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

Messages - Xavori

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51
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: June 02, 2008, 09:46:43 PM »
Did anyone else notice that Sion doesn't have the bullet counter anymore?  :prinny:

no more gun for sion....you hope...
she got infinite bullet :prinny:
Like some old school sega game.



I like how you guys continued this conversation without confirming. The picture was in the same thread.


Actually... does anyone see Sion in that picture? XD I know where she's supposed to be, but I can't actually see her.

52
Akiha's Tea Room / Re: Fighting game mechanics [06-02]
« on: June 02, 2008, 09:44:24 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.

53
Akiha's Tea Room / Re: Fighting game mechanics [06-02]
« on: June 02, 2008, 04:37:17 PM »
There is often a girl with a signficantly low bubz rating.

EDIT: Try to make the hitboxes circles instead of squares, square hitboxes are really dumb and abusable. If you can't it's all good.
Even if they're older, they'll grow up like Rika.

And I can indeed make circle/oval hitboxes.

54
Akiha's Tea Room / Re: Fighting game mechanics
« on: June 02, 2008, 07:37:32 AM »
Quote
As for anti-air blocking, I really like Guilty's mechanic for that, how you can't air-block a ground-based move unless you Faultless Defense.

Isn't it the same thing with Melty? You basically are forced to EX Shield on jumpin if your opponent has a good anti-air.

Quote
That is a nice idea. Maybe create a damage absorption ratio, and whenever you block that percentage would drop 1%. For example first time someone blocks an attack he would not get any damage from it (100% absorption) but on the next one he would get 1% damage. Of course this value would increase when you are not being attacked and would increase even faster when you are attacking ( that way rewarding agressiveness). Maybe when the ratio reaches 75% there would be a guard break, allowing a 2 second stun maybe?

Hmmmm... so, if we split up turtle punishing into these categories:
-Chip Damage
-Combo Damage ((Damage taken by someone who has turtled for a long time, and say, fails a mix-up. No relation to being Guard Crashed.))
-Guard Crush/Crash/Break ((Yes or no))
would it make it easier to answer?

Quote
an anchor weilding girl would never play the same as a syckle user
True, so why is it that May and Axl can jump at the exact same height and speed-- for that matter, why can May jump at all? I'm not going to limit my characters to ground only, of course, but I think that she should be forced to use the walls, or the opponent, to give herself some sort of boost to get into the air. Characters with large guns could use the recoil to lift themselves off, while ones with greatswords would have to polevault off of their weapons.

I don't mind if we continue discussing this; I really respect your opinion. However, if anything, I would include these huge differences just so I could practice balancing characters.


Also, has anyone checked the link to my deviantArt, or is it tl;dr? I'll try to simplify it, if the latter is the case. I'll move the link up to my first post.

55
Melty Blood Auditorium / Re: Lobby Bot on #MBCaster
« on: June 01, 2008, 07:54:19 PM »
I'm back, and so is the MeltyBot!

56
Akiha's Tea Room / Re: Fighting game mechanics
« on: June 01, 2008, 07:34:23 PM »

I don't know all of the mechanics of Guilty Gear. I have the PC version, but I don't play it very often. Stupid people spamming Millia's hair-sword-surfboard.
Oh, and I haven't played Brawl yet. My Wii broke.
Block low. Move is highy punishable. Millia can do much scarier things to you if you let her.
Good you haven't played brawl its terrible.

Still fun as hell though.  Even Indy plays it he even said "I like Ike" in his latest movie.
I don't know about you, but hell really just doesn't seem that much fun. =P  :prinny:

57
Akiha's Tea Room / Re: Fighting game mechanics
« on: June 01, 2008, 11:21:33 AM »
Aaaahhh... just got back from a-kon... Tired, but sooo happy. I played seven hours of Melty, and got a Sion figurine too. ^____^ Anyways...

Duh there's going to be lolis. It's going to be an all female cast, because males are boring and they all look the same. Female hairstyle and color alone can be used to differentiate characters, but I'm leading more towards a Soul Calibur style, where the weaponry is what sets them apart. >_> And this armory is going to be the weirdest you've seen. But hopefully not in a bad way.

