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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - CPhame

Pages: 1 ... 10 11 [12] 13 14
276
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« 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.

277
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« 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.

278
Akiha's Tea Room / Re: Calling all translators: Viikii.net
« on: March 08, 2010, 12:06:50 PM »
Ooh, cool site.  Any good recommendations for dramas?  Anything like Densha Otoko, Nodame, or Mop Girl?  Liar Game (season 1) was okay I thought, the manga was loads more suspenseful  :)

279
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 08, 2010, 12:00:56 PM »
Yeah, what's wrong with 3C and 4C?  3C is great like Shlowpoke mentioned, and 4C is an overhead that combos.  2C is unsafe though, why would you end blockstrings with that?

280
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« 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.

281
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« 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.

282
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: March 06, 2010, 02:56:34 PM »
Nice!  Btw grats on breaking top nine at winter brawl.  I watched your vids and was really impressed!  I think I saw you pull out a new combo there too  :o

Back to the video -- wouldn't they be able to jump out after the knife, or backdash cancel during the stagger parts?  I had that problem yesterday a few times where people would just randomly backdash and completely avoid a run up 5B or knife toss.  It was a little frustrating.

Also since its kind of related, how does everyone feel about using 5BB versus 5B?  I'm weighing whether or not to stick it in block strings since it adds more pushback overall, and sometimes off of a random 5BB hit from somewhere around max distance 2B doesn't connect, killing the combo.  It only adds a little more damage on hit, and a little more damage on guard meter on block.

Worth it?

283
Melty Blood Auditorium / Re: IMPORTANT: 5 D's of Melty: Sticky this Please
« on: February 28, 2010, 11:31:08 PM »
Did someone lose a bet..?

284
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: February 22, 2010, 08:18:29 PM »
Yeah, good shit Nandeyanen!  Glad someone's out repping H Ryougi as hard as you are man.  Awesome stuff.  Love that IAD knife catch into AIR THROW.  That was hawt!  Seriously though, you are hands down the best Half moon player out there.  Can't wait to meet all of you Ryougi players at evo  :fap:

285
Please count me in for now.  I'd like a shot (no pun intended) at one of those spots.  Bed sounds good!

286
Shiki Ryougi / Re: NEW H-Ryougi Combo Video: Perception
« on: February 15, 2010, 01:20:13 PM »
Excellent stuff as always.   :)

I personally use that jump over backdash j.C way too much too.  Adding this to the wiki.

287
Thanks, I'll try that route.  On that note, anyone out there need a roommate?  Please shoot me a pm!  I want to try to document this trip the whole way through so I can write about it later; maybe with a handcam and everything too.  I posted on SRK, but rooming with someone who plays MBAA would be nice.

288
Just registered.  Anyone know of any good places to stay or recommendations?  I've never been to EVO before, could use some advice. 

289
Shiki Ryougi / Re: j236 or Airthrow?
« on: February 09, 2010, 08:28:25 PM »
That's why I said occasionally.  5C is the safer option, hence why I use that over 214A.  Training the opponent to stand still, etc.

290
Melty Blood Auditorium / Re: An idea that could help pull Japanese players
« on: February 09, 2010, 06:37:42 PM »
I second that notion as well.  I'm not in favor in donating toward someone's ride for free.  While it's great they want to come and can potentially be sponsored, that sentiment doesn't swing both ways, imo.

291
Shiki Ryougi / Re: j236 or Airthrow?
« on: February 09, 2010, 06:13:37 PM »
Half moon.  Sorry, I should have mentioned that first.

292
Shiki Ryougi / Re: j236 or Airthrow?
« on: February 09, 2010, 04:09:10 PM »
Standing 5C works well for me.  5C hits out of the air, allowing 5C, 2C, 5BB > air combo.  214A should also be applied occasionally to discourage jumpers as well near the wall.

293
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: February 03, 2010, 02:06:18 PM »
Parry is 623 series? I tried it, doesn't work, but all I do is b series rekkas, I'll try your method and post my results.

