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

Messages - rithli

Pages: [1] 2
1
Melty Blood Auditorium / Re: MeltyBread Portfolio Thread
« on: September 23, 2011, 11:51:57 AM »

2
Tournaments and Events / Re: KIRAH'S NEW YEARS BASH!! JAN 1ST - 3RD!!
« on: December 31, 2009, 04:52:49 AM »
Fox smuggling a bunch of asians in his car.

Sounds good!

3
Tournaments and Events / Re: KIRAH'S NEW YEARS BASH!! JAN 1ST - 3RD!!
« on: December 26, 2009, 10:15:03 AM »
Ok so I got a Zar in my car. lol

Anyone else?

memememememeemememememememeemmemememe

4
Tournament Results / Re: Northeast Championships results!
« on: December 11, 2009, 07:26:17 PM »
MBAA at NECX Highlights/Compilation video:
http://www.youtube.com/watch?v=2V3xk7UUvgw

If you want to add your own annotations use this link:
http://www.youtube.com/watch?v=2V3xk7UUvgw&layer_token=3bc9cad84f3739ae

5
Big thanks to Spooky for letting me stay over the weekend, setting up the stream, and being an awesome host as usual.
Also, thanks + GGs to everyone that I played against and for the numerous shared tips and strats.

EC Melty is strong like Toucan Sam.

6
Regional Community / Re: NECX: The Melty Bus
« on: November 22, 2009, 03:47:04 PM »
I'm going to join the 7pm-ish/late crew on Friday.
I need to take care of some things in the morning and through the afternoon, but after that I am free so I can meet up with that group and catch the same bus.

So.. to the late crew:
Please post when/where we are meeting + which tickets/hours we are purchasing once your schedules are consolidated.

7
You can share the bed with me in Hal's room (yes homo).
you are safe with us rithli

Awesome + thanks. Sounds gut to me.
Let me know how much I need to throw in and such (PM or whatevers).

8
Kinda late in the game, but I can attend this now.
Who do I need to talk to for sign ups/entry/$$$costs/etc? (if it's not too late)

Also, if anyone has space in their room(s), please let me know! I'm a skinny guy and won't take up much space. But I probably will eat all your food and drink all your drinks.







9
Thanks to everyone that showed up and participated in this BBG regardless of the weather, travel distance/time, and their level of interest/exposure to the game. Your presence made it happen and it is much appreciated.
Good games to everyone I had matches against.
As always, it's a blast to hang out with everyone in person.

There's a lot of footage that was recorded that needs to be organized so I'm going to try to have the vids up by the end of June or early July.
See you all at the next event, whether it's a BBG, Deathburger, or whatnot. 

10
Tournament Results / Re: BBG9 :: Random 4:4 Teams
« on: June 06, 2009, 11:14:11 AM »

11
Tournament Results / BBG9 Singles Videos + New Youtube Channel
« on: May 28, 2009, 01:52:38 PM »
Here's a playlist for the BBG9 singles tourney:
http://www.youtube.com/view_play_list?p=ADB066559D32D581

Each vid provides an annotation link, so if you feel like spamming the screen with  :blah: :blah: :blah:, feel free (I encourage it).

New BBG event videos will be uploaded here:
http://www.youtube.com/user/bbgazebo

P.S. I'm having some technical difficulties with the Team Tourney footage, so those'll be a little late. For the time being, enjoy these vids.

12
Super-kudos to everyone that showed up. The event was very enjoyable.
It's always a blast to hang out with the regulars in person and also getting to meet some players I haven't met before.
Single elimination Blitzkampf is Brutalkampf.

Also, thanks to those that came by the Rithlicave.
All-nighter Blitz + Foodings + Ao Oni Marathon + Miscellaneous Poverty Fighting Games = Major Damage.
Fun-fun weekend.  :prinny:

I'm going to try to have the vids up by this weekend. Meanwhile, keep Blitzin'.

13
Collection of footage and faggotry that was on my camera (HD Link):
http://www.youtube.com/watch?v=fYsWtn-GQ9U&fmt=22 

:prinny:


P.S. I'm not sure if this will work properly, but here's a link if you want to add annotations/comments onto the video itself, gaijin-nicostyle:
http://www.youtube.com/watch?v=fYsWtn-GQ9U&layer_token=b4a3ec7018fc6a1d

EDIT: Ok lols, the user annotation function works. Please fill the screen with text poverty.

