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

Messages - Sprint

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1
I actually have access to the game outside of 30fps emulation now so y'all are getting raped. That is all :D

2
Kohaku's Magical Garage / Re: What system mechanic is this?
« on: July 11, 2009, 05:40:16 AM »
Most chain cancels are assigned inputs like every other move but are locked out until you hit a frame of animation that specifically allows it to be performed.

Shiki 5BB however doesn't have an input assigned to it. Instead his 5B contains a script that jumps to a different animation if B is tapped. Skipping over the usual input code like this seems to, as said, give it "A" properties.

Canceling on whiff is nothing to do with A attacks. It's a separate property that can apply to anything.

3
Kohaku's Magical Garage / Re: Concerning throws...
« on: February 15, 2009, 06:34:29 AM »
Any attack that touches the opponent counts. It doesn't matter if they block, shield, or even dodge it. Throws also count.
Everything is reversed in Sacchin mirror. 2P starts with priority, after which priority is given to whoever gets hit.

I can't play AA so I don't know if this stuff still applies in that.

4
Kohaku's Magical Garage / Re: Concerning throws...
« on: February 10, 2009, 02:06:05 PM »
IIRC:
- General rule: Whoever landed the last hit gets priority. If no-one's been hit yet, P1 gets priority.

Exceptions:
- Nero's grab always wins. Nero mirrors follow the general rule.
- Satsuki's grab always wins except against Nero. In Sacchin mirrors, the exact opposite to the general rule occurs.

Sacchin once again screws up the proper order of things.

5
Satsuki Yumizuka (Yumiduka) / Re: DENPA's FM sacchi video
« on: November 29, 2008, 10:18:36 AM »
http://zoome.jp/game41/diary/124
http://zoome.jp/game41/diary/125

゜▲゜ (Denpa) really likes his D button now. It's like he only just noticed it and is pressing it as many times as possible because it makes a nice sound.

His MBAC playing style was a bit weird, but in MBAA his bizarreness is off the damn scale.

6
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: November 11, 2008, 07:14:57 AM »
It shouldn't be used against characters with normal dodges.

Time-wise; the recovery of a normal dodge overlaps with hitstun.
Dodge makes j.C whiff, but they'll eat the follow-up anyway unless you press it way too early. Throwing in this situation is a waste of a free combo.

It's good specifically for rolling dodges, since their movement and longer duration causes the j.C follow-up to completely whiff too. Inserting the throw input is insurance against this.

7
Melty Blood Auditorium / Re: Framedisplay for MBAC.
« on: November 03, 2008, 08:51:31 PM »
Basically anything other than a number in the stun fields means it knocks the opponent off their feet:
- Lnc: Launcher (attack sends the opponent upwards)
- Dwn: Knockdown (attack sends the opponent downward)
- Bnc: Groundbounce (as above, but with a significant bounce)
- Wal: Wallslam (opponent flies horizontally until they hit the wall)
There are a bunch of properties (knockback speed, acceleration, duration, bounciness) defined in some sort of scripts somewhere that cause these behaviours, but I couldn't be bothered to dig them up because there'd be no room to display it anyway, hence the generalisations.

Stun only applies to the target. Getting stunned by your own attacks would be stupid.
Hitstop applies to both players unless specified as "1-way" (e.g. Nanaya 236), in which case only the target is affected and the attack keeps going without pause regardless of whether it hits.

The white box is used for bumping into stuff like the other player or that chair.
Green boxes are the area you can hit. If there isn't one then that frame is invincible.
Yellow = clash.

8
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: November 01, 2008, 03:55:38 AM »
Something I'm kicking myself for not thinking of:

For okizeme against a character with a roll-dodge; tap 4/6Q in between j.C and the followup attack.
If j.C whiffs you get the throw. If j.C hits then the throw doesn't come out and you're free to combo off it.

http://youtube.com/watch?v=iWbmHpJvXRs#t=9m5s

9
So when do we get AGK's magical version of caster that registers button presses during Shiki AD.

10
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: October 28, 2008, 09:48:03 AM »
Ver.A is a patch for the arcade version.

