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

Messages - Jen

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1
Lol yeah I don't blame you Dakanya.  You should come join our rizon offshoot, #TheCat'sBell.  Even less MB related but noooot completely.

I highly recommend Gypsy's in the Asian Ghetto if you at all like Italian food.  Very nice prices, and they have great pasta and calzones.  Steve's Korean BBQ is also good if you like meat and a lot of it, but ever since Mexicans took over it's slid down in quality a bit...  I still go there to eat often though.  There's a myriad of other places there too, but I'd say those two are my top picks.  I guess Top Dog is an iconic Berkeley hot dog shop, but you have to kinda order a lot to get full there.

2
Brazil Cafe is very close.  Right on same block as Eudemonia I think.  It's a small operation, but their tri-tip steak sandwiches (as well as other items) are pretty damn good.  Au Coquelet is also close by down University just a block or two.  There you can actually sit down indoors there and get some nice American style dishes.  They're also open late.  People go there for late-night study sessions sometimes.

I know some other places but they'd be getting to be not nearby, but if you don't mind walking for 10 minutes or so there's a bunch of good restaurants at and around the Asian Ghetto up Durant.

Btw Daka I'll still be going, but since my not-so-kickass "stick" that lured me there won't hold itself together I cannot play Melty.  I hear there'll be HST though.

PS.  Why don't you ever join #MeltyBlood anymore Daka =(  We've only all but abandoned the game!

3
Jen_MiyakoIsAwesome here.  I won't be participating in the MBAA tournament due to... technical difficulties shall we say.  Please withdraw me from preregistration.

4
Seifuku Akiha / Re: Generic Discussion
« on: October 25, 2009, 12:35:55 AM »
Thanks to mauve's sexy frame display program, I've found out 623c (for C and H) has some frames of invincible startup.  It seems it lasts all the way until the flames start hitting, but there could be a few where Akiha is vulnerable before the flames start hitting.  (I'd be super happy if someone tests this to find out.)

Wakeup DP, etc.  It's probably also good for bullshitting your way through some arc drives/special moves, although not as much as her Arc Drive.

I was curious enough to check:  As some combo videos have demonstrated, the hitbox for SAkiha's arc drive does indeed extend both in front and behind her, and the same distance both ways no less.  It's pretty sexy.


5
Seifuku Akiha / Re: Generic Discussion
« on: October 18, 2009, 01:12:29 PM »
I haven't tried much of any of this out in real matches yet, but it seems that H-SAkiha's j.[C] has low afterdelay, which means if timed reaaaally well it can be followed against a highguarding opponent with j.as and then a either j.b overhead or a ground low hit.  It also takes off quite a bit of guard meter on block, so it could be useful in forcing guard breaks against cautious opponents.  Especially because H-SAkiha has no ground overheads whatsoever, guard crushing or forcing risky escapes from blocking seem to be important options.

As mentioned in one of the other threads, 214s are useful for punishing techs.  623s can be used to tag airtechs from nearly anywhere on screen, but I don't really know if the low damage warrants using it in most situations.  Flametongues really only seem useful because of their huge range, as there isn't any spectacular damage or followups off them.

6
Seifuku Akiha / Re: Generic Discussion
« on: August 30, 2009, 11:11:33 AM »
Yes, it appears to only be better during the first 25% of their life meters.  After that Akiha's defense gets better while SAkiha's only gets slightly better.

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Seifuku Akiha / Re: Generic Discussion
« on: August 27, 2009, 09:51:04 PM »
Is it just me or does SAkiha have better defense than Akiha?

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Seifuku Akiha / Re: Thread for our new goddess.
« on: July 08, 2009, 08:40:33 AM »
Well, to give you an idea of what I'm working with:

Intel Dual Core T2300 1.66 GHz
1.00 GB RAM
NVIDIA GeForce Go 7400

I did try a variety of plugins and settings, but this was about 2 or 3 years ago, they might have made some progress with the emulator.  If you think I still have a shot making it work I'll look into it.

9
Seifuku Akiha / Re: Thread for our new goddess.
« on: July 03, 2009, 08:00:43 AM »
I don't have one.  My PC runs PS2 games at around 20 FPS on emulation.

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Seifuku Akiha / Re: Thread for our new goddess.
« on: June 07, 2009, 02:28:21 AM »
Needs blazer akiha.

I second this proposal.

11
Seifuku Akiha / Re: Thread for our new goddess.
« on: May 26, 2009, 02:28:39 AM »
I'm going to have to learn how to use a pad AND a new main unless someone helps me figure out how to get a keyboard to input into PS2 MBAA.

And to assist in the worship of our goddess here's an image off of Gelbooru:

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Seifuku Akiha / Re: Thread for our new goddess.
« on: May 26, 2009, 01:47:45 AM »
Well, we haven't seen anything that looks like a 22 yet... she could still have some setups.

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Seifuku Akiha / Re: Thread for our new goddess.
« on: May 26, 2009, 01:34:52 AM »
I think they might be able to tell Akiha has more fans than siscon Shiki.

Anyways, why don't we proceed to analyze 50 seconds of footage?

