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

Topics - Magikarp9

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In celebration of the much awaited STEAM release of MBAACC, I've decided to highlight some ancient MB CMVs and point out how things have changed and how things have stayed the same. Sadly, embedding videos doesn't quite seem to work here, so you guys will have to bear with my wall of text.

Here's a brief timeline of the various major versions of Melty Blood:

Melty Blood > Melty Blood ReAct > Melty Blood Act Cadenza Ver. A / Melty Blood ReAct Final Tuned > Melty Blood Act Cadenza PS2 > Melty Blood Act Cadenza Ver. B > Melty Blood Actress Again > Melty Blood Actress Again PS2 Ver. > Melty Blood Actress Again Current Code > Melty Blood Actress Again Current Code 1.07 (STEAM)

The game we play today was built upon the foundations of the ReAct era. Comparatively, the original Melty Blood was much more of a Type-Moon visual novel with fighting game elements. ReAct was a huge step forward in terms of design and balance choices for the series.  Comparatively, the initial Melty Blood feels like an amateur MUGEN modification. 

First up, MBR_MOVIE2 by M.O.O.N, circa MBR 2.008; besides the initial combo videos by veteran Guilty Gear player yukinose, this was one of the first MBR CMVs to surface.

0:17 – Note the height of Arc’s Airdash cancel! The minimum height was much lower, and only adjusted to modern standards in the Arcade release of MBAC
0:23 – OTG combos also existed, but the rules were much different compared to MBAACC
0:31 – Warc’s 5[c] used to be cancellable and also comboable without the need of specific moves like her Arc Drive
0:37 – Reverse Beat penalty did not exist until the Arcade release as well, as the extreme amount of Reverse Beat used in this combo illustrates
1:01 – Len’s Last Arc could be comboed off fairly easily
1:17 – Due to the extremely low airdash height, one could actually IAD cancel in the middle of a ground combo string and reset the ground normal previously used in the combo
1:29 – In MBR, the newest playable characters were Len and Satsuki, while Aoko and White Len were boss characters
1:34 – Meanwhile, Neco-Arc was a hidden boss character who was not usually accessible by the player
1:53 – Shield bunkers used to put opponents into a comboable state, and offered a non-scaling combo starter to many characters. This was removed in the MBAC era. Wallslams also stunned for much longer than in the MBAC era onwards
2:25 – Previously, VSion was only limited to one of each summon on screen, instead of one summon in total. She also had access to Sion’s whips and was much more of a clone than an alternate character
2:32 – Prior to MBAA, VSion’s last arc was a version of Riesbyfe’s current Arc Drive. It was heavily speculated that Riesbyfe was meant to be a cameo and was not originally intended to appear. Her 623C super was also untechable for an extended period and could be used in combos afterwards.
2:42 – VAkiha’s Last Arc used to be her current Arc Drive. Her old Arc Drive was largely similar to Akiha herself instead.

Next up, MBRMOVIE_12 by M.O.O.N, circa MBR 2.009a; a send-off combo movie for the end of the comparatively broken ReAct era as the new Act Cadenza arcade release was imminent.

0:30 – A shield and dodging montage showcasing the shield counters present in ReAct. Crouching Shield Counters were invincible command dashes for the Shikis
0:41 – Reversed controls were a Hisui-only property for the longest time, the dual reverse controls for Neco Arc were only added later on
0:54 – Arc’s j.66c followup was a long untechable wallslam that could be comboed afterwards, Her j.2b was also more akin to a dive kick than its modern incarnation, and would only be fixed after it was used in some infinite combos
1:16 – In ReAct, depleting your HEAT bar would put you at 150% magic circuit. Coupled with the enormous meter gain of many multi-hit specials, combos and loops were much easier to sustain
2:02 – Warc’s shield bunker is used as a untechable juggle to extend her combo here
2:20 – White Len’s boss properties come out on show… No minimum airdash height, EX Ice with minimal startup, and a lack of airthrow animation
2:50 – IAD combos remain in 2.009a, and a full string reset is achieved twice with both a IAD mid combo and a 5a whiff post wallslam to reset normal options.
3:08 – VAkiha’s dashing 2b5bb relaunch was a regular part of her gameplay plan in 2.009a
3:26 – … and her legacy Arc Drive is on display here
3:39 – Sion’s combo options were much nerfed come MBAC, but the origins of MBAA’s j.[C] loops can be found here. The sideswitch from 214b was a feature that was removed come MBAA
4:50 – While Ciel has already used shield bunkers to wallslam twice in this combo, this is the first instance of backairdashing cancelling air normal within a combo.
5:31 – The looseness of the OTG system in MBR is rather evident in this VSion combo. The 2c iad j.c whiff 2c bit of the combo is only loosely replicated in MBAACC with C-Nanaya’s 2c 22a 236c nonsense
6:00 – As absurd as it sounds, backdash cancelling was prevalent in ReAct and most heavily used on both Shikis. 5[c] was also a cancellable big damage hit instead of the unblockable we see today
6:19 – Nanaya 623c loops have existed since the dawn of time and have probably inspired F-Nanaya’s DP loops in MBAA.
6:54 – More OTG relaunches as well as one of the few rejump combos on video in ReAct
7:03 – Grounded Warakia 236a loops have also existed since ReAct, and the massive frame advantage it gives most likely inspired the loops possible on aerial opponents in MBAA
7:19 – In ReAct , Nero’s EX Crows was a near instant persistent 25 hit projectile that would trade  with everything on wakeup.  H-Nero’s  EX Crow Rush is a pale shadow of this original incarnation
7:31 – Satsuki’s grabs didn’t allow for much complex looping in ReAct, as 623c was required for most followups to combo. Instead, 22c untechability was used for combo video combos
8:36 – Because Aoko was a boss character, she was lacking in a ground tech animation and was unable to ground tech unlike other characters. This allows most ground techable combos to be extended and still remain valid
8:50 – Count those EX Cactus hits… Even with all of its nerfs, the venerable cactus remains a strong set up tool today.
10:13 – A demonstration of the infamous Kohaku Drug-On Install into Another Arc Drive setup.

