Melty Bread Forums
Atlas Academy => Melty Blood: Current Code => Neko Arc Chaos => : Qaenyin December 29, 2011, 06:36:18 PM
When's Melty on Steam?
ahaha that's no--wait, what?
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Since no one else has(or is likely to) make a thread, here's the changes I know so far:
Half Moon:
j.236A/B retain air jumps/dashes/normals after ending
Crescent Moon:
3C now launches the target at a reduced height on counterhit(can now combo off CH 3C even if it's only the first hit that CHs)
623A/B have a shorter duration/hitstop/active frames(hard to tell which).
421A/B is air unblockable
421C(B) is air unblockable and an overhead
Full Moon:
236A/B recover in the air allowing full air movement/attack options afterward.
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Not sure if this is a change for 1.07, but I've been getting different/more neko variations for C-NAC's 22B.
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Does anyone know if you could back-dash cancel your normals in C-moon before?
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You've been able to backdash cancel normals for quite a while, it's awesome.
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You've been able to backdash cancel normals for quite a while, it's awesome.
Thanks :toot:
I recently made the transition from playing MBAC to Current Code, so this was news to me.
...Unless he could dash cancel in Cadenza, then shame on me for not considering to explore his options more.
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He could in MBAC :P
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:bricks:
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In AA Half Moon NAC could 22A you during block stun, but he can't anymore. Does anybody know if that was a CC change, or a 1.07 change?
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In AA Half Moon NAC could 22A you during block stun, but he can't anymore. Does anybody know if that was a CC change, or a 1.07 change?
CC change, heard about that when the first arcade revision was out. Same time they made his 3C launch lower on counterhit and changed his beams in half and full to keep air mobility options after recovery.
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I see... I guess being able to do that in the first place in AA was rather dirty, so I have no complaints now that it is gone.
Also, I've been recording and uploading some Neko Chaos stuff. Should probably post the vids here, but... if I'm steering people in the wrong direction or something just yell at me and I'll get to editing.
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Interesting, CM:
http://www.youtube.com/watch?v=mj2uqxEEJNc
http://www.youtube.com/watch?v=rj8SI65MQJ0
Original:
http://www.nicovideo.jp/watch/sm17701330
http://www.nicovideo.jp/watch/sm17773661
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This works surprisingly well https://www.youtube.com/watch?v=Pd-ZrIfsAuo
:laffo: :laffo: :laffo:
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Why is that damage so sad? You're probably better off canceling into oki after the ch.
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623a and b both prorate very heavily unless they trade and don't get all of the hits in. However, that is very rare when you use them to antiair. Because it's multihit you can't just knock them down and go for oki. You have to jA almost immediately to get any kind of conversion off of it.