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

Topics - COD3player

Pages: [1]
1
Ciel / [MBAACC] H-urry Discussion Thread
« on: February 05, 2012, 04:45:17 PM »
Alright Half Ciel users, this thread is for you. Discuss 1.07 H-Ciel here.

Is she still just a lesser C-Ciel? Or is she good enough on her own?

2
Ciel's Tech Support / Windows forces MBAACC to close
« on: January 09, 2012, 04:27:32 PM »
Ok, all of a sudden every time I load up MBAACC and select a mode (Training for example), Windows says that it has stopped working and needs to close (see attached screenshot). I'm not sure why this is happening because the game was working perfectly fine earlier no problem. I've restarted my system too. Sadly I can't do a system restore point because for whatever reason it was turned off and this pc of mine is only a month old.

3
Ciel / [MBAACC] Ciel Video Thread ver. 1.07
« on: January 01, 2012, 01:22:52 PM »
Use this thread to post any [match/combo/tutorial/etc.] videos for Ciel.

1.07 footage only please.

4
Ciel / [MBAACC] C-urry Discussion Thread
« on: August 04, 2010, 03:02:25 PM »
Well, with CC now out in arcades, here are the list of known changes so far:

C-Ciel:
AD -Easier to connect the last hit
236A - Stronger
J22AB - Start up slower
4B Follow Up - Vector weaker
236C - Start up slower
623C - Prorate and vector weaker
4C - Hitbox, untechtime weaker
J2C - Recovery increased
5CC - Delay between the two attacks is less
5C - Damage down
Air Somer - Movement restricted after use
Air B Somer - Damage down
2B - Recovery increased

The list will be updated as more information is revealed or if there are any inaccuracies. Discuss.

5
Tournament Results / Burnt Toast 2 Results - 3/20/10
« on: March 22, 2010, 01:16:01 AM »
1. Grolla Seyfarth (C-Ciel, F-Aoko, H-Ries) - $60
2. Snozz aka Nandeyanen (H-Ryougi) - $17
3. Tempered (C-Sion, C-Warc) - $9
4. Psylocke (F-Akiha)
5. Bell (F-W.Len, F-Ries)
5. Xie (F-Maids, C-Mech, H/F-Roa)
7. dippy (C-Nanaya)
7. TGS (F-Miyako, H-V.Sion)
9. shizuka (F-Aoko)
9. numakie (C-Hisui)
9. tsubasa (F-Arc)
9. couch (H-Kohaku)
13. Matrix Matt (C-Nero)
13. Mr Han (C-Nero)
13. Dakanya (C-Akiha, H-V.Akiha)
13. Sal_Says (F-W.Len)
17. Spidey (H-Roa)

Stream link: http://www.ustream.tv/recorded/5598666

Tourney footage starts at ~6:00. Top 8 begins with me vs bell iirc.

6
Akiha's Tea Room / Youtube Beta Channels
« on: October 08, 2009, 09:47:09 PM »
So how many of you received your eviction notice from the old channel design? :psyduck:

I got mine yesterday. :emo:

7
Kohaku's Magical Garage / MBAA Reverse Beats
« on: September 11, 2009, 09:58:39 PM »
I've noticed that reverse beats carry a lot of the same properties as they did in MBAA, but now they seem to have added new conditions on top of those. In MBAC, a reverse beat was as simple as chaining into a move that uses a weaker button strength. In MBAA, this is not always the case. Consider the following cases:

Case #1: Crescent Ciel/Akiha - 4C > 2C.

Back in MBAC, the game did not label this as a reverse beat, and it's pretty obvious why. 4C chained into 2C does not involve canceling into an attack of a weaker button strength (A or B). But in MBAA, the game recognizes this as a reverse beat even if you chain into another C attack. I'm not exactly sure why, but this also applies to B and A command normals as well (ie. chaining into another attack of the same button strength from a command normal).

Case #2: Half Ciel - 6AAA > 4[ B ]

This is a reverse beat for reasons I can't really explain. In the above string, the progression goes from A to B, so it shouldn't be a reverse beat right? So I don't understand. 4[ B ] is also a command normal. If you do any Half character's 6AAA into any B normal, the game will show a reverse beat. This does not happen if you do 6AAA into a C attack though. Why?

I'm not exactly sure how to further explain the new "rules" regarding reverse beats but it's been bugging me for some time.

8
Ciel / MBAA : Crescent Moon Ciel Guide
« on: September 01, 2009, 02:44:50 AM »
Index

I. Introduction
II. Playstyle
III. Strengths and Weaknesses
IV. Version Changes
V. Normal Attack Descriptions and Applications
VI. Special Attack Descriptions and Applications

I. Introduction:
This guide is for players who are new to Ciel and wish to learn about her Crescent Moon style. It is written assuming you know the basic notations used in gameplay discussions and that you are using the PS2 version of MBAA using the Original balance setting. Please take all questions, concerns, or suggestions to the general discussion thread or PM me directly. This is currently a work in progress and additional sections will be added.

II. Playstyle:
C-Ciel is a very well-rounded character. Like many of the characters in MBAA, C-Ciel can be played very offensively. However she also has enough tools to play a strong defensive game. She can move quickly and has a huge arsenal of attacks that are great for pressuring the opponent in addition to some simple yet effective mixups. If you have played MBAC Ciel before, this style is more similar to that incarnation than the other two styles.

III. Strengths and Weaknesses:
Some of the most important things about playing a character include knowing what they are capable of and which areas they struggle in. Being able to adapt to different playstyles and situations in such a way that your opponent can't exploit your character's weaknesses is crucial to victory. Here is a general overview of areas in which Ciel shines and those in which she has a bit of difficulty.

Strengths:
- Swift and numerous movement options with a dash that covers a lot of distance and maintains a low profile.
- Has a wide and varied set of normals and specials that can be used in different situations.
- Has attacks that move her closer to the opponent and allow her to remain in close proximity to maintain pressure.
- Can play a decent zoning game with her Black Keys.
- Good selection of attacks that can be used as reversals.
- Good damage output with and without meter.
- Has arguably the best punishing attack in the game (Roa has it too though, but his sucks) making her impossible to zone when she has 100%+ meter.

