.

why are people linking this 3 day old tweet that doesnt mean anything everywhere god dammit i hate you guys D:

: Re: The MB:AA:CC thread: Current Code
: Erkz June 12, 2011, 07:15:18 AM
Ver. 1.06 Location Testing ho~! (http://www.nippon-amuse.co.jp/)

June 11th to 14th apparently. :psyduck:
: Re: The MB:AA:CC thread: Current Code
: Dipstick June 12, 2011, 08:50:14 AM
Man, French Bread really are on the Tekken/VF "update this game every week" plan. Hopefully it doesn't include Sega's plan of "fuck a console port."

Thankfully, Sega is only tangentially involved -- but even that's a scary prospect.

Fake fake edit: Are they really testing this alongside the Koihime Musou fighting game? Just as planned.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw June 12, 2011, 11:10:58 AM
Can this game get even more hype and KUHRAZY?We probably wont get any info off this loketest.
: Re: The MB:AA:CC thread: Current Code
: Pfhor June 13, 2011, 11:56:06 PM
Perhaps she did, but after she got hit by Nero's 5[c], there was the sound of a groundbounce as well as the dustcloud on the ground, so she had to have hit the ground. Whether it was a groundbounce or a knockdown I can't tell. If it was a groundbounce, it would explain why Nero's 2c afterwards launched her. But if it was just a knockdown, then it shows that 2c has OTG relaunch properties.

5[c] is a bound move, much like Harc's new j.2[c] and fmecha's ex gun and ex spikeball. Basically puts them on the floor and lets you pick them up with any move.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi June 14, 2011, 05:55:10 AM
Ver. 1.06 Location Testing ho~! (http://www.nippon-amuse.co.jp/)

June 11th to 14th apparently. :psyduck:

Where at?

: Re: The MB:AA:CC thread: Current Code
: Rokunaya June 14, 2011, 06:41:06 AM
Damn dude, when is this game going to sit still for a while?
: Re: The MB:AA:CC thread: Current Code
: dumba989 June 14, 2011, 08:00:47 AM
Damn dude, when is this game going to sit still for a while?

Yeah cause this is getting ridiculous, I want my console port soon.
: Re: The MB:AA:CC thread: Current Code
: Erkz June 14, 2011, 02:41:49 PM
Where at?

Uh, Athena NPB in Osaka.
: Re: The MB:AA:CC thread: Current Code
: Cristu June 15, 2011, 09:36:46 PM
I'm liking the updates. Seems they are testing/upgrading/gettingfeedback alot to final tune the game.

I hope after they finish all this (a final version of MBAA) they release for console and later on for PC like they did for MBR and MBAC..
: Re: The MB:AA:CC thread: Current Code
: Id_asz June 16, 2011, 01:31:37 AM
As long as these updates are free and mailed to us, I don't really have a problem, though.

I wouldn't start a RanBat until it's all updated, though, lol. (Maybe 1.07 will be the last one for awhile?)
: Re: The MB:AA:CC thread: Current Code
: Kamina June 27, 2011, 07:06:49 AM
Ok, I'm not 100% on this but theres something that happened today, and people are giving out signatures to keep Melty Blood going? I can see that GO1 and Highspeed and CL are posting up here, so clearly it must be important. Theres something about 1.06 here lol somebody more versed in the ways of rune-fu help me clarify whats going on
http://hydragp.info/groups/melty-blood-championship%E3%81%AE%E7%99%BB%E9%8C%B2%E9%81%B8%E6%89%8B/forum/topic/%E7%BD%B2%E5%90%8D%E6%B4%BB%E5%8B%95mbaaccver1-05%E4%BB%A5%E9%99%8D%E3%81%AE%E3%83%90%E3%83%BC%E3%82%B8%E3%83%A7%E3%83%B3%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6/

Similar info on 1.06 on the main page as well under News
http://e56.info/mbaaring/

: Re: The MB:AA:CC thread: Current Code
: dumba989 June 27, 2011, 09:04:47 AM
Ok, I'm not 100% on this but theres something that happened today, and people are giving out signatures to keep Melty Blood going? I can see that GO1 and Highspeed and CL are posting up here, so clearly it must be important. Theres something about 1.06 here lol somebody more versed in the ways of rune-fu help me clarify whats going on
http://hydragp.info/groups/melty-blood-championship%E3%81%AE%E7%99%BB%E9%8C%B2%E9%81%B8%E6%89%8B/forum/topic/%E7%BD%B2%E5%90%8D%E6%B4%BB%E5%8B%95mbaaccver1-05%E4%BB%A5%E9%99%8D%E3%81%AE%E3%83%90%E3%83%BC%E3%82%B8%E3%83%A7%E3%83%B3%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6/

Similar info on 1.06 on the main page as well under News
http://e56.info/mbaaring/



Where can we sign this?
: Re: The MB:AA:CC thread: Current Code
: Kamina June 27, 2011, 10:25:26 AM
You can sign if you sign into Hydra, just needs the user name, mail address, password, then on the right side is player name, the character you use, and where you're living... of course they don't see to have anything outside of japan except for korea so...yeah make something up. Then the space on the bottom is like a journal entry for I guess posting your status atm or something
: Re: The MB:AA:CC thread: Current Code
: Pfhor June 27, 2011, 10:46:44 AM
It's been said on IRC that this thread is to petition french bread to delay 1.07 and keep testing 1.05 before they come out with the new version. People think some of 1.05 is too broken and it needs more time to find more broken stuff.
: Re: The MB:AA:CC thread: Current Code
: dakanya June 27, 2011, 10:47:51 AM
I don't really think you guys should be participating in this discussion on HydraGP... at least not thoughtlessly or without a full understanding of what they are talking about ok

エコール・フランスパン側にしてほしい事は

———–

・現状、プレイヤーにお金を払って粗探しさせている自覚があるのなら、ver1.06の稼働を見直し、ver1.07の稼働が延期してもいいから、きちんとした調整をして欲しい。
(ver1.05が、まだ一ヶ月も稼働していないのに、全てのキャラ・スタイルの調整など出来るはずがない)

・ver1.07以降のバージョンを出さないでいいような調整にする事。

(その際に協力出来る事があればプレイヤーが協力します。テストプレイヤーが足りないのなら、GO1氏、ジェフリーマンソン氏などが全力で協力すると宣言してました)

(もしも案が通り、最終調整に当たるバージョンのロケテストをする場合、日本橋アテナでのロケテスト実施は可能であると、アテナの店長さんからも許可を頂きました)

———-

I didn't really read all of it since I should be doing something else right now but from what I skimmed, they basically they want the upcoming versions to be postponed for further testing before they go ahead and release them.

