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

Messages - Funky-kun

Pages: [1] 2 3 ... 8
1
I've been using 2.0c for a while (because of the bug mentioned above), and yeah, the caster works great, no issues with lag/spikes/etc whatsoever.  :)

2
I have a strange experience with 2.0d. After some rounds, at the end of match menu the controls moved  to and pressed save replay on their own for some reason, which lead to a freeze. This happened more than once.

3
Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: October 03, 2013, 11:36:31 PM »
It's for normal. Charged is a lot of +frames if the last pillar hits.

4
Akiha Vermillion / Re: MBAACC C-VAkiha Thread
« on: October 03, 2013, 12:00:25 PM »
2A                      -1
5A                     +2
5B                      -1
BE5B                  +3
5B 5A (whiff)       +-0
2/5/4C 5A (whiff) +3
tk.236A              +17  :fap:
tk.236B              +8
214A                  +-0 (provided last pillar hits)

5
Akiha Vermillion / Re: MBAACC F-VAkiha Thread
« on: October 03, 2013, 11:43:07 AM »
The problem with the infinite is not learning it (its not complex in its structure) but actually managing to execute it and more importantly, being able to hitconfirm into it. While the opportunities to do so do exist, doing it on reaction is very very difficult. Tobari is the only player I've seen consistenly doing it.

Not too sure about the softban, as far as I remember there wasn't one on KohaMech's infinite until they patched it.

6
Kohaku's Magical Garage / Re: High/low shield
« on: October 02, 2013, 12:25:24 PM »
I think it's in place to prevent free unblockables if you shield something like VAkiha 236c.

This actually makes perfect sense.

7
Kohaku's Magical Garage / High/low shield
« on: October 02, 2013, 05:27:33 AM »
As far as I know standing B/C normals must be shielded high, while crouching ones must be shielded low.

Expected behavior:
http://youtu.be/P64yb8WcxM4

Unexpected behavior:
http://youtu.be/ZT5Jj071NwM

So it seems that if you attack into an EX shield while it's already active, your attack gets absorbed in the EX shield even if it is not of the corresponding height. It also works with held shield.

In the video example above, although there are only 8 indicators for EX Shield (for the 8 hits of the plant), actually 12 hits are shielded. The shielding character gains meter for all the shielded hits. Also, the trick only works if you hit in the shield within a given time period, which I presume is equal to the hitstop that occurs on successful shield.

 :V

8
Ciel's Tech Support / Re: Keyboard on PS2, Mad Scientist style?
« on: September 12, 2013, 01:58:44 PM »
If you have not used mechanical keyboard switches before, it will take time getting used to. The biggest advantage vs. rubber dome is they activate at an exact point, and are thus more reliable.

Compared to stick buttons, they have a lot more travel, but actually activate at about the same depth a stick button does. However, you have more free space to press after that, which usually you go through.

I have tried Blues, and would not recommend them. The problem is (apart from being really loud) that the tactile point is not the same in both directions of the key press. That is, you have to pull the key higher up than the point at which it activated to get it to activate again. Not ideal when you want really fast inputs. Maybe looking at this will make more sense: http://cdn.overclock.net/8/88/900x900px-LL-8846736e_785448034edc7cebb9ea660c5f11e288.jpeg

I game on Browns. They felt good coming from a flat rubber dome keyboard. The reset point is the same as the activation point, in contrast to blues ( http://peterhallam.com.au/wp-content/uploads/cherry-mx-brown-force-diagram.jpg ). While playing Melty, the tactile point is not really felt, as you're bottoming the key out with force anyway. Feels good for typing though. A lot of RTS progamers use them.

I haven't tried Reds and Blacks, but would expect that Reds would be a good fit for fighting games, as they're lighter to press. They activate at the same depth as Browns, so there wouldn't be a lot of difference when mashing. :D  If you like the pressure though, maybe Blacks are for you. I haven't tried them, I expect using them for a while to become exhausting on the fingers.


9
A friend of mine had the same issue with a Xonar Essence STX. I think it's a driver issue, once he switched to these drivers (link) the issue disappeared.

