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Author Topic: The MB:AA:CC thread: Current Code 1.07  (Read 279004 times)

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Offline CPhame

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Re: The MB:AA:CC thread: Current Code
« Reply #150 on: 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...

... then you're free to do so.

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.
« Last Edit: March 07, 2010, 10:30:59 PM by CPhame »
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Offline Legendary Blue Shirt

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Re: The MB:AA:CC thread: Current Code
« Reply #151 on: 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
« Last Edit: March 07, 2010, 10:34:54 PM by Legendary Blue Shirt »

Offline MissedFRC

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Re: The MB:AA:CC thread: Current Code
« Reply #152 on: March 07, 2010, 11:50:39 PM »
CPhame could you pleeeeaaaase translate the Warc changes?
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Offline Dark Pulse

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Re: The MB:AA:CC thread: Current Code
« Reply #153 on: 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):
  • 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.
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Offline dakanya

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Re: The MB:AA:CC thread: Current Code
« Reply #154 on: 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)
« Last Edit: March 08, 2010, 12:06:15 PM by Dakanya »
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Offline Dark Pulse

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Re: The MB:AA:CC thread: Current Code
« Reply #155 on: 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.
« Last Edit: March 08, 2010, 12:28:39 AM by Dark Pulse »
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Offline CPhame

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Re: The MB:AA:CC thread: Current Code
« Reply #156 on: March 08, 2010, 12:57:20 AM »
Warc changes:

  • Crescent, Half, and Full: At 75% HP or more, the defense increased from .90 to .95
  • Crescent, Half, and Full: Ground throws have been modified to be in the same direction as the other character
  • Crescent, Half: j.B has been modified in some way
  • Crescent: A version of Fol Mount (in the air) is faster (25 frames to 17 frames)
  • Crescent: A version of Fol Mount (in the air) has significantly reduced damage, at times half damage
  • Crescent: A version of Alt Negel's projectile damage has gone down from 50% to 40%, seems faster
  • Crescent: 6C's guard damage has been reduced
  • Crescent: Fouatsait Eit Shul is stiffer; added 6 frames or so (not sure what that means -- extended active frames perhaps?)
  • Full: 2B has a reduced hitbox, lasts about 1 frame longer
  • Full: ハイスヴァッサー (lit. Haisuvassa) has been changed, only the edge causes knockback or something
  • Half: ラージェ・メルダー (lit. Rage Melda) distance has been increased

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.
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Offline LoliSauce

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Re: The MB:AA:CC thread: Current Code
« Reply #157 on: 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.
« Last Edit: March 08, 2010, 02:35:37 AM by LoliSauce »
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Offline MissedFRC

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Re: The MB:AA:CC thread: Current Code
« Reply #158 on: 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
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Offline Dark Pulse

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Re: The MB:AA:CC thread: Current Code
« Reply #159 on: 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.
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Offline dakanya

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Re: The MB:AA:CC thread: Current Code
« Reply #160 on: 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)
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Offline Tempered

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Re: The MB:AA:CC thread: Current Code
« Reply #161 on: 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:
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Offline dakanya

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Re: The MB:AA:CC thread: Current Code
« Reply #162 on: 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
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Offline CPhame

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Re: The MB:AA:CC thread: Current Code
« Reply #163 on: 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.
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Offline CPhame

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Re: The MB:AA:CC thread: Current Code
« Reply #164 on: March 08, 2010, 01:21:17 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.
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Re: The MB:AA:CC thread: Current Code
« Reply #165 on: March 08, 2010, 02:01:22 PM »
Quote
cancel frames of j.B(downwards) have been removed

There went her fuzzy guard.
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Offline dakanya

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Re: The MB:AA:CC thread: Current Code
« Reply #166 on: 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
« Last Edit: March 08, 2010, 03:13:58 PM by Dakanya »
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Offline CPhame

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Re: The MB:AA:CC thread: Current Code
« Reply #167 on: 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:
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Offline F9|Chibi

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Re: The MB:AA:CC thread: Current Code
« Reply #168 on: March 08, 2010, 05:14:51 PM »
fuckin a

DOES NOONE PLAY MY BITCH ANYMORE
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Re: The MB:AA:CC thread: Current Code
« Reply #169 on: March 08, 2010, 05:19:55 PM »
fuckin a

DOES NOONE PLAY MY BITCH ANYMORE

No love for our characters :<
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Offline LoliSauce

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Re: The MB:AA:CC thread: Current Code
« Reply #170 on: 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.
« Last Edit: March 08, 2010, 11:04:35 PM by LoliSauce »
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Offline Dark Pulse

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Re: The MB:AA:CC thread: Current Code
« Reply #171 on: 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.
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Offline Kamina

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Re: The MB:AA:CC thread: Current Code
« Reply #172 on: 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
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Offline CPhame

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Re: The MB:AA:CC thread: Current Code
« Reply #173 on: 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:

« Last Edit: March 09, 2010, 08:07:47 AM by CPhame »
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Offline Dark Pulse

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Re: The MB:AA:CC thread: Current Code
« Reply #174 on: 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:
  • Magical☆Missile Squall (j.214) B-version now drops 3 bombs (originally 4.)
  • (Something about "Down" being increased? Someone else take a stab at this.)
  • 236A Sword Draw: Multiplied by 96%.
  • BE236A Sword Draw: Proration changed to 60%.
  • 236B Sword Draw: Proration changed to 70%.
  • BE236B Sword Draw: Multiplied by 60%.
  • 236A->A followup: Multiplied by 75%.

Crescent-Moon Style:
  • 2B gained 1 Frame delay, and weakened.
  • 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) proration 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.(?)
« Last Edit: March 09, 2010, 05:26:31 PM by Dark Pulse »
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