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

Messages - Pfhor

Pages: [1] 2 3 ... 10
2
Tournament Results / Re: Final Round XV Results!
« on: March 06, 2012, 04:22:33 PM »
Before I get started on Garu/Chelsea interviews, my happiness that 73 people attended this event, the success of it all together, how much fun it was seeing everyone again, or anything else, I want to make an apology. 

After my loss in singles to my opponent, Denthorn, I made a very rude, inappropriate, and frankly stupid display of myself by throwing my stick in the hallway shortly after the match.  Larry had seen this, along with about two dozen players, and it not only looked bad on me, but our scene in general.  There is no excuse for this, and I just wanted to genuinely apologize for what I did.  I realized my stick was broken and didn't realize it until after the match, resulting in the angry mishap.  I ignored comments people made on it from Winter Brawl and my own instinct regarding mis-inputs during the tournament.  I was rightfully warned by the staff, which was kind enough to not completely expel me from the event all together (honestly, they should have). 

The anger was primarily not even due to the stick, or my match, but moreso a series of events that happened the entire weekend, that I would rather forget.  I had little sleep, both me and my friends who traveled to the event took heavy financial loss  :bricks:, and I wasn't able to welcome our international players in the way I had planned out for months.  Honestly, I want to thank the community for making this event so successful that this looked like a small blemish at worst.  Also I want to thank everyone who made extra efforts to support me accomplish what needed to be done for the event where I became unable to due to what happened.  Especially Ehrik, Jimmy, Rei, and Brandino.

The ignorance in on itself deserves a loss, and I want my opponent Denthorn to know I'm not upset with him or anyone else in anyway.  In this sense Denthorn won by being such a prepared and honorable opponent.  I'm really sorry for what I did, or any bad impression I might of given off due to my stress over this weekend.

Even if he doesn't see this, I'll pass it along to him.

3
To anybody staying in our room.

Tim (the one who owns the room), me and all of denton will be there by around 6pm on friday. Sorry for those who need the room earlier, hopefully you can find a place to hold up your stuff until we get there.

My phone number is 817-368-1116, I prefer texts.

4
I will rape anybody in efz.

5
Kohaku's Magical Garage / Re: System changes that aren't in changelogs
« on: February 15, 2012, 08:38:00 AM »
I'm not sure if this was a change in CC, but some air moves have been given 2 proration values dependent on if you are landing them ascending or descending. Some examples:

Cciel's j.c has 90% descending, 50% ascending

Nero's j.b has 90% descending, 50% ascending

Farc's j.a has 75% descending, 40% ascending

These changes only take affect if you are landing the attack on a grounded opponent, so it does not affect normal air combos at all. This is basically just a nerf to fuzzy guard damage, although some moves you can fuzzy guard with are not affected by this nerf such as Kohaku's j.c, Hime's j.a, and cwlen's j.b.

6
Only the first post in this thread isn't trash.

This post too.

7
Kohaku / Re: C-Amber
« on: February 01, 2012, 11:27:05 PM »
Delay the command followup after 5c let them fly higher and you should have no problem. Just get them high enough.

8
Kohaku / Re: C-Amber
« on: January 31, 2012, 05:20:41 PM »
https://docs.google.com/document/d/1adN01OpDTr__hW8N1yxLT4F-WWeKHXIiw46KUN2P0nI/edit

Here is a collection of the most damaging midscreen to corner and starting corner air counterhit combos I can find, with specific strings regarding each character in the game. Don't even bother doing these combos on Neco. The first ender is used as a base, and the bold parts of the strings are the differences.

9
If anybody needs a room for FR, talk to Me or Texas tim. We have a room with 3 (4 if cookie comes) people in it and need more.

10
I don't want to copy the whole post, but this is a tourney going down in Houston with Melty as one of the main games. North Texas crew will be making this one, lets make this a real tourney!

Important Stuff Sniped to include Melty Relevant stuff only:
Quote

Start Date: Feb 11, 2012 03:00 PM
End Date: Feb 12, 2012 12:00 AM
Time zone: America/Chicago -06:00 CST

Location:

Smileys
9903 S Highway 6
Sugar Land, TX 77498

Venue/Entry Fees:

$8$ (Venue) (Wristband) (Purchased at the entrance)
$10$ (Entry) (Per Game) (Collected inside of the venue)

Cash Prizes/Payout:

1st 70%
2nd 20%
3rd 10%


(Rules and Regulations)

IMPORTANT NOTICE

A wristband MUST be purchased in order for you to enter the venue. If you do not have a wristband on, you will be asked to get one. If you REFUSE, you will be escorted out the venue by SECURITY!

