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

Messages - littlebro

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26
Actually, i learn most of the strategy and combos from you. Strategy and blockstrings are learn best when you try it on experience players or some characters. Updates are needed because I found many extended or better way to play Arc. But hey, if you have something new, I want to know cause there is still more to learn about her.

27
Melty Blood Auditorium / Re: Hi-res sprites?
« on: March 20, 2008, 08:58:59 AM »
You don't have to increase the res sprites. Better off using filters for the sprites. I think the PS2 and the arcade version contains the same sprites but they used their own renderer to look better.
http://en.wikipedia.org/wiki/2xSaI

"Pixel art scaling algorithms are image scaling algorithms specifically designed to enlarge low-resolution pixel and line art that contains thin lines, solid areas of colour rather than gradient fills or shading, and has not been anti-aliased.

The standard scaling algorithms are bilinear and bicubic interpolation. Since they work by interpolating pixel colour values, and usually set each pixel to a value interpolated between four input pixel values, they introduce some blur into the output. Although this is acceptable for continuous-tone images, it destroys sharp edges and is often seen as ruining the appearance of line art. Nearest neighbour interpolation preserves these sharp edges, but it makes diagonal lines and curves look blocky. Thus, the ideal algorithm for enlarging line art would be one that would interpolate areas of continuous tone, preserve the sharpness of orthogonal lines and smooth (ideally with anti-aliasing) diagonal lines and curves. Several attempts have been made to accomplish this.

Since a typical application of this technology is improving the appearance of fourth-generation and earlier video games on arcade and console emulators, many are designed to run in real time for sufficiently small input images. Many work only on specific scale factors."


I suck at programming, don't ask me. Probably the best way and the easiest way. Still, i prefer custom high resolution sprites because you can revise the colouring scheme such as the shading/toning/shadow/artwork. You will need a team for that. And oh yeah, if you decide to change the sprite, improve the backgrounds too(more animation/3D?).

28
I think you need a part III for your guide. :D Still..... whiff cancel 2a or 5a is too important. Prevent being punish for having small gaps while increasing your pressure. The faster the whiff the better.

Also, i just found out that the lower 5C hits (while in air) the more no-tech time. That explains a lot of Arc combos.

29
I got the video, relaunch infinate requires godly 2a whiff cancel after 2c in MBAC vb2. The Re-Act infinates are removed.

You can still extend the relaunch combo by using j2b > 22a > 623c. I'm still improving these combos as they suffer too much from proration. You might want to add some strict timing combos in it. j2b stresses on height. Don't expect much if you try to combo straight from the ground with 2C cause it is too low.

(stable reversal version) No strict timing with one wallslam to spare. I'm trying to send them back but so far i'm unable to do that consistently(air tech problems).
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > j2B (jump higher to connect) > land 22A > 623C > (move forward towards the wall to reverse) > 5A > 5B > 2B > 2C > half charge 5C > J.A > J.B > J.C > J.A > J.B > J.C > throw or 22B combo. Max 41 hits. 3900 Damage. :'(

Note : Doesn't work on Nayana and Aoko since you can't hit them with 2C.

Other j2B options
2nd Relaunch 2C > 4B (one hit) > j2B whiff > 22A > 623C > combo of your choice

2C > 4B (no delay) > j2B > 22A > 421C (you will have to reverse input 623C)> combo of your choice

Special air dash > J.C (to prevent wallslam, it is easier skip this but you waste one wall slam) > j2B > 22A > 623C > combo of your choice

5B > 2B > J.A > j2B > 623C > combo of your choice. It is possible to combo off 236A but it comes out slow compare to 22A or 623C.

30
Arcueid Brunestud / Re: Arcueid Brunestud Guide (Chii Version)
« on: March 16, 2008, 01:58:43 AM »
Probably to measure the height before unleashing 2a. Otherwise you need to delay the 5a properly.2a give around 40-50 (if you replace 5a with 2a) extra damage for a normal wallslam combo. I still favor 5a due to several reasons. 5a is more forgiving while 2a helps you in delaying properly. If you wallslam slightly higher(I get pressured sometimes and mess up  :psyduck:), 5a will have a better chance to combo and you can lower it after the 2nd wallslam. In short, less strict timing.

31
5B > 2B > 2C > 4B (2 Hits) > IAD> j.C or j.B > Land > 5B > 2B > 2C > > 4B > j.A or j.B whiff > 5A> 5B> 5C> 5A> 5B> 5C> 5A > 5B > 2B > 4B > j.B > j.C > j.B > j.C > Air Throw

Tare, can you pls double check this whether this combo works on MBACvB2? I never seen this clip in MBAC before. Seems like it doesn't work anymore(doubting).

[5B > 2B > 2C slowed]  > Second relaunch 4B [1 hit with no IAD]> j.A whiff > tech out before I even hit the ground.

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Arcueid Brunestud / Re: Arcueid Brunestud Guide (Chii Version)
« on: February 28, 2008, 06:41:33 AM »
5[C] can connect if it is a counter. You should look out for it. Most players fire and forget 5[C]. You can easily yield 7000 damage ++ if it counters. Simplest method is through blood heat arc drive.

33
Arcueid Brunestud / Re: Arcueid Brunestud Guide (Chii Version)
« on: February 10, 2008, 11:25:59 PM »
Three Swipe Wall Slam Combo At least 6000 damage
Half Charged 5C 236B 236B 236B 623C (2Aor5A)5B5C! 5A5B2B(extra 2C) 4B BC jBC 6Q or 4Q

Extra attack before 5C will reduce the damage.
Difference between normal and charge 5C is 500 damage.
Third 236A/B can be canceled into EX move.
236B 236B 236B 623C will whiff on Kohaku. Change 623C to 214C/22C for 4500 damage.
One mistake, you gonna pay for it. It is possible to bail out during 3rd swipe 236A/B with 214A/B or delayed 236B.
If you are 3/4 across the map, you will have to chase them down after 623C.

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