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

Messages - FireBearHero

Pages: [1] 2 3 ... 7
Melty Blood Auditorium / Re: MBAACC in EVO2k13 Poll
« on: November 28, 2012, 12:00:58 AM »
oh man, it's full of non-fighting games like smash.


Hisui / Re: MBAACC Hisui
« on: October 13, 2012, 04:18:44 PM »
Ten is still my hero <3

You have low standards. Pick F(raud)-moon, 2AAA redash, overpowered dive oki, hero.

On an educational note- i'm amazed they didn't catch and fix the JBB arcana heart fairy zooming yet.
You forgot chair.

also... ah fairy zooming? what?

The bug.

Hisui / Re: MBAACC Hisui
« on: September 22, 2012, 04:59:17 PM »
Ten is still my hero <3

You have low standards. Pick F(raud)-moon, 2AAA redash, overpowered dive oki, hero.

On an educational note- i'm amazed they didn't catch and fix the JBB arcana heart fairy zooming yet.

Miyako Arima / Re: [MBAACC] Miyako Thread
« on: September 22, 2012, 04:53:04 PM »
They work if you remove the beginning of the URL which is clearly messed up, at least.

The sound effects are STILL so fucking AWFUL.  :emo:

White Len / Re: H-White Len
« on: August 19, 2012, 03:35:22 PM »
Stuff that seems to actually be useful:
5A>6A>5C>2A>5A>6A>6A e z frametrap picked up with 2C>5B>4B aerial
2B>5A>6A>5C>2C>2A>5A>6A>6A e z frametrap pick up with 5B>4B aerial

If they get hit finish h-moon 123 asap and pick it up with 2C>5B>4B (omit 2C if you used it already obv)
Fuck 623A.
You can just BE236A when falling after AT. Even some of the nastier DPs can be bypassed by air backdashing before doing it.
They can jump out, but honestly that seems to make it easier since 214B has fully invincible startup and is air unblockable- much better bet than trying anything with these awful normals.
On the plus side 63214B can be mixed in anywhere so that tends to draw some scared 2A pokes.

It's like warc except you spam from the ground, I guess? OTL

Akiha's Tea Room / Re: Tsukihime Remake redesigns
« on: August 11, 2012, 11:28:48 AM »
see the 5th image
the silhouette, the skirt is around her hands. Plus, haven't takeuchi already said this in interview about the changes of char concept?

Looks like arc and ciel are both wearing the hideous yellow vest school uniform in the silhouettes to me.
The skirt lengths are exactly the same as if they're wearing the same clothes, and takeuchi is very consistent with the boxy shape of those uniform loafers.

Not worth panicking yet. Plus the old art was awful so i'm just really impressed with takeuchi's art now in general- brings a tear to my eye.

Akiha's Tea Room / Re: Tsukihime Remake redesigns
« on: August 11, 2012, 07:58:57 AM »
Looks like the same characters to me.
arcueid miniskirt

Proof? Seems they're all wearing school uniforms in the silhouettes in standard takeuchi fashion to me.

Akiha's Tea Room / Tsukihime Remake redesigns
« on: August 10, 2012, 11:06:42 PM »

White Len / Re: H-White Len
« on: August 09, 2012, 11:46:08 PM »
Hime is fat and has a weird hitbox, but 2C stuff works, it's just tight and/or inconsistent (?).

I'm trying to get the universal BE236A set-up pat down but the 2C -> 623A (ugh why does she have a delayed version) -> BE236A part is murderous. The cancel window for 2C is still weird/aggravating as ever.

Another combo question: How did you get that corner BE5B combo to work? How are you getting the 2C after 5C to connect? It sends too far up in my experience (is it 5C(1)?).

Do it really fast, BE5B(1), skipping 5C are some options.
There's probably a bunch of characters you can't get hard knockdown on from BE5B.

In most cases 5C>2C works instead of 5B>2C in stuff and it's used in this case because 5B isn't available.

SO YOU GOT AN ICE SPAM COUNTERHIT? 623A>delay 5B>2C>623A>BE236A goes with everything.
JBE236A cancels itself if you TK it. Doing the air version TKd and going into a command grab or low would be pretty nasty when mixed in with delayed TK JBE236A (which doesn't cancel). It's probably worth skipping the relaunch J214A stuff so you can keep your jump cancel to do this instead of the ground version.