Weaknesses:
- Combos that use 5B and 5C require good hitconfirms for optimal damage against crouching opponents (ie. crouch confirming).
- Can be difficult to utilize the momentum on her dashes.
- Difficult to utilize her clash frames reliably.
- Can be fairly linear since a lot of tactics from MBAC can be applied to this style.

IV. Version Changes
Melty Blood is a game that continues to receive revisions quite often. Here are the changes that Ciel has received since the arcade version of MBAA ver. A

    * Air throw is now untechable, but you can't move until she starts to fall backwards, which is pretty late.

V. Normal Attack Descriptions and Applications:

5A: A punch to the opponent's mid-section. Since it hits mid, it hits crouchers reliably. The old 5A4C anti-jump string still connects and it works perfectly after air CHs. Doesn't have the best speed or hitboxes compared to other 5As but chances are you'll be using it a lot as a whiff cancel attack and a combo filler.

2A: A toe kick that hits low. Range is kinda short but you'll be using this a lot to start either a combo, ground blockstring, or tick throw attempt. You can also use it in whiff cancel strings.

j.A: A jumping elbow attack. Range is pretty short but comes out really fast. Can be used to keep a blocking opponent pinned in the air to set up for a possible guard break situation if you land before they do. It can also be used as a filler in air combos if you're not positioned correctly to get a j.B or j.C. Use this move to fish for air counter hits.

5B: A standing kick to the opponent's shins. Looks similar to Ky's 5K from Guilty Gear but slower. Very useful in blockstrings. If you hit the opponent while they're crouching, it will trip them as if you did a sweep. Most applicable during a chain stagger. In spite of the fact that this attack must be blocked low, it must be shielded HIGH.

2B: A crouching uppercut that looks very much like the ones found in most 2D fighting games with the exception that it moves her forward a little bit. This attack can still clash on the very last frame but it's very difficult to use reliably. It still hits twice which makes it great for hitconfirming in combos. The downside? If you do this and you're not very close to the opponent while they're crouching, it will only hit once and you will be left WAY vulnerable if you don't reverse beat the first hit or cancel into another attack.

j.B: A jumping kick with her foot extended in front of her. This move has an ABSURDLY huge hitbox. Think Ken's j.mk from ST or sex kicks from Smash Bros. Great as an air-to-air, jump-in, and most importantly a crossup. Use this often when you're in the air but don't get too predictable with it. You'll also be starting a lot of the air combo portions of BnB's with this move.

5C: A quick sword stab that does a fair bit of damage. This may whiff crouching opponents (like Len) so don't overuse this in block strings against those kinds of characters. If it hits a crouching opponent, it will knock them down in place and make her higher damage combos much easier. It can also be delayed and eventually charged. Take special note that this CAN be canceled by a reverse beat now.

2C: A sweep using both her feet and the second hit is handstand kick. 2C will most often be used in the easier BnBs much like the other characters. However it's not a move that should be constantly thrown out by itself since it is fairly slow on both the startup and recovery.

j.C: A downward angled kick. Hits pretty hard and it's great as a jump in. It also works well when the opponent is below you in air-to-air situations. You'll definitely be using this in air combos as well. Mix this up with j.B in your air game.

Command Normals

2B>2B: The second hit is a hopping backwards hit that looks like Terry's C+D attack from KoF but launches the opponent upward. You can cancel the second hit into a j.214B, j.623B, or j.236A and set up a tick throw but it's fairly risky and should not be overused. As stated earlier, since it launches the opponent upward you can follow up with an air combo though you may have to shorten it due to height issues.

3B: New to MBAA. This is a 2-hit handstand kick. Works very much like the old 2B did in combos and blockstrings. It moves further than 2B and can be canceled into pretty much anything. This attack works very well in combos and staggers so use this move often.

4B>236B: The first hit is an axe kick that can be followed up with the 236B command throw if it hits the opponent. If they block the 4B, then the 236B won't work. If the 236B connects, it will knock them down. The 4B is now special cancelable even if it is blocked. You will be using this in her combos to score yourself a reliable knockdown for oki since the air throw has too much recovery. It should also be noted that 4B does have clash frames but it is not reliable for clashing as this move is not meant to be used on its own and will come out on accident when you try to do 5B while blocking.

[4B]>236B: Same as up above except the 4B is charged and gains overhead properties with some lower body invincibility. It actually comes out a little faster than it did in MBAC and it's special cancelable now. Granted it can be quite difficult to reliably combo off this overhead.

5C>5C: The initial 5C followed by a second command that will throw a sword at the opponent. This move can be used to set up her more damaging combos. It's now a more viable option to end blockstrings since the second hit can be special canceld and as a result, you can come up with some rather nifty pressure strings against a cornered opponent with this move. Add to the fact that bara cancels no longer exist and this move is perfectly safe. The first hit may whiff crouching opponents so don't overuse this in block strings. It can also be delayed and eventually charged. Take special note that the first 5C CAN be canceled by a reverse beat now.

5[C]>5C: Same as above except the first hit is charged and has more startup but does more damage.

2C>2C: The initial 2C followed by handstand kick. The second hit will launch the opponent up on hit allowing you to pursue them with an air combo. Do not use this second hit as a combo starter for BnBs because damage output is much lower than what you could get doing a standard BnB. Unfortunately this move no longer works as her old 2CC mixup because on block, you are put into airborne state much earlier making it impossible to reverse beat into 2A for the low option. You can still use j.C or j.236A > throw but the low option is no longer available. This is primarily used as a strike vs throw mixup now.

4C: An upward slash with her knife. Good damage, nice hitbox, 2 hits, and great anti-air. This move seemingly has it all but it's still difficult to reliably force a clash. The hitbox and damage make it great for comboing and it's also very useful in blockstrings. The angle it hits at makes it tailor-made for anti-air. However you must time it correctly because if you do it too early or too late, you get hit. Overall, this move is a blessing so use it regularly.

j.2C: A downward lunging stab from the air. It can not be canceled into anything else but it recovers reasonably fast. This move is often reserved for midscreen okizeme situations. Use wisely though as wakeup dps might tag you if you time it incorrectly. You would think this move hits as an overhead but unfortunately it doesn't.

j.2[C]: New to MBAA. This is a charged up version of the above j.2C. There is more startup, but on the contrary it hits overhead. It is also cancelable on block or hit so it's pretty useful. Mix this in with air dash pressure strings in the corner to keep the opponent guessing.

