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

Messages - Xavori

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26
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: July 28, 2008, 12:52:04 AM »
'cause the words "3DCG" in the title are totally moonspeak?  (=ω=)

27
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: July 26, 2008, 05:25:46 PM »
Sorry to burst your bubble ((and I mean that sincerely))... ロケテスト, or "loketesuto" confuses most translators, since "loke" usually refers to the location of a film shoot, not where an arcade is beta-tested.

28
Akiha's Tea Room / Re: What does Nero say??
« on: July 26, 2008, 03:38:28 PM »

29
Hisui / Re: Hisui wake-up?
« on: July 26, 2008, 02:31:04 PM »
 :slowpoke: Concerning the bentous, it was because I always blocked, instead of attacked, in oki.

But one more question: With someone with a 623 like Aoko's that moves the character out of bentou range, is there any more advantageous way to utilize the knockdown? Because it feels like a game of rock-paper-scissors instead of actually having control over the opponent, if all I can do is pick poke or block...

30
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: July 26, 2008, 02:01:55 PM »
(>д<) あの。。。CTさん。。。
2C hit confirm has 10 frame startup, while 2A has 4 frames and 2B has 7 frames.

Against White Ren:
Standard combo: 2ABC>5C>6C>j.BC>j.BC>throw = 3833 damage
CT combo: 2C>5C{3 hits}>6C>j.BC>j.BC>throw = 3696 damage
:prinny: combo: 2BC>5C>6C>j.BC>j.BC>throw = 3866 damage

In addition, 2C>5C{3} must begin closer than 2BC does, while also having more startup frames.

Not that I'm advocating 2B hit confirm or anything...

31
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: July 24, 2008, 02:50:34 AM »
Whoa, that would be a move move that beats Nero's j.C, EX Hiero, and Mech Hisui's Arc Drive combined: Aoko's shota collection stampede, which she obviously stores in her suitcase.

32
Hisui / Re: 236C Cancel
« on: July 24, 2008, 02:46:40 AM »
もしかしたら...... Do you mean j.236C? If so, that's not a cancel, that's just landing. And you can "cancel" into anything.

33
Hisui / Re: Hisui wake-up?
« on: July 19, 2008, 10:46:29 AM »
Thanks so much, everyone! I appear to still be stuck in the scrub zone; mind if I ask for more help? ^^;;

I appear to have spacing problems. After a ground throw, I do 22A, but it sets up quite far behind the opponent and doesn't prep in time to beat any move that goes forwards. I'm now walking towards the opponent after 22A for a few frames before they can get up, but after seeing more Hisui replays I think I'm doing something wrong.

Also, what are the advantages to Airthrow>jump instead of Airthrow>airdash>(j.B)?
And does anyone here prefer the Groundthrow>double neutral jump mix-up over Throw>22A/B?

And, in Max Heat against opponents without projectiles, do you recommend doing random 623C>dash into dust>22A/B/Cs?

34
Melty Blood Auditorium / Re: Lobby Bot on #MBCaster
« on: July 18, 2008, 07:33:12 AM »
At dat airport heading back. ;-; Intarweb is good, but I'm not happy for some reason...

http://www.mediafire.com/?1jgjnlmjbdi

35
Hisui / Re: Hisui wake-up?
« on: July 16, 2008, 09:13:53 PM »
Aww, anti-male shove doesn't look sexy? :3

Anyways, thank you very much!!

36
Hisui / Hisui wake-up?
« on: July 16, 2008, 08:46:51 PM »
What should Hisui do on wake-up? And what are the pros and cons of 5B? ((It's not covered in the main Hisui thread's "Normals to know" section.)) Also, is the stuff-fu command 2142A or Ren-style 214A2?

37
Wallachia (Warakia) / Re: Warakia Actress Again changes
« on: July 16, 2008, 06:51:48 PM »
But in Crescent Moon, his attacks will be even faster, so perhaps range is decreased to compensate?

38
Ciel / Re: Actress Again Ciel Discussion/Speculation Thread
« on: July 15, 2008, 09:18:43 PM »
Before I start, forgive my lack of structured thought.


I think that most of these changes are because of the Guard gauge. Ciel's the only character with a projectile combo, no? And most of these changes seem to be increasing her hit count ((Multi-hit bunker-y thing and Nyanyaya's slashes)) as well. However, my question now is, after she Guard Crashes someone, how much damage will her best BnB deal?

Ciel has 421 and 63214/624 commands open. I have a feeling the aerial keys will be 421, since it's close to 214. ((I'm imagining giving them and Mech Hisui's jetpacks clash frames and listening to the cacophony.)) Anyways, 63214 is still open for the Nanaya, and EX Nanaya could be the bunker... maybe...