It is not really about 'keeping Melty Blood going' or what you may be assuming to be the life or death of Melty Blood.
: Re: The MB:AA:CC thread: Current Code
: Kamina June 27, 2011, 10:51:18 AM
Ahh ok I see, so thats what it all was about then. =/ More postponements eh...
: Re: The MB:AA:CC thread: Current Code
: Komidol June 27, 2011, 01:22:46 PM
There has been a push recently for a 3-way international tournament (Korea, Japan, and the US).  CL and more than one top JP players really *really* want to see this happen.  Of course, we wouldn't want that to happen without a port first.  I believe due to Kamina's handywork (among others), we could get some domestic support in Japan and also from Korea if we wanted to see a port happen for the sake of keeping the game alive here.  As we've learned from Evo, I think Ecole is very hesitant (AKA completely unwilling) to support our arcade scene, but if we can convince them they will make money off a CC port it may become possible.  We may be able to utilize this push effectively to make a port happen.  I don't think we should sleep on it.  The community over in JP is very active right now with the new version releases, so we shouldn't overlook the activity.  We would definitely need to make a petition plan and get it onto the main page, along with support from multiple regions and players.  I'm sure people like Chibi/Arly, LK, CL, and Kusa would have no problem with this.  We would need someone more fluent (dakanaya, you would tremendously helpful, or Curbeh if he felt so inclined) to stress the importance of the port for the international scene (I'd be happy to do this, but we can make a new thread and edit it together.)    
 
If you guys really want to see the port happen, I think we should start moving already.  Businesses rarely move in the direction you want them to by themselves.  Basically, if we motivate the Japanese community to fight for our cause (in order for the possibility of a 3-way tournament to happen), and we show Ecole they can make money off it (which would be much easier on PS3), it becomes possible.  Take the hype and run with it.
: Re: The MB:AA:CC thread: Current Code
: dumba989 June 27, 2011, 01:57:02 PM
There has been a push recently for a 3-way international tournament (Korea, Japan, and the US).  CL and more than one top JP players really *really* want to see this happen.  Of course, we wouldn't want that to happen without a port first.  I believe due to Kamina's handywork (among others), we could get some domestic support in Japan and also from Korea if we wanted to see a port happen for the sake of keeping the game alive here.  As we've learned from Evo, I think Ecole is very hesitant (AKA completely unwilling) to support our arcade scene, but if we can convince them they will make money off a CC port it may become possible.  We may be able to utilize this push effectively to make a port happen.  I don't think we should sleep on it.  The community over in JP is very active right now with the new version releases, so we shouldn't overlook the activity.  We would definitely need to make a petition plan and get it onto the main page, along with support from multiple regions and players.  I'm sure people like Chibi/Arly, LK, CL, and Kusa would have no problem with this.  We would need someone more fluent (dakanaya, you would tremendously helpful, or Curbeh if he felt so inclined) to stress the importance of the port for the international scene (I'd be happy to do this, but we can make a new thread and edit it together.)    
 
If you guys really want to see the port happen, I think we should start moving already.  Businesses rarely move in the direction you want them to by themselves.  Basically, if we motivate the Japanese community to fight for our cause (in order for the possibility of a 3-way tournament to happen), and we show Ecole they can make money off it (which would be much easier on PS3), it becomes possible.  Take the hype and run with it.

A 3-way INTL tournament would be too sick.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi June 27, 2011, 02:23:49 PM
I have no problem chucking that up on the front page, get something established and I'm on it.
: Re: The MB:AA:CC thread: Current Code
: dakanya June 27, 2011, 02:47:26 PM
I think Curbeh would be more qualified than me but you can count me in
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger June 28, 2011, 03:51:07 AM
Sorry to break the seriousness, but...

http://www.youtube.com/watch?v=JmpWZlCsCAo&feature=related&#t=6m47s

Why didn't H-Arc auto-spark?
: Re: The MB:AA:CC thread: Current Code
: dakanya June 28, 2011, 03:54:17 AM
len got hit by arc's 5a. autospark doesn't trigger on trades. arc still has the option of manually bursting though
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger June 28, 2011, 04:24:19 AM
But after Arc got hit with the 5a trade, she recovered and blocked Len's Arc Drive but got hit eventually. Why didn't Arc autospark when being hit by the Arc Drive? Well, it could have something to do with the Arc Drive hitting very rapidly, but even during Len's follow-up after the Arc Drive, no spark?
: Re: The MB:AA:CC thread: Current Code
: Zaelar June 28, 2011, 06:09:34 AM
My guess is that if you trade with the first hit of a projectile the rest of the hits won't cause auto spark.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger June 28, 2011, 06:56:39 AM
My guess is that if you trade with the first hit of a projectile the rest of the hits won't cause auto spark.

That can be true, but Arc already recovered from the trade and blocked the Arc Drive. Then she tried to jump but got hit during startup and didn't spark.

Arc enters Heat -> Arc trades 5a with Arc Drive -> Arc recovers -> Arc manages to block Arc Drive -> Arc gets pushed away and tries to jump -> Arc gets caught in jump startup and gets hit by multi-hit Arc Drive -> Arc Drive ends (moves away from screen) and Len follows-up with combo

I'm wondering why during those bolded time-slots why didn't Arc autospark.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw June 28, 2011, 07:37:28 AM
The reason why Arc didnt autospark is.....because you can't autospark Len AD.Dont ask my why,but you cant.
: Re: The MB:AA:CC thread: Current Code
: Zaelar June 28, 2011, 08:21:44 AM
My guess is that if you trade with the first hit of a projectile the rest of the hits won't cause auto spark.
That can be true, but Arc already recovered from the trade and blocked the Arc Drive. Then she tried to jump but got hit during startup and didn't spark.

The trade and the second hit were the same projectile.

I think autospark never happens in the middle of a combo.
: Re: The MB:AA:CC thread: Current Code
: Dipstick June 28, 2011, 09:02:29 AM
There has been a push recently for a 3-way international tournament (Korea, Japan, and the US).  CL and more than one top JP players really *really* want to see this happen.  Of course, we wouldn't want that to happen without a port first. 
I'm really surprised that Japanese and Korean players would even want to bother with the US, especially at this point. Look at what Garu did coming into a version where his main character was significantly nerfed and he was not at all familiar with the changes made: he still ended up wrecking house. (I'm just glad he lost to Kusanagi, or that would have looked really bad).

