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Author Topic: The MB:AA:CC thread: Current Code 1.07  (Read 279103 times)

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Offline dakanya

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Re: The MB:AA:CC thread: Current Code
« Reply #500 on: 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.
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Offline Tonberry

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Re: The MB:AA:CC thread: Current Code
« Reply #501 on: 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.
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Offline abitofBaileys

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Re: The MB:AA:CC thread: Current Code
« Reply #502 on: May 14, 2011, 05:21:24 AM »
F-moon characters can airdash cancel jAs.
This is actually the best thing about F-moon airgame.

Offline dakanya

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Re: The MB:AA:CC thread: Current Code
« Reply #503 on: 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
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Offline Psylocke

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Re: The MB:AA:CC thread: Current Code
« Reply #504 on: 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
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Offline fiendmaw

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Re: The MB:AA:CC thread: Current Code
« Reply #505 on: 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?
« Last Edit: May 19, 2011, 01:16:10 AM by fiendmaw »
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Offline Cristu

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Re: The MB:AA:CC thread: Current Code
« Reply #506 on: 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
« Last Edit: May 19, 2011, 12:33:18 AM by Cristu »
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Offline BurstOfAnger

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Re: The MB:AA:CC thread: Current Code
« Reply #507 on: 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?
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Offline LivingShadow

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Re: The MB:AA:CC thread: Current Code
« Reply #508 on: May 19, 2011, 05:27:11 AM »
It looks like throws such as Satsuki's and Tohno's groundbounce when done raw.

Offline LordPangTong

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Re: The MB:AA:CC thread: Current Code
« Reply #509 on: 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.
« Last Edit: May 19, 2011, 08:27:49 AM by LordPangTong »
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Offline Pfhor

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Re: The MB:AA:CC thread: Current Code
« Reply #510 on: 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.

Offline Exciel

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Re: The MB:AA:CC thread: Current Code
« Reply #511 on: 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:
« Last Edit: May 19, 2011, 10:13:22 AM by Exciel »

Offline LivingShadow

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Offline abitofBaileys

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Re: The MB:AA:CC thread: Current Code
« Reply #513 on: May 19, 2011, 02:14:53 PM »
Nanako.

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Offline Cristu

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Re: The MB:AA:CC thread: Current Code
« Reply #514 on: May 19, 2011, 07:13:55 PM »
-In general, all walk speeds are much quicker.
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« Last Edit: May 19, 2011, 07:18:20 PM by Cristu »
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Offline fiendmaw

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Offline BurstOfAnger

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Re: The MB:AA:CC thread: Current Code
« Reply #516 on: 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. I can't see a disadvantage to this move.
« Last Edit: May 20, 2011, 05:17:26 AM by BurstOfAnger »
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Offline Rhapsody

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Re: The MB:AA:CC thread: Current Code
« Reply #517 on: 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.
« Last Edit: May 20, 2011, 10:00:55 AM by Rhapsody »

Offline Id_asz

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Re: The MB:AA:CC thread: Current Code
« Reply #518 on: 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!
« Last Edit: May 20, 2011, 10:38:20 AM by Id_asz »
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Offline Mistwraith

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Re: The MB:AA:CC thread: Current Code
« Reply #519 on: May 20, 2011, 06:10:46 PM »
I can see a major nerf coming for Powered Ciel.

That is rather definite =p

Offline caiooa

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Re: The MB:AA:CC thread: Current Code
« Reply #520 on: 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.
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Offline Zaelar

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Re: The MB:AA:CC thread: Current Code
« Reply #521 on: 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.

Offline Tonberry

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Re: The MB:AA:CC thread: Current Code
« Reply #522 on: 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:
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Offline abitofBaileys

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Re: The MB:AA:CC thread: Current Code
« Reply #523 on: May 21, 2011, 03:04:35 PM »
Only her Ex DP is cancellable on whiff if I'm not mistaken.

Offline fiendmaw

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Re: The MB:AA:CC thread: Current Code
« Reply #524 on: 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.
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