Although it's far less effective than 2CC, what about Ciel's
Quote
2BB
  >j.236A>throw
  >j.236B
  >j.214A
  >j.214BBB
mix-up?

((Guh... too much Brawl. I'm imagining j.623 as something like Ike's side-B))

However, if Ciel really does drop to Neco-tier, I think it'll be interesting to get a large wave of really good players experimenting with the other characters.

39
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: July 15, 2008, 08:50:30 PM »
Ahh, found it. Marble Phantasms stay within the laws of the world, whereas Reality Marbles create their own, singular law.

40
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: July 14, 2008, 01:15:13 PM »
Yeah, I think Roa's Noble-- I mean, Marble Phantasm was called Square.
What?

You mean Reality Marble, not Marble Phantasm.

Reality Marbles are a subclass of Marble Phantasms, aren't they? But eh, I don't care; you're probably more right than I am. Too much Type-MOON terminology, not enough AA footage. =\

41
Melty Blood Auditorium / Re: Lobby Bot on #MBCaster
« on: July 13, 2008, 04:40:58 PM »
Mizuki: :3 'cause I was bored one day.

Loli: Good to see you back! I'm still not back from Taiwan. Iro sez [hi.] I'll upload whatever version I'm running, in case it's different, but her intarweb suxx. [It's true... ;-;] Once I get back, though, I will.

42
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: July 13, 2008, 04:35:07 PM »
Yeah, I think Roa's Noble-- I mean, Marble Phantasm was called Square. Now the question arises, why does Ciel yell out, "Code: Square" when using Seventh Holy Scripture? In b4 suppression, pl0x.

43
Akiha's Tea Room / Re: STANDING C!!!!!!!!!!!!!!!!!!!!!!!!!!!
« on: June 23, 2008, 06:55:10 PM »
When I play as Miyako, having the game interpret 4C as 6C after a left/right-mix-up was the only thing that saves me from eating mantis all day long, before I learned to EX-shield. :prinny:

But you're right about gator-chomping Ciel's dash. It's one of the only ways I can beat Iro.

44
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: June 21, 2008, 08:44:29 AM »
I'm just hoping for balanced styles... I don't want to have to bother with a bunch of different patches, especially if it's on a ROM board...

45
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: June 06, 2008, 02:00:59 AM »
[Insert bad joke relating the S in STD to the inanimate blood pack.]

46
Akiha's Tea Room / Re: Fighting game mechanics [06-06]
« on: June 06, 2008, 01:31:26 AM »
>.< Shameless bump...?

I probably should have waited until after I textured her eyes... she does look a bit weird.
http://midoryoku.deviantart.com/art/Futsuu-tte-iuna-87835049

Should I flip the first post so that new updates are at the top?

47
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: June 03, 2008, 08:27:03 AM »
It's her "Halo" attack. It works exactly like currys, but it uses riez's weapon :3
o_O That would be really cool, since all of the lines of Curry's attack could be etherlite. Of course, it would shoot Sion further into SSS+ tier.

48
Akiha's Tea Room / Re: Fighting game mechanics [06-02]
« on: June 03, 2008, 08:22:47 AM »
Awwwwww~~~

49
Akiha's Tea Room / Re: Fighting game mechanics [06-02]
« on: June 02, 2008, 11:50:51 PM »
Hmmm. I want to promote being in the air, since there are already a large amount of disadvantages ((no momentum control, can't stay in the air for a long time, harder to hit the opponent since you're both moving, etc.)), so I want to make it so you can't just hold block to block an attack, so how about this:

Along the lines of EFZ's Recoil Guard, if you press back ((can't hold; has to go from neutral to back)) within a fairly generous amount of frames, you can block a normally air-unblockable attack. You still have blockstun and chip, so it won't be like a Faultless or EX Shield.

If this is acceptable, the question now is, what about moves that are air-unblockable, but hit multiple times, like Sion's 623 whip spin? I'm thinking of only making the first hit of any attack air-unblockable ((so you need good timing)), but if people want multiple air-unblockable hits, could one "Almost Recoil Guard" once, and be covered for the rest of the hits, or do they need to ARG each? I don't think I'd like to have to 4545454 repeatedly, though, but it wouldn't be very difficult since the timing is very loose.
Then what if you give them the option to do both? Say that after they "Recoil Guard", they can continue to RG and take little to no chip damage, or if they don't want to time it properly, they can just hold back and normal block the rest of the hits, but take more chip.

You can also add attacks that HAVE to be multi-part RG'd and can't be RG'd into air-block.
Oooooh. Nice idea~ [/Sunohara]

50
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: June 02, 2008, 11:49:40 PM »
Oh... I thought she was blocking Riez's attack... XD Where is she?!

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