10
No, with 2.0b. If I encounter framedrops again, I will try using the one you last posted.

11
I have had occasional frame drops (Bulgaria <-> Switzerland, delay 2) with one person, but I wouldn't blame it on cccaster because I share my internet connection. Yesterday had a perfect 60 fps match @ 2 delay while my roommate held a Skype video conference. In any case, the frequent desyncs I used to have are completely gone!

Thanks for your amazing work, Madscientist!

12
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: July 13, 2013, 12:54:21 AM »
Yeah, that's what I meant.

2C 4C is hard to hit with increased hitcount.

5B 2C 4C is better than 5B 2C, if you can handle the gravity scaling that goes with it.

Remember, more hits = more gravity.

Also, the difference with relaunchers is relatively insignificant, so use the one you're most comfortable confirming with. The negligible gain in meter and damage is not worth the risk of dropping your combo.

13
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: July 12, 2013, 12:18:13 PM »
5B has the option to charge, so make sure you are hitting it without partially charging. And yeah, I have trouble with it too, so I stick to 4B 2B (5BB).

14
Akiha's Tea Room / Re: Best mixup characters
« on: June 17, 2013, 01:31:49 AM »
I would have to say F-Wara... his instant overheads are just too spammable.

On the other hand, it depends on what you mean by best characters for mixups?

Most spammable? F-Wara instant overheads, H-Len fuzzies, F-Kouma poke-throws
Hard to react to? All fuzzies I guess, and tight sandoori's (e.g. Satsuki)
Mixups you are forced to block? C-Koha (stay under plants), F-Aoko (Blue Fiyah), F-Maids etc.

You might also want to take a look at this thread.

15
Kohaku / Re: C-Amber
« on: May 16, 2013, 01:53:19 PM »
Added all the notes I had on C-Koha in the wiki, hopefully in an easy to follow structure. The only thing missing now is Pressure and Spacing, but I don't feel experienced enough to write that stuff.

http://wiki.mizuumi.net/w/Melty_Blood/Kohaku/Crescent_Moon

16
Kohaku / Re: C-Amber
« on: May 15, 2013, 09:37:18 AM »
Meh, I still have no idea why this crosses up, mechanics-wise. There is no difference in positioning whatsoever. Them invisible gaps!

http://youtu.be/2zv7fO2n8Eo

@TheMaster_Rahl

Yes, you partially charge the 2C after BE4B OTG. And it works consistently. So the most likely explanation is that gravity scaling and 2C partial charge reduce the falling time of the sprite and it doesn't fully push into the corner. And the game decides there is a distance less than 1 pixel.  :slowpoke:

17
Kohaku / Re: C-Amber
« on: May 14, 2013, 02:53:58 PM »
Just couldn't go to sleep and did some midnight lab mode. I think I got it. The way you get the crossup is partially charge the last 2C by 2-3 frames.

I also think I know why it doesn't work without the combo - the gravity scaling makes them fall down faster and they don't have enough time to get pushed out completely. (partially charging the 2C reduces the distance to the ground additionally)

They will be exactly one pixel away from the corner:
http://youtu.be/VD_g2ElJXHo

Invisible mixups gogo!  :toot:

18
Kohaku / Re: C-Amber
« on: May 14, 2013, 01:49:03 PM »
@TheMaster_Rahl

First of all, I agree with your assumptions.

1.
I am 100% sure that this is not dependent on momentum in any way. If you just jump and airdash and land without whiffing j.A or even just stay in place and dodge Kohaku gets behind them. It is also not dependent on them waking up - you can cross up even after they have woken up provided they do not move.

I do think this is some kind of a glitch, because in both cases (crossup and no crossup) the sprite is in the exact same position. The only other explanation I can think of is that the game uses a measure of distance that is less than one pixel. (This is just an assumption, I do not know how the engine works.)

Also, it seems this is not character specific - it worked on VSion, Nanaya, Kohaku, Nero (didn't try on others). It obviously will not work on Ries because BE4B OTG whiffs on her by default.

2.
I do not believe this is based on BE4B 2C 236B~C timing, because just going for this without the prior combo I can never get the crossup. I also tried doing it from minimum/maximum distance away - same result.

Quote
Tell me, is it very rare that you actually cross-up? Or do you get cross-up about as often as non cross-up?
Yes, it is far more likely to end up with the normal non-crossup in this situation. For a time I was almost sure that holding 4 during and after the first feint gives the crossup (strangely the first feint, not the second one that can change the last 2C pushback), and even got it to work 3-4 times in a row... but then some time after it didn't work out. So it was some other kind of delay/timing I had done subconsciously related to this.

