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

Messages - Tropsy

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1
Melty Blood Auditorium / Re: MBAA Final Tuned
« on: December 17, 2009, 06:50:47 PM »
I'll port caster to MBAA if it comes out for PC.

Unless it doesn't run at full speed on my system.

2
Melty Blood Auditorium / Re: PS2 MBAA Arcade->Original Balance Changes
« on: August 20, 2009, 06:27:57 PM »
There's also a quick list from the jp mbaa bbs, hopefully someone can translate it:
・都古
何故か暗転カットインの絵変更
C BE5C通常技キャンセル不可
補正値等は多分同じ

H わからん

F 火力が500弱ぐらいは下がった
EXせんしゅうの有利時間が少しだけ減った
20Fぐらいはありそうだが

・HV
EX縦カット硬直増大
とりあえず秋葉敷いてる暇とかない
補正か威力変更?
トレモで対シオン、2A2B5B5C>6C6C>2C5Cエリアルで4200程度
実戦でひっかけから確認で実戦用レシピのエリアル、で4000切った
CVは縦カット硬直普通だった

・琥珀
アッパー補正あるかも
浮きが高いせいでちゃぶ台全く完走しなかったけど、3回目のちゃぶ台で3200ぐらい
バーエーでやりこんでないから変化が分からん
でも、浮き高いせいで4ループ安定キャラと対応キャラ増えそう

・シエル
2A2B3B5C>EXフロウJBJCJBJCサマー投げ で同キャラ5200
黒鍵BAB>EXシンカーJAJBJCサマー投げで4000ちょいぐらい
ちょっと安くなった

・メカ
その場避け
EXワイヤー、Aワイヤー後に相手がメカ側に振り向くようになったので
多分既存レシピじゃ背面ダウンは作れない

Miyako:
For some reason the sprite that pops up during superflash changed
- Crescent:
5[C] not normal cancellable
Proration doesn't seem to have changed
- Half: Dunno
- Full:
BnB damage reduced by about 500.
EX sensyuu (some special move, not sure which) frame advantage reduced
-- still feels like around 20f though.

H Vsion
623C recovery increased -- not enough time to use Akiha summon anymore.
Changes to proration/damage?
In training mode 2ab 5bc 6cc 2c5c aircombo did about 4.2k

C Vsion 623C recovery seems unchanged


Kohaku:
Uppercut (command throw?) proration seems increased.
Since gravity increases less, loops felt weird, but with 3 reps it did about 3.2k
I didn't play her much in ver.A so I'm not sure if it changed,
but the extra floatiness feels like it will allow doing 4 reps on more characters more easily.

Ciel:
2ab 3b 5c ex furou (?) j.bc j.bc airthrow on Ciel herself 5.2k
Black keys (214?) BAB ex sinker (623C?) j.abc airthrow about 4k
Her overall damage is a bit lower.

MH:
Her dodge doesn't move forward anymore.
Her A and ex whips now make the opponent turn towards MH,
so doing knockdowns from behind is probably impossible with the old combos.

Sorry for the choppy translation, to be honest I didn't really know what some things were referring to exactly as I haven't followed MBAA that much, but hopefully it should be obvious to someone familiar with the characters.

3
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: February 15, 2008, 05:55:19 PM »
Hey guys, I'm surprised to see no talk whatsoever of the infinite here. I've been practicing the Ciel variant -- for the benefit of the lazy, you can start however you want as long as you manage to land a 623c in corner near the beginning of heat, and then: [2c 5c 214a (delay) 22c 5[c] 2[c] 2c 22b 5a 5b 623b 2c 5b 2aaaa 2b 5c 214a 623c]xN

I'm having some trouble getting the whole OTG string in -- you need to walk slightly forward before the OTG (which I failed to do in the attached replay, which caused me to fail), but even at point blank I just can't seem to be able to get 4 2a's in. Any suggestions? (It may not even matter -- I haven't checked if 4 2A's are actually necessary, but my guess is that they probably are) Also, any ideas why the late 22c cancel on the 214a is so inconsistent? It just seems to randomly not work.

EDIT: Ok, managed to get the OTG, but it's *by far* the hardest part of the infinite. You need to walk forward a bit after the 623b (even when you see Sacchin walking forward, there's a zone where she'll still whiff the 4th 2a and another zone where she'll get 4 2a's but whiff the 2b, so it seems you need to walk forward at least 3f, possibly more) and it makes it very hard to connect the 2c, anything other than an extremely light tap is a guaranteed failure because of charging.

