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

Messages - ikeTATARI

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1
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: September 20, 2010, 09:41:11 AM »
I'm so hype for AH3 after watching it at SBO. Sooooo unbelievably hype.

Though the best part was watching the 3S/SFIV fanboys getting hype for AH3 - we bought the nicovideo stream at arcade in a box.

"Oh shit, go pajama Girl! Get those manbos!" Was possibly the best thing uttered. XP

2
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: September 16, 2010, 12:39:17 PM »
Ignoring the fact that every change in BBCS2 will be in the balance patch of BBCS (lol fact checking), your logic is flawed - people ALWAYS prefer local gameplay. I hated netplaying MBAC (mostly because I lived far away), and if there had been an arcade I would've gone and played in a heartbeat. I think a lot of people probably feel similarly - I mean hell, there are people that play BBCS on arcade cabinets just because they prefer it, even though the game is out for a system and such. It's just easier - you don't have to have a good setup, you don't have to have a place to host, you don't have to bring your own stick, you just show up and play. It's also fun - it's a gathering, you're playing.

The thing is, they can't prevent a "PC Port" anyways, with the ability to just emulate the arcade console on the PC, but if they released a PC port, instead of just losing money on it, they'd make money on the fact that people want to play on their PCs. Additionally, you have to look at it from the point of view of people in Japan - they play a lot of arcade games there, and I don't think having a PC release will kill their arcade profits. Then take this into account - if they release a PC port, it doesn't have to be localized for American users - which costs them less money for a larger consumer group. I can see absolutely no downside to releasing a PC port of this game, because a Japanese player is still going to go to the arcades (as evidenced by the amount of BBCS played in arcades there, even with a console version with MORE features than the current arcade), and American players won't have arcade cabinets near them anyways - so if you get them buying the PC version, you've increased the amount of money you're making for minimal work, AND you've brought the game to another country which is currently lacking in MB.

3
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: September 16, 2010, 01:08:35 AM »
They can basically take CC,slap it on a dvd,and it'll work on a PC,but yeah,the higher-ups are stopping this,obviously for financial reasons.

I'd like to ask - for what financial reasons? They stand to make huge profit off of a PC port, and, if the PC port goes over well, good profit on a PS3 port because it's REALLY EASY to make a PC title and make money off of it. For the very reason that all they'd have to do is slap it on a DVD with some pretty cover art - they wouldn't have to really change the gameplay or the game itself one bit.

Whether it gets "ported" or not, much like when BBCS came out for arcades, I'm sure people will find ways to emulate MBAACC on their computers. I just will never understand why they won't port it at minimal financial risk for themselves, with the chance to do very well financially off of it, considering that the majority of the people who started out with MB played it on their computers (or in arcades, but they obviously have that part covered).

4
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: September 13, 2010, 11:08:18 AM »
Those C-Arc combos, around 3:50, look really cool. o:

5
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: August 22, 2010, 01:43:01 AM »
Spiteful's was surprisingly fun. Too much drunken Rock Band for my taste (and that's hard to do), but I actually got to play some good BBCS matches. And Dan got me to play GG at which point I realized that it's REALLY fun, so, gonna probably pick that up too. =D

6
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: August 21, 2010, 02:25:36 PM »
Forgot that not everyone is like OMG SOCIAL EVENTS!??!?!?!?!??! YES PLEASE.

Fair enough. Hope to see you next time we head to Phoenix. =D

7
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: August 21, 2010, 01:06:26 PM »
I'm pretty sure there will be fighting games at Spiteful's. That's how Ted roped me into going.... Promise of BBCS and MB.

8
Kohaku / Re: F-Kohaku
« on: August 15, 2010, 04:17:59 PM »
So I don't know if anyone else does this, but you can get oki off the airthrow if you do this:

land 5[C] 236A/B

The 5C has to be timed PERFECTLY to right when she goes back to neutral, but it will beat just about anything they can do on wakeup that doesn't have invincibility frames, and is completely safe because of how far away you end up. The 236A/B is on reaction - if they jump towards you you can 236B and catch them in jump startup, 236A if they try to dash/backdash. 236A gives you hard knockdown (which is fantastic for Kohaku, of course) and 236B if it counters gives you really good damage.

9
Kohaku / Re: F-Kohaku
« on: July 28, 2010, 02:22:42 PM »
So is it just me or does Kohaku have really stupid air superiority to 90% of the cast? I mean, not even considering her fantastic jumping B and C hitboxes (both of which have considerable reach outside of Kohaku's own hitbox), but the fact that the clashes in her 2B can be cancelled into a 214A/C or a 236B... Not to mention the fact that 236B on CH leads into a 4500~ damage combo from closer ranges, or at LEAST a hard knockdown with a 236A from the very tip of it...

I'm really surprised I never thought to try this character, honestly. Doodling around with her a bit in a few casuals and in training mode (and looking at her framedata with the framedisplay), she's got some surprisingly strong normals. I think I always sort of considered FKoha inferior since H is considered the best groove, but geeze, she's fantastic.