14
AM5 was fun times.

Thanks to Bell for inviting us and being an awesome host, and thanks to everyone that went through the trouble of driving us around the state.

It was definitely great to see y'all in person, both old and new.  I look forwards to the next possible gathering.

I have a decent batch of camera footage from the event and I will upload those in the near future.

Comic-Z and I are not related.

15
Yeah. You might need pandas instead.
Asian Meatospeen Fiiiiiibe.   :fap:

16
I'll chip in another $50. That'll make $250. The remaining $40~50 can be filled in by other participants.

Also, first post updated with the donation method link provided by Sp00ky.

17
If you've been paying attention to the American Melty 5 Thread at all, you'd be aware that the hype level has been getting pretty serious. Though it's about a month and half prior to the meetup, there's already 20+ confirmed guests (4 of those being from EC), and more coming.

Is there anything else that can be done to make an event this epic even more epic?

Here's an idea: Have both godfathers of each respective coast, Bellreisa of the west and Sp00ky of the east, to be at this gathering at the same time.

If you're interested in making this happen by flying Sp00ky over to the west coast, make a donation. It's post-holiday season and tickets are relatively cheap. With this many heads showing up, covering the cost of a ticket for one person flying from JFK to SNA/LGB shouldn't be unmanageable.

Click here to donate.

Thank you for your time and interest. and $$$

18
Tournaments and Events / Re: American POVERTY 5 - Feb 20-22, 2009
« on: December 25, 2008, 10:00:54 PM »


Sibladeko and I are riding on the same blitztank.
Y'all better download Akatsuki again!!11111  :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny:

19
Tournaments and Events / Re: American Meatpile 5 - Feb 20-22, 2009
« on: December 23, 2008, 09:05:43 AM »
NO EXCUSES.
BLITZKAMPF.

20
I just want ramen

21
Tournaments and Events / Re: American Meatpile 5 - Feb 20-22, 2009
« on: December 19, 2008, 10:25:42 PM »
I'm bringing my waffle iron to this so have your nazis ready.

22
Aoko Aozaki / Re: Full Moon Aoko - Auto Artillery Rain
« on: October 19, 2008, 05:57:14 PM »
Oops, I forgot about the concept of bumping.

As for the diagonals, I only tried '1' and it worked. I assume the other diagonals will too.

Sensei, why are you so busted?

23
Aoko Aozaki / Full Moon Aoko - Auto Artillery Rain
« on: October 16, 2008, 11:22:12 PM »
*10/19/08 - Updated with video clip*

Auto Artillery Rain is a glitch found while messing around with Full Moon Aoko. It revolves around F-Aoko's Artillery Starmine and its property as a two part special move. The name is actually somewhat misleading but I wasn't sure what else to call it.

Video Example: http://www.youtube.com/watch?v=kb25s_HffzY

Normally, if you want to shoot the overhead laser from an orb, you have to set it first, and while holding onto a button input the Artillery command again for the laser (2 steps). But by using this glitch, you can actually make it so that the laser comes out as you set the orb (1 step... though this also kind of misleading because it takes multiple steps to make it one step).

The method is somewhat convoluted and it was found completely on accident so here is an equally longwinded writeup of how to execute/use the glitch.

---

Since the game is still relatively new, I'll do a basic recap of how the move functions.

Artillery Starmine: 421 A/B/C

- Once the command is inputted, Aoko points upwards and sets a starmine/orb diagonally above her.
- Using A or B determines the diagonal height of the orb's placement.
- The C version is an ex that sets a larger mine.
- While the button is held, the orb will stay out and cannot be popped by enemy attacks.
- When the button is released, the orb/mine becomes active (pops) and can damage the opponent.

Now, while a button is held and the 421 is inputted once again, Aoko will point downwards and a Raining Starmine (laser) will emit from the orb. This will pop the orb in the process.
- The laser from an orb set by A or B is an overhead. The laser from C isn't an overhead, but instead is a multihitting attack.

So that's how it functions normally. Now for the glitch itself.

---

The Input, tldr version:


1. 421A~B (Set Artillery orb, hold with another button)
2. 421A + release B + direction (Input laser, release held button and hold a direction to get an empty "dud" orb)
3. 421A/B/C (Input Artillery orb again for instant laser)

If this doesn't make too much sense, here it is step by step.