...and yeah, making autospark punishable would be pretty silly, though some people have been a bit creative and found ways about it.
I fucking laughed my head off at Denpa's method: 2A -> 5D -> EX Bite

11
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: October 26, 2008, 07:06:22 AM »
I must be netplaying too much then. Because I find j[C] fake land 2c midscreen will connect if I throw it out judiciously. And I have the exact opposite experience with high/low airthrow late/early sj mixup option. Damn thing is blocked almost 100% of the time. How you manage to confuse even yourself, I have no idea. So I may be doing it wrong.

It's not that it doesn't work. It's that it sucks compared to the other options available.

Which would you rather be forced to block at zero health; Kohaku j.C or Aoko 6[A]?
The difference here is about the same.

As for the front/back 2C mixup; it should generally only be used after a particularly high airthrow, where you're likely to land too far away for standard oki to work properly.
  • vs Shikis, Satsuki, Warc, Necos (and to some extent; Arc, Hisuis):
    Aim to land right on top of them. Precise timing doesn't matter, just get the positioning right. Throw in a jumpcancel and/or airdash too if necessary.
    You can't bump into these characters while they're in the process of standing up, which means no matter how early or late arrive, you're always going to land where you aim unless you do it so stupidly late that they've already recovered by the time you get there.
    This method works fine on other characters too, but you have to get there earlier so you land before their collision box rises high enough to interfere, otherwise you'll end up in front of them every time.
  • vs anyone else:
    Aim to land barely behind them. If you go early you'll land behind them as usual, but if done late you'll bump into them and land in front. The trick is to time it right on the border between the two, the exact timing of which varies between characters.

I've superjumps from spots where I land j.C meaty as a crossup without doing anything. It'll just hit them on the way down and I'll land behind.

Unfortunately it's not really effective by itself. The opponent can block it by just holding 4 as normal. It's the attack that comes afterwards that's hard to deal with since it could come from either side depending on exactly where the j.C connected. Try to stagger the followup if they blocked it.

12
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: October 25, 2008, 01:28:09 PM »
None that matter really. However, the front low is great for the occasional surprise and offending your opponent's intelligence. Though it's gimmicky, I wouldn't say it's a total waste of an option. Front low is best if you suspect high shield or react to it if you're some kind of superman. It will make the opponent scared to try it.
...except land behind 2B/C already covers that, and has a much more realistic chance of actually hitting them.

It's not really worth considering unless the opponent is in the corner, where it improves somewhat because:
1. You don't have the option of landing behind them.
2. Landing empty puts you at point blank range, where you'll eat the full brunt of any reversal attempt.
3. You can do IAD j.C instead of 2C after landing. Still in gimmick territory, but pretty damn confusing.

Another front-low option is to superjump from a spot where even you can't tell which side you're going to land on. It takes away your overheads, but it's still a 50-50 mixup so it isn't that bad.

13
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: October 25, 2008, 10:10:30 AM »
http://www.nicovideo.jp/watch/sm5047661
All versions of Neco Packet 2008

Clearly its purpose is to make the opponent fall over laughing.

14
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: October 25, 2008, 05:09:22 AM »
http://www.nicovideo.jp/watch/sm5020903
Neco 421C (Neco Packet 2008) at 16:20

I loled.

15
Kohaku's Magical Garage / Re: Pretending I know what I am doing...
« on: October 25, 2008, 02:48:37 AM »
It's more important to learn what not to do. Some generic stuff, lots of opponent specific stuff.

Learn how to not lose before learning how to win.

16
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: October 20, 2008, 04:10:12 AM »
If you like eating 2B 5B 22C, sure. I guess you could try shielding.
You'd eat it anyway due to blocking in the wrong direction. High shield is a perfectly valid option.
Low shield not so much; holding 3 covers against all low hits from behind, and ones from the front are easy enough to react to since they rely on gimmicks.

17
Kohaku's Video Room / Re: Actress Again Official Match Vids
« on: October 17, 2008, 11:20:08 AM »
I'm wondering what sort of screwed up misinput Denpa did to accidentally throw out an initiative heat :mystery:

He was obviously annoyed with himself for it though... he seemed to completely lose the plot afterwards and almost ended up in second place :D

18
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: September 25, 2008, 10:21:56 AM »
Didn't see this mentioned anywhere:
http://www.youtube.com/watch?v=Bt8F6f6qQtQ
7:10 - Maxed Full Moon Kouma using Immediate(?) Heat.

The entire animation lasts just a few frames. Instant health regeneration. Possibly unpunishable.
It's hard to say anything else about it just from that.