Throw: Ciel grabs the opponent and slams them into the ground depending on the direction specified. Works the exact same way as in MBAC.

Air Throw: Ciel grabs the opponent, flips and hurls them into the ground at a 45 degree angle. Unlike MBAC, Ciel's air momentum will completely stop before she throws them. This air throw is no longer techable but it is very difficult, if not impossible, to follow up with reliable okizeme. Use this to end your air combos if you don't intend to spend any meter instead.

VI. Special Attack Descriptions and Applications:
Ciel has a multitude of special moves, most of which have a number of different followups and variations depending on whether they are performed on the ground or in the air.

Black Keys (214A/B/C): Ciel's knife throwing series. Properties will vary depending on the button pressed.

214A: Ciel throws a Black Key that knocks the opponent down. The opponent can tech upon landing. Can be used to end blockstrings that push the opponent too far away for you to resume pressure. Depending where on the screen the opponent gets hit, you can chase their tech accordingly if you're fast enough.

214[A]: New to MBAA. Ciel throws a charged up version of her 214A. On hit, this version locks the opponent in place momentarily and they proceed to get hit by an explosion that launches them up into the air. Very useful for combos and you'll be using this to set up her combos that end with a knockdown for okizeme. It is possible to loop this attack after [4B] but the timing is pretty strict.

214B: Ciel throws a Black Key that does not knock the opponent down, but it has several followups to it which are listed below.
(1) is the initial input.

(1) 214B ----> 4B -> 4B
              |      |
              |  (2)|---> 4A -> 4B
              |
         (3) |---> 4A -> 4B
                        |
                   (4) |---> 4A -> 4B

(1) is the basic series which ends in a knockdown.

(2) is the starter followed by a double knife throw, third input throws 4 knives and the last input throws another knife angled downward which will knock the opponent down.

(3) is the starter followed by a second input that throws two knives simultaneously, one which is close to the ground and the other slightly above her head. The third input is the same ender as series (1).

(4) is the starter followed by the 2nd input of series (3) and the last two inputs of series (2).

Those are the 4 different variations. The most useful variation is quite possibly 214B-> 4A because when used at long range, it can snuff improperly spaced jump-ins and air dashes. NEVER finish any one of the series variations if the opponent is high above the ground because you are in counter-hit state and if you get hit, you will NOT like the results. The safest time to finish a series is if your opponent is full screen distance away and they haven't left the ground yet. If the opponent gets hit by a series that has a total of 3 inputs ending with the 4B command at full screen, you can link a 236C after it for additional damage. In general, use these if the opponent is trying to keep you away or camp the other side of the screen. You can also use the shortened versions to force the opponent to rush in so that you can recover in time to punish any incoming aerial assaults. It is possible for each input to come out even if you delay it.

214C: This is the super variation of her Black Keys. Ciel will perform her backdash and throw a volley of knives ala Richter Belmont (from Castlevania: Rondo of Blood for those of you who don't know). This move is now completely safe to use on block due to the absence of bara cancels. You can use it to prolong a combo after the opponent has activated heat, or you can use it to chip away at their lifebar while they are regenerating health.

Aerial Black Keys (j.214A/B/C): Ciel performs her knife throwing series in the air. These travel downward at a 45 degree angle and have fewer variations.

j.214A: Ciel throws a Black Key that sets the opponent aflame and knocks them down. Useful for zoning and can be used to help you get in on the opponent depending on the followup you choose. New in MBAA, Ciel will continue her air momentum. So if you perform this move while jumping forward, backward, or straight up, she will continue to travel in that direction on the way down. As a result, there is a minimum height requirement for this attack in order for it to come out. If you do this too close to the ground, the knife won't even come out at all.

j.214B: Ciel throws a Black Key that doesn't knock the opponent down but can be followed up with two additional inputs. The full series is j.214B -> 4B -> 4B. This series doesn't have as many variations as the ground version and it's not nearly as useful since it's pretty easy to avoid in general and there is no way to cancel her descent. If you're really high in the air, you can use it to hit a Nero who's trying to chase you with j.C or a Wara using j.B. Other than that, use with caution.

j.214C: Ciel throws a volley of Black Keys downwards at a 45 degree angle. This super is primarily used for ending combos when you need that extra bit of damage when the opponent is low on health. You gain roughly 40% circuit back when the last wave of knives hit the opponent and you can continue to use your air dash if you haven't used it already.

Blade Sinker (623A/B/C): Ciel dashes towards her opponent while holding out several Black Keys in her hand. These attacks can also be performed in the air.

(j.)623A: In MBAA, this version only hits once and doesn't travel very far but it can be super canceled. Not particularly useful on its own because it is linear and has a fair amount of recovery.

(j.)623B: This version covers more distance than the one above, hits up to 3 times, and launches the opponent straight up. Can also be super cancelled and used in the same manner as well. This move is unairblockable and can tag people who try to jump out after a 5CC blockstring. It can also be used to extend combos ending with a 5CC but the followups are more difficult and do the same damage more or less. Not to be used on its own. The air version is great in pressure strings as it puts you at a safe distance with a little frame advantage.

(j.)623C: This is a powered up version of Blade Sinker and received quite possibly the most significant change since MBAC. This move comes out RIDICULOUSLY fast and it's safe on block. It will switch sides with the opponent when used midscreen making it near impossible to punish. This super has no startup invincibility but once she starts moving she is completely invincible. You can use this super to get out of the corner so long as the opponent isn't doing a really meaty attack. The air version of this super causes wall bounce and is very useful when tk'ed in combos when approaching the corner.

Halo (236A/B/C): Ciel leaps into the air and can perform several different moves depending on the button pressed. This attack has more startup than it did in MBAC.

236A: Ciel clings to the nearest wall. Not pressing any other button will cause her to fall to the ground. You can do several moves from this position:

-236A/B/C: Ciel clings to the opposite wall. Not really used even in matchplay so it's not recommended.

-214A/B/C -> 4A/B/C: Ciel throws a knife nearest to the ground below her and then throws another one further away from her position. Not particularly useful since it takes a while before she starts throwing the knives and they don't cover a lot of space.