1. The first 421 is to set the mine. A~B is listed because I first set the mine with A button and then switched buttons to hold the mine with B. (This is just a preference/habit, you can actually set and then hold with whatever button you want to, but for the sake of explanation, I'll use this combination).

2. Now while holding B, input 421A for the laser command. As soon as the input is entered, IMMEDIATELY let go of B and hold onto a direction.
- If you did it successfully, Aoko will point downwards to call forth a Raining Starmine... but nothing will come out. The orb will pop, but there will be no laser.

3. Ok, what's the big deal? Where'd my laser go? The orb was a dud. This game is busted blah blah blah (it is). Calm down and input Artillery Starmine again. Aoko will point upwards to set an orb, but as soon as the orb comes out, the laser fires immediately as well.
- For some reason, if you succeed in step # 2, the game decides to store your laser that didn't fire initially. The next input of Artillery gives you this "instant" laser.
- The laser retains its overhead properties as well.

--

A few things to note:

- The auto laser isn't really all that instant.
- Infact, Aoko recovers faster from the manual 2 step laser.
- From trying it out a couple times, it doesn't seem like you can combo off a successful hit of an auto laser (while you can from a manual input)
- While you can't follow up from it, it's still fairly fast and because the orb normally doesn't fire a laser without a secondary input/pointing animation from Aoko, it can work as a surprise attack.
- The "dud" orb that doesn't fire the laser is still considered active/pops, so the opponent can actually get hit by the laserless orb.


24
Aoko Aozaki / Full Moon -- Some notes from a JP Aoko Wiki
« on: September 29, 2008, 07:40:00 PM »
More information from here:
http://www3.atwiki.jp/aokoaa/

Same deal as the previous post.

--

Full Moon rayoko bogard mode

<General>

- It's impossible to airdash cancel regardless of hit or block in Full Moon.
- In addition to the lack of reverse beat, cancels involving normals of the same strength (outside of A's) are also gone. Meaning, Aoko can't do things like 5b -> 2b. Exceptions to this rule are command normals like her 3C uppercut or 4C.
- Double Airdash is still present but Triple Jumping is gone in Full Moon.


<Normals>

- 2A is low in F moon. Mash it plz
- In contrast, 2b isn't. Terry Bogard crouch punch.
- It's possible to cross up with j.C (Air beam sword attack).
- 4C Axe Kick. Cancelable. Becomes an overhead on BE. If the opponent is hit in the air, the BE version induces an untechable ground bounce.

Shield Counter:
- Ground Version: Attacks with her 3C uppercut. It's possible to follow up afterwards but the damage scaling is huge.
- Crouch Version: Also attacks with 3C animation, but it isn't possible to follow up afterwards. Instead, an OTG is guaranteed.
- Air Version: Attacks with mbac j.B kick. As of now, it's unknown if it is possible to follow up from this attack.


<Specials>

236 BIG TORNADO:
- A version is a high speed projectile attack. Great for zoning against characters that can't dash under it (...)
- The charged A version is 4 hits. The charge time is noticeably shorter than a charged B laser. Super-cancelable.
- B version flies slower than A version.
- C version shoots multiple projectiles of varying heights. Aoko is free to move as soon as she's done casting, allowing her to pressure further.

623 Aoko Moooooooooonsault (can be done in air):
- A version has upper body invincibility. Anti-air durr. On counter hit, the opponent gets launched fairly high so follow ups are possible/convenient.
- B version has full invincible startup and is air-unblockable.
- For whatever the reason, C version does not have invincibility but is air-unblockable. Best for air combos?

214 Starmines (can be done in air):

- A and B versions are the same as MBAC. The air versions are BE-able.
- C version activates numerous exploding orbs. Due to the multiple hits, it's possible to follow up on hit or pressure on block. Aoko is invincible until the move is fully active (?).

421 Artillery Starmine:

- A version causes Aoko to set an orb diagonally upwards in front of her. The delay afterwards is slightly longer than a normal hold mine. Due to the follow up command, only one Artillery Starmine can be placed on screen. Otherwise, it functions just like other hold orbs.
- B version sets the mine further than A version.
- C version sets a 214C-sized mine  (normal Aoko) in a position similiar to the B Artillery Mine.
- While holding an orb, another 421x can be inputted to cause a laser to launch from the placed orb.
- The laser emitted from a C version Artillery is a mutli-hit laser that can be blocked in any direction.
- Lasers from the A or B version are blazing fast overheads

63214 Aoko Slider: i'll pretend this is DYNAMITE tackle
- Has the same animation as the slider from Aoko's 123 Slider special. Hits low.
- A version is quick and safe on block. Super cancelable.
- B has longer reach than A but has longer startup and delay.
- C version follows up with an ex Wheel Kick.