19
No. Try it from a standing position and you'll find that you get grabbed every single time.

The reason it appears to work is because you're crouching before Akiha performs the AD, and WLen can avoid it simply by standing up from a crouching position. The dash just puts you on the other side after the AD has already missed, putting you in position for a more damaging BnB, but also coming with a slight risk that you'll get hit on the way past.

Practically, you're probably better off just holding [4] to block it and then throwing 623A for a free and easy combo. Once you've punished it a few times they shouldn't be so eager to try it.

20
Satsuki Yumizuka (Yumiduka) / Re: Loop of Doom: Aoko
« on: August 30, 2008, 06:53:29 PM »
In addendum to that; Don't just delay 5C against Aoko. Try to get into the habit of delaying it against everyone.

A later 5C makes followups more reliable, airthrows lower for improved okizeme options, and in some cases makes combos possible at all (e.g. hit too early/high with 5C and even the standard 214A followup will whiff against certain characters).

21
Kohaku's Magical Garage / Re: Dodge
« on: August 30, 2008, 06:41:20 PM »
Vet is wrong.

Chances are it was calculated incorrectly, not taking into account that the transition into a stun state from a non-stunned state takes priority over everything except normals.

For example, against Satsuki 5A, which has 4 frames of startup:
  • Inputting '4' exactly 4 frames after 5A results in a successful block, since blocking has no startup.
  • Inputting '2Q', '5Q', 'D', or '214D' exactly 4 frames after 5A will not work. Why? Because getting knocked into stun takes priority. You'll just block or get hit depending on which direction you pressed or were holding on that frame.
  • However, inputting '214D' or '5Q' exactly 4 frames after 5A but during blockstun (or hitstun) will intercept the 5A just fine. It works because, since you're already in blockstun, there's no stun transition frame to take priority over your inputs.

As for backdash;
  • Inputting it 2 frames after 5A avoids it
  • Inputting it 3 frames after 5A gets you slapped in the face
  • Inputting it 4 frames after 5A will cause the game to ignore the input, and you'll just block instead due to pressing 4

Represented in a visual form:
SSSSHHHRRRRRRRRRR <- Satsuki 5A : Startup, Hit, Recovery
__SSDDDD... <- Good backdash
___SSDDDD... <- Bad backdash (5A hits the second frame of startup)
____SSDDDD... <- No backdash (Stun transition takes priority. Registers as high block due to pressing 4)
_____SSDDDD... <- Late backdash (You get hit before the input registers)

2 Frames of startup. That is all.

(edit: forgot about normals; the stun transition doesn't take priority over 5X and 2X, just everything else)

22
You didn't dodge it.

Quote from: Sprint
At a certain range, it's possible to trigger the grab sound without actually being grabbed.

Basically, Akiha was at this range when she performed the move. You wouldn't have been grabbed even if you'd just stood there.

23
Kohaku's Magical Garage / Re: Dodge
« on: August 28, 2008, 11:20:09 AM »
Dodge is 0f + 23f + 3f (Startup + Dodge time + Recovery)
Rolling dodges are 0f + 27f + 4f (Len, Kohaku, Miyako, Sion)
Nero's dash is 0f + 52f + 4f (and he can't be grabbed out of it like with dodge)

Backdash has 2f startup, which means unlike dodge it cannot be used against meaties on wakeup.

24
The only way to do it is 22C followed by superjump into a loop of the infinite.

EX moves significantly reduce the circuit generated from subsequent moves for a short period of time, so anything other than the infinite will not generate enough circuit to go into Max.

25
Satsuki Yumizuka (Yumiduka) / Re: Sacchin Vid Thread
« on: August 13, 2008, 01:58:58 PM »
623B into OTG is for more damage and circuit.
214A Airthrow is for better mixups.
Both are standard, and which one you should use depends on what's more important at the time, as well as your own taste/ability.

Jumpcancelling 214A on block strips its ability to be jumpcancelled until after your next combo. As such, there are often situations where 214A cannot combo into Airthrow. It can be a bit distracting to keep track of, so many players tend to skip the 214A to make sure.
However, there is no reason not to use it after landing consecutive combos on the opponent. The first combo will always reset this ability, so if the subsequent mixup connects then it's pretty obvious that 214A Airthrow will work.

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