-A/B/C -> A: Ciel dives downward at a 30 degree angle. This move does no damage but it recovers fairly quickly and can be used to return to the ground or set up a throw.

-A/B/C -> B: Ciel dives downward at a 45 degree angle and hits up to three times. This move carries some very interesting properties in that it can chain into her ground normals and specials if it connects. If it's blocked, she can only cancel it into her ground specials. Has more landing recovery than the one above.

-A/B/C -> C: Ciel performs an air throw. If it does not reach the opponent, then she will perform a whiffed throw animation. Not really useful outside of rare occasions and it's very easy to avoid.

-A/B/C -> 214A/B: Ciel throws 3 Black Keys at a downward angle in a spread formation. If it hits the opponent they will be knocked down. Pretty useful as it covers quite a bit of space and can keep the opponent from advancing towards you on the ground though you are unable to resume pressure.

236B: Ciel curls into a ball and leaps into the air. This move can be controlled by holding 4 or 6. Doing so will cause her to move either towards or away from the opponent. This move has almost the same followups as the one above, the main difference is that she does not cling to a wall. It grants more control than it did in MBAC. She can do the following after leaving the ground:

-A: Ciel dives downward at a 30 degree angle. Those move does no damage but it recovers fairly quickly and can be used to return to the ground or set up a throw.

-B: Ciel dives downward at a 30 degree angle and hits up to three times. This move carries some very interesting properties in that it can chain into her ground normals and specials if it connects. If it's blocked, she can only cancel it into her ground specials. Has more landing recovery than the one above.

-C: Ciel performs an air throw. If it does not reach the opponent, then she will perform a whiffed throw animation. Not really useful outside of rare occasions and it's very easy to avoid.

-214A/B: Ciel throws 3 Black Keys at a downward angle in a spread formation. If it hits the opponent they will be set aflame and knocked down. Pretty useful as it covers quite a bit of space and can keep the opponent from advancing towards you on the ground.

Performing none of the above followups will cause Ciel to enter a lengthy state of CH landing recovery.

236C: Ok, this is quite possibly one of the best moves in the game hands down. It comes out reasonably fast and it hits the ENTIRE screen. This almost feels like an attack that is only given to SNK bosses. You can literally use this to punish A LOT of moves in this game because of this. If they even do so much as any kind of special that doesn't recover instantly, they WILL get hit. This attack is also great for punishing heat activations and ground techs. Hell, if you land a stray air CH and the opponent has barely any visible life left, throw this move out. It will kill them regardless of whether they tech or not. So what exactly keeps this move from being completely overpowered? Well, if the opponent is close to the ground and this attack gets blocked, you are in counter hit 2 state and you WILL probably be eating the opponent's most damaging combo. On top of that, unlike MBAC, there is increased recovery which means you no longer get a free combo into mixup. This attack is untechable so long as it doesn't hit the opponent in otg state. Also, do not rely on this move as a wakeup unless it's clear as day that the opponent is doing something with a lot of recovery. But overall this is an EXTREMELY good move and it is meant to be used as a reactionary punisher or a round finisher.

Aerial Halo(j.236A/B/C): Ciel performs her Halo followups while in the air.

j.236A: Ciel dives downward at a 30 degree angle. Those move does no damage but it recovers fairly quickly and can be used to return to the ground or set up a throw. Same as the above version.

j.236B: Ciel dives downward at a 30 degree angle and hits up to three times. This move carries some very interesting properties in that it can chain into her ground normals and specials if it connects. If it's blocked, she can only cancel it into her ground specials. Has more landing recovery than the one above. Same as the above version.

j.236C: Ciel performs a powered up version of her dive that hits several times. When this connects, you can jump cancel the last hit and go into an air combo. This attack is not meant to be used on its own but rather for her fuzzy guard.

Ciel Somer 22A/B/C: Ciel performs a somersault. Button pressed determines the height and number of hits.

22A: Hits once, super cancellable, and cannot be air blocked. Will often times trade with attacks if used as a reversal

22B: Hits twice, does more damage, cannot be air blocked, super cancellable, and goes higher. Take note that it will NOT hit crouching opponents so be careful when using this version on wakeup.

22C: Ciel performs the A version followed by the B version for a total of 6 hits. This attack is a better reversal than 236C since it comes out faster and it will hit crouchers unlike 22B. The downside, is that it can no longer be EX cancelled into 214C, therefore making it very unsafe if it doesn't connect. This is a good reversal attack but you must use it wisely.

Aerial Ciel Somer j.22A/B/C:
j.22A: This version only hits once and is air blockable. So why is this useful then? Well, in MBAA you can use this to end your air strings because it's now possible to link an air throw afterward. Also, if you haven't used your double jump yet, you can double jump, or even super double jump, then perform an air dash or another attack to make this safe. This move is GREAT for evasion and running away.

j.22B: This version goes higher than the A version, hits twice, and is also air blockable. Use this at the end of air strings when you're going for an air throw as it adds a little more damage. Otherwise, it has the same properties as the A version.

j.22C: A powered up version of her aerial somersaults. This version hits 9 times and does more damage than the other two. Since this super doesn't cause knockdown or allow you to air throw afterwards, this is best used as an air combo ender when the opponent is low on health.

Hidden Black Keys (during backdash - 63214A/B/C): This is Ciel's new set of Black Keys in MBAA and these can only be performed during her backdash which makes them fairly useful since you have a ranged attack while backdashing.

during backdash - 63214A: Ciel throws 2 sets of 3 knives horizontally. Not a bad attack and can be used to zone characters that are very far away. Her 214 knife series is better though.

during backdash - 63214B: Ciel throws 3 knives upwards at a 45 degree angle and then another 3 knives downward at a 45 degree angle. This looks pretty much identical to her 214B > 214C series in Full Moon. The first part is very useful against opponents who are super jumping at you to catch your backdash. The 2nd wave of knives can be used if they block the first and try to dash in at you immediately. It is possible for the knives to hit your opponent after they have bounced off the floor.

during backdash - 63214C: Ciel throws 8 knives in spread formation ala Sakuya from IaMP. This version has quite possibly the most startup of the 3 but it covers a lot of space. Pretty good move to use once in a while to temporarily keep your opponent from advancing.