Times:

(Casuals start at 3:00pm & Registration for all games begin at 3:15pm)

(Melty Blood AACC) (Pc Only)

Singles Tournament begins at 4:00pm Ran by AirbrushKing

IMPORTANT

5$ Late Fee for any sign up?s after the tournament begins for all games so be ON TIME
For more information on the other games, the entire forum post is right here:
http://shoryuken.com/forum/index.php?threads/feb-11-2012-test-your-skills-bar-fights-6-road-to-fr-13-sugar-land-tx.152151/

11
Regional Community / Re: Texas community? lawl, wut?
« on: January 26, 2012, 03:50:29 PM »
For people around the Dallas Area, we are going to be bringing Melty to the House of Goons on Friday (tomorrow). This is basically the fighting game central meetup for North Texas, and they play all the popular games as well as some obscure things from time to time. Tim's gonna bring his laptop and we will have a Melty Setup for anybody to jump on who wants to try the game out. It starts around 8pm and basically goes on all night, not sure how long we are gonna stay.

Goons address (it's public, don't bother knocking, just walk on in and take off your shoes at the door):

Address 4821 Bull Run Drive, Plano, TX 75093

12
Kohaku / Re: H-Kohaku
« on: January 22, 2012, 08:41:19 PM »
Fucking LK, update your post because her 623b is a hard knockdown and you obviously didn't know about that when you made this topic. She has a slightly weaker (I think?) version of her old bomb setup for no meter.

13
Kohaku / Re: C-Amber
« on: January 17, 2012, 01:30:35 PM »
So archetype earth seems to be all kinds of homosex and past a certain combo count, usually by the second rep, ... 5A 5C BE5B 2B/4B seems to stop working altogether.
Tried both:

2A 2B 4B 5C C(1h) 236B BEj.C adc j.C j.B 2C 5C BE5B 2B 4B 236B~A 5A 5C BE5B 2B/4B (both drop)

and

2A 2B 4B 5C C(1h) 236B BEj.C adc j.C j.B 2C 5C BE5B 2B 4B 236A 236B~C 5A 5C BE5B 2B/4B (both drop)

Is it just me failing? Can anybody else confirm? Currently going with:

2A 2B 4B 5C C(1h) 236B BEj.C adc j.C j.B 2C 5C BE5B 2B 4B 236B~A 5A 5C C BE236B~B 2A 2C

That combo is finicky on most characters if you do a full ground string, skip the airdash j.cb and just do dash 2c 5c after the j.[c] and you should be able to continue normally. If you get a counterhit j.b, j.a, or airthrow you can add the airdash j.cb without any trouble.

14
Kohaku's Magical Garage / Re: Building combos?
« on: January 16, 2012, 10:15:26 PM »
Crescent: Understanding the Crescent moon system roots yourself in being able to understand the reverse beat mechanic of the game.  Essentially, In C/H moon you can "reverse beat" in strings or combos into moves you haven't used before in said string/combo.  Reverse beating prorates your damage and lowers the overall damage of the combo, but is often times worth it to make difficult links for strong moves or add a lot of moves to a combo that otherwise wouldn't be able to be linked.

The idea that reverse beat's "lowers the overall damage of your combo" is a common misconception. In truth it is not that simple, reverse beating simply adds 22.5% to a separate counter called the "correctional value". This value replaces whatever the proration of your combo is, but it does not add to it. So if your proration is already less than 77.5, like say, starting a combo with Nanaya's 5a (which prorates 75%) your combo is going to do the same damage regardless of 1 reverse beat beforehand. The correctional value ticks down rapidly after you reverse beat (doing A attacks add fractions of percents and delay it's descent), but if you do 2 rapidly and increase the correctional value to 45% (the maximum value possible) that's when your damage will most likely get lower.

15
Kohaku / Re: H-Kohaku
« on: January 11, 2012, 09:26:41 AM »
Hkohaku shares the changes with C regarding her j.b, 2c, j.a, and 5a. Exclusive to H, her 2b has been nerfed significantly.

H's hitbox changes Ps2 is on the left, CC is on the right:

5a (nerf):
http://ffauploads.com/Hkohaku%205a.PNG

j.a (nerf):
http://ffauploads.com/Hkohaku%20ja.PNG

2c (mixed nerf/buff):
http://ffauploads.com/Hkohaku%202c.PNG

j.b (very very slight nerf)
http://ffauploads.com/Hkohaku%20jb.PNG

2b (got raped, at least the green box is smaller too)
http://ffauploads.com/Hkohaku%202b.PNG

16
Kohaku / Re: C-Amber
« on: January 09, 2012, 05:17:01 PM »
It does less damage, so avoid doing 2c if you can help it, but if you happen to hitconfirm from a string using 2c the combo still works.

17
Fucking amazing.

I already gave this vid to an SRK editor, he's sure to post it.

I'll try to blow it up.

18
Kohaku / Re: C-Amber
« on: January 08, 2012, 04:14:40 PM »
Ok I have been using this as my midscreen bnb that ends up in the corner after the j.[c]. It does almost exactly 5k damage on Akiha:

2aa 2b 4b 5cc(3 hits) 236b BEj.c 2c 5c BE5b 2b 4b 236a 236b~c 5a/2a 5c BE5b 4b 2c 236bc

From there you can do either:

otg BE4b into plant (your choice, any except johnny will work fine)
otg BE4b 6c 236a 236b 236c
otg BE4b 5cc BE236b into johnny


This combo is almost universal, there are 3 characters you have to adjust on, and 2 it's impossible on.