I don't know all of the mechanics of Guilty Gear. I have the PC version, but I don't play it very often. Stupid people spamming Millia's hair-sword-surfboard.
Oh, and I haven't played Brawl yet. My Wii broke.

Quote
0) I don't believe that is a good way to create a fighting game. You should be able to have a different feel when playing different characters, but i think that having to change completely the way you play between characters is not a good thing. So maybe make some differences ( some characters have are heavy hitters but not so fast, other can counter quickly, a character that owns in aerial moves...) but try to create a feel that all character belong in the same game.

Maybe I should just steal more Melty mechanics and make styles: A weak, newbie friendly style and a style where the mechanics are changed. Or do you think I should just have three or four "basic" characters and the rest can be specialized?

What I'm really confused about is whether the idea that variability should lie only in changes to speed and power [/oversimplification] that's been prevalent in most fighting games- and games in general- has been around for so long because it works, or because no one has dared to challenge it. So since this is just going to be some freeware doujinshi, I might as well experiment before I start working and money gets involved. I'm going to have some of these weird mechanics involved, but I wanted to find out just how weird I could make them before people can't handle it. However, I guess the only way I could find out is by actually making these characters and letting people use them. You can discuss the topic more, if you want, but I don't feel that it's an issue that can be solved by words.

Quote
Oh, and preventing a character from blocking low or overhead, it's just too unfair.
Yes, but it's something unfair for something unfair. What if you couldn't block overheads, but you could never be hit by projectiles, or never thrown? I'm probably not going to go as extreme as total immunity to some attack, but hopefully it illustrates my idea better.

Quote
the only prob I had with EFZ was no freken balance.

Well, I'm going to stay a part of the community, so balancing will be quick.

Quote
temp boost to an ability
Quote
how to do it in a way that is not totally copied from another title beats me.

Give me a day on this and I'll have "something special" concerning this. Stupid copyright issues have me paranoid, so I need to find a place where I get to keep all rights, which is probably only DeviantArt.

Quote
The system needs clashing

I figured it was obvious there would be clashing. :3 Total agreement that it's vital to fighting games.

Quote
Punish new players?

Ah, sorry, I worded that wrong. I mean, how should a good player be able to punish these things? In Melty, you have EX-shielding for projectiles and throwing for turtling, but can anyone think of different ways to counter each? I've been toying with the idea of "catching" projectiles instead of simply blocking them, and shoving or tripping someone who's turtling-- and if they're air blocking, you could shove them to the ground and they'll take damage or be stunned. I'm also thinking about having a guard meter that only reduces with certain obvious, slow, high prorate, or other severely penalized moves. You wouldn't be able to combo off of these moves, so you would never throw it out randomly unless you knew they would block it. But actually, turtling can be fixed by my "special thing" too.

I had some more questions, but I'll put it off until I can get my mechanic sorted out. I'll be back soon... maybe.

58
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 29, 2008, 08:14:15 PM »


(゜д゜) But what is this?! You obviously shooped those bullets into your picture.


Just kidding. Thanks for clarifying.

59
Akiha's Tea Room / Re: Windows 7
« on: May 29, 2008, 07:38:29 PM »

60
Akiha's Tea Room / Re: Anti-Piracy!!!
« on: May 29, 2008, 07:14:03 PM »
And then you find out AA comes out on PC five years from now.

I preordered the limited edition MBAC long before Arly put up the affiliate link... Sorry Arly/Melty Bread. =/

The one thing that's good about arcade games is that you can't pirate it, if it's on the right system.

I used to pirate non-stop, but now I take pride in supporting my favorite companies; I have all of the Melty Bloods, MHP2, MHP2G, and Senko no Ronde on display next to my computer. Although, it does seem hypocritical since I have to get my consoles mod-chipped, but it's only so I can play games region-free.

61
Akiha's Tea Room / Fighting game mechanics [06-06]
« on: May 29, 2008, 07:04:01 PM »
Well, summer's here for me, and I've decided to waste it making my own fighting game.

