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

Messages - S-Blade

Pages: [1] 2 3 ... 11
1
well everyone, let's just be a little real and remember that what's officially said isn't always what's actually true

evo isn't officially anti-anime
evo doesn't officially cater to games that are popular and crappy but result in sponsors and money in their bank
evo doesn't officially prefer prettier games for their big tournaments simply out of being prettier
and so on and so forth

yet...

 :-\

i personally don't think MBAACC has a shot at evo 2012. not so much because of the difficulty it would require to get MBAACC as an official game at evo, but the possible lineup for next year seems like it could be locked down already, there are a ton of big hitters that mb would have to compete with to be an official tournament at evo: ae2012, umvc3, kof13, sfxt, ttt2?, possibly other small ones to consider like skullgirls, vf5, even UNIB (which I would prefer over MB tbh since its newer), this is a lot of competition and i'm pretty sure that once evo staff sits down to consider the the 10 year anniversary lineup, a pc game is going to be ousted fast when you have all those other games to discuss. it doesn't matter all the little things that make it easier than people think to run MBAACC at evo, because 1. it doesn't outweigh the issues you'd have to deal with a PC game tourney 2. quite honestly I don't think you could get the right people to really listen.

So the candidates are: SF4,UMVC3,SFXT,MK9,SC5,BBCSE,SG,KOF13 and now MB. That's 9 games!
At this point trying to push one game to "beat" other games for a spot is stupid and unproductive for the scene.
I think it's better if all the communities (while focusing on expanding the current player bases for their respected games) also unite to push for a bigger event with room for more games.
so true....but will it happen? with these communities, I don't think it's anywhere close to happening.

2
Just found out my exam schedule, and it looks like i can come to this woohoo.

but i need to know who's driving? down from NYC and who's got rooms at the hotel. might even get one myself $95 a night is so cheap compared to here in canada :(

pm me plox

3
Kohaku's Magical Garage / Re: Vunerable when landing after whiffed air pokes
« on: September 16, 2010, 05:10:21 AM »
"Trip Guard" is a term that's been around since SF2 but its exact meaning isn't very clear, well-known, well-documented, and when the term is used, it's used kind of loosely as well. Don't quote me on any of this I'm about to say, I'm not super confident on how accurate the details are.

The idea is that trip guard in SF involved being in a jump and getting hit by a sweep as you land which was kind of peculiar because the sweeps in question had such low hitboxes that they shouldn't really be able to connect with someone in the air, but if they landed on the ground, they should have been able to block, yet got hit.

So what we're discussing here is the same idea, with air recovery as you land. I think the actual "trip guard" referred to having little or no landing recovery in a game (since games in the series differed with this, along with a ton of other things ofc), since a character would be guarded from being tripped after a jump (since most people just used sweeps for the knockdown and pushback)

Also IIRC I believe landing recovery can also be cancelled in some situations (def. not on whiff)? Since (to my memory, I play mostly F these days), if you connect a jump-in and then land and hit A (or B if you jumped in with C) you get a reverse beat message.

To find out if something is safejumpable or not, air recovery needs to be one frame faster than the startup of the reversal. This is because you would need at least one frame of the jump-in being meaty. Think of the air recovery as the startup for a block, but you're always starting it at least one frame after the reversal if you still want the meaty OS.

4
Tournament Results / Re: NorCal INSTALL! v.2 Results
« on: August 29, 2010, 07:41:50 AM »
you guys are going to make zar retire before nec with results like these

5
Akiha's Tea Room / Social Networking
« on: August 07, 2010, 10:34:49 AM »
This serves as a list to help everyone in the community connect to each other through social networking sites. If you use either Twitter or Facebook, please post up your info so that we can all become more connected in the community.
Also, as a courtesy to all of us and so everyone knows who each other is and we all don't get a ton of random adds, please, if you friend-request someone on Facebook, use that little text box to identify who you are (whatever handle you use here or on IRC will do).

updated 21feb11

Blogs/Sites
---
mizuumi.net
Team Sp00ky
The Nipah Hut - Mizuki
Lord Knight's Blog
TECHMODE - True Tech
utawaremono - sibladeko
The Digital Pugilist - CPhame
Zaelar's Thread
MissedFRC's music blog