Arc Drive - The Seventh Scripture (during Max/Heat) 41236C: Ciel quickly changes into her executioner uniform, dashes forward with the 7th Scripture and then fires the spike outwards for the finish. This attack sends the opponent flying across the stage. The last hit must be blocked high and won't come out unless the previous ones connect. Ciel has hyper armor for a good duration of this move. Not particularly a useful arc drive considering that it doesn't come out very fast and can get stuffed randomly depending on what it's going up against. You can use it to finish a combo if it will kill the opponent since it does more damage than her other supers when used at the end of combos.

Arc Drive - The Seventh Scripture : Forgiving the Original Sin (during Blood Heat) 41236C: Ciel will impale the opponent on the 7th Scripture and fire blasts upwards toward the sky. This version works more like a throw in that if you can get the first hit to connect, the rest of the hits will always connect. It can even catch an opponent in otg state! Does significantly more damage than the regular version and useful for ending combos.

Last Arc - Cremation Ritual (during Blood Heat, EX shield an attack while in the air): After the EX shield connects, the background will black out and Ciel will throw a series of flaming Black Keys that engulf the opponent in flames. Definitely not one of the better last arcs in the game due to the fact that it requires an air shield, but it can do a significant amount of chip damage. If you land this against a cornered opponent, it can deal upwards of 8000+ damage.

9
White Len / F-White Len
« on: August 20, 2009, 09:28:13 AM »
This is just a placeholder for now. Will be updated accordingly after detailed experiments have been performed.

NOTE: All of the information in this post concerns Original mode on the PS2 version.

Normals:
5A: Same as her 5A from MBAC. She swings the little purple ball upwards with her finger. Doesn't have much range but it can hit crouchers.
5B: Same as her 5B from MBAC. She swings the ball outwards while spinning. Has really good range and comes out reasonably fast. This attack hits twice.
[5B]: A charged up version of her 5B. Both hits cause wall slam.
5C: Same as her 5C from MBAC. She swings the ball in an arc above her head. This attack hits twice.
5[C]: A charged up version of her 5C. Hits only once but launches the opponent on hit.

2A: A standing kick to the opponent's shins. Doesn't have much range at all but it's fast and is probably her fastest normal when used at close range.
2B: Looks very similar to her 2B from MBAC except it hits only once. Looks kinda like her 5B except performed along the ground.  This move comes out pretty fast, has good range, and trips the opponent. Good for continuing/starting combos
2C: Same as her 2C from MBAC. She slides along the ground doing a split kick a short distance in front of her. Like most 2Cs, this attack trips the opponent. This move leads right into her air combos if you press 2C again.

j.A: Same as her j.A from MBAC. She holds her hand outwards while the purple ball moves a short distance forward. Not the fastest j.A in the game but it has decent reach during the active frames. Hits high like all j.As in Full Moon.
j.B: Same as her j.B from MBAC. She swings the ball under her arm while aiming downwards. Doesn't have much range but useful for her fuzzy guard against cornered opponents.
j.C: Same as her j.C from MBAC. She swings the ball upwards. Doesn't have much reach but can be used to hit opponents that are above you.
j.[C]: Same as her j.[C] from MBAC. She tosses a ball upwards and then it comes down. An essential move to her zoning game. It is also possible to have more than one on the screen at any given time. Disappears when she gets hit but not if she blocks.

Command Normals:
4B: Same as her 4B from MBAC. She swings her arm upward while holding the ball. This attack launches the opponent and can be used to set up her air combos.
j.2C: Same as her j.2C from MBAC. She swings the ball downwards and the ball takes on a larger shape. This move has massive proration on it and the hitbox is kinda weird and it isn't active for a while. It can be used to hit crouchers after a late j.[C] but doesn't exactly have much use otherwise.
2C (after 2C): Same followup from MBAC. She performs an overhead front flip. This only launches if they were tripped by the intial 2C. Otherwise it simply knocks them down. Used for setting up air combos after her 2C.

Throw: Tosses the opponent over her head. Untechable until the opponent hits the ground. Can be comboed after.
Air throw: Tosses the opponent downward at a 45 degree angle. Untechable. If you're high enough, it's possible to air dash while falling.

Specials:
Ah, now we're talking. F-White Len's specials are really what make her more of a threat. She now has a distance game to complement her short-ranged normals. I do not have the official move names translated so bear with me and I'll use names or nicknames that (hopefully) make sense. If someone can provide the official translated names, I'll be more than happy to add them and use the following names for references.

Ice Edge (236A/B/C): These are essentially F-W. Len's projectiles and they look strikingly similar to Ky's stun edges from Guilty Gear (or Jin's Ice Blades from the recent BlazBlue). Although these projectiles may seem linear, they come out pretty fast and travel a good distance and their recovery isn't too bad either. These are great for long range combat and they can also be performed in the air. More on that later.

236A: A pretty standard fireball (ice ball?). Comes out relatively fast and travels at a good pace. It does not travel full screen however, but pretty close to it. If your opponent is at the opposite end of the screen, it will dissipate right in front of them.

236B: Looks very similar to the one above, but has a little more startup and recovery. It also travels noticeably faster and travels full screen.

236C: Very similar to Ky's Charge Stun Edge (or Jin's EX Ice Blade) but comes out much faster than both. This move is very good for pressure strings as it can be super cancelled from a ground ice edge and it keeps the opponent pinned. On hit it is very easy to combo from. If the opponent is on the ground, this won't knock them down allowing for easier combos.

Air Ice Edge (236A/B/C): These are aerial versions of her ground ice edges except they all travel downwards at a 45 degree angle and have their own unique properties.

j.236A: This version of air ice edge allows W. Len to maintain her momentum in the direction she was jumping. So if you jump forward or backwards, you will continue to travel in that direction during this move.

j.236B: This version of air ice edge completely stops W. Len's momentum and moves her upwards and back a little bit. The most useful feature of this attack, is that you retain all your jump and air dash options if you haven't used them already. This allows for some very interesting zoning tactics.

j.236C: This super version of air ice edge works similar to the A version in that she retains her aerial momentum. One thing to note is that if you are too low to the ground, the projectile won't even come out. While it may seem like a waste of meter, it can be used as a round ender when the opponent is least expecting it as you recover almost instantly allowing you to throw them. This move is required for comboing from her fuzzy guard

Spin (623A/B/C): This move is more or less identical to Len's versions of Spin from MBAC. This is the type of move that you can occasionally use to end a blockstring since W. Len's dash has too much startup to simply dash in and re-apply pressure.