I just wanted to see how peoples' opinions were on different aspects of fighting games, what I could do to improve the genre, and what to totally avoid. Anyone can voice your opinions, and if possible, try to refer only to the question at hand and not to other peoples' posts-- this is the internet, after all. I know how easily flame wars can begin. :3 But you're all very nice people.

Anyways, here we go. I'll try to add some sort of category to the questions to give some sort of order to it all...
-0) System: My main question. How important is it to have similarities between character controls? For example, every character in Melty has some sort of hitconfirm>ground combo>launcher>aerial combo>air throw, with the exceptions of Sacchin and Kouma, who only omit the aerial hits section. Could you adapt to characters with entirely different movement? Like if a character can only make diagonal jumps, or if a character's dash is actually how they block, or if a character cannot block low hits? I don't mean simple things like different moves, but instead a completely altered way of playing for each character.

[05-29]
-1) Prorate: Usually, damage scaling increases with each hit, but what if there were some moves that actually lowered scaling?
-2) Combos: In games currently on the market, what's your favorite way to prevent infinites? e.g., Melty Blood's 3-wallslam/groundslam rule or Circuit Spark, or Scarlet Weather Rhapsody's system, where each hit adds a certain percentage, and once it hits 100%, the opponent is invincible?
-3) Stage: How important are background elements to you? Do you prefer really influential stages like DoA4's dinosaurs, or nothing at all?
-4) System: Health recovery, yes or no? Building off of Melty, should there be ways to increase red health?
-5) System/Combos: Weight classes? Can I make people learn different combos for characters of different size or falling speed?
-6) Combos: Aesthetically, do you prefer launcher>aerial combos, or ones where you stay on the ground? Do you like ones where you're on the ground but your opponent is juggled in the air, or where you're in the air and your opponent is on the ground?
-7) Stage: Along the same line of thought as the above, should the stage be longer or taller? Or should different stages vary in dimensions?
--+) With different dimensions, characters who utilize wallslam combos, or perhaps wall-jumping, would be more or less effective.
-8) System: How should the system punish projectile spammers, turtling, and button mashing?

[06-02]
-⑨) System: Should every move be able to clash into every other move, except for A attacks? Or should only some of them have clash frames/hitboxes?
-10) System: Should the system punish repeated use of the same move?
-11) Stage: If stages do differ in some way, should I make it mandatory random stage select? Or do you really enjoy picking the stage? If it's about the music, could I just have a jukebox selection instead of a stage selection?
-12) Characters: Do you like attacks that move you, like Ciel's Bladesinger, Mech Hisui's jetpacks, or Sion's airslide? More specifically, could you use a character that moves faster by whiffing attacks than by dashing?
-13) Attacks: Should most ground moves be air-unblockable?
-14) Attacks: What are your opinions on lower- and upper-body invincibility? And why should attacks where a character is on one leg give her lower-body invincibility? Can I make it so they're untechably knocked down if they are hit low?
-15) Attacks: Should attacks that hit certain areas of an opponent deal more damage or have some extra effect, like the above?
-16) System: Should there be a way to force a turn, especially in the air? It would make things like the Sacchin 4-way available to every character, but I'll find a way to prevent this.
-17) System: Should an EX-shield autoshield the rest of that specific move's hits?
-18) Attacks: What's your opinion on persistent projectiles?
-19) System: I'm going to add some sort of throw prevention, but should I make it possible to counter-throw, or just release yourself from it?
-20) System: Should I make different kinds of throws, or make 6/4 throws have different throw prevention commands; for example, if the opponent uses 6AD, you have to press 4AD?
-21) Combos: If you're in a combo, should you be allowed to ground grab as an ender instead of air combo>air grabbing? Warakia seems to have the perfect height to catch an opponent, if you try throwing his ground throw out in a combo.
-22) System: Should I split up attack and clash hitboxes, and have a clash occur whenever two clash hitboxes collide? If so, should clash boxes be larger ((more clashes)) or smaller ((more trade-hits)) than the attack?
-23) System: If you clash, should you be able to do some sort of movement, or should you be forced to attack until someone wins the clash war? For example, a clash war starts, but instead of attacking immediately, I could roll backwards. If the opponent knows I will do this, they can press forward to slide forward and continue the clashing, or use a longer ranged move. One can also dodge upward and up diagonals, but then they can lose completely to an air-unblockable. It's the same case in the air, except one can dodge downward and down diagonals as well.

