hentai

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


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

Messages - Light

Pages: [1] 2 3 ... 16
1
Melty Blood Auditorium / Re: MeltyDB - A place to look for MBAACC VODs
« on: February 04, 2013, 07:42:45 PM »
You know what? On second thought, if you want to do something like that I'd glady back you on it. The biggest problem when doing a project like this is that you can't insert a video into some magical machine and let it tell you the times and when what happens. So I mean if you're willing to put in the time to transcribe UNIB vids from a-cho or wherever, I can create a database and get a sister site running for it. PM me if you're interested.
This offer is also open to anyone else that would like to do something similar for UNIB or a different game.

Sure, I'm interested. I just sent you a PM.

2
Melty Blood Auditorium / Re: MeltyDB - A place to look for MBAACC VODs
« on: February 03, 2013, 03:48:28 PM »
 Any plans for this but for UNIB later? That'd be cool.

3
I'm still interested if you still have those DVDs!

4
Melty Blood Auditorium / Re: MBAACC in EVO2k13 Poll
« on: January 06, 2013, 11:06:58 PM »
It would cool if FB/ECOLE brought a UNIB setup or two playable at EVO2k13. :fap: In that case, I'd definitely go to EVO again.

5
Akiha's Tea Room / Re: Komidol going to Japan!? Plane tickets cost money?!
« on: November 08, 2012, 02:41:58 PM »
Are you still selling stuff? I'd definitely take Outlaw Star and Escaflowne.

6
Kohaku's Video Room / MBR - Yukinose
« on: November 08, 2012, 02:40:07 PM »
Anyone still have his old videos for MBR?

7
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: February 29, 2012, 04:20:37 PM »
I bet if you had a decent starter string that prorated very little and gave a hard knockdown, you could get something decent out of 22c otg relaunch.  22b Stomp combo works so well because all stomps have no proration, right?  By that logic, if you can relaunch off of 22a > 22c (whether the 22a is random blockstringing hit or after some low proration ground string) you should get similar results.  General rebeat proration might make that completely worthless though, so practicality may be an issue, if it's even possible in the first place.

I haven't tested the damage yet to see what's a better option for damage in that scenario (non-prorated combo: 22A x 22C). I sorta don't have the time to check it, but I probably can tomorrow. My gut feeling tells me that 22C is not a good EX if you want to add some extra damage. 22C seemed to have about the same prorate as the other EX moves but does less damage.

As for damage, I think OTG String -> 623C like LBS pointed out gives the most damage on the corner. 22C might do more damage, I just feel like the hit confirm is too strict. Not sure if you can do it after 236A6A either (would test myself if I had the time to do so).

623C hits pretty fast so my thoughts at first would be to doubt that 22C is fast enough to catch a character before they fall out of an OTG string.

I also like to bait for techs with OTG String -> 22B and free combo, but obviously that only works once or twice against an decent opponent (also doesn't works against backward techs midscreen, might be able to bait it out and swap 22B with 236B?).

Is that safe against reversals when someone neutral techs? I barely remember using this strategy in MBAC and not getting punished for it so much, although that could be because her tech punish game was far more respected in that game than this one. I guess I'll probably stick with 2C/dash-in since the other options I've thought about appear to be too risky for guessing correctly.

8
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: February 28, 2012, 08:49:00 PM »
Some things I found useful

Since 214c and 236c can wallslam from otg, it makes it a viable hit confirm follow up after a 22a. Just spend the 100 meter

I also liked using 236c when I 2c>5c away from the corner. All time in the world too dash in 5c too.

 Stuff may be already known, but I thought it'd be good to mention.

You should check the list I posted a page or so back. 214C and 236C won't otg on everyone. 22C will although I don't know how much it will kill your damage potential. If it does, then the tradeoff is that you get an additional wallslam/ground bounce.

9
Regional Community / Re: Iowa players
« on: February 12, 2012, 08:34:55 PM »
If you ever swing by the Twin Cities, let me know.  ;)

10
Tournament Results / Re: West Toast XV Results
« on: January 27, 2012, 10:29:30 PM »
Any videos for these other games? VS, GGXXAC, TF?

11
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: January 27, 2012, 10:19:35 PM »
LOL @ the whiff 623A mixup. :X

There were some things I liked though:

-214BE after 6C OTG relaunch
-Coast-to-coast combos with 236C. The one that went across the screen twice looked dope.
-5[C] x 22B actually comboing. lol wtf

12
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: January 12, 2012, 09:04:49 PM »
CMiyako
214C OTG relaunch doesn't work on Ciel  :mystery:

Yep. If you check back a page I got a whole list of which OTG relaunch whiffs on what characters.