Facebook
---
Mizuumi
Team Sp00ky
Jiyuna
Numakie
S-Blade
MissedFRC
ShinMasaki
Van Artic
Rowanism
AM2
Vinn Aleixo
Pete278
TrueGunnerShadow
Sogekingdude
THCxWADE

Twitter
---
MeltyBread
Mizuumi
Team Sp00ky
Evolution Championship Series
iPlayWinner
Arcade UFO
Super Battle Opera
Capcom Unity
AlphaISMRadio
EventHubs
FADC
Level Up Series

Arlieth
Dipstick
jiyuna
Numakie
S-Blade
Fox
Warpticon
woof
Dakanya
True Tech
ShardZ
Ultima66
IPWCoopa
Kryojenix
fiendmaw
MagnusXL
CPhame
Van Artic
academio

Ponder
Yoshinori Ono
Arturo Sanchez aka Sabin
Keits
Sanford
Justin Wong
Alex Valle
Gootecks

I won't add links to people's facebook profiles unless they post them here, PM me or otherwise give permission (catch me on irc or something). If I find your twitter, I'll add it up on the list unless you have your settings set to require requests to be followed. If you want to be removed, just PM me. Thanks.

6
Melty Blood Auditorium / Re: Current Code Changes
« on: August 06, 2010, 09:17:52 AM »
no, you weren't able to choose it, and as the text right there says, yukata and waitress were added. and i have no clue what you're talking about with "safe/infinite gay blockstrings", sounds like you need to learn how to find gaps. i like the mechanic change though, since it gives people real incentive to block for an extended period of time (as long as it's ex guarding)

also if anyone doesn't know, our world champion JIYUNA just got ghetto scans of CC changes and uploaded them all to his fb (in jp). curbeh is working on translating them all now. if you know moonspeak and can't wait, then add him as a friend

7
Melty Blood Auditorium / Re: Current Code Changes
« on: August 04, 2010, 10:39:47 AM »
kouma changes

ohhhh fuuuuck yeeaaaahhh

8
Kohaku's Magical Garage / Re: Throws?
« on: August 02, 2010, 10:01:00 AM »
Pfhor + Numakie pretty much hit it 100%.

And yeah, the risk/reward for throws in this game is a lot worse than some other games. Pfhor already pointed out how ass defensive throws are at landing, and Numakie pointed out how you only really do it once you're confident they'll block, which if you've played any other fighting games like sf4 is very opposite to this game--SF4 gives you a low-damage-strong-knockdown or get teched or jumped to lose momentum, MB gives you low-damage-maybe-knockdown or get comboed for 30-40%.

In other words, you shouldn't be avoiding throws as much as you can, although if you did, you wouldn't be suffering massively, but if you played the game of throw-just-because-it-might-work which works better than it should in SF, you are going to get blown up so fucking fast in MB it isn't even fucking funny.

9
Tournament Results / Re: EVO 2010 Results
« on: July 14, 2010, 06:34:08 PM »
By the way, when zar and I headed down early day 2 to grab the setups that we thought people had left on day 1, we set up a bunch of ps2s in that awesome hype teams area and....we realized they were all japanese ps2s with official MB games in them. so the setups came too late for friday (eight setups) but we got to use them all for teams (i think there were four or five or so of them that were theirs)

just so you guys know.

more random shoutouts

shoutout to arly for the hennessey
shoutout to ponder for being that one guy with money/power that likes us bastard children :3
shoutout to that girl that took a picture with shardz heheheh