[06-04]
-24) System: Are there any auxiliary moves ((evade, airdodge, slide?)) that you like? Should only some characters have them?
--+) And which should have a button hotkey, like Melty's A+B to dash?
-25) System: Of the many cooldown-reducing moves like EFZ's Instant Charge and Guilty Gear's Roman Cancel, what parts of them to you like, and what don't you like?
-26) System: Instead of wasting your entire circuit, in the case of Circuit Spark, should I add one that uses up half of your circuit, but allows you to tech in a direction? The opponent could use one of the above and attempt to tech punish.
-27) System: Should there be a way to EX Shield on the first frame of wake-up, at the cost of a large amount of circuit?
-28) System: What should be the consequence of a counter hit? In Melty, it's just added hitstun, but in Scarlet Weather Rhapsody, you have to change your entire combo, since the opponent goes flying.
--+) And aerial counter hit?
-29) System: Should life carry over into the next round? Should circuit? Should you be allowed to sacrifice life to retain circuit, or circuit to retain life?
-30) Characters: Should a character have a move that uses up life to regain circuit, or circuit for life? ((Kamui, Arcana))
-31) Lunch.

[06-06]
http://midoryoku.deviantart.com/art/Futsuu-tte-iuna-87835049
More images in the gallery. Auu... tired. Should I flip the updates around so that the new stuff is at the top of the page?

Even if all you want to do is say something regarding only one of these, please tell me!
---
http://midoryoku.deviantart.com/art/Fighting-Mechanic-cycle01-87399201
So here we are. A possible way to solve turtling, and implement buffs and healing. Remember, only possible, not good. =X

62
Monster Hunter PORTABLE 2nd G!

63
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 28, 2008, 07:46:12 PM »
Oh em gee. Sion now has Fire+Chaser?! ((I hope someone gets this reference...))

64
Akiha's Tea Room / Re: Anti-Piracy!!!
« on: May 27, 2008, 07:51:16 PM »
o_O Okay, so we have the lowest piracy percentage at 22%, but the most money lost, at 6.5 billion.

 :prinny:?!?!

65
Melty Blood Auditorium / Re: Lobby Bot on #MBCaster
« on: May 26, 2008, 02:17:29 PM »
Sorry about that. I actually have to be in the chatroom for it to work, and since the computer I had just lying around now runs like a Melty arcade cabinet, I don't have a way to make a 24-hour bot.

I'm a little wary of releasing the code, since having multiple people printing the lobby lists might make it harder to sift through, so it would be nice to designate who to actually have running the script.

But oh well. Sharing is caring.