623A: This version of spin doesn't travel that far but it comes out relatively faster than the others and it's the least punishable on block. Holding the A button down will charge the last hit making it an overhead.

623B: This version is very punishable on block and doesn't seem to have many other special properties (still testing).

623C: This version of spin has limited super armor on startup making it a decent reversal against over committed rushdowns. The last hit slams them into the opposite while which makes it great for setting up zoning. However, it is embarrassingly punishable if it gets blocked. So use wisely. It is possible to combo after this super when the opponent is in the corner.

Note: In some matches, I have seen players perform the spin WITHOUT the last hit coming out. I am unsure how to perform this or if it was removed in Original mode.

Forest (214A/B/C): This attack is unique in that it's good for okizeme or space control because of how long these attacks stay out.

214A: W. Len plants a small tree branch that stems vertically. This attack stays out for a good while and it's air unblockable. If the opponent gets hit, they will be launched upward slightly allowing you to combo them. The branch goes away if you block an attack however.

214B: W. Len plants a small tree branch that stems horizontally along the ground. This attack is good after knockdowns because if you're opponent is standing on it, you can take the chance to cross them up and they will take the hit. Like the A version, it too launches on hit and stays out for a good while. In spite of its appearance, it does NOT hit low.

214C: W. Len creates a web of ice that hits the opponent multiple times. This super is a decent reversal attack since it stays out even if she gets hit. It is also air unblockable and because of the hits, you can combo from them. Though the hitbox is decently large, it isn't as big as the graphics may suggest.

Teleport (22A/B/C/D): This move is just what it sounds like. W. Len will disappear and reappear in a designated location depending on the button pressed. Unlike what you might see in other games, this teleport isn't useful for moving around the stage or escaping the corner. While she is disappearing she can still be hit and also while she is reappearing. These are more useful for her midscreen 50/50 when you have a meaty 214B out on the screen.

22A: W. Len crouches, disappears and then reappears about several character widths away from where she was initially. Not particularly useful considering that there is quite a bit of recovery after she reappears and you can't attack right away.

22B: An illusion of W. Len performs her 623A except she reappears where the illusion started. This is a fakeout and part of her 50/50 off a meaty midscreen 214B.

22C: An illusion of W. Len performs her 623A except she reappears where the illusion landed. This is yet another fakeout that is part of her 50/50 from a meaty 214B.

22D: W. Len crouches and turns into her cat form. You can't attack and any attempt at moving will return her back to normal. Conclusion? This teleport is absolutely useful for.....................you tell me. :P

Flying Attacks (j.214A/B/C): These are W. Len's aerial specials. They don't particularly have too many uses and are quite possibly her most underused attacks.

j.214A: W. Len dives downward at a 45 degree angle while in the air. Can be used to if you're really high up in the air and want to get back to the ground quickly and away from the opponent. Otherwise, not too useful.

j.214B: W. Len flies upward while performing a knee strike that hits a few times. Doesn't seem to have much priority and it's air blockable. Try to avoid using this move at all costs.

j.214C: W. Len performs a powered up version of her j.214B that hits a few times. You can air throw them after the last hit. You can use this to add a tiny extra bit of damage to your air combo if your opponent is really low on health. Doesn't really serve much purpose otherwise. Use sparingly.

10
Ciel / MBAA : Full Moon Ciel Discussion Thread
« on: March 20, 2009, 02:23:22 AM »
F-Ciel

I didn't spend as much time with F-Ciel as I did with C-Ciel but FM in general really changes things a lot. Namely the chaining system. Some moves simply cannot be chained together even if they aren't considered reverse beats otherwise. For example, 2B5B and 2C5C are NOT possible even though the second move of both strings are neither attacks of different button strength nor command normals. You also can't seem to air dash cancel your air normals. eg. j.C > air dash > air throw does NOT work.

Normals:
5A - A downward punch. Probably has about the same hitbox as C-Ciel's 5A.

5B - Looks just like C-Ciel's 5B except it doesn't trip crouchers.

5C - A backfist. Has more range than C-Ciel's 5C.

5[C] - Charged version of the move above and she's holding a knife this time. It seems to charge up pretty fast and it launches on hit and you can go straight into an air combo. I was unable to tell if hits overhead or not.

2A - Crouching elbow attack. Has really shitty range and I couldn't tell if it hit low or not.

2B - Crouching horizontal slash. Has good reach and moves her forward a little.

2C - Same has MBAC.

j.A - Same as MBAC.

j.B - A downward punch. Has a pretty good vertical hitbox below her arm.

j.C - Looks just like the second part of C-Ciel's 2BB.

Specials:
236A/B: Looks just like Yamazaki's snake arm attacks. 236A trips the opponent while 236B launches them up.

j.236A/B: j.236A is the same as C-Ciel's. j.236B will knock down opponents and put them in OTG state.

214A/B/C - A looks just like the second hit of C-Ciel's 5CC and it has the same effect. ie. it creates a hard impact that launches the opponent up slightly. 214B throws 3 knives upward at a 45 degree angle. 214C throws 3 knives downward at a 45 degree angle and can be chained from 214B.

j.214A/B - Same as MBAC Ciel's. This means j.214A stalls her in midair and allows her to follow up with any air special while she's falling.

623A/B - Same as C-Ciel's but can't be done in the air.

22A/B - Same as C-Ciel's.

63214A/B - Command dash. Looks just like her normal dash except she's followed by a trail of shadows. All versions have clash frames and if the opponent is on the ground after a certain time, they get thrown. A version is just her normal throw, B version is her air throw that causes wallslam though I couldn't follow it up with anything.

Command Normals:
3B - Same as C-Ciel's.

3C - Looks like the 2nd hit of C-Ciel's 2CC except it goes higher and you can chain into it. On hit it works just like the second hit of her 2BB and you can air combo after it. Can be special cancelled.

3[C] - Same as 3C?

4C - Same as C-Ciel's.

j.2C - Looks just like MBAC except it's not special/super cancellable anymore(?)

j.2[C] - Charged version of the above move. Properties unknown.