Can that gap close? Sure; it did a fair bit between AC and AA. Long term, I really like the idea of this and have no problem throwing my support behind it. Short term? It's silly.

I believe due to Kamina's handywork (among others), we could get some domestic support in Japan and also from Korea if we wanted to see a port happen for the sake of keeping the game alive here. As we've learned from Evo, I think Ecole is very hesitant (AKA completely unwilling) to support our arcade scene, but if we can convince them they will make money off a CC port it may become possible.  We may be able to utilize this push effectively to make a port happen.  I don't think we should sleep on it.
I appreciate their politeness but if they really need to ask us if we would like them to push for a console release, I would figure the answer would be self-evident. The notable thing is that the Japanese players want to see an international release.

An aside: that's not the lesson I learned regarding Ecole from Evo 2010. Well, I guess they aren't willing to support the arcade scene here -- hell, I wouldn't be willing to support arcades in the US at this point. It makes less than zero business sense. The lesson I learned was that Ecole was completely oblivious to the fact that anyone outside of Asia played the game (which makes your next point all that more important).

  The community over in JP is very active right now with the new version releases, so we shouldn't overlook the activity.  We would definitely need to make a petition plan and get it onto the main page, along with support from multiple regions and players.  I'm sure people like Chibi/Arly, LK, CL, and Kusa would have no problem with this.  We would need someone more fluent (dakanaya, you would tremendously helpful, or Curbeh if he felt so inclined) to stress the importance of the port for the international scene (I'd be happy to do this, but we can make a new thread and edit it together.)
Normally, I hate petitions -- they tend to be useless, at best. However, if this was something actually requested by Ecole/French Bread/whoever then it might make sense. At least then it would have enough meat to get posted on all of the main community sites (SRK, IPW, EventHubs, etc.) which would further drive numbers.

Furthermore, I think some details should be communicated, like an emphasis on how different the international market is compared to Japan in a few aspects (like how different Internet connections are in the rest of the world).

If you guys really want to see the port happen, I think we should start moving already.  Businesses rarely move in the direction you want them to by themselves.  Basically, if we motivate the Japanese community to fight for our cause (in order for the possibility of a 3-way tournament to happen), and we show Ecole they can make money off it (which would be much easier on PS3), it becomes possible.  Take the hype and run with it.
Or maybe people have already been doing that. :mystery:

Apropos of nothing and everything: There have been attempts to bring a version of Melty Blood out in America.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw June 28, 2011, 09:56:59 AM
It's been on my mind of a while,but since there's talk about frenchbread and ports,wouldnt it be a good idea to ask FB/ECOLE if theyre willing to do something like a Q&A with meltybread as a MB/UNIB fansite?
It doesnt really have to be only melty questions but also some UNIB questions peppered here and there.
: Re: The MB:AA:CC thread: Current Code
: Komidol June 28, 2011, 09:09:58 PM
Good points Dippy, I'll have to draw something up soon, then...trying to find out if I can host a small meet in Japan in August to see how some of the JP players feel (but we will definitely have some online stuff done long before that).  Good news in that Hare and Ashe seem very supportive at the moment.  
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys June 29, 2011, 01:11:32 PM
I thought about that, too. Like, making an official fansite related to TM/ECOLE/FB and trying to get information from interviews.
: Re: The MB:AA:CC thread: Current Code
: Kamina July 03, 2011, 08:37:52 AM
http://d.hatena.ne.jp/French-Bread/
French bread going to stream again on the 23rd of this month, brace yourselves
: Re: The MB:AA:CC thread: Current Code
: Erkz July 03, 2011, 11:36:33 AM
http://d.hatena.ne.jp/French-Bread/
French bread going to stream again on the 23rd of this month, brace yourselves

It's actually the 7th at 23:00.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw July 03, 2011, 05:40:43 PM
7th of JULY?!?!
My body is not anywhere near ready.
Hoping for some juicy UNIB info and talks about ports.
: Re: The MB:AA:CC thread: Current Code
: fiendmaw July 06, 2011, 02:40:48 AM
http://twitter.com/#!/fura_pan
There's some interesting discussions regarding ports and such,but google translate only gets you so far.If there's anything interesting,do share!
: Re: The MB:AA:CC thread: Current Code
: Dipstick July 08, 2011, 04:17:31 AM
Hrm... (https://twitter.com/#!/fura_pan/statuses/89205642467885057).

PS3は買って損はないと思います!RT @ran_soun: ありがとうございます。これを機にPS3を買おうかどうか…悩みます。 RT 可能性は0ではないですが、今のところ予定はありません。

There are some nested retweets here; there's actually one missing and it was originally a question about if there was going to be a PC port of MBCC. You would figure that it would be relatively easy with Ringwide being PC-based, but FB said they have no plans for now.

The follow-up question asked is if they should buy a PS3, and FB's response was (from what I can divine, anyway) that it would not hurt to buy a PS3. Why would that be? Does French Bread want everyone to play Uncharted 3? Or maybe they know there's going to be a console port of the Koihime Musou fighter?
: Re: The MB:AA:CC thread: Current Code
: Kamina July 15, 2011, 07:35:38 AM
http://e56.info/mbaaring/
Archetype cometh in October. Brace yourselves gentlemen.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi July 15, 2011, 08:33:40 AM
GIMME GIMME GIMME GIMMEEEEEEEEEEEEEEEEEEE
: Re: The MB:AA:CC thread: Current Code
: fiendmaw July 15, 2011, 09:21:33 AM
Wasnt it supposed to come late july/early august.Was it the petition that delayed it this much?
: Re: The MB:AA:CC thread: Current Code
: Komidol July 15, 2011, 09:27:06 AM
It was supposed to come out July 7th but the community petitioned for further balance development due to mostly Half P-CL.   
: Re: The MB:AA:CC thread: Current Code
: Hyper Omega Sonic July 15, 2011, 10:04:02 AM
Update News

A new upgrade for Melty Blood Actress Again Current Code is set to be released in ending of July 2011, rename for Melty Blood Actress Again Current Code Ver. 1.06, adding Story Modes and Endings of teams Neco & Mech and Kohaku & Mech. Riesbyfe Stridberg (as happened with Neco-Arc in Playstation 2 version of Melty Blood Actress Again) should gain a new route at Story Mode, possibly shown as is living her new life now with Sion Eltnam Atlasia and Satsuki Yumizuka as a member of the Back-Alley Alliance (after of endings of Sion and Satsuki).