22 Pillars:
- They are available in F and function the same.

<Listed Combos>

2A > 5B > 2B > 2C > 3C > (JBJC) x 2 > Airthrow
- A basic Fullmoon combo.

2A > 5B> 2B >5C > 63214B > EX 214 >????JC> land > JB>JC>JB>JC>Moonsault or Airthrow
- I dunno why this one is listed in the wiki if they claim stuff like 5B -> 2B doesn't work anymore. JAPAN?!!!!!

BE4C>63214A>EX 421 or EX Moonsault

blah blah>2C>3C>J9C>J8C>EX 214>land>BE4C>setup 421>????EX 214

2C > 3C > 22A > High Jump B>(JB)JC>Air throw


25
Aoko Aozaki / Half Moon -- Some notes from a JP Aoko Wiki
« on: September 29, 2008, 07:17:38 PM »
The following content is paraphrased from here:
http://www3.atwiki.jp/aokoaa/

I avoided posting general system information (unless it is specific/relevant to Aoko) and information that is redundant from the previous game. Also, these translations are very sloppy and I'm not that fluent in moonspeak, so corrections and revisions are welcome.

--

Half Moon


<General>

- Both Double Airdash and Triple Jump are available.


<Normals>

- 5B is an advancing hook punch.
- 4C Axe Kick. Cancelable. Becomes an overhead on BE. If the opponent is hit in the air, the BE version induces an untechable ground bounce.

5a -> 6a -> 6a:
- A special chain that can be started from 5a.
- The first 6a can be canceled regardless of hit or block.
- The second 6a launches on hit; can only be canceled from a successful hit.


<Specials>

236 Lasers:
- B version has 236A as additional input, allowing Aoko to shoot up to 2 extra shots.
- Charged B version is still unblockable. This version also allows/carries(?) the 2 extra shots.

623 Wheel Kick - air version:
- Air version of Keritobasuwayo.
- Only 1 hit (there isn't a start up hit like the ground A version; only the descending kick exists)
- The air version has no landing recovery and is advantageous on block.
- A version can be blocked high but travels a minimal distance, allowing pressure at midscreen.
- B and C versions are overheads but travel far and are susceptible to whiffing.

421 Hold Orbs/Starmines:
- These are still in and functions the same as MBAC Aoko's Floating Starmines.
- Whiffs on following crouching characters: Len, Necos, Both Akihas, Both Hisuis, Both Arcs, Kouma, and Ciel.

63214 Mirrors:
- A version is a single hit and can reflect projectiles.

214 Power Wave:
- Up to two A version Power Waves can be on-screen. http://www.youtube.com/watch?v=sDW-cQDDnk4 > 6:27 > This video displays the contrary. There doesn't seem to be an on-screen limit for this move at all.
- A version is safe on block even when close to the opponent.
- B version travels faster than A.
- C version is a multi-hitting Power Wave. Safe on block. Possible to follow up during successful hits.

j.214 Air Orbs:
- H-Aoko only has access to the air proxy orbs.
- A is chargable. When charged, Aoko hops backwards slightly(?).
- In terms of everything else, they function like MBAC orbs. 

22 Pillars:
- Available and functions the same as mbac.

j.236 Raining Starmine:
- Unchanged.


<Listed Combos>

2C>C>3C>(JBJC)*3>Air throw

- If you intend to use an EX j.214 finisher, cancel off the last j.C.

B>2B>C>B Power Wave > EX Power Wave >3C
- Simple combo using meter for 5k-ish damage.

5A 6A 6A>BE4C>A Power Wave > Dash Jump >(JBJC)×3> Air throw
- A damaging combo that can take your opponent from one corner to the other.

2C>C>3C>(JBJC)×2>JC>EX j.214>(land) BE4C>421x
- Making use of the BE4C's untechable bounce property to set up for the opponent's wake up.

5A 6A>5B>2A>5A 6A 6A>BE4C
- The follow up will vary depending on where you are on the screen.



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