Supers:
236C - multi-hit 236 attack. Starts with 236B and if it connects will hit the opponent repeatedly and slam them into the wall.

j.214C - Throws a black key downward and once it hits the ground a wave of shadows comes up for multiple hits. Gives her complete control over the current match flow if it lands on block and hits 2 times. Airunblockable. If they are hit with the knife in the air they get ground slammed and the wave will freeze them long enough for you to dash in for a 236A loop.

22C - Same as C-Ciel's.

63214C - Super throw from command dash. 100% circuit is consumed immediately and when Ciel reaches the opponent the super flash occurs and she slams them into the ground with her air throw after flipping multiple times. Will also catch opponents in OTG state. Untechable.

Combos:
It was really hard to come up with some good combos since the chaining system in Fullmoon is so different. Here's what I managed to come up with for the few playthroughs I used Fullmoon.

Ancient oldschool BnB: 2ABC > 4C > j.BC > dj.BC > air throw

Tricky BnB: 2ABC > 4C > 236A > 5BC > j.BC > dj.BC > air throw (Does 4K+ damage)

Meter BnB: 2AAB5C > 214A > 2C > 236C

11
Ciel / MBAA : Ciel Video Thread
« on: September 12, 2008, 03:03:32 AM »
http://blog.seiha.org/?p=1383

First official match video of Ciel in MBAA, and it showcases her Full Moon attacks. Take all discussion to the MBAA Ciel thread.


12
This announcement has been posted with permission.

Given the recent surge of interest in this game thanks to American Melty 3, the (small) Blitzkampf community has decided to hold a tournament for the game at Evo.

Time and Location: TBA
Entry Fee: $5 per team (tentative)

Suggested rules (subject to change):
-2v2 Waseda format
-Single elimination
-$5 entry fee per team. Pot split: 2nd place gets entry fee back, winner takes the rest
-Character lock
-Pad + macro allowed
-Duplicate characters (yes?/no?)

Confirmed Teams:
- Zar/Rithli
- Chibi/Zaelar
- Azure Macabre/bellreisa
- Pfhor/Nightvoomer
- Jiyuna/CPU
- Xie/CPU

Supplementary viewing material: http://youtube.com/watch?v=b2lHn2HBp8U
Supplementary reading material: http://akatsuki.mizuumi.net/index.php/Main_Page

Discuss and post up if you're interested and/or have a teammate. So far the suggested date is Sunday. Let's keep the hype rolling you guys.

13
Ciel / MBAA : Ciel General Discussion Thread
« on: July 06, 2008, 08:27:30 PM »
With the recent MBAA loctest over the past few days, new information has been pouring in. The following information is taken from the MBAA thread:

Ciel:
-Has a new move, looks like Nanaya's 236A/B/C
-Can throw three black keys up into the air
-Seems to have some wierd EX-move that looks like it starts of like her bunker and then adds a few hits
-gets an aerial version of her 623
-airthrow techable
-loses her HEEL OVERHEAD
-loses shield cancel on her 5cc

Thoughts/Impressions:
I wonder if this new move that looks like Nanaya's 236 series replaces her own 236 series. Would this mean that 236C is gone? I wonder because I've always thought it would be removed at some point considering how good it is; a big target for nerfing/removal. Throwing 3 black keys up into the air sounds kinda cool but I wonder how it works, whether she throws them upward at a 45 degree angle, straight up or something. A new EX move that looks like her bunker? Can't really say too much about that. Aerial 623, I wonder if it travels straight just like her ground 623.

Techable air throw sounds like it could hurt her mixup game a bit. Is it air techable or ground techable? Logically I would think it's ground techable just because up until this point there hasn't been an air throw that can be teched in the air, only on the ground. Loss of 4B overhead doesn't sound like too much since I don't really use it anyway. Losing shield cancel after 5CC could hurt her damage output a bit, so I get the feeling we might have to return to MBAC ver.A bnbs, unless the 5CC still retains its special cancellable properties (5CC -> 623B -> air combo) or if it's still possible to link a dashing 5A after the 5CC.

Additional info to be posted as it's revealed. Post your thoughts/impressions.

14
Tournaments and Events / American Melty III - No Homo
« on: June 08, 2008, 11:26:39 PM »
This thread is for discussing the next American Melty tournament. This is geared more towards the SoCal and Arizona regions but if you happen to be in the area when this goes down then you're welcome to participate. In order for this to go down, there are a number of issues that need to be dealt with.

- Date
- Time
- Location

So far, bellreisa has offered his place. And here are the pros and cons I see so far.
Pros: Plenty of space and setups
Cons: It's WAY down in Temecula. Out of everyone's way. Gas prices being overkill doesn't help either.

According to him, there are no other ways to Temecula besides the 91. Rush hour on the 91 at around 5:30 pm isn't so bad and it's probably only Monday and Friday when it really is. The 91/15 interchange is bad but once you get past the first mile it's pretty much all clear. Carpooling is strongly recommended because gas prices are overkill.

As of now, American Melty tournaments have only been able to go down if someone's parents were out of town. That's the trend so far. So let's get some discussion going about this because as of this moment no future WTs have been officially announced and there's a lot of time betwen now and Evo. It's a long stretch of time to go without a Melty tourney.

Also, bell is open to the possibility of IaMP and Arcana Heart side events. If there's enough interest in these, then the only obstacle for these would be time because space isn't an issue.

------------------------
*****UPDATE*****

- Date: 7/19-7/20
- Location: bell's, Temecula

TENTATIVE SATURDAY
MELTY BLOOD ACT CADENZA SINGLES (QUADRUPLE DOUBLE ELIMINATION)

TENTATIVE STARTING TIME: 2:00pm
TENTATIVE ENTRY FEE: $5(?)
TENTATIVE SPECIAL NOTES: MACHINES WILL BE ON FREEPLAY FOREVER
TENTATIVE PRIZE SPLIT: 70/20/10

TENTATIVE SUNDAY
MELTY BLOOD ACT CADENZA SINGLES AGAIN 2V2 TEAMS (QUADRUPLE DOUBLE ELIMINATION)

TENTATIVE STARTING TIME: 2:00pm
TENTATIVE ENTRY FEE: $5(?) PER PERSON
TENTATIVE SPECIAL NOTES: MACHINES WILL BE ON FREEPLAY FOREVER
TENTATIVE PRIZE SPLIT: 100*/ENTRY FEE/NOTHING

15
The last SoCal thread was really big so I guess it's time for a new one. If you have any other creative titles for the thread then just post them up.