13
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: January 09, 2012, 10:33:17 AM »
So far the only thing I have is TK 623B after 6[A], to add more pressure but it's ex shield bait. This move could be a lot better if there was much more plus frames, since it seems like you can't really do anything interesting in the air, compared to your standard options when doing a jump in a neutral situation while your opponent is cornered. Perhaps there's some way to punish jumpers with this... 

Edit: Oh yeah, I was testing to see if that character specific fuzzy mentioned earlier in the MBAC thread still worked. I spent about five minutes and I couldn't get it. Has anyone here manage to pull it off or does it not work anymore due to Miyako's j.A being slower in MBAA?

14
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: January 04, 2012, 12:03:20 AM »
Thanks for the info on otg relaunch.  That's a lot of shit.  Thinking about it, one of the videos posted in here earlier had an example of f miya 6c relaunch.  That's pretty nasty.  So otg relaunch in general counts as +1 slam/bounce, on top of any additional wallslam caused by the move's properties?

Well yes and no. Some OTG relaunches are +1 (e.g. 6C and 22C) while some are +2 (214C and 236C). I don't know about 623C but it's negligible anyway.

15
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: January 01, 2012, 12:26:50 PM »
Can anyone check what all the otg relaunch options are for each moon?

F: 214C, 6C, 623C
H: 22C, 236C, 623C
C: 214C, 22C, 236C, 623C

What whiffs on who:

214C, 6C: Aoko, Ciel, Len, Hisui, M.Hisui, White Len
214C, 6C, 623C: Ryougi, Roa

16
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: January 01, 2012, 11:34:12 AM »
I'm liking C-Miyako's 22C OTG relaunch. It seems to scale kinda bad in regular combos, so I like to use in her corner pressure instead. It feels like you can hitconfirm 22C off of 22A if you buffer early. Here's the combo I'm using for the relaunch:

(corner) 22A x 22C 2B 5C j.BC j.ABC x AT

I checked this combo on a few characters and it does ~2.8-3.3K unscaled. If you rebeat like hella it does 1.8kish on Akiha, which is still pretty decent IMO. It's a much better punish than her standard OTG strings.

I guess I need to watch some videos or something because every combo that I try to use meter besides using AD or AAD does less damage than a meterless bnb. wtf  :slowpoke:
Not even 5bc 2c 214c 214b 5bc stuff can pull more damage than meterless?  What kind of meterless damage are you getting?

So, since there's no fucking way I'm going to purchase anything but a standalone release of the game, I obv don't have the game.  Can anyone check what all the otg relaunch options are for each moon?

No, I haven't tried doing multiple 214x in a combo. Thanks for reminding me though as I do remember seeing a combo involving 214BE. This is my first time really sitting down to play MBAA, so I'm out of the loop compared to most folks here.

I can't get that combo to work. The problem is I keep getting an OTG relaunch with 214C, which is what you don't want because it maxes out your wallslam potential. So far the only thing that has worked for me is a raw 2C into 214C, which doesn't OTG.

Edit: Yeah, finally I can break 5k -> 5BB 2B 5C x 214C 5C x 214BE 5B 2B j.BC j.ABC x AT

17
Other Games / Re: EVO 2012
« on: December 30, 2011, 11:57:30 PM »
My guess is KOF 13. The game seems to be gaining a lot of popularity lately, while Tekken 6 and MK9 are slowly dying off. Also, publishers supporting tournaments is always a good thing. IIRC, Atlus supported the KOF 13 tournament at SCR in some fashion. Namco does this too but they're promoting their new games (SC5 and TTT2), while NetherRealm seems to be done with MK9.

As for Blazblue, I have no clue. I never have paid much attention to that game.

18
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: December 30, 2011, 11:24:16 PM »
I'm liking C-Miyako's 22C OTG relaunch. It seems to scale kinda bad in regular combos, so I like to use in her corner pressure instead. It feels like you can hitconfirm 22C off of 22A if you buffer early. Here's the combo I'm using for the relaunch:

(corner) 22A x 22C 2B 5C j.BC j.ABC x AT

I checked this combo on a few characters and it does ~2.8-3.3K unscaled. If you rebeat like hella it does 1.8kish on Akiha, which is still pretty decent IMO. It's a much better punish than her standard OTG strings.