Replace the red 2b 4b part with simply 4b on:
Wara
Sakiha
Ries (you CANNOT do otg BE4b on her)
Len (this combo is way too hard to do on her, I recommend doing the one listed below instead)

Combo does not work on:
Neco Arc
Neco Arc Chaos

For timing the normal combo, make sure that they are as low as possible after the ground bounce from BEj.c, dash forward a little bit to time it right. For the altered characters, ensure they are as high as possible but still at a distance where 2c 5c BE5b will combo.

For len, use this combo that ends in the same knockdown for less damage (well, "more damage" because Len's defense is awful):

2aa 2b 4b 5cc (1-3 hits) 236b BEj.C 2c 5cc(1-3 hits) 236a 236b~c 5a/2a 5c BE5b 4b 2c 236bc BE4b

The anywhere combo works on necos, that's the only thing I can think of to use on them. You have to neutral jump the BEj.c if you are in the corner to ensure that it will hit:

2a 2b 4b 5cc (1-3 hits) BEj.c 2c 5c (1-3 hits) 236a 236b~c 2a 2c 5cc 236bb 2c 22b

I'm suffering with 2A>2B>2B>4B>2C>5C>5C(for 1 hits)>236A>2A>2C>5C>5C(for 1 hits)>236A>2A>2C

I can't get the red part  :(

Any tips

After the 2c, you have to delay the 5c a little bit so that the opponent is lower to the ground, then you have to make sure that the 5cc carries them high enough so that when you 236a 236B~C they fall for enough time for your 2a to catch them. If you carry them too high, the 236a will whiff completely, if you do it too low you won't have enough time to catch them with 2a.

Don't be restricted to 1 hit on 5cc, use as many hits as you need to get them at the right height while avoiding the last hit which will ruin the combo.

19
Kohaku / Re: C-Kohaku
« on: January 07, 2012, 12:44:45 PM »
I wanted to ask,is there ANY reason to not go for the BEj.C combo?

Outside of the corner, I can't think of any reason to do other combos. Inside the corner she has other combos that do more damage and she can end them with j.[c] for hard knockdown though.

20
Shiki Ryougi / Re: Ryougi in ver 1.05/1.07
« on: January 06, 2012, 02:03:51 PM »
Hitbox comparison shots, these are the only ones I've found that have changed for fryougi, (left is ps2):

http://ffauploads.com/2a.PNG

http://ffauploads.com/2b.PNG

http://ffauploads.com/jA.PNG

http://ffauploads.com/jB.PNG

http://ffauploads.com/jC.PNG

j.C and j.B got the biggest nerfs, gotta work your air game around those.

21
Kohaku's Magical Garage / Re: System changes that aren't in changelogs
« on: January 06, 2012, 01:14:30 PM »
This isn't quite a system change, but in general if you had an air move that hit around your collision box it has been toned down and spaced out unless it was specifically made to crossup. Some examples (left side is ps2):

http://tinypic.com/r/i1zq0p/5

http://tinypic.com/r/2igkjug/5

http://tinypic.com/r/2vvjk9g/5

23
Kohaku / Re: C-Kohaku
« on: January 06, 2012, 08:15:44 AM »
I have recently aquired the ps2 iso again so I'm going to show off some of the changes to ckohaku's hitboxes (only showing the moves that have changed). Left one is 1.07, right is Ps2.

5a
http://sadpanda.us/images/802232-Y870S2B.png

Nerfed quite a bit, not as good an antiair anymore

2c
http://sadpanda.us/images/802233-IB2OCL3.png

BE2c
http://sadpanda.us/images/802235-Z5OR3AV.png

Mixed bag, the higher height of the red makes her battou combo easier to pull off at more ranges, but it doesn't have as much low profile as it did.

j.A
http://sadpanda.us/images/802236-QCWXXYY.png

Pretty big nerf, it used to crossup often against extended hitboxes now it won't as much or ever.

j.B
http://sadpanda.us/images/802237-K1EL6D7.png

A very subtle change, there's more green box around her feet. Not going to affect much.

j.C
http://sadpanda.us/images/802238-4WER92N.png

An actual buff! Has a tiny bit more potential to stuff antiairs now.




24
Kohaku / Re: C-Kohaku
« on: January 03, 2012, 08:29:39 PM »
http://www.nicovideo.jp/watch/sm16573348 start grinding this shit man, all of these combos (except the BE4b x3 one) are practical and very damaging. I think you can end all of the ones that end in 2c with an added BE4b otg relaunch assuming you haven't used all of the ground bounces.

25
Regional Community / Re: Texas community? lawl, wut?
« on: November 14, 2011, 06:13:53 PM »
Tim can say weird shit sometimes.

PM me the address btw tim so I can tell it to a dude in fort worth who might be coming.

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