4
Akiha Tohno / Re: Akiha Guide
« on: December 28, 2007, 11:34:55 AM »
Posting here because I felt it wasn't worth starting a new thread for:

Though superjump TK 236 theoretically became impossible in ver.B2 due to decreased buffer (without inputting something like 29236, of course), I just discovered (this was apparently known by other people, but not shared anywhere I have read :psyduck:) that you can extend the input buffer once -- so 2366a results in 236a (though it's probably not a good idea on the ground unless you know what you're doing, as you'd get a dash) even if the gap between the first 6 and A is greater than the 8f of input buffer.

So to summarize: You can do sj TK 236a by inputting 236963a. The 3 isn't needed, but I find the motion easier that way (on stick at least). Enjoy your sj TKing.

5
Red Arcueid / Re: Warcueid infinite?
« on: December 22, 2007, 10:40:34 AM »
Looks to me like [sj9 j.B (1) j.66 j.B land]xN, but I haven't actually tried it (as I'm certain I'm not up to the task execution-wise :P)

6
White Len / Re: White Len Setups
« on: December 17, 2007, 07:31:28 PM »
Messing around I realized she can do FG setups too, at the very least on Warakia. (if someone knows who else she can do them on do fill me in)

Unfortunately the standing hitbox of most characters seems to be reduced considerably on hit, so following up with something like j.2c land huge combo doesn't seem possible. My current setup is j.bc (blocked) land j.b j.214b j.214c random ender (I'm doing j.c j.c airthrow right now, but I bet there's something better). It's actually not even that hard if you make sure not to hold j.b for too long (remember that j.b is chargable even if it has no obvious charging animation). I'm surprised I haven't seen this used before. But then, maybe it only works on Warakia and Nero or something.

7
Melty Blood Auditorium / Re: keyboard arc drive
« on: December 14, 2007, 12:19:42 AM »
A trick I used back in my keyboard crushing times to make sure I didn't screw up ADs by not inputting the 2 was to roll a single finger over the arrows. Works very consistently.

8
NetPlay Community / Re: Tag or Team Battle with MBCaster?
« on: December 11, 2007, 08:56:42 PM »
Tag mode, maaaybe, after all known bugs are fixed and all nice features I can think of have been added.

Team, not happening, ever. I don't feel like going into detail, but anything involving more than 2 people as players is much more challenging to implement and would require a complete overhaul of the entire networking model. As for '2 players + CPU' or whatever, I don't really feel it's worth the effort given the CPU level (and team mode being already iffy to begin with). But that would be less technically unreasonable -- someone else could possibly do it if there's enough demand (though I would certainly not count on it)

9
White Len / White Len Setups
« on: December 11, 2007, 07:09:11 AM »
Japan isn't doing crap with this char, so let's do something original for a change and come up with setups ourselves.

I'll start by contributing something I've come up with while messing around, it's kind of like a V.Sion summon in the sense that you sacrifice combo damage for a better okizeme. It only works on a crouching opponent in the corner, but it starts with 623B, so chances are opponent is crouching if it hit anyway.

The basic idea is 623B -> 5B 2B -> raising j.[C]. Depending on the delay between 623B and 5B and between 5B and 2B, the j.[C] will hit or whiff. The options after it are basically:

On j.[C] whiff only:
623[B] 63214A/C
Dash 63214C (abuse that ridiculous range)
Dash 5[B] or similar to beat jumpout attempts on reaction to seeing j.[C]'s trajectory/seeing you dash
63214B (lol)

Universal:
623A / 5[B] (these will beat jumpout attempts if correctly timed -- note that making sure the j.[C] is raising is especially important for these, otherwise you'll be too slow)
236B (easier jumpout beating, less return, especially if they didn't jump)
623B / 623[A] / 623[B] -> 2A or whatever (standard 623 mixups, potentially made safer by j.[C])
22C -> 2B or something (not sure how useful this is in practice, may be easily reactable to -- doubles as heat/EX wakeup bait)
22A -> 63214A/C or something? (probably terrible idea, may work the first time due to the surprise factor)
IAD -> whatever?

That's about it, I guess. This works on all characters (although timing may require slight modifications between the largest and the smallest ones). Attached is a couple of replays of some options -- not showing more complex stuff like beating jumpouts or baiting EXes because you can't save replays using dummy mode. I know that in the replays I made it pretty obvious what I was going to do, but that's mainly because I didn't want to spend 500 tries re-recording just because I tried to keep it hard to see.

Anyway, I know the setup isn't particularly amazing. I mainly want people to contribute ORIGINAL CONTENT for a change. You are (most likely) not going to be winning any tournaments by keeping your top tier W.Len strats secret until the finals, so go ahead and post.

10
Akiha's Tea Room / Re: how many characters can do an infinite combo...?
« on: December 06, 2007, 10:51:58 PM »
What happened to that insane Kohaku combo vs Akiha on PS2?