I guess I need to watch some videos or something because every combo that I try to use meter besides using AD or AAD does less damage than a meterless bnb. wtf  :slowpoke:

19
Melty Blood Auditorium / Re: About CasterStats future
« on: October 26, 2011, 06:19:03 PM »
The last thing the community needs is to give people more reasons to solely play this game online. I'm not saying that you are doing that but I'm just trying to give a different perspective.  ;)

20
Regional Community / Re: Texas community? lawl, wut?
« on: October 02, 2011, 10:26:55 AM »
...

fubar pretty much posted what i said in the beginning but no one is going in on him?  :psyduck:


i just hope TX doesnt take future titles that it gets for granted and ppl actually step up and support shit


If you said this at the beginning, it would have been a lot better than just blaming a whole scene for CC bombing at UFO. The game failing isn't anyone's fault. The Austin scene just wasn't interested in the game. Mad respect giving to Fubarduck for trying to support the game at his own risk.

I understand your point on embracing the new and different titles that your arcade might get, but in my experience it seems to come down to what dipstick said. I can remember countless games, many of which were new that hardly anyone would play at the arcades I use to frequent in Canada, simply because they weren't KOF or Tekken. After MBAC failed over there, I realized that trend and gave up on trying to befriend and network players I met in the arcades, because it was clear at the time nobody cared about games that weren't of the trend. In the end, it's the players and the scene that decide what gets played.

21
For a laptop?

I like to carry a USB keyboard if I have space for it. Personally, I can't play any game with my laptop keyboard. The keys aren't comfortable enough for me.

22
You could always try to sell CP online to offset the cost. Someone out there might want CP without the game.

23
nt for SSF4AE but still).
IMO melty just needs more positive hype-building exposure to the fg scene in general, and I'm really not sure Evo is the best route to try and build that, considering how traditional the evo scene is.

I think we're better off trying to draw players in from the specifically MVC3 scene or the blazblue scene than the general capcom/srk scene.

Capcom fans never truly embraced the game when it was highly accessible on the PS2 and every popular Capcom title was 8+ years old, so I'm having a very hard time picturing how we could do a better job at convincing Capcom players to play our game nowadays. With the way the fighting game scene is now, MB has yet another hurdle of bias to overcome: the hype factor. The only games that get any attention from fighting game players and outsiders alike, these days, are the games that have prizes over $5,000k per tournament and have a variety of streams that show case high level matches from professional players. MB is an excellent, well balanced game, but being a good game never seemed to be good enough in my experience, to convince a Capcom player to try a completely different fg, like MB.  These days it's even harder to convince someone to play a game where the scene for it is virtually dead, has no netplay at the moment, or any hype at all.

Personally, I think BB or AH players would be the easiest to convince. Capcom players have been traditional biased and stubborn when it comes to considering other fgs. It's even worst nowadays, since a lot of Capcom players are new and have only played SF4/MvC3. I think we're pretty fucked here.

24
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: September 07, 2011, 10:30:12 PM »
You should be able to unless they took it out?

And holy shit, this thread got replies?

Honestly I'm surprised that this forum is so dead. At least during MBAC it made sense since she wasn't a popular character. Now she's really top tier with F moon in MBAA, and yet that did nothing to promote more discussion. lol

Btw, all this talk of midscreen tech punish is somewhat irrelevent.  C Miyako now has midscreen untechable knockdown with j.22c as a combo ender.  And F still has stupid damage + corner carry + untechable knockdown with just slight modification of her old combos.  Only really significant nerf is her air normals it seems.

Yeah, I agree. Plus I'm pretty sure I'm dead wrong anyway. I forgot how badly they nerfed Miya's tech traps in the original MBAA, and things don't look that much better in the latest version of CC. It looks like the height that she gains after her airthrow is still too high for her old, MBAC-like midscreen tech traps to work.  :'(

25
Miyako Arima / Re: [MBAACC] Miyako Thread
« on: September 01, 2011, 11:42:57 AM »

i probably should've paid more attention to the airthrow, but i still used the same corner setups. didn't think of doing anything when i did an airthrow midscreen.

If her new airthrow works like how it did in MBAC, then maybe the old midscreen tech punishes work (236C for forward techs, dash~2C for neutral, and 2C back techs)? That'd be pretty sweet if so.


Pages: [1] 2 3 ... 16