10
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: July 25, 2010, 01:07:39 AM »
I was joking about the Forest of Einnashe, RE: everyone telling me how terrible it would be.

11
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: July 25, 2010, 01:03:43 AM »
You know what choco, it's okay that I lost so much - you guys are good players in that you can actually give me some advice on what to change about my playstyle and what might work better instead of just trolling me all day long. Though I think I'm gonna learn some Roastbeef - I've really wanted to, but continuously feeling like 90% of the reason I'm losing with HLen is because I just don't really understand her game and don't really mesh with her playstyle finally pushed me OVAR THE EDGE.

brb grindin' dat trainin mode

12
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: July 24, 2010, 12:49:11 PM »
There are only six empty seats. And if you count Roa as one (he's "unnumbered"), there are only 5 empty seats. That's still a lot of additional characters that could be added. <<

Though some of them wouldn't make very interesting fighting game characters (I -TOTALLY- want to play as The Forest of Einnashe), others could be fun to play (I would play as Merem Solomon all day long, kthx).

13
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: July 24, 2010, 10:34:20 AM »
IIRC they actually already have names and descriptions for all 27 of the Dead Apostles. I'm not 100% sure, but you're right, those would be better.

Really I just want Fujino. D= I like her character design.

14
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: July 23, 2010, 11:36:55 PM »
Kara no Kyoukai and Tsukihime are *NOT* the same universe. They are all part of the greater Nasuverse, but they are not the same universe. At all. Fate, KnK, and Tsukihime are the three sub-universes that make up most of the greater Nasuverse. (There's also stuff like DDD in there, but then we're getting real in-depth - for all intents and purposes, those are the three that "matter.")

But we know Touko exists in the Tsukihime universe. She's referenced by Aoko in the canon.

I want to know why they aren't the same thing, though - there's no actual canon saying that they aren't happening at the same time, and Aoko even shows up in KnK if you're paying attention (she pretends to be Touko when Ryougi is in the hospital). There's absolutely no reason that they can't be happening at the same time, especially if Ryougi can be summoned at all. My understanding of Kara no Kyoukai was that it's like Tsukihime: Gaiden - KnK gives much more insight into the mechanics and the workings of the Tsukihime world, and actually helps to explain some of the things in Melty Blood in particular that I didn't understand.

Additionally, Azaka really is nothing like Akiha if you take into account the fact that she's quoted by Shiki to be "unrealistically strong" - she's much more a brawler than Akiha is in the canon, and I think she'd play VERY differently in a fighting game. Additionally, even though her character design is SIMILAR, it's not really identical imo - Azaka is definitely much more girlish than Akiha is, with Akiha having a bit more of a dignified look.

The only one that I think is a bit of a stretch would be F/SN characters in Melty Blood, since most of them are never referenced in the source material, and Fuyuki city isn't mentioned at ALL. However, Touko is referenced by Aoko, and obviously Ryougi is there, so who's to say they aren't happening simultaneously?

15
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: July 23, 2010, 11:30:19 PM »
So RE: Me and Ted staying at melty haus overnight, we don't need to, as our ride needs to be in Tucson on Sunday so he's gonna chill out and take us home that night.

Heaaaading to the melty haaaaus, gonna play me some HLeeeeen. Here's hoping I don't get destroyed too badly~

16
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: July 23, 2010, 08:14:08 PM »
If there's really going to be any extra characters, they'd either need to be invented for the game, because about the last two Tsukihime characters that can be pulled out are Altrouge and SHIKI.

Except that Kara no Kyoukai (same universe!) has tons of other characters that can be pulled. Azaka and Touko being two obvious choices (Touko especially, being that Aoko actually references her in her Tsukihime/Melty Blood storylines, iirc) and Azaka and Shiki actually have a pretty awesome backstory. Additionally, the Ryougi family is actually mentioned in some Tsukihime canon as one of the lineages (along with things like Arima) that are well known.

That's not to mention people from Kara no Kyoukai like Souren Araya, Fujino Asagami, or Cornelius Alba. There are plenty of characters in the Tsukihime universe that would fit perfectly into a fighting game - hell, watching Kara no Kyoukai, I'm surprised Azaka isn't there already - she's basically Akiha if Akiha fought like Satsuki. Would be really interesting to play, imo.

17
Frame advantage means that you recover that many frames before your opponent comes out of blockstun (aka before they can do anything).

What that means is that you can use another normal and catch an opponent mashing out, or throw out an anti-air move (for example, Akiha's pillars, though I don't know how many frame startup they have) and catch jumpouts. Some characters can also use plus frames to have save "frametraps" revolving around dashing back in and throwing out a 2A almost right after they leave blockstun, catching attempts to mash. Additionally this means if you're close enough to your opponent and you have +frames you can use them for tick throw setups, especially if you've gotten your opponent to respect your blockstrings. What this also means is that if you're really close to your opponent and you throw out a move that's safe and block, you have time to block if they try to reversal/shield bunker/mash out of your blockstring.