Next on the list is MBRMOVIE_15, circa MBR:FT 2.501a by M.O.O.N .

MBR:FT was a free patch for MBR that brought it close to the arcade release of MBAC Version A, with some differences such as Kouma and Aoko being unavailable. Until the release of MBAC PS2, almost all combo videos were based on this release. Sadly, most combo videos produced in the MBAC PS2 era were hosted on various defunct websites such as Google Video and DivX.

0:40 – The game finally starts to resemble modern gameplay. The OTG system was first implemented in MBAC/MBR:FT, although gravity scaling was only introduced from MB:AA onwards.
1:33 – The inspiration for half-moon mode’s 1-2-3 combos likely came from Ciel’s 5a6a6a chain, of which the first two parts can be seen within the combo here. The dash link after her 5c5c command chain is also uncommonly seen today, but prevalent in the older versions.
2:29 – Shiki Tohno’s hitbox was ridiculously wonky in MBR:FT/MBAC Ver.A. Wallslams or other forms of forward movement could easily clip into him and cause a 2a to hit crossup, resulting in a infinite.
3:53 – Sion’s 421b loops were limited by the number of 5a/2a/22d cancels you could do in each repetition, but functioned as a clean reset in MBAC. The infinite was infamously used in the first MBAC Tougeki Finals
4:17 – Kohaku’s command grab was freshly introduced in this version. The ability to combo into the grab is only retained by her Half-Moon version today. Her 236c cancel on whiff properties was shared with Ciel’s 22c; both of these unique properties were removed in MBAA.
6:24 – The Tohno j.[C] relaunch combo is on debut here. Despite various adjustments and changes to the character, this combo tool is still available to C-Tohno today
6:31 – The first iteration of a 2c Loop. Affectionately referred to as the ‘Beautiful Legs Combo’, it was the precursor to many other gravity-related loops in MBAA onwards
6:40 – Quite possibly one of the most obscene and epic combos ever recorded in Melty Blood history. It is impossible to replicate today, due to nerfs to both EX Dust and EX Cactus. Comboing into Drug-On Install, then using the meter for an AAD assist is a feat that is difficult to top.
7:24 – One curious feature of this version was that certain characters would have throws that would deal the same amount of damage, regardless of scaling, character defence or reverse beat penalties. Akiha’s ground throw is one such variety.
8:00 – One of the first documented instances of IABD used in combos for air attacks. Perhaps the inspiration for sandoori or other Akahoshi setups later on in the game’s life?
8:25 – Arc demonstrating why her divekick-like version of j.2b had to be modified to her modern version. The fast recovery of the move easily lends itself to infinites such as these.

For a more rounded experience, here’s AVALON by MetalNakahara, with footage from MBR:FT, MBAC Ver.A and MBAC PS2. It is both a tutorial and a combo video, featuring some heavy duty editing and stylistic choices.

1:13 – One of the defining features of the MBAC era, the bunker cancel. One can kara cancel the startup of a bunker into any command move, but the input can only be accepted during hitstop. Allows for fancy punishes of careless blockstrings that would otherwise be safe.
1:18 – A simple option select that will clash against wakeup heat activations
1:24 – EX Shield into 5a was an assured counter-hit in MBAC. This became dependent on the speed of the normal later in MBAA
1:35 – A safe-jump into bunker cancel punish for a counterhit combo starter
1:55 – One of the unique MBR:FT only colour schemes that never returned, likely due to its similarity to a certain To Heart character
5:17 – A dead-body crossup using the forward momentum of Akiha’s low air flametongue

The final vid for today is 朱い月の輪舞【Last waltz】circa MBAC Ver.B by Crimson Air. It is the 5th in a series of combo videos during the waning period of MBAC.