A last upgrade for Melty Blood Actress Again Current Code is set to be released in beginning of October 2011, rename for Melty Blood Actress Again Current Code Ver. 1.07 with a last character, a complete version of Arche-Type Earth (Princess version of Arcueid Brunestud) with new sprites and moves for her (with the 3 moon styles) and also a own Story Mode and Ending.
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi July 15, 2011, 10:29:22 AM
links / sources :O?
: Re: The MB:AA:CC thread: Current Code
: fiendmaw July 15, 2011, 12:32:47 PM
It was supposed to come out July 7th but the community petitioned for further balance development due to mostly Half P-CL.   
Half? really? Half? Apparently verticals beat horizontals in Japan?
: Re: The MB:AA:CC thread: Current Code
: Exciel July 15, 2011, 01:13:57 PM
From what I've seen, H-PCL's damage output and okizeme is greater than C's while C's is just lol sparky sparky x n.
: Re: The MB:AA:CC thread: Current Code
: BurstOfAnger July 15, 2011, 08:15:57 PM
They're both broken.
: Re: The MB:AA:CC thread: Current Code
: ehrik July 15, 2011, 10:00:42 PM
just unbreak pcl plz
: Re: The MB:AA:CC thread: Current Code
: fiendmaw July 16, 2011, 01:43:57 AM
http://www.nicovideo.jp/watch/sm15026776
That video is tagged as 1.06,can someone confirm?
: Re: The MB:AA:CC thread: Current Code
: Komidol July 17, 2011, 10:51:20 AM
http://www.nicovideo.jp/watch/sm15026776
That video is tagged as 1.06,can someone confirm?

Gamesky is using 1.05, so it's false. 
: Re: The MB:AA:CC thread: Current Code
: AM2 July 22, 2011, 06:58:08 PM
Liking the site upgrade. Man, I haven't here in a while, but that's because no one plays MB anymore, due to the Current Code upgrades being (so far) only in Japan, not that I dislike that. The more improvements the better. I just hope French Bread knew about it having fans outside of Japan, which I guess has happened after reading the last couple of pages. Anyone still play AC online?  :nyoro:
: Re: The MB:AA:CC thread: Current Code
: Roy-Kr July 23, 2011, 02:14:27 AM
Anyone still play AC online?  :nyoro:
Plenty here in Europe, but I've got one American and one Mexican player in my channel.
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys July 23, 2011, 05:53:28 AM
>5-6 players
>plenty
: Re: The MB:AA:CC thread: Current Code
: Roy-Kr July 23, 2011, 09:28:08 AM
Hey hey, i've got at least 14 regulars. then there's the guys in the IRC, but i don't frequent that place since it's more of a general chat now in my opinion.
: Re: The MB:AA:CC thread: Current Code
: EMAGDNIM July 24, 2011, 04:49:59 AM
So, 1.06 will be released at the end of this month and 1.07 in October?

Hmmm... Most game centers I've been going to lately all have 1.05. Does anyone know if most game centers in Japan got 1.05 right away or was there a bit of a wait in some places? I hope places close to me get 1.06 right after release. I'll be travelling to Tokyo every weekend if not.

洪水
: Re: The MB:AA:CC thread: Current Code
: Dipstick August 03, 2011, 10:30:16 AM
Welp (from French Bread's Twitter account) (https://twitter.com/#!/fura_pan/statuses/98812659012612096):

ZaelMiyamoto Zael=Miyamoto
@fura_pan Hope you will release MBAACC for PS3 and PSP! お願い!

fura_pan フランスパン
@ZaelMiyamoto We want to release the MBAA for PS3 and PSP. Endeavor to release it.


: Re: The MB:AA:CC thread: Current Code
: Roy-Kr August 03, 2011, 11:00:59 AM
Page does not exist.

If it does come out, i really hope it doesn't have the same fucking retarded netplay all other console games have.
: Re: The MB:AA:CC thread: Current Code
: Sahgren August 03, 2011, 11:01:28 AM
Welp (from French Bread's Twitter account) (https://twitter.com/#!/fura_pan/statuses/98812659012612096):

ZaelMiyamoto Zael=Miyamoto
@fura_pan Hope you will release MBAACC for PS3 and PSP! お願い!

fura_pan フランスパン
@ZaelMiyamoto We want to release the MBAA for PS3 and PSP. Endeavor to release it.

But still no confirmation on whether they'll actually be able to.   :gonk:
: Re: The MB:AA:CC thread: Current Code
: F9|Chibi August 03, 2011, 11:12:25 AM
Hope and want is not will and going to.

D:
: Re: The MB:AA:CC thread: Current Code
: Dipstick August 03, 2011, 11:24:54 AM
Hope and want is not will and going to.

D:

To be fair, French Bread's tweet looks machine translated (or just badly translated). Maybe they were talking about what they had for lunch, or that they're really porting Koihime Musou AC.
: Re: The MB:AA:CC thread: Current Code
: caiooa August 03, 2011, 02:20:46 PM
To be fair, French Bread's tweet looks machine translated (or just badly translated). Maybe they were talking about what they had for lunch, or that they're really porting Koihime Musou AC.
but a cat that would be awesome too http://www.youtube.com/watch?feature=player_embedded&v=hen-H4BEDoo (http://www.youtube.com/watch?feature=player_embedded&v=hen-H4BEDoo)
: Re: The MB:AA:CC thread: Current Code
: Cristu August 03, 2011, 04:50:25 PM
adding Story Modes and Endings of teams Neco & Mech and Kohaku & Mech. Riesbyfe Stridberg (as happened with Neco-Arc in Playstation 2 version of Melty Blood Actress Again) should gain a new route at Story Mode, possibly shown as is living her new life now with Sion Eltnam Atlasia and Satsuki Yumizuka as a member of the Back-Alley Alliance (after of endings of Sion and Satsuki).

I wonder if there will be real story modes like in MB Re-Act or it will be troll mode like in MBAA x.x Seriously, the "story" in arcade mode in MBAA is the worst thing ever. It would be cool if this story mode was a real one, like in MB Re-Act, but introducing Ries instead of Sion this time.
: Re: The MB:AA:CC thread: Current Code
: Exciel August 03, 2011, 06:43:16 PM
I'm guessing you haven't played many arcade fighting games. People don't go to the arcades to play a visual novel, and what MBAA has is already more than many other fighting games.
: Re: The MB:AA:CC thread: Current Code
: Cristu August 03, 2011, 07:26:19 PM
I'm guessing you haven't played many arcade fighting games. People don't go to the arcades to play a visual novel, and what MBAA has is already more than many other fighting games.
You're totally right xD I forgot it's always only for arcade =/ I was thinking of a console version...