11
Kohaku's Magical Garage / Re: QA vs. A+D?
« on: December 04, 2007, 09:48:05 AM »
Also Q allows you to cheat. If you whiff a 5A over the opponent's head and use 6Q during recovery, you will get the throw. However if the 5A hits for any reason you will instead get a 5A5C combo which can allow many characters to hit confirm to a bnb.

Are you sure of this? It doesn't seem right (in my experience or in theory). For that to happen, you'd need to do 5A -> *5*Q, which will result in A+B+C, which is interpreted as 5C if under 100% bar or in a situation where you can't cancel to heat but can cancel to 5C, but it will never throw.

What happens instead if you press 6Q and the 5A connects is that you get a 5AA combo. To exploit this even further, you can mash 6Q -- nothing will happen if you throw successfully, but 5AAA(A) is a very easy hitconfirm (I use this technique all the time with Hisui, pretty successfully)

12
Akiha Tohno / Re: overheads
« on: December 02, 2007, 02:02:42 PM »
No. Time to practice.

13
Melty Blood Auditorium / Re: Best Player of Each Character.
« on: November 29, 2007, 07:17:24 AM »
Sorry if I repeat any names, just naming the very big Japanese players I like:

Akiha: Yuu ゆう
VAkiha: Hato はと
Hisui: I'd have said Jin a while ago, but I haven't seen him for ages... So bureibu? ('brave', I guess) ブレイブ
Kohaku: Nakau なかう
Len: Tohno Shiki 遠野志貴
WLen: None (no, that's not a name)
Ciel: Yamu ヤム
Miyako: Mirumirumiruki- みるみるミルキー
Satsuki: Denpa 電波

14
White Len / Re: Learning White Len!
« on: November 27, 2007, 06:28:20 PM »
Kouma 214C is invincible, you can't grab him out of it. (In fact, I've had Kouma trying to dunk me the instant I tried to bite him with V.Sion, double whiff ensued. Fun times)

15
Satsuki Yumizuka (Yumiduka) / Re: The win of Sacchin.
« on: November 27, 2007, 06:25:30 PM »
In fact, I believe just 6216C works. At least I'm sure 63216C does work, and it used to be 6216C in FT times, I haven't investigated carefully since ver.B2 came out.

16
Akiha's Tea Room / Re: How otaku are you?
« on: November 26, 2007, 05:21:29 AM »
Got 230... and saw someone from here posting in all caps ::)

Not very good, but eh, there were many popular series that I know but haven't watched that got like 4-5 songs each. On the other hand, I didn't do that bad at more obscure ones (extra ******* points to anyone else who knows number 458 :V)

18
Kohaku's Video Room / Re: Soniti's Mediocre Guide to Japanese Commentary
« on: November 21, 2007, 12:14:59 PM »
There are a whole bunch of mistakes! I'm enraged! But of course I will not point them out. Wouldn't be fun if I did.

A bunch of useful words you've missed: abare (to act violently, i.e. to mash an attack to get out of a situation, e.g. to 2a a throw or overhead attempt)

atarashii: New, often used as in これは新しい! to indicate something unexpected or innovative.

ta-n: Turn, see: ZUTTO ORE NO TURN (in english normally you'd use 'momentum')

yoyuu: With breathing room, may be used e.g. when you seem to have screwed up but keep the situation under control, or after easily shielding an overhead (see the latest (as of this writing) batch of daruism videos for an example of yoyuusugi, where yamu shields arc 5[b] so early that he gets hit anyway)

uramawari: Crossup. 'ura' is used to indicate it hit so that you had to block the opposite way of what would be expected. 'Omote' refers to the "normal" way.

tachimawari: Movement, refers to the phase of the game where none of the players has momentum and both of them move around the stage attempting to get in (normally referred to in english as "jump around hoping for a CH")

ga-do funou: Unblockable.

mienai: Impossible to react to, literally, 'that you can't see'. Normally used to refer to overheads or crossups.

nanda/nanda ima no?!/etc: What the hell just happened?!

eikyuu: Infinite.

bakakyan/baka: Bara/SBC.

ukemi: Tech, be it air or ground.

ukemigari: Tech punish.

gudaguda: Sloppy, generally referring to the play (dropped combos, questionable decisions, etc)

I'm sure there are tons of other useful ones, I'll add them if I remember any.

19
Akiha's Tea Room / Re: Reaction time (who has the frame of justice?)
« on: November 20, 2007, 12:37:18 PM »
I got an average of 217.3 ms after 10 tries, with a low of 193 ms. I generally have a terrible reaction time, so I guess it's fair enough.