Yeah, Parry is 623x (and 421 x). I'm pretty sure the combo I posted above is solid.  I was able to test it myself earlier on to make sure. Unless we are referring to a different type of subject.  

Also, in the command list it says there is a 4th iteration of Rekka does anyone know what it is?

That's 214A_B, the overhead.

294
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: February 02, 2010, 07:07:16 PM »
I guess as soon as she hunches down, there's no getting out.  You barely even really see the hunch animation in the AAD version.  Crazy.

295
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: February 02, 2010, 05:09:05 PM »
 :slowpoke:

Ryougi's arc drive (assuming the person has their back to the wall) extends all the way to right below the timer, so as soon as you see someone revert back to neutral state from guard stun, it's instant.  Kinda like MvC2's Zangief's spd in terms of range, but less cheesy.

296
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: February 02, 2010, 04:25:02 PM »
You're not the only one who uses gimmicks.  I tend to favor a risky approach to keep people on their toes, so I try to squeeze in any hit off I can get.  Not really a great lifestyle choice  :psyduck:

I think the key difference for landing 214B is where you insert it, namely after 5C since it pushes out.  People get used to me doing 5C into 2C often, so throwing the overhead in there is somewhat of a 50/50.  Depending on their guard meter I might forsake that option and just go for 236 rekka series into 22C, but I don't really like throwing the knife unless there's some kind of payback for dropping it. 

63214A looks like 214B on startup, so it confuses them to block high.  That's where I considered inputting 63214A to keep the momentum going, as it recovers faster than 214B on block and still gives an option to either a) continue ground pressure with 2A, b) jump IAD sandoori for the overhead / low 2A mixup, or c) tick into arc drive if in heat.

Either way I still need to throw this against some friends to see how well it works. 

297
Shiki Ryougi / Re: H-Ryougi Thoughts Without a Thread
« on: February 02, 2010, 02:31:39 PM »
Updated the wiki with Shlowpoke's combos posted on page 1, as well as a few small things on her normals and specials.  Been working around finding other ticks into 41236C now that I have access to the game again.  I was inspired by Nandeyanen's 2C 2A tick and knife catch > land tick.  That was good stuff man.

I also have to change my mind about 214A, since I didn't realize it was air unblockable for the longest time.  If you whiff it or block, you can tick into her arc drive right away.  Same thing with 214B and 63214A.

63214A works pretty good in the corner.  I'm going to try to use it more often as a block string ender in the wall and see what happens.  22A and 22B are also great, but I can't seem to figure out which works best in a corner pressure situation, as they each varying degrees of IAD dash cancel sandoori setups.  Additionally, Ryougi seems much more fearsome when you're in heat mode due to her arc drive so that makes those options even more viable, since you can tick right away into after you've thrown the knife.

Anyone else have any thoughts?

298
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: February 01, 2010, 09:57:46 AM »
It's cool, you don't need to apologize.  I stopped playing full quite some time ago, so I'm a bit rusty on all her properties.  I'll give her a look tonight as free time builds. 

In general though, parries don't really serve a useful function outside of combos.  I think there was a vid where her parries would grab the character mid-string and toss them to the side, so maybe you can use that as an alternative.  Otherwise I'd stick to maintaining a zoning game and use shield / shield bunkering for the defensive side.

As for meter management and instant heat uses:  I noticed with 236C that if you land it the opponent can air tech it, however if they tech too early they're in perfect range for 5B > air combo.  Food for thought.  Other than that, I would just save it for her BHAD and regaining health, etc.

299
Shiki Ryougi / Re: F-Ryougi Thoughts Without a Thread
« on: January 29, 2010, 11:55:23 AM »
Six parries?  Aren't her B and C versions essentially the same?  From what I remember 623 lasted longer, while 421 had less recovery on whiff.

300
Mr. Wizard explained that the poll isn't up yet, but will be in the next few days.

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