So, is there something new here? It looks different =o
http://www.typemoon.com/products/mbaacc/index.html
: Re: The MB:AA:CC thread: Current Code
: abitofBaileys August 09, 2011, 02:45:29 PM
This is the first time I see something about MB on the typemoon.com main page.
: Re: The MB:AA:CC thread: Current Code | 1.07 confirmed for PC!
: mauve August 11, 2011, 04:43:03 PM
<mauve> i want to say this to head off any caster comments. i actually want to work on the netplay for mbaacc if it hits pc. maybe enough to do a rollification.
Yes, I went there, motherfuckers.
: Re: The MB:AA:CC thread: Current Code | 1.07 confirmed for PC!
: ShardZ August 15, 2011, 01:04:28 PM
casteryomi
: Re: The MB:AA:CC thread: Current Code
: ShardZ August 18, 2011, 10:24:09 PM
Look at what Garu did coming into a version where his main character was significantly nerfed and he was not at all familiar with the changes made: he still ended up wrecking house. (I'm just glad he lost to Kusanagi, or that would have looked really bad).
Don't think anyone addressed this... Garu had switched his main to H-Kohaku a little while before Evo and I'm not aware of that char being "significantly nerfed" in PS2 MBAA.
: Re: The MB:AA:CC thread: Current Code
: Tonberry August 18, 2011, 11:30:13 PM
Look at what Garu did coming into a version where his main character was significantly nerfed and he was not at all familiar with the changes made: he still ended up wrecking house. (I'm just glad he lost to Kusanagi, or that would have looked really bad).
Don't think anyone addressed this... Garu had switched his main to H-Kohaku a little while before Evo and I'm not aware of that char being "significantly nerfed" in PS2 MBAA.

Pretty sure he was talking about how H-VSion was nerfed in console.
: Re: The MB:AA:CC thread: Current Code
: WYVERN LORD August 19, 2011, 04:07:14 AM
Look at what Garu did coming into a version where his main character was significantly nerfed and he was not at all familiar with the changes made: he still ended up wrecking house. (I'm just glad he lost to Kusanagi, or that would have looked really bad).
Don't think anyone addressed this... Garu had switched his main to H-Kohaku a little while before Evo and I'm not aware of that char being "significantly nerfed" in PS2 MBAA.

Pretty sure he was talking about how H-VSion was nerfed in console.
I think H-koha was as well, though, didn't she get like 5k off command grab before console?
: Re: The MB:AA:CC thread: Current Code 1.07
: Zaelar August 19, 2011, 05:06:36 AM
IIRC I read somewhere command throw damage got halved.
: Re: The MB:AA:CC thread: Current Code 1.07
: Tonberry August 19, 2011, 01:52:09 PM
iirc it went from ~80 to 50% prorate.  But the character itself remained really really strong.
: Re: The MB:AA:CC thread: Current Code 1.07
: caiooa August 19, 2011, 02:31:41 PM
http://d.hatena.ne.jp/French-Bread/20110819/1313730267 (http://d.hatena.ne.jp/French-Bread/20110819/1313730267)
: Re: The MB:AA:CC thread: Current Code 1.07
: F9|Chibi August 19, 2011, 02:35:03 PM
Translations pleases~
: Re: The MB:AA:CC thread: Current Code 1.07
: dakanya August 19, 2011, 04:53:38 PM
It really doesn't say anything interesting but here goes... actually I am way too lazy to do a professional/nice job lol

it just says they were NAYANDERING i mean fretting or contemplating over what to do cause like ps3 port is hard but ending everything with just a pc port is too normal and boring orz so we were wondering about what to do but like type moon san was like if you are still thinking about it why not release it with carnival phantasm?! and french bread was like ... SOUNDS GOOD

and then about netplay there won't be any on release but they are going to add it in a patch

tl over, plz excuse my laziness
: Re: The MB:AA:CC thread: Current Code 1.07
: Roy-Kr August 19, 2011, 05:22:16 PM
Better than Google translation. Thanks.

I'm happy they're not releasing it on console as well. PC is a universal platform and the world-wide Melty community isn't big enough to be split between PC/PS3/XBOX.
: Re: The MB:AA:CC thread: Current Code 1.07
: F9|Chibi August 19, 2011, 07:52:30 PM
Better than Google translation. Thanks.

I'm happy they're not releasing it on console as well. PC is a universal platform and the world-wide Melty community isn't big enough to be split between PC/PS3/XBOX.

The world wide community is big enough to warrant a PS3/XBOX release.

If fucking Arcana Heart 3 can warrant a release, you bet your ass this game does too.
: Re: The MB:AA:CC thread: Current Code 1.07
: WYVERN LORD August 19, 2011, 07:56:15 PM
If fucking Arcana Heart 3 can warrant a release, you bet your ass this game does too.
^^^ this, at the last NY tourney this old-ass ps2 game had twice the entrants of AH3

even vsav had more

SUCK IT ARCANA
: Re: The MB:AA:CC thread: Current Code 1.07
: Pincher August 19, 2011, 07:59:31 PM
I'm happy they're not releasing it on console as well. PC is a universal platform and the world-wide Melty community isn't big enough to be split between PC/PS3/XBOX.

Is there a way to - HEAT somebody?  >:(
: Re: The MB:AA:CC thread: Current Code 1.07
: HRGS|忍 August 19, 2011, 11:29:46 PM
And CL's salt on twitter has brought flavor to my french fries another day. I feel his pain though.

: Re: The MB:AA:CC thread: Current Code 1.07
: abitofBaileys August 20, 2011, 12:38:49 PM
Is there a way to - HEAT somebody?  >:(
Yes there is.
: Re: The MB:AA:CC thread: Current Code 1.07
: Belegorm August 20, 2011, 10:26:33 PM
Is there a way to - HEAT somebody?  >:(
Yes there is.

You do know that for a huge of the USA there is no scene for this game for miles and miles right?  I live in the middle of no where, for me and for many others decent netplay is the only way to actually play people?  Even if you do start building a scene from scratch you've got a bunch of guys who all have no idea how to play.  If I didn't go to college in a major city with an actual scene I'd have given up years ago on the game (though ironically I did for a wildly different reason).