And of course on the other side of this is that if you use a move that has -frames on block you give all of these benefits to your opponent unless you cancel the recovery into something that is +frames on block or whiff a 5A.

18
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: July 23, 2010, 09:40:47 AM »
Usual hosting starting @ 6 PM pm Saturday but arrangements can be made if people need to come by earlier. Let me know if you need to know anything else

Would we be able to stay Saturday night and leave Sunday morning? That's really all I needed to know, we were hoping that you guys were doin' stuff Saturday as opposed to tonight anyways, we just won't have any way to get home cause our ride doesn't wanna just hang out in Phoenix until whenever we're done playing MB.

19
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: July 22, 2010, 10:21:30 PM »
Anything going down at melty haus this weekend? Me and Ted wanna see about showing up.

20
Kohaku's Magical Garage / Re: Throws?
« on: July 22, 2010, 08:22:52 PM »
iirc throws are exactly the same and roughly 3f startup, you aren't putting your normal out fast enough, it isn't the controller's fault, stick won't solve your problems

If throws come out at 3F and I have input lag with my controller making my normal come off a few frames late it will. Especially because a few frame input lag doesn't really bother me during combos, but it may if I'm, say, dashing in after a 5A whiff and throwing out a quick normal and it comes out a few frames late. =D

But thank you for the definitive data on it.

21
Kohaku's Magical Garage / Throws?
« on: July 22, 2010, 06:48:47 PM »
So maybe this is a stupid question, but throws suck, right?

I'm continuously getting thrown out of normals on the ground, and I can't figure out if it's input lag from my controller (using a wireless one right now) meaning I don't get the normal out before the throw, or if they just beefed throws up significantly.

Luckily for me I'm thinking of getting a stick soon, so it shouldn't be a problem for too much longer, but I want to know if I should be raging at the game or at the controller, or if maybe some properties changed between AC and AA?

Also, when I say normals, I mean moves like Len's 5A or 5B or Sacchin's 5B, not a really slow move like a charged normal or something. Getting thrown out of those doesn't really surprise me as they don't have any active frames to hit someone out of a throw attempt. :P

22
Len / Re: H-Len Discussion
« on: July 22, 2010, 09:43:47 AM »
See, I saw the Blackcat Again thread and the first thing is Crescent, so I figured it was a C-Len thing.  :psyduck:

Go into training mode vs any character, and set the dummy to all guard, and recover a.  Do 623a~a at them.  Watch what happens.  There is nothing keeping anybody from mashing back at you whenever you run 623a.  You can do 623a~b shield, but why force yourself into a guessing game when you're the one pressuring?

We just did this, btw, and it's completely safe and will actually net you a counterhit if they try to mash out. 623A~A is +frames on block and can be normal cancelled, so... If they try to mash out between twirls they get counterhit, and if they try to mash out after the last kick they get counterhit. Did it multiple times with multiple different recovery skills/characters. The only characters I could see breaking this are characters with invincible reversals with fast startup...

23
Len / Re: H-Len Discussion
« on: July 21, 2010, 09:52:43 PM »
here's the thing. this character is not an unknown to mbaa. h-len gets quite a lot of play and there are named players for her in jp with extensive amounts of footage out. the character has been figured out. we're trying to save you the work of discovering everything on your own. getting offended when people tell you exactly how to improve your game is not conductive to stepping it up. take all advice to heart and learn from it instead of getting mad that someone tried to help you.

It's not so much that I'm mad or offended, I just felt like when I went to the HLen wiki entry there was nothing there and so I sat down and played some stuff, watched some videos, etc, and then when I posted everything suddenly all these people were like "OH HAY I KNOW HOW TO PLAY THIS CHARA BETTER THAN YOU". I'd be glad to listen to his advice if he hadn't waited until I posted a guide to make any posts in this forum.

And awesome o: HLen is fun and it'd be nice to know where to find things for her. I wish more people would update the wiki because I feel like for a game that's been out as long as AA has, there's really not as much info on it as there should be.

24
Len / Re: H-Len Discussion
« on: July 21, 2010, 08:15:13 PM »
No offense PHuaxe, but if you wrote a guide post instead of just telling me all the things that were wrong with me, I wouldn't've had to sit in training mode and try my best to figure out a character I wanted to play. Why you took the time to instead rip mine to shreds is confusing to me, and while most of what you say is right, the only thing I can think to disagree on is the corner throw loop, which I can't even get one rep of, and is not NEEDED for her game (in my opinion).

That said, the HLen info should really be consolidated and then put into the wiki so that we don't have repeat posts all over the place.

EDIT: Also, Press, it's not quite as useful as I said it was (I was hype for it at the time), but it can be used for some ridiculous crossup shenanigans, and the C version is pretty strong since it gives you full air movement as if you jumped without telling the opponent you jumped until the last second.

25
Regional Community / Re: AZ - Welcome to DESERT COAST.
« on: July 21, 2010, 11:08:24 AM »
Enough about AH3, let's talk about how I finally learned some execution on this game some 4 years after I started playing it. :P

JK I'M GETTING HYPE FOR AH3 DON'T KILL ME D=

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