1:36 – VAkiha’s 6c loop doesn’t quite exist anymore; neither does the untechable property of the second 2b after a first 2b. Both combo options created unique juggle effects that are only rivalled by F-VAkiha’s combos in MBAA.
1:56 – Linking off C-Sion’s 5 clip warning shot was already possible in MBAC, buffed slightly in MBAA to allow 2b to link, then re-nerfed back to its MBAC frames back in MBAACC
3:16 – Len demonstrating an extreme low air Ice, cancelling all air recovery by landing.
4:16 – The MB:AC Satsuki infinite. Practical in real matchups, character dependent, and likely the main reason MBAA implemented its gravity system and meter scaling system (meter gain while in hitstun increases with number of hits of the combo). Note how Satsuki’s meter goes back into HEAT as she cancels into her EX Grab. The use of 5[c] into 2[c] 2c is also extremely prototypical and reminiscent of Satsuki’s combos later in the series

That’s all the material for today. I hope you guys had a fun trip down memory lane as I did. Depending on your feedback, I may continue to annotate and review other combo videos in my collection. Go forth and enjoy MBAACC’s STEAM release!

Many thanks to Dio and T3U for proof reading my work. Special Thanks to Irysa for independently testing information written within to ensure veracity.

Shiki Nanaya / A Nanaya guide(of sorts)
« on: March 10, 2007, 04:33:00 AM »
This guide is a work in progress and will be edited repeatedly.

Nanaya as a character is best described as....misunderstood.
He exemplifies the system of Melty Blood, whiff cancelling, reverse beating, and chaining his 2as into 5as and vice versa.

The US(at large) considers him a strong (yet?), scrub character.
The Japanese instead think of him as average but underplay him.

By no means can I assert to everyone that Nanaya is top tier, but as a Nanaya player of some years, I hope to clarify misunderstandings and foster more Nanaya players in the future. This is a collection of my knowledge, taken from my own play, vids, and consultations with other players.


-A fast(4f) anti air normal.
-Does NOT typically hit crouchers unless they do a move that makes them huge
-Has the distinction of being one of the fastest recovering 5as (14f), giving Nanaya whiff cancels that are 1-2f faster than other people.
-Airunblockable, normally used as antiair after a shield, or as precision antiair for CH. Spamming 5a is not usually good unless you're using it to gain reaction time to link into a more damaging air combo.
-Has unusually long range, extending to the tip of his finger(Hitbox was slightly nerfed in Ver.B), allowing him to beat attempts to jump out.
-Viable tactic of such is to dash in with option select 5a, then either empty chain into another normal, or dash throw after the 5a recovers
-Can be shielded high OR low
-Hits mid

-An average speed normal
-Does NOT hit most people crouching at the tip of its hitbox(but it will hit people standing/in the air), thus must be used semi-deep to hit crouchers
-Has a significant amount of shield frames(all  frames except the first in its startup) before the hit connects
-Does NOT prorate, thus is a damaging combo starter IF you do connect it
-Safe on block(-1)
-Any B input during the first 7(NEEDS CONFIRMATION) frames of the move will result in the command move extension 5b. Any B input after that will result in the actual move coming out, and the ability to perform the command move extension 5b will be removed in this time period.
-This is important as doing 5b2b(late) is a powerful Nanaya poke.
-MUST be shielded High
-Hits mid

5B -> 5B
-Command move extension to 5B
-Requires 5b to be inputted fairly quickly after the first 5B connects(on block OR hit)
-Launches on hit
-DOES NOT have special whiff cancel properties like Tohno Shiki's 5B -> 5B
-Hits Mid
-Can be charged
-Not cancellable on block

5B -> 5(B)
-Command move extension to 5B
-Special cancellable on BLOCK OR HIT
-Launches on hit
-Untechable on hit(for set amount of frames or 100% untechable?Needs checking)
-Typically cancelled into 22c

-Heavy hitting normal
-Can be charged
-Has certain shield frames(very minimal, 2 only) in its startup(frames 2-3). These shield frames are extended if you hold onto the [C] button and attempt to charge 5C
-Easily hits most crouchers and attacks that bring characters below their crouching animation height
-Moves Nanaya forward significantly on connect
-Deceptive amount of hit frames. Has only a very short window where it hits(3 frames) but creates a huge amount of hitstop when it connects.
-Has a massive amount of cancellable recovery frames
-Unlike most moves(as of Ver.B), has some uncancellable recovery frames at the end of it
-Whiff cancelling 5c is +3f
-As a level 3 move, prone to being shield bunker canceled/shield bunkered if predictably used
-Must be shielded HIGH
-Hits MID

-Juggles on hit
-Has some shield frames in the middle of the move's startup

-A decent-speed poke(5f) IT IS NOT AMONG THE FASTEST
-For a A move, has extremely long range
-Use off dash momentum for options
-Does NOT hit low
-Can be shielded high OR low

-A decent-speed poke(7f)
-Has deceptively long range and is out for a long time(lots of active frames for a B move)
-Leaves you at neutral when whiff canceled(true +/-)
-Moves Nanaya forward slightly on connect
-Forms the basis of his pressure game
-Hits LOW
-Must be shielded LOW

-A very long slide kick
-Lasts ridiculously long and has large duration where it hits people
-Unlike most moves(as of Ver.B), has quite some uncancellable recovery frames at the end of it
-Moves Nanaya forward dramatically, even on whiff
-Most common move used to punish groundtech
-Works well as anti-air as its hitbox is extremely low and can hit people when they land and forget to block low
-Hits LOW
-Must be shielded LOW

That's all I have for now, more later

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