Yeah we all agree laptop tournaments suck but in this day and age ps2 tournaments suck too.  My only ps2 stick is a ghetto mayflash, I left my ps2 in storage at college this summer and I'm fairly sure I'm done with the damn thing once and for all.  For better or for worse, MBAACC 1.07 is going to be out on a current-gen system, the PC, which is a largely untapped crowd for MB in the last couple of years and is the only system for a number of regions of the world.
: Re: The MB:AA:CC thread: Current Code 1.07
: Van_Artic August 22, 2011, 03:59:17 AM
fura_pan

カーニバルファンタズム特典のMBAACCについてたくさん質問頂いておりますが、すぐにお答えできないものもありますので、まとめて来週USTでお答えしたいと思います。ただ、フランスパンからの発売ではないので、こちらでお答えできないものもありますのでその点ご了承下さい。
he says they have recieved many questions about the port; they're going to talk about it in the next week's livestream, the day is gonna be announced soon
: Re: The MB:AA:CC thread: Current Code 1.07
: Omicron Austin October 02, 2011, 02:42:40 AM
fura_pan

カーニバルファンタズム特典のMBAACCについてたくさん質問頂いておりますが、すぐにお答えできないものもありますので、まとめて来週USTでお答えしたいと思います。ただ、フランスパンからの発売ではないので、こちらでお答えできないものもありますのでその点ご了承下さい。
he says they have recieved many questions about the port; they're going to talk about it in the next week's livestream, the day is gonna be announced soon

Did any news on this happen?
: Re: The MB:AA:CC thread: Current Code 1.07
: Hyper Omega Sonic October 13, 2011, 03:52:05 PM
from : http://twitter.com/#!/ecolemanabe

メルブラVer.1.07を公開しました。お待たせしましたが、稼動開始です。

Translate : Melty Blood Ver.1.07 launched. thank you for waiting, and start playing.

Confirmed!!!!! MBAACC Ver. 1.07 was released in Japan. Now just wait for new videos in Nico and Youtube.
: Re: The MB:AA:CC thread: Current Code 1.07
: Komidol October 14, 2011, 06:43:39 AM
Go1 just sounded off with his first thoughts of v1.07, saying "H-Akiha is far too powerfulwww"

Not sure if kidding.
: Re: The MB:AA:CC thread: Current Code 1.07
: Tonberry October 14, 2011, 11:36:46 AM
Go1 just sounded off with his first thoughts of v1.07, saying "I'm going back to H-Akihawww"

Not sure if kidding.

*fixed*  :laffo: :laffo:
: Re: The MB:AA:CC thread: Current Code 1.07
: Funky-kun October 14, 2011, 11:39:13 AM
Any idea on what particular buff this statement is based on?
: Re: The MB:AA:CC thread: Current Code 1.07
: Hyper Omega Sonic October 16, 2011, 09:10:30 AM
It seems that now the characters in MBAACC Ver 1.07, unlock the Eclipse Style for each one to finish the game with the chosen character to unlock the Eclipse style of each one. Look at this video of the new route from Riesbyfe against Neco-Arc:

http://www.nicovideo.jp/watch/sm15907301
: Re: The MB:AA:CC thread: Current Code 1.07
: abitofBaileys October 16, 2011, 09:11:42 AM
=O =O =O
: Re: The MB:AA:CC thread: Current Code 1.07
: LivingShadow October 16, 2011, 10:16:19 AM
It seems that now the characters in MBAACC Ver 1.07, unlock the Eclipse Style for each one to finish the game with the chosen character to unlock the Eclipse style of each one. Look at this video of the new route from Riesbyfe against Neco-Arc:

http://www.nicovideo.jp/watch/sm15907301
Man, super armor on just about everything.
: Re: The MB:AA:CC thread: Current Code 1.07
: Erkz October 17, 2011, 03:32:03 PM
That reminded me of Blazblue's unlimited characters. :gonk:

Might make for a good score/boss attack mode though.
: Re: The MB:AA:CC thread: Current Code 1.07
: LivingShadow October 17, 2011, 05:19:11 PM
E-char only side tourney maybe... Nah probably too unbalanced.
: Re: The MB:AA:CC thread: Current Code 1.07
: ehrik October 20, 2011, 04:49:17 PM
Lets give everyone charge moves.

What a great idea :|
: Re: The MB:AA:CC thread: Current Code 1.07
: Pfhor October 20, 2011, 05:51:43 PM
Lets give everyone charge moves.

What a great idea :|

They didn't exactly have much old character animation to work with and they didn't want to add new inputs, might as well just add charge moves that have utility. All the ones they added seem really useful.
: Re: The MB:AA:CC thread: Current Code 1.07
: ehrik October 20, 2011, 06:16:03 PM
Hvsion BEj.2b? D:

I mean, I'm not complaining but I was thinking they would do more than just add charge moves lol

edit: getting trolled by {b}
: Re: The MB:AA:CC thread: Current Code 1.07
: Tonberry October 20, 2011, 06:19:50 PM
Hvsion j.2? D:

I mean, I'm not complaining but I was thinking they would do more than just add charge moves lol

Seriously?  Does she have fastfall with j2?
: Re: The MB:AA:CC thread: Current Code 1.07
: Funky-kun October 20, 2011, 06:45:44 PM
She has a charge j2b.
: Re: The MB:AA:CC thread: Current Code 1.07
: Rei October 24, 2011, 05:45:01 PM
Gonna ask this to MadScientist.

Any changes to C-Ryougi in 1.07? They didn't really touch her from CC -> 1.05 other than 5 frame knife pickup, longer CC where 8x has a set launch distance/gravity, and 3rd 236c rekka ex cancel.

Those are the only 4 changes i can think of.
: Re: The MB:AA:CC thread: Current Code 1.07
: Qaenyin October 24, 2011, 07:19:47 PM
Is there a way to - HEAT somebody?  >:(
Yes there is.

You do know that for a huge of the USA there is no scene for this game for miles and miles right?  I live in the middle of no where, for me and for many others decent netplay is the only way to actually play people?  Even if you do start building a scene from scratch you've got a bunch of guys who all have no idea how to play.  If I didn't go to college in a major city with an actual scene I'd have given up years ago on the game (though ironically I did for a wildly different reason).

Yeah we all agree laptop tournaments suck but in this day and age ps2 tournaments suck too.  My only ps2 stick is a ghetto mayflash, I left my ps2 in storage at college this summer and I'm fairly sure I'm done with the damn thing once and for all.  For better or for worse, MBAACC 1.07 is going to be out on a current-gen system, the PC, which is a largely untapped crowd for MB in the last couple of years and is the only system for a number of regions of the world.

This a billion goddamned times.