Random framedata: I will ignore any jumping startup for this, as I believe there isn't any visible animation for it. If I'm wrong, someone go ahead and fix these values. Also, all data was taken from the meltybread site, so don't blame me for inaccuracies.

(Note that all of the overheads immediately below are generally agreed, at least in Japan, to be impossible to block on reaction in a real match)

(In before someone says they do it all the time)

Akiha j.2C: 16f ~ 266.7 ms
Kohaku j.C: 10f ~ 166.7 ms

FG setups: you probably *can* notice that they have stopped midjump and double jumped for these, so double jump startup should probably be included. But as I don't know how much that is, here are the values without it.

Len j.C: 11f ~ 183.3 ms
M.H. j.C: 10f ~ 166.7 ms
Ciel j.C: 7f ~ 116.7 ms
V.Sion j.C: 6f ~ 100 ms
Sacchin j.C (not quite FG, but anyway) 7f ~ 116.7 ms (add backdash startup rather than dj for this one)

Now for the more normal overheads that most people can react to, at least in a controller environment:

Sion 6B: 24f ~ 400 ms
V.Akiha 6C: 24f ~ 400 ms
Warcueid 5[b]: 27f ~ 450 ms
Aoko 6[a]: 27f ~ 450 ms
Miyako 623b: 29f ~ 483.3 ms
Arcueid 5[b]: 30f ~ 500 ms
Nanaya 5[c]: 33f ~ 550 ms
W.Len 623b: 37f ~ 616.7 ms

Miyako 236b: 24f ~ 400 ms (not an overhead)

Unblockables:

M.H. 421b: 26f ~ 433.3 ms
Satsuki 236b: 31f ~ 516.7 ms
Shiki 5[c]: 33f ~ 550 ms
Arcueid 5[c]: 39f ~ 650 ms
Warcueid 5[c]: 43f ~ 716.7 ms
Kouma 5[c]: 42f ~ 700 ms

It goes without saying, but of course most of these attacks are not obvious from the first frame of startup, so the 'reactable' startup is actually less.

20
Kohaku's Magical Garage / Re: Fast Overheads
« on: November 16, 2007, 05:09:45 PM »
... This is, of course, for overheads you can react to. For stuff like Akiha instant j.2C, Kohaku instant j.C, and other similarly extremely fast overheads, guessing them is the only way to go...

21
Kohaku's Magical Garage / Re: Tick Throwing
« on: November 16, 2007, 08:37:43 AM »
It's such a simple thing that I didn't really know what to record. Here, the tick throws in this replay are 2a (blocked) -> throw and 5b (blocked) -> dash throw. I think the idea should be clear, at least.

22
日本語BBS / Re: Understanding kanji
« on: November 14, 2007, 03:21:53 PM »
Wakan is all I use, and I will (hopefully) soon be done with all jouyou kanji...

Just memorize them by radicals (e.g. remember 語 as 言 五 口 rather than as a random collection of lines), learn some of the most common compounds for each kanji (no point memorizing 季 by itself -- but 季節 is a common word), and make sure you can actually handwrite them without looking 5 minutes later (even if you never plan to actually handwrite -- just imagine how questionable your grasp of the English alphabet would be if you needed a computer to remember how to write an 'A'... it does wonders for long term memorization, too)

(Disclaimer: there are a bunch of errors in the stroke orders given by Wakan. If in doubt, double-check with WWWJDIC, which, as far as I know, has them 100% correct. I also kept a .txt of all the errors I noticed until I got good enough at stroke order to stop checking it most of the time, so ask me for it if you're interested)

23
NetPlay Community / Re: MBCaster (Netplay Tool)
« on: November 14, 2007, 03:11:04 PM »
Tropsy, are you at liberty to reveal your compiler for the source code? Or is it confidential?
Borland C++ 5.5.

24
White Len / Re: White Ren Match-ups!
« on: November 14, 2007, 05:50:31 AM »
Off-topic yet on-topic (?), apparently Sion is a pretty terrible matchup.

25
Akiha's Tea Room / Re: On shortcomings, and overcoming them.
« on: October 05, 2007, 04:51:45 AM »
EDIT: I just realized I posted what I have trouble with right now, not what I've overcome. Oh well, who cares.

I screw up tons of execution (IADs from 2p side, instant airthrow, superjumps, etc) because I'm not completely used to stick yet despite having played on it exclusively for... 6 months or so? I also end up eating a combo whenever I try to stagger a blockstring because the other player is mashing hard, due my stagger timing sucking. And I keep screwing up wakeups with some characters due to differences in wakeup time. I need to figure how to punish/beat antiair Len 5c too...

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