  • As everyone has noted: wtf 5k meterless (and it doesn't even look that difficult).  May be rebalanced before the game releases, or Ryougi just has crap defense.
  • Sexy Full Moon claws.  Seems like they're a tad slower than Akiha's trademark low kick, but it also seems to have a larger vertical hitbox.
  • Flare rings, for lack of a better term.  Normal versions seem like zoning/oki moves (maybe even anti-air?), with slow startup but long lasting time.  EX version seems to be a combo chainer.  The damage isn't bad either, she pulls off a 4.3k invalid on Len...
  • FSAkiha seems to have the H/FAkiha j.C downward claws., and also the classic 4c.
  • Since all of CSAkiha's normals seem to be kicks, and FSAkiha's normals seem to be claws, will HSAkiha be a mix of the two?
  • Arial backdash looks kind of fail.
  • CSAkiha gets flametongues with hueg hitbox.  Range looks to be about CAkiha Ex 236.
  • CSAkiha might have two flametongue specials, seeing as the ex she uses hits high while the normal ones she uses hit in front.  Could be the same move though.
  • :fap: :fap: :fap: :fap: :fap: :fap: :fap: :fap:

14
NetPlay Community / Re: CasterStats
« on: February 22, 2009, 11:30:22 PM »
*Runs over RabidDeer with a semi truck*

Nothing to see here folks.

15
NetPlay Community / CasterStats
« on: February 21, 2009, 08:21:23 PM »
It's really cool.

Go check it out.

PS.  Join #MeltyBlood@DAirc.us

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Melty Blood Auditorium / Re: CasterStats --- Buglist in first post!
« on: February 19, 2009, 08:50:04 AM »
Ah, how about a "last updated" time for each player and a "Recently Updated" list?

About the ranking system: While I agree a point system would give a much less skewed representation of actual skill, I think you should keep some variation of the matches won ranking just so us players that suckhate nerodon't have very good win rates still feel like we're accomplishing something by playing more, because, after all, it's all about getting people to play more and interact.

17
Melty Blood Auditorium / Re: CasterStats --- Buglist in first post!
« on: February 18, 2009, 10:08:21 PM »
Suggestion: AA Character Portraits.  =)

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Melty Blood Auditorium / Re: CasterStats --- Buglist in first post!
« on: February 18, 2009, 12:51:40 AM »
Someone outta post up something about this in the Netplay section.

Also, for some reason under the player statistics in individual player pages some of the ranks will be (seemingly randomly) numbered 1 :, so you get stuff like three first places for everything (like on my page at the moment), or even weirder 1 :, 2 : and 1 : again.

For some reason the alignment on this page has been thrown off.  I thought it might've been the lack of different opponents but that doesn't seem to be the case.
http://www.meltyblood.de/CasterStats/detailedview.php?user=Snostrebla

In case I haven't appended this post enough yet, I suggest letting people pick their country when they register, I didn't even notice I was apparently from Mexico until I had uploaded my stats.

And oh yeah, make sure you implement some sort of spam filtering before all the interweb bots catch wind of the website.

And you need to remove the subject box in the edit page.

19
NetPlay Community / Re: Let's get some matches going
« on: August 21, 2008, 11:54:42 AM »
Try joining an IRC channel.  They tend to have more people present than Hamachi networks.  Plus there's better latency in most cases.

<blatant plug>If you're looking for one to join try #MeltyBlood on irc.deltaanime.net.</blatant plug>

20
NetPlay Community / Re: MBCaster bug thread
« on: July 23, 2008, 07:58:20 AM »
The only bug I know about that hasn't been mentioned is that sometimes while using the observe function to watch another match, after the (first? maybe not necessarily) match finishes the game goes into some sort of loop and shows the same char select/match all over again.  (Small note: if p1 used random stage select the stage is repicked randomly between the same battles).

The only help I can really give you is that I know at least once when this happened the two players were still playing while I was in this infinite observe loop, and on that occasion the problem persisted when I tried reconnecting.  This has only happened to me 2 or 3 times.

21
NetPlay Community / Re: MBCaster 08/04/24 out.
« on: June 12, 2008, 01:27:55 PM »
Are the replays supposed to save with the player names?  Mine don't do that right now, they just have the date/time.

22
NetPlay Community / Re: MBCaster 08/04/24 out.
« on: April 26, 2008, 02:44:06 AM »
Well, after returning to character select once inputs stopped working and I had to escape key out.  Haven't tried to replicate it yet, though.

23
NetPlay Community / Re: MBCaster 08/04/24 out.
« on: April 26, 2008, 02:23:13 AM »
Thanks Mauve!  Yay, now I can actually sift through dozens of replays effectively.

24
NetPlay Community / Re: mIRC help
« on: April 13, 2008, 07:30:02 PM »
First of all, find out what the network address of the network the channel that you want to join is on (format irc.-----.---) and also the channel name (format #------).

Next, start mIRC, and it should pop up a menu.  Fill out your nickname, name, and email address (they don't really have to be real) but you don't have to worry about the server options.  Press OK.

Next, in the blank window there should be a bar, which you type the command "/server [server address]" to connect to it.  After it finishes connecting type "/join [channel name]" to join the channel you want.

Also, I think MBread has its own irc channel but there's also one on irc.deltaanime.net, #MeltyBlood, that you can join if you want to.  We always welcome new people. =D

25
NetPlay Community / Re: MBCaster bug thread
« on: April 06, 2008, 03:08:56 AM »
Quote
I believe Player 1 sets the delay.
Indeed they do!  But that's not what your opponent would see unless you use the recommended delay.

Quote
I've noticed that mbcaster always displays the recommended delay instead of the inputted delay to Player 2 before starting up MBAC.
Quote
mbcaster displays the recommended delay to Player 2.


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