10
Tournament Results / Re: EVO 2010 Results
« on: July 12, 2010, 09:05:20 PM »
wow i totally called on doing the shout outs thing and then komidol got home first bitch fuck that
  • shoutouts to still being a bit tipsy
  • shoutouts to spidey's room on wednesday
  • shoutouts to people liking my commentary on wednesday night
  • shoutouts to chelsea and how cute he is and how awesome he is and IYOOO
  • shoutouts to like the best exp of my life no im not a virgin
  • shoutouts to bell commentary shit is gdlk
  • shoutouts to the fucking pools
  • shoutouts to day 3 arc on placing 27th thanks to kiddy pool
  • shoutouts to shinobi for helping teach me arcF
  • shoutouts to the women of vegas
  • shoutouts to burger and fries
  • shoutouts to garu for winning and then loosening up and being helpful and funny
  • shoutouts to ponder
  • shoutouts to shoutouts
  • shoutouts to bell still being cracked up by shoutouts to shoutouts
  • shoutouts to tempered giving shoutouts to shouting out shoutouts
  • shoutouts to HF blade running hilarious ST with me on wednesday night lol "FOOUURRR"
  • shoutouts to nightroad trading games and rounds with me equally so that i know how good my day3 arcF is
  • shoutouts to everyone that showed up for showing up
  • shoutouts to everyone that will show up to NEC
  • shoutouts to spooky, always
  • shoutouts to jaxx for being jaxx and being able to hear him on the stream audio in the audience
  • shoutouts to stickbug for being fucking hilarious
  • shoutouts to the motherfucking SK for way too many reasons to list
  • shoutouts to ben fong for teaching me proper technique
  • shoutouts to kusanagi and his boss rush mode
  • shoutouts to choco for telling me about free mcboot which is how i will make it easier for ppl to get into melty
  • shoutouts to stream monstering in vegas
  • shoutouts to me never properly saying bye to anyone because i forget aka sorry lol
  • shoutouts to jiyuna, but not doren

ok i'm tired of this

thank you all, but why say bye when we can all just GET TO NEC

also cause we're talking to each other on irc all the time anyway lolol

also, shoutouts to sobering up. yep it's worn off

11
1. Depends on your wallet. It's probably ideal to get the PS2 controller/stick of your choice, a PS2 -> USB converter, and a modded PS2 with an "acquired" copy of the game. This way you can also "acquire" MBAC on PC and play it with the same stick/controller. Ideally, you wouldn't want to touch an old version to play competitively but MBAC on PC will let you play online and learn basics with netplayers before getting competitive. It also depends where you're located....if you're in NYC you probably shouldn't even bother with MBAC on PC at all since the scene is so strong there you can get comp. easily for MBAA. A modded PS2 can be done a number of ways but again it depends on your wallet and partly your skill with electronics; you could get a modchip for ~$30 and a used PS2 for really cheap and solder the modchip on yourself if you're confident, or you could do a number of other things like a hard-drive or usb-drive loader, a custom top with swap magic, etc. You're gonna have to find somewhere else for details on how to get that done.

2. As things currently are, no. Online doesn't exist for the PS2 version. There is some possibility in the future of MBAACC (for the arcade) getting dumped and someone developing netplay for it, but even that wouldn't be coming around any time soon. That doesn't mean you can't get quality practice, but whether you can or not really depends on where you're located and how active the scene is there.

3. Yes the scene is stronger in certain areas like NYC and socal. How long the game has left to live is a completely different story, but let's just say that if French Bread doesn't come out with some kind of USA port soon, things don't look terribly good. Nothing that is currently planned or likely to happen outside of an MBAACC leak with netplay (as mentioned above) looks to be giving this franchise a burst of new/more life, with the exception of a strong showing at EVO which is going to happen in.....two days. However like fiendmaw said the scene as it its strongest right now, the only thing is that there isn't much on the horizon to keep the scene going uphill for very long.

4. Other than MBAACC (basically an arcade port of the current ps2 version), no, not yet. Someone recently found in some article/blog that now that they've finished MBAACC they're apparently free to focus more time on [some other game]?

5. This game is kind of hard. Not Guilty Gear or Super Street Fighter II Turbo style hard where you kind of need to be a robot to land all your character/spacing specific combos and when you make a mistake you lose 50-70%, but hard because the game itself is complex and there are a lot of mechanics and like 80+ "characters" and there's really a lot to absorb just to be aware of what is going on while playing, and just being aware isn't even half the battle since you've got to use all of that to make decisions on what to do next and so on and so forth. And that isn't even touching upon mindgame aspects of fighting games like conditioning.

Come onto #mbaa on irc.mizuumi.net (if you know how to use IRC) to really get to know the community.