Akiha Tohno / Re: Exploring the Whiff Cancel Combo
« on: August 08, 2012, 03:30:12 PM »
restoring for glory

why? the quotes are just misinformation and irrelevant stuff about other games :mystery:

White Len / Re: H-White Len
« on: August 08, 2012, 11:11:57 AM »
Well FireBear, now that you've exposed some of the potential of this character, there's no excuse to refuse playing her, right? Right? :nyoro:

Good shit though, could've sworn everyone dropped to play Mitsuru Arena. Sigh.

I'm totally playing the shit out of her. Hopefully some offline today or tomorrow. Definitely a lot this weekend.

Not gonna play P4A much. I don't like BlazBlue and I don't like the even crappier persona version either.

JBEB>JBE236A>BE236A "so fucking annoying"
JBEB>JBE236A>BE623B>63214A "fuck"

Hime seems to fall too fast for 2C>anything to be possible. Hopefully just netplay.

White Len / Re: H-White Len
« on: August 08, 2012, 12:28:11 AM »
damage values are on v.sion

2A>2B>5C>2C>delay 5A>5A>5B>4B>JBC>JBC>AT (4457)
2A>2B>5C>623A>delay 5B>2C>623A>4B>JBC>JBC>AT (4147)
5B>2B>2C>delay 5A>5A>5C>aerial (4261)
BE5B{CORNER}>5C>2C>623A>4B>JABC>JABC>AT (3730) forgot this, oops
BE5B{MIDSCREEN}>623A>2C>delay 5A>5A>5C>JBC>JBC>AT (3357)

h-moon chain
(2A>5C or IAD jC or J2C) 5A>6A>6A>delay 623A>delay 5B>2C>623A>4B>JBC>JBC>AT (4457) CHARACTER SPECIFIC BTW
(2A>5C or IAD jC or J2C) 5A>6A>6A>delay 2C>623A>delay 5B>4B>JABC>JABC>AT (4455)

ice setups
2A>2B>5C>2C>IAD J214A>delay 5A>2C>623A>BE236A (2870)
2A>2B>5C>623A>delay 5B>2C>623A>IAD J214A>delay 5A>2C>623A>BE236A (3454) CHARACTER SPECIFIC BTW

h-moon chain ice setups
(2A>5C or IAD jC or J2C) 5A>6A>6A>delay 623A>delay 5B>2C>623A>IAD J214A>delay 2A>2C>623A>BE236A (3836) VERY CHARACTER SPECIFIC
(2A>5C or IAD jC or J2C) 5A>6A>6A>delay 2C>623A>IAD J214A>delay 2A>2C>623A>BE236A(3507)

low shield counter

raw air throw
standing shield counter
aerial counterhit
2C>623A>5B>5C>aerial (3106 raw AT)
5B>2C>623A>5C>JABC>JABC>AT(3152 raw AT) Character specific

corner throw
5A>2C>623A>5B>5C>aerial (3176 corner throw)

I guess that's everything? This character is actually pretty legit :psyduck:
no thanks to jp bbs and jp wiki for being loaded with awful inferior character specific crap exclusively <3
(such as the neko loop 5A>2A>2C>5A>5A>2C>5A>5A>2C>2A>2A>2C>5A>2C>~ oh boy so useful and practical)

Kouma Kishima / Re: Kishima Kouma current code changes (1.07)
« on: July 30, 2012, 09:35:17 PM »
Don't know if anyone's seen this yet but H can corner to corner carry with about 85%+ HEAT doing almost 5K.

Will have to test & see if it's character specific or not.

236C facing the corner can always put you behind them into the corner with fast timing of pretty much any normal afterwards (yikes 2C).
I've had it happen (on accident OTL) with pretty much every character by now and had to pick it up.

Cancelling into it for the awesome trade (okay double counter hit cross-counter with my super-armor wallslam EX, retard) when they're in the corner can be pretty damn annoying because of it.

Melty Blood Auditorium / Re: we need this game on xbox 360/ps3
« on: July 21, 2012, 02:20:17 PM »
Melty Blood: Actress again: current codes

Published by capcom. Now with more maids. Pre-ordering unlocks an additional maid. Cleaning supplies/furniture DLC packages. Oh and it's 3D now.

Melty Blood Auditorium / Re: So where do we go from here?
« on: May 11, 2012, 06:38:09 PM »
I think that's the first time since MBAC that I've heard someone complain about Sion being overpowered (aside from CC 1.0 where H-Sion was hilarity).

Also, a warning: cut the crap.

Ah, MBAC. Was less obnoxious then without a guard bar. Good times.

Haha oh wow, god's garden has SFxT so that will make melty and all the other games there look real good.