Your theory of how pushback works seems legitimate. The only thing that makes me wonder is that there was no visual difference in the position of the sprite of VSion.  Even if Koha is in a different position, her spacing shouldn't make a difference if the spacing of VSion stays the same.

I did compare the videos in 60 fps frame-by-frame and yes, there is a difference in delay, however I cannot get it to work consistently... so in the end I still have no idea what causes this.

Quote
Regardless, I'd say that if you want to consistently have the option to cross-up in the corner, just leave out the 2C and end with BE4B.
Yes, this is how I usually do the mixup, and it works pretty well. However, this is like completely unreactable under any circumstances and I want to know the mechanics behind how it works. Also, IAD after BE4B gives no option to uncrossup. What I do is jump forward -> 3-way mixup.

Thanks for the input!

@Tonberry

I am 100% positive it is not the IAD timing, although there is a difference in the video example. See arguments in point #1 above.


I'll do more testing when I have the time, and report if I have any findings. If anyone has a theoretical idea, or a practical example, please share. :)

19
Kohaku / Re: C-Amber
« on: May 14, 2013, 05:48:13 AM »
OK, this has been bothering me for a while...

2a 2b 4b 5cc(3) 236b BEj.c 2c 5c 236b~a 5a 5c BE5b 2b 2c 236b~c BE4b 2c 236b~c

From this combo you can IAD and land on either side. The thing is, I can't figure out what influences the side I land on... What I considered:

- the delay between the 2b and 2c
- partial charge of the second to last 2c
- the delay on the feints
- IAD landing timing

I can't come out with a conclusive answer what influences the crossup... I've only managed to do it randomly. Here's a video comparison:

http://youtu.be/kHiyxmKPIAQ

Note that in both cases VSion's body is on the ground on the exact same position during the IAD. Not even a pixel worth of difference.

Anyone has any ideas why and how this works?  :psyduck:
Tonberry, Pfhor, help me T_T

20
Yes, we both use the latest version.

No worries, if I manage to find a concrete reason/correlation for the desyncs I will report, otherwise it's just blind guessing.

Looking forward to the new features. Your work on this is much appreciated!

21
It didn't desync with wireless, but it did with wired (although realtively rarely, let's say once every 20-30 mins). Same internet connection.  :mystery:

With wireless what happened was the game paused for some frames and then continued normally, no desync or anything. o_O

22
Tried the new version, partner was even on wireless with some lag spikes. No desync.   ;D

EDIT: Nope, desyncs still occur.  :gonk:

23
I usually checked with my partner for desyncs after every round, but because of the nature of the problem its kinda hard to figure out exactly when it happens. I believe it happens in the middle of the round, but I can't be sure. For now it occurs seemingly randomly, if I manage to spot a pattern, I'll report.

24
I tried this last night (Switzerland <-> Bulgaria). Sooooo much better than the built-in netplay! Absolutely no slowdowns or dropped inputs. :fap:

However, there are still some desyncs happening. Caster recommended delay 3, and that resulted in desync in about 6-7 mins. Tried delay 2, worked like a gem, but still got a desnyc about 30 minutes in. Strange that lower delay got less desyncs. o_O Both connections were wired and stable.

EDIT: Something else: after a few games I tried connecting to my partner, and CCCaster reported that we had different versions (they clearly were the same). After restart everything was fine.

25
Aoko Aozaki / Re: [MBAACC 1.07] F-Aoko Discussion Thread
« on: February 15, 2013, 01:31:08 AM »
I have some notes on the frame (dis)advantage on blocked normals lying around:

5a +3
2a +3
5b +-0
2b +2
5c -3
2c -8
3c -6
4c -5
4[c] -2
63214a +-0 to -7
63214b -1 to -3
22a -2
22b +1

So basically 5a, 2a and 2b is mostly what you want to be working with. Sample strings:

2a2b ... 2a
2a 5a 2a2c (for catching backdash)
2a5b214a
2a*5b*2b*2c*3c22b (can either aircombo if hits, or Blue Fiyah for mixups)

3C and the sliders generally give the best spacing for 214c.

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