12
Kohaku's Magical Garage / Re: how can we know the frames on block?
« on: June 30, 2010, 11:22:06 AM »
frames of blockstun on lv1, 2, and 3 moves are 12f, 15f, and 18f respectively (the first frame starting on the frame the move connects)

so i think if you have a move you can cancel into that's 12-14f and/or one that's 15f-17f you can simply cancel into it from the move you're trying to find out about while the dummy is on all guard and recover a/b/c/d and see if they exit blockstun or stay in it to figure out if it's lv1, 2, or 3 then from there you can use the recovery+active frames to figure out how + or - the move is on block

this would only work for some moves though since you need to cancel out of it to find out what lv it is

if you already know what lv the atk is then you should know the blockstun already and be able to find the +/-

13
Kohaku's Magical Garage / Re: Half Moon=Rush Down
« on: June 29, 2010, 11:01:09 AM »
-Meter goes to 200% then auto-heat
==> have you ever seen a good player heat activate on offense? heat activation just isn't an offensive tool, it's a defensive one, bypassing it but still getting health regen allows you to retain your offense while regening the hp

-200% meter (lower cap)
==> A lower cap means you can achieve HEAT much faster than usual especially when you are getting meter from combos and blockstrings. When you want to save your meter for autoHEATing when you have more red life to gain, you have to do some meter management and intentionally spend 100% to keep from losing 200% (i.e. spend 100% to save 100%). At first it seems like a waste, but a character can usually use an EX offensively to reset pressure, for example roaH can do EX lightning bolts and run in and restart pressure while saving that 100% meter that wouldve otherwise be lost. In the end you are able to get HEAT much faster than the other moons, and when you want to save the meter for later you do that by pressuring with EXes.

-Stronger bunker and larger guard bar, auto-counter after EX shield, auto-burst
==> Basically H-moon doesn't need to concentrate too much while on defense. Your bunker is very low risk and gets you out, your shield has an auto counter which will auto-launch for you without you having to decide what you should follow a shield with, you don't really need to ex guard because your guard bar is bigger, a completely safe burst happens automatically, so on and so forth. These are all low risk options for H-moon but they also have lower reward; defensively C or F moon can EX guard to withstand pressure much longer than usual, they have a weaker less reliable bunker but only costs half as much meter, and shielding and ex shielding can be followed up in different ways that may be more damaging or otherwise rewarding than an auto-counter launch. The C and F moons really lose out on the burst, though, it has to be done manually, can be baited and punished, and "costs" more meter. The general idea is that H moon has been given the tools it needs to escape from the defensive position and only that.

-6aaa
==> It's basically a high sweep which usually allows for stronger combos since they get launched up so high then fall all the way down. It's impossible to combo into some charged ground normals without 6aaa: roaH's and tohnoH's 6[c]'s, to name a couple

so yeah there you go.

14
I was stuck with my laptop without internet today so I scoured through with framedisplay and wrote down notes for arcF. I actually haven't played her against anyone good yet (kinda hard up in this deserted scene) so some of the move notes won't guarantee you any results, but on the flip side this is looking at all the hitboxes and gamedata for her, and the gamedata doesn't lie, it just depends how much you trust my interpretation i guess. kind of a sloppy way to show info but well something is better than nothing and i'm not gonna just clean these up for you few arcF players ;p


Quote
BLOCKSTUN NUMBERS

lv A- 12
lv B- 15
lv C- 18


arcF
-----
5A- 4f start 4f active 5f recov => +3 on block :: will miss crouchers outside of pt_
2A- 4f start 4f active 5f recov => +3 on block :: hitbox extends on 3-12f badly
5B- 6f start 4f active 12f recov => -1 on block :: not good for lows/crouches, good for frametraps
2B- 6f start 4f active 13f recov => -2 on block :: great hitbox all around, can be used as AA for lower angles
5C- 10f start 4f active bad recov :: always cancel to wave
5[C]- 38f start 4f active 24f recov
2C- 7f start 4f active 17f recov => -3 on block :: great far hitbox
3C- best AA normal but not great, good for panic situation and high angle
6C- 26f start :: "-6"
jA- 4f start 4f active :: hitbox is average
jB- 6f start 3f active :: hitbox is better @ horizontal, v. bad for upwards
jC- 6f start 5f active :: hitbox pwns both of the above in all directions
j2B- 8f start, 25f landing recov? :: decent downward hitbox, jC is better but you get movement
j2C- 6f start 2f active :: really good directly below hitbox, your main falling atk
236a-
236b-
236c-
623a- 7f start 4f active :: hitbox goes out like 2c but hittable box is almost as big
623b- 7f start 6f active :: great for AA, but hittable extends for 2f before hit
623c- same as A
6x followup- 15f start 2f active 19f recov => -3 on block :: if cancelled 0-2f after first hit they stay locked in stun, any later is a gap/frametrap
2_2a- 5f start 2f active 1-3f invinc :: 4-8f UBI, hitbox does not hit low
2_2b- 4f start 4f active 1-2f invinc, 7-8f invinc :: hits lower @ start, 3-6f UBI, 2nd hit has huge UBI and great hitbox for AA
2_2c- 4f start 6f active 1-12f invinc :: not hittable til arm extension
214a- 16f start :: hitting box extends as low as skirt, cancel after lv1or2 for frametrap
214b- 13f start :: same as above but can only cancel off lv1 unless done late
teleports- 7f start 20f duration 10f recov
heat- 15f start 6f active 25 recov