SoCal MB vids: www.youtube.com/socalmeltyblood
We need to start discussing when and where American Melty III will go down. :psyduck: Especially since there will be no more WTs before Evo.

16
Akiha's Tea Room / Melty Blood and Castlevania
« on: November 19, 2007, 02:25:01 AM »
I'm a big fan of the Castlevania games and the more I play those and Melty Blood, the more similarities I see between them. I'll begin....


Richter Belmont: Wields a whip. Family had studied the art of alchemy in the past. Served under the Church's command earlier on.
Sion Eltnam Atlasia: Alchemist. Wields a whip-like weapon. Worked for the Church prior to the events of Melty Blood.


Dracula and Warakia: Vampires. Costumes are similar, most noticeably the colors.
Sidenote: Warakiya is the name of the town that fell under attack at the start of CV3.


The throne and wine glass.


Arc Brunestud and Maria Renard: The stunningly beautiful blondes.



Richter Belmont: Thousand Daggers (knife item crash)
Ciel: EX Knives


Sister Tera and Ciel(color #13): Nuns. Identical colors.

So those are the similarities I've noticed so far. If there's any others I might have missed, just mention them.

17
Kohaku's Video Room / Iron Blue Intention - Ciel Combo Video
« on: September 18, 2007, 01:04:20 AM »
http://www.youtube.com/watch?v=phq7mrUFI5k

My long awaited ver.B2 Ciel combo vid is finally up, with new material as promised. The title of the video is named after the song I chose which is from the Castlevania series. It's one of my favorite franchises of all time especially since it has correlations (albeit kinda subtle?) with MB (vampires, alchemists, the church). I thought the song was very suitable for this video because the title was an accurate illustration of the character; iron(black keys), blue(her hair color), intention(a vendetta to destroy Roa). I personally love how this turned out and I'm inclined to say that it's my best one so far. Hopefully you all enjoy it as much as I enjoyed putting it together.

Other thoughts:
-To maintain consistency with the title, I used my main color (#22) and the training dummies are all wearing a predominantly blue color scheme.
-Critical hits were turned off in order to display approximate combo damages.
-100 hit combo right on the dot. This one was murder to pull off since I would keep landing either away from the corner or in the corner randomly and I would often input the wrong commands for the relaunch.
-I'm not a pro video editor as you can see but I think the 2 intermission moments worked out nicely and were sync with the bgm transitions.
-The ending image was edited to match her intro pose.

Transcript (for those who are curious, bored, whatever):
d. = dash
sj. = super jump
ad. = air dash
iad. = instant air dash
() = whiffed attack
[] = repeat commands x number of times

1) sj.BC, 2B 4C 5CC, 623B,236C, 5A 4C, j.CB dj.BC,22B,214C
2) sj.BC, 2B 5A6A 4C 5CC (5D), 2C 5C, j.CB, dj.BC, ad. j.B throw
3) j.B, 2AA 2B 5A6A 4C 5CC (5D), d.5A4C, j.CB dj.BC, ad. j.A, throw j.236A / 2AA 4C 2C 5C, j.BC dj.BC ad. j.AB throw
4) j.BC, 2A 2B 4C 2C j.BC ad. j.B dj.BC throw j.236A (2A) throw
5) (5C)C (5D), d.2C 4C, j.ABC dj.BC, 22B,22C
6) j.B, 2AA 5A6A 4C 2C 5C, j.BC dj.BC throw / ad. j.C 2A 2B 4C 2C 5C, j.BC dj.BC ad. j.AB throw j.236A (2A) throw
7) iad j.BC 2A 2B 5A6A 4C 5CC (5D), d.5A 4C, j.CB j.BC ad. j.A,22B,22C
8 ) j.BC, 2B 5A6A 5C,22C,214C
9) j.C, 2B 5A6A 4C 5CC,41236C
10) j.BC, 2B 5A6A 4C 5CC,41236C
11) j.C,j.236C,22C,236C, 2C 4C, j.BC dj.BCA,22B,214C
12) iad j.BC,236B, 5A6A 4C 5C,623B,623C, j.throw j.236A
13) j.BC, dj.C,236C,22C,41236C
14) iad j.BC 5A6A 2B 4C 2C (2A) d.2A [5A6A 2B 2CC, j.ABC]x3 22C,236C
15) iad j.BC,236B, 2B 5A6A 4C 5C,236C, 2C 4C, j.BC dj.BCA,22B,214C
16) j.C, 4C 5A6AA,623B,236C, 5A 4C, j.CB j.BC,22B,22C
17) sj.B crossup j.B 5A6A 2B 4C 5CC 2C 4C, j.BC dj.BC throw j.236A / (2C)2C, j.C,236B, 5A6A 5CC 2C 4C, j.BC dj.ABC throw / ad. (j.C) throw
18) sj.BC 5A6A 2B 4C 5C,623A,236C, 2C 4C, j.BC dj.BC throw / ad. j.C,236B, 5A6A 5CC, 2C 5C j.BC dj.BC throw/ ad. (j.C), 2AA 2B 5CC 4C, j.CB dj.BC ad. j.AB,22B,22C
19) d.2AA 4C 5A6AA 4C, j.BC dj.BC throw j.236A / (2C)2C 2AA 2B 4C 5CC (5D) d.5A 4C, j.CB dj.ABC throw
20) sj.BC, 2B 5CC (5D) 2C (2A), d.2A 5A[5A6A 2B 2CC, j.BCA]x4, 22C,236B
21) sj.C, 2B 5A6A 4C 5A,623B,236C, 2CC (2A),236C, [5A6A 4C, 236C]x2, 5A 4C, j.CB dj.BC throw

18
Akiha's Tea Room / Akatsuki Blitzkampf
« on: May 12, 2007, 01:53:19 PM »
Discuss the game (strats, tactics, rants, whatever) or post links to match vids/replays here.

19
Melty Blood Auditorium / MBAC - Character Colors
« on: February 25, 2007, 09:00:57 PM »
Just as a reference, here's the website that displays all 24 colors for each character in the PS2 version of MBAC.

http://miruto.org/color/color.htm

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