Not everyone lives in NYC/NJ or Cali, and if you live anywhere else you're pretty much boned for any actual competition.
: Re: The MB:AA:CC thread: Current Code 1.07
: elle October 27, 2011, 01:38:20 AM
BTW, does anyone have info about the changes in 1.07?  I mean every single character.  Can't read Japanese...
: Re: The MB:AA:CC thread: Current Code 1.07
: fiendmaw October 27, 2011, 04:18:40 AM
I don't think theres a complete list everywhere,youll have better results searching the character subforums.
: Re: The MB:AA:CC thread: Current Code 1.07
: ehrik October 27, 2011, 05:21:28 AM
Is there a way to - HEAT somebody?  >:(
Yes there is.

You do know that for a huge of the USA there is no scene for this game for miles and miles right?  I live in the middle of no where, for me and for many others decent netplay is the only way to actually play people?  Even if you do start building a scene from scratch you've got a bunch of guys who all have no idea how to play.  If I didn't go to college in a major city with an actual scene I'd have given up years ago on the game (though ironically I did for a wildly different reason).

Yeah we all agree laptop tournaments suck but in this day and age ps2 tournaments suck too.  My only ps2 stick is a ghetto mayflash, I left my ps2 in storage at college this summer and I'm fairly sure I'm done with the damn thing once and for all.  For better or for worse, MBAACC 1.07 is going to be out on a current-gen system, the PC, which is a largely untapped crowd for MB in the last couple of years and is the only system for a number of regions of the world.

This a billion goddamned times.

Not everyone lives in NYC/NJ or Cali, and if you live anywhere else you're pretty much boned for any actual competition.

The irony is that Belegorm lived near LK
: Re: The MB:AA:CC thread: Current Code 1.07
: Qaenyin October 27, 2011, 08:12:57 PM


The irony is that Belegorm lived near LK

Yeah, I feel bad for people who want to play the game seriously but live nowhere near the northeast or southwest.  I'm lucky I'm so close to california or I wouldn't have any chance to play since AA came out.
: Re: The MB:AA:CC thread: Current Code 1.07
: Madscientist October 28, 2011, 11:46:17 PM
Gonna ask this to MadScientist.

Any changes to C-Ryougi in 1.07? They didn't really touch her from CC -> 1.05 other than 5 frame knife pickup, longer CC where 8x has a set launch distance/gravity, and 3rd 236c rekka ex cancel.

Those are the only 4 changes i can think of.
Posted one more change I found in the Ryougi thread.
: Re: The MB:AA:CC thread: Current Code 1.07
: fiendmaw November 07, 2011, 02:21:22 AM
(http://junktheeater.files.wordpress.com/2011/10/mbaaccarc.jpg)
New arcade ending art for Arcueid?
(http://junktheeater.files.wordpress.com/2011/10/mbaaccae.jpg)
And this is the Hime ending.
: Re: The MB:AA:CC thread: Current Code 1.07
: Rokunaya November 07, 2011, 05:40:34 AM
Yo damn dat rack
: Re: The MB:AA:CC thread: Current Code 1.07
: Hyper Omega Sonic November 07, 2011, 08:10:35 AM
No, the second ending (the one that shows Archetype: Earth holding the planet earth) is where after defeating Powerd Ciel, aims to eliminate all humans from the earth and return the planet to its natural state (before humans existed). But Arcueid finally wake up and one last fight is fought within the inner world of Arcueid, where she faces the Archetype: Earth for control of the body of Arcueid. The ending of the top shows that Arcueid won, Archetype: Earth is put to sleep again and saved humanity from extinction.
: Re: The MB:AA:CC thread: Current Code 1.07
: abitofBaileys November 08, 2011, 05:21:06 AM
(http://junktheeater.files.wordpress.com/2011/10/mbaaccae.jpg)
And this is the Hime ending.
Oh, this?

(http://www.meltyblood.de/stuff-fu/22833303_big_p0.png)
: Re: The MB:AA:CC thread: Current Code 1.07
: F9|Chibi November 08, 2011, 03:37:54 PM
Why the fuck wouldn't you do the other one instead?
: Re: The MB:AA:CC thread: Current Code 1.07
: Cristu November 23, 2011, 11:05:49 AM
Can't wait to get those images in HD and maybe put them on a combo movie =x

How's the plan on making movies when CC comes out? I'll be probably be doing 1 combo movie for each moon of each character, but my video editing skills are so bad. Maybe I can compile the videos and send someone with good video editing skills.. Let's crowd youtube with godlike Melty combo movies and tutorials!

By the way anyone knows MBAACC original control scheme? I know MBAA in PS2 has 8 buttons. I think all of them are important, even though I never explored or seen anyone exploring L2. In MBAACC arcade machine it's also 8 buttons? If yes, how's the scheme? If no, what are the buttons you can use? ABC, shield, quick action, ex-shield like in MBAC? If anyone know that would be nice to have a topic about it I think..
: Re: The MB:AA:CC thread: Current Code 1.07
: abitofBaileys November 24, 2011, 12:48:12 PM
A CMV for every character would be nice. Like, showing their possibilities and show their style of play. I like it.
: Re: The MB:AA:CC thread: Current Code 1.07
: fiendmaw November 25, 2011, 06:02:29 AM
http://d.hatena.ne.jp/French-Bread/20111125/1322223646 New blog! GET ON IT!!!
: Re: The MB:AA:CC thread: Current Code 1.07
: LivingShadow November 25, 2011, 06:27:04 AM
Well, the first part sounds like they're going to have a trial version to test out netplay. Not quite sure about the rest.
: Re: The MB:AA:CC thread: Current Code 1.07
: fiendmaw November 25, 2011, 07:41:46 AM
Theyre also wondering what to do next with MB,the ideas thrown in were a new script from Nasu and/or HD.
Which reminds me,didnt they say they were done with Melty for like...the third time now.
: Re: The MB:AA:CC thread: Current Code 1.07
: caiooa November 27, 2011, 03:04:49 AM
people in brazilian irc channel were talking yesterday about the possibility of that trial version to be open to public, but with only 2 characters (like mb act cadenza ver b did, letting you use len and white len only). Well....maybe that really will happen?
http://twitter.com/#!/ecolemanabe
/speculation
hope this won't end up beeing mb twitter icons  :emo:
: Re: The MB:AA:CC thread: Current Code 1.07
: papagaio November 27, 2011, 05:36:11 AM
ecolemanabe 真鍋賢行
12月10日頃、メルブラ関係でなにか起こるかも・・・要注意!

Hope this date means demo launch
: Re: The MB:AA:CC thread: Current Code 1.07
: F9|Chibi November 27, 2011, 08:20:50 AM
Can I get an official translation from someone then ;P?
: Re: The MB:AA:CC thread: Current Code 1.07
: Greg November 27, 2011, 08:33:36 AM
around December 10th, there may be an announcement concerning Melty Blood

or something like that
: Re: The MB:AA:CC thread: Current Code 1.07
: Mistwraith November 29, 2011, 01:28:25 AM
Need help on the below question.