note i don't have any notes for her waves (236x series), that's because in framedisplay they are disjointed so it's hard to tell the exact frames at which it starts, ends, recovers, etc. we do know those moves are neutral or better on block though, and after looking in framedisplay, 236a/b have a whopping 12 active frames, so there's potential for massive frame advantage there (probably her best oki is to just meaty 236b or 2a236b). being disjointed also means it'll stay out even if arc changes state (IH, CH, etc). A frame range is obviously the frames from Frame x to Frame y, obviously doesn't mean that "22c has somewhere between one and twelve frames of invincibility" lol

overall it was rewarding for me to look through, some things i never would have thought i found to be true (j.B seems to be inferior to j.C completely, j.2C hitbox is a huge surprise), others have made me doubt the credibility of other things i've read on this character (5b5b is a good frametrap? the gap inbetween there is 7f! arc can teleport out of that ffs) it's usually kind of tedious to look at frame data and hitboxes and that type thing, but think of this as a nice preview....anyway have fun kids

15
Heads up to ppl not keeping up to date.

Melty Blood Actress Again:
All Pools and Semi Finals, Friday, 5 PM - Midnight
(http://www.shoryuken.com/content.php?r=999-Evo-2010-Schedule-is-Live)

This rule caught my attention:
Winner must keep same character and moon phase. (http://evo2k.com/?p=22)

Yesss~ We can stay up all night and sleep until 3pm.  I don't need to worry about playing tired/adjusting the sleep schedule.  
Maybe not.  Some people staying with me might be competing in super?  I need to check with everyone to work out a tentative schedule for us all.  (can't do it tonight, but I'll get on it tomorrow)

Super Street Fighter 4
Pools 1-16, Friday, 9 AM - 5 PM
Pools 17-32, Friday 5 PM - Midnight

Semi-Finals, Saturday 3 PM - 9 PM

no one of us is getting out of pools IMO so should be fine and even then they start at 3pm lol

however, HDR and t6 start saturday morning but i dont think any one of us in this entire community really entered those cept maybe mizuki lol

16
Regional Community / Re: Canadian Eh?
« on: May 29, 2010, 12:16:30 AM »
vancouver where you at. i'll be in vancouver today (sat) and tomorrow (sun) please inform me of any meets for mbaa or ssf4

17
Tournaments and Events / Re: BBG XIII: The Finale
« on: April 06, 2010, 08:33:33 PM »
if you guys want the community to grow and for lots of people to respect and learn and have fun with the game some more you're going to share venue with sf4 instead of having MB-exclusive events. imo this should be the community's #1 concern right now.

having shit outside on a nice day is great and all but it seems like you guys are overvaluing it a bit, what happened to enjoying all the mbaa hype and support from the rest of the fg scene? maybe if you all did more shit outside on a regular basis you wouldn't be like "omg outside is AWESOME" just saying.

of course there's nothing stopping anyone from having both onblast and bbgs occuring regularly, but realize that most of the people supporting and running and organizing the tourneys are going to be doing so for onblast. if you want bbg to happen so bad you're in for a lot more work than you think, you aren't gonna have half the scene saying they will help you out with stuff if they can wait a few weeks for the next onblast.

also, kinda off topic but are we really naming this series of tournaments "on blast" from now on? blehhh