The announcement of the comeback mechanic.  :emo: (I mean besides the one where you're good at the game)

I don't mind comeback mechanics so long as they don't give the losing player a huge arbitrary advantage while doing so.  So long as they are not arbitrary, and limited to players own actions.... (P4U's Awakening, SxT's Pandora, etc.), it's not as bad as most players have thought. That said, it's a matter of building these things with that in mind... giving the losing player a chance at making "the comeback" and not become this large red "I win, you lose" button.

And as the industry has shown quickly, this is something that is too easy to get wrong.

Being good at the game gives the losing player a chance at making a comeback.
Coming out on top of any situation (for example with an ultra) because you're rewarded for losing means you don't have to be good or as good at the game.
This makes worse players worse because the need to play well is negated by a degree.

So comeback mechanics are always, always, a bad addition to a fighting game. You may like it because you need the help, but it's just hurting you.

Melty Blood Auditorium / Re: So where do we go from here?
« on: May 11, 2012, 04:57:44 PM »
Shots fired.

Hope you're playing a character with an invincible from 1st frame DP because there's a 50/50 reset coming.
(just kidding not even that works.)

Melty Blood Auditorium / Re: So where do we go from here?
« on: May 11, 2012, 04:20:30 PM »
The game's dead. It doesn't deserve better, honestly.

It's uncompetitive. Sion is still Sion (better in all aspects than all other characters simultaneously and significantly) and the very very few other somewhat playable characters have the same horrible gameplay problem where they have some superior aspect that means they don't have to interact with what the opponent is/can do at all. They just do it and wait until they win the round and repeat.

There's just no human interaction in melty blood. The game engine doing odd shit like connecting normals that are facing in the wrong direction and don't have a hitbox on the character or behind doesn't help. The unexplainable full-screen normal connects that can't be fathomed with frame data don't help.
("main character hacks" since these problems are mostly associated with and favor sion)

Starting over with under night after birth is a good call. This time they don't have a special original-character-do-not-steal mary sue to be tempted to ruin their game with like Sion which is good. They need to ditch the melty blood game engine too, no doubt.

With a new rendition people pick up their favorite characters again, and that makes it great for a while-- before long we're no better off than we were in MBAC watching only sion mirrors (or rather not watching them and instead playing better games). It's the melty curse.

They've refined a lot of interesting ideas (especially with actress again) and under night after birth has that to draw from. Looking forward to it.

Playing every fucking thing is for casuals..
This is a joke, right?

Melty Blood Auditorium / Re: Shielding
« on: May 11, 2012, 09:47:41 AM »
Since you were playing Slowpoke, I assume he did the F-Nero shield counter combo. F-Nero is an anomaly who can do more damage off a shield than his standard BnB. Most characters can't get that kind of damage off shield.

f-nero can get 5k off shield counter. He gets between 5-7k off traditional combos.

Miyako Arima / Re: [MBAACC] Miyako Thread
« on: May 06, 2012, 10:18:26 PM »
So much talk about F and H... Make fun of my C.

My mind was blown before the match even started when you both got real close for a 2a competition.  Manly? :mystery:

Melty Blood Auditorium / Re: MERU TEE VEE
« on: May 05, 2012, 01:52:33 PM »
there is a long set of matches between ranpo h-nanaya and tetsu f-arcueid in the middle.

f-moon simple mode so scary

Miyako Arima / Re: [MBAACC] Miyako Thread
« on: May 04, 2012, 05:57:49 PM »
623 does 2 hits. F-Moon only does 1.

Forgot to specify that intelligent positioning is required.

Miyako Arima / Re: [MBAACC] Miyako Thread
« on: May 03, 2012, 11:23:30 PM »
Why do you want to play HMiya? Does she do anything interesting outside of throw whiff loops?

Double guard bar and all your meter for half bunkers. Get the life lead and you can just chill against hard zoning matchups until the timer runs out or they realize they have to try to rushdown. Invincible half moon bunker anything that looks like it might be sneaky or if you just want to make them have to get in again.

I haven't gotten into miyako's runaway lame game too much since i'm having fun playing h-kouma lately and styling on people, but it's probably damn effective for her too. Just chilling under that retard huge half moon guard bar, running away with the life lead, and scooping up sloppy chase attempts is damn good.
h-miyako 236 series (ground 236b sucks ass for this because the attack box is complete shit) and clash 2b against people inevitably getting sloppy during the chase is good, I know that much. j.b sure fucking isn't, as I also unfortunately know. 623A will mostly only hit once and give you the combo off counter-hit, also nice (still air unblockable even in half moon)

  • No game-breaking glitches allowed (getting your ass beat by maids is NOT a game breaking glitch)

game-breaking feature!

But seriously which hallway/bathroom will this be taking place in?

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