Anyone knows how to update the MBAACC ver 1.05 arcade cabinet to ver 1.07 ?  :psyduck:
: Re: The MB:AA:CC thread: Current Code 1.07
: caiooa December 04, 2011, 10:33:31 AM
really don't know  :psyduck: i never touched a mb arcade
it looks like frech bread revitalized their old mb info site. In the past it was just links for the site of each version of mb, now they transformed it +- in a blog with news.
http://meltyblood.info/
Really beautifull and cool
and it looks like the hydra gp series is returning this month  :fap:
: Re: The MB:AA:CC thread: Current Code 1.07
: Cristu December 07, 2011, 08:58:28 PM
http://d.hatena.ne.jp/French-Bread/20111125/1322223646 New blog! GET ON IT!!!

According to Inso, he also ask people to send opinions about what they would like to see added in the new Melty Blood. Seems a good time for community feedback, since they'll patch it even after Dec/31.

I'll ask Inso to resend again the brazilian community wishes: combo challenge mode (similar do SF trials), ranked matches (and a ranking), option to use the old stuff (fonts, voices, char select music, stage musics [Roy's idea]) and a little story mode like the first MB's.

Seems a good time to send America's feedback too.
: Re: The MB:AA:CC thread: Current Code 1.07
: Pincher December 07, 2011, 10:43:44 PM
According to Inso, he also ask people to send opinions about what they would like to see added in the new Melty Blood. Seems a good time for community feedback, since they'll patch it even after Dec/31.

How about being able to change controls in game without having to exit and remap buttons.  :prinny:
: Re: The MB:AA:CC thread: Current Code 1.07
: 7thfonon December 08, 2011, 02:07:27 AM
According to Inso, he also ask people to send opinions about what they would like to see added in the new Melty Blood. Seems a good time for community feedback, since they'll patch it even after Dec/31.

How about being able to change controls in game without having to exit and remap buttons.  :prinny:

This.....

And make the button mapping so that you just have to press a single button to map (like BB, AH3, etc).  :)
: Re: The MB:AA:CC thread: Current Code 1.07
: Mistwraith December 20, 2011, 11:38:49 PM
Just a question, anyone knows how to unlock the Eclipse mode for each character on the Arcade cabinets ?
Is there a machine setting that we need to set or unlock ?
: Re: The MB:AA:CC thread: Current Code 1.07
: ShardZ December 26, 2011, 08:33:53 AM
And make the button mapping so that you just have to press a single button to map (like BB, AH3, etc).  :)
it already does this.
: Re: The MB:AA:CC thread: Current Code 1.07
: Xianoir January 06, 2012, 09:00:05 PM
Are there any known characters banned for tournament? (pciel, archtype, etc.)
: Re: The MB:AA:CC thread: Current Code 1.07
: LivingShadow January 06, 2012, 09:03:09 PM
Eclipse moon.

Everything else is legal as far as I know, including the new version of Archetype.
: Re: The MB:AA:CC thread: Current Code 1.07
: Xianoir January 06, 2012, 09:15:32 PM
Thanks for the quick reply! How does one go about getting eclipse moon?
: Re: The MB:AA:CC thread: Current Code 1.07
: Sashi January 06, 2012, 10:00:46 PM
Short answer is that you can't.
: Re: The MB:AA:CC thread: Current Code 1.07
: abitofBaileys January 06, 2012, 10:09:30 PM
Use trainer, get Riesbyfe Eclipse style..
: Re: The MB:AA:CC thread: Current Code 1.07
: Sashi January 06, 2012, 10:11:50 PM
That's too long.
: Re: The MB:AA:CC thread: Current Code 1.07
: abitofBaileys January 06, 2012, 10:16:14 PM
wat
: Re: The MB:AA:CC thread: Current Code 1.07
: Perfect January 23, 2012, 12:37:21 PM
Hi.  Im your standard scrub.  I didnt really know where to post this, but I am curious to a list or something that lists the execution heavy charecters or hard chars to play. 

thanks guys
: Re: The MB:AA:CC thread: Current Code 1.07
: TNB February 04, 2012, 11:40:31 AM
scuse me, I'd like a link so that I may legally obtain mbaacc and the blu ray (as in, buying it). lil help?
: Re: The MB:AA:CC thread: Current Code 1.07
: ehrik April 10, 2012, 05:19:43 PM
ver 1.3 out

http://meltyblood.info/?p=735
: Re: The MB:AA:CC thread: Current Code 1.07
: djenkov ver.2.0 April 10, 2012, 09:06:25 PM
ver 1.3 out

http://meltyblood.info/?p=735
Cool
: Re: The MB:AA:CC thread: Current Code 1.07
: Erkz April 11, 2012, 03:42:47 AM
1.3 changelist:
- Network Battle Errors changed to make them easier to understand.
- There's a bug where some 3rd Party codecs would mess up the game during the VS Demo. Added an option to disable the VS Demo in the start-up screen.
- Game would sometimes bug out during matching mode making it impossible to progress. This has been dealt with.



Or something like that.
: Re: The MB:AA:CC thread: Current Code 1.07
: Irysa April 11, 2012, 06:02:00 PM
Confirming that the IP ? ? ? ? bug is fixed in this version.
: Re: The MB:AA:CC thread: Current Code 1.07
: Cristu October 30, 2013, 10:46:20 AM
Seon King (Nyu Media)
Thanks, guys. We’re in contact with French Bread, albeit indirectly for now. As I mentioned, Yatagarasu Attack on Cataclysm is our first priority, but we will absolutely follow up on UNiB (& Melty Blood, WTH at the earliest opportunity."
: Re: The MB:AA:CC thread: Current Code 1.07
: purps October 31, 2013, 07:27:21 AM
get involved in putting the demand out there.

http://nyu-media.com/forum/community-group1/game-requests-forum3/under-night-in-birth-melty-blood-or-anything-from-french-bread-thread235/

https://www.facebook.com/NyuMediaLtd

https://twitter.com/nyumedia

dustloop / shoryuken forums etc are already all over this.
: Re: The MB:AA:CC thread: Current Code 1.07
: Cristu January 09, 2014, 05:27:20 AM
Isn't steam machine the solution for your not-in-consoles problem? It's even keyboard compatible.
: Re: The MB:AA:CC thread: Current Code 1.07
: academico April 16, 2014, 11:29:37 AM
Can anyone tell me if a translate patch for english was released this year?