18
Updated this a bit by linking to the wiki entry of each character (why didn't I do this earlier?), and threw in two of my own for sacchin since she's a great character that's seemingly underused and was the only character other than koha mech (who needs to be explored or might just suck) and len (who sucks) that had no summaries for any of the styles.

something i should have said earlier, but after one week of me adding in the massive character section, so much contributed was made by the melty community (us) that in just one week we covered 2/3rds of the 80 or so "characters". we are a beast of a community. let's keep running this shit guys, almost done.

i was thinking about adding a section notable-US-players section so that people can come onto irc or whatever and know who PM for specific questions/discussion about their character but i think that's stretching it a bit somewhere between "doesn't really fall under what this guide was meant for" and "people probably don't want others pestering them constantly"

19
Regional Community / Re: Canadian Eh?
« on: February 08, 2010, 12:43:37 PM »
Another note on TORONTO FIENDS

we have weeklies. get on irc and PM Kaaai to get in on this shit i know you fools are out there!

20
sibladeko,

hahahahhahahahhah

yeah sure go for it lol, but throw a link on it to here since this is going to be constantly updated

21
just added the section for character summaries. cmon guys help me/everyone out! pm me with them too so that we don't litter this thread

22
Kohaku's Magical Garage / Re: Baiting Reversals
« on: January 20, 2010, 06:02:17 AM »
The best options for baiting reversal are usually character dependent (on your opponent's character, i.e. the reversal they're baiting). Dash in delayed hit works wonders (as long as you're blocking in the delay) because no one wakeup throws in this game because, well, throw is just bad (and you could easily just space it correctly to be out of throw range). Safe jumps are also good but depending on the reversal some are going to be much easier than others. One thing that might be worth noting is a meaty projectile; again depending on the reversal, even if you get hit by it at point blank, your projectile can issue a trade that results them eating an air CH2 if their reversal makes them airborne; this also works great against wakeup backdash so there's kind of an option select there that potentially has a lot of reward if you can rack up a lot of damage with a CH2 combo.

Backdashing on their wakeup is another very safe, low-risk way to bait a reversal, but realize that if they don't DP you essentially lost all the advantage and momentum you just had. You can take things a bit further by using their reversal's properties to make them more confident to reversal; for example, if their reversal is air unblockable, come at them with a jump and backdash when you land. And remember that methods to bait/beat reversals that involve blocking the reversal won't work against heat activates, so even without shielding, few things are going to give you a 100% guarantee that your pressure will continue.

Also, keep in mind that baiting reversals doesn't only happen on wakeup, it also happens in pressure (and much more often due to the fear caused by pressure). Ways to bait DPs during pressure are more limited, but the plus side is that, well, they're pressured. Something as simple as a far 2a whiff "fake" can get someone who's on tilt to completely whiff a DP in your face.

23
Shiki Ryougi / Re: H-Ryougi Combo Video: Godslayer
« on: January 15, 2010, 03:21:18 PM »
Uh it cancels the no-gravity portion of the airdash making it very useful as shown in the video for crossups and mixups.

oh i see, i thought that was just her airdash or something.

in that case, VERY well done and very innovative shit, schlow. Get some comp and get to tournaments because if you're coming up with shit as innovative as that you're gonna have japan x-copying YOU.

24
Shiki Ryougi / Re: H-Ryougi Combo Video: Godslayer
« on: January 15, 2010, 09:32:06 AM »
very, very impressive. i feel like learning this character because of this video

knife catching is flashy and cool (albeit pointless/no function) although i'm still waiting for a good combo that requires it (i.e. uses knife twice or maybe more)

good shit though.

25
Melty Blood Auditorium / Re: Touko Aozaki
« on: January 15, 2010, 06:00:00 AM »
How the fuck did we get to F/UC? GTFO of here with that shit

IMO the characters from the KnK series have fairly "established" powers/abilities in that there's a lot of canon detail and stuff of how their combat abilities work so I think that would make them fit in well in the game if they made it. However we can't have random made up shit like Kokutou getting new shit through some new story garbage they threw in a new MB and now he can fight. In other words I think the characters in KnK who DO fight would make more sense being in the game than, say, mech hisui.

and definitely moreso than seifuku akiha

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