The code will get old fast as new revisions are made. This version is working, though, but some features aren't in.
Quote
;Melty lobby
on *:TEXT:!meltyhelp*:#:{
  /notice $nick $+ , "!host <IP>" adds you to the list. You can add a comment to the end, and you can type "x" for your IP if you can't host.
  /notice $nick $+ , "!play <Nick>" informs your opponent that you wish to fight.
  /notice $nick $+ , "!remove" removes your name from the list.
  /notice $nick $+ , "!lobby" lists all players, available and already fighting.
  /notice $nick $+ , "!comment <comment>" adds a comment to your name if you are already hosting.
  /notice $nick $+ , "!ip" will tell you your IP address.
}
on *:TEXT:!host*:#:{
  if ($readini( melty.ini, $nick, IP ) != [None] && $readini( melty.ini, $nick, IP ) != $null ) {
    /notice $nick $+ , You are already on standby.
    halt
  }
  /notice $nick Registered!
  /writeini melty.ini $nick IP $2
  /writeini melty.ini $nick Comment [None]
  /writeini melty.ini $nick Comment $3-
}
on *:TEXT:!comment*:#:{
  if ($readini( melty.ini, $nick, IP ) == [None] && $readini( melty.ini, $nick, IP ) == $null ) {
    /notice $nick $+ , You are not on standby.
    halt
  }
  /notice $nick Comment added!
  /writeini melty.ini $nick Comment $2-
}
on *:TEXT:!play*:#:{
  if ($readini( melty.ini, $2, IP ) == [None] || $readini( melty.ini, $2, IP ) == $null ) {
    /notice $nick $+ , No one is hosting under that name.
    /writeini melty.ini $nick IP $2
    /writeini melty.ini $nick Comment [Playing]
    halt
  }
  /notice $nick $+ , $2 is hosting at $readini( melty.ini, $2, IP )
  /notice $2 $+ , $nick is trying to connect.
  /writeini melty.ini $nick IP $readini( melty.ini, $2, IP )
  /writeini melty.ini $nick Comment [Playing]
  /writeini melty.ini $2 IP $readini( melty.ini, $2, IP )
  /writeini melty.ini $2 Comment [Playing]
}
on *:TEXT:!remove:#:{
  /notice $nick $+ , Removed from the list.
  /writeini melty.ini $nick IP [None]
  /writeini melty.ini $nick Comment [None]
}
on *:TEXT:!lobby:#:{ /lobby }
alias lobby {
  btrunc temp 0
  var %i = 1
  while ($ini(melty.ini,%i)) {
    var %abc = $v1
    if ($readini( melty.ini, %abc, IP) != [None]) {
      write temp %abc - $readini(melty.ini,%abc,IP) - $readini(melty.ini,%abc,Comment)
    }
    inc %i
  }
  filter -cteuff 2 45 temp temp
  .play -n $nick temp
}
on *:TEXT:!ip*:#:{
  /notice $nick $address
}

I attached it in the form of a .mrc, so just stick it in your folder and load it through the mIRC scripts editor, or just copy and paste it into the Remote script.

66
Melty Blood Auditorium / Lobby Bot on #MBCaster
« on: May 25, 2008, 08:34:34 PM »
Changelog ver 2.01:
Nooooo~ My perfect program! Now the version number is so ugly! (゜д゜)
Just kidding.
!host now replaces existing values.
http://www.mediafire.com/?mxytyt9mc5s

Changelog ver 2.0:
!ip now works, complete with correct #.#.#.# format! Finally! The amount of time I spent on this was about equal to the entire rest of the project, so this basically warrants the full version increase. Or something like that.

New lobby commands allow for the sorting of players by status:
!lobby now displays available players first, then players who are already playing.
!openlobby displays only players looking for a game.
!closedlobby displays only those already playing.
Lobby display format looks a little better.
More little bug fixes.

http://www.mediafire.com/?myg1dnzsigj


Changelog ver 1.2:
!reset now has a notification.
!lobby now states "IP - Comment - Opponent's Name."
Lots of bug fixes that occur within a very specific set of parameters, but it's always good to be prepared, right?

Changelog ver 1.1:
!reset added. Use this command after battles to reset both your and your opponent's status.
!lobby command refined, now with the format Name - IP - Comment - Playing. Playing now states whether they are guest or host, who they are playing, and the Host IP.
!ip now actually says your IP. Sorry for my noobiness. No it doesn't.
---
Hi guys~ I recently made a lobby system for use in #MBCaster only, and cannot be used in #MBAC. It stores the names and IPs of people who wish to play, as well as a few other functions. It's not that great, but I hope that it will catch on, so that the process of finding an opponent can be streamlined, at least somewhat. At the very least, there'll be a few !lobby's, instead of a bunch of "ft5" spams.

"!host <IP>" adds you to the list. You can add a comment to the end, and you can type "x" for your IP if you can't host.
"!play <Nick>" informs your opponent that you wish to fight.
To remove your [Playing] status, type !comment.
"!remove" removes your name from the list.
"!lobby" lists all players, available and already fighting.
"!comment <comment>" adds a comment to your name if you are already hosting. Not filling in anything for the <comment> field will remove your comment.
"!ip" will tell you your IP address.

Etiquette says for you to !remove your name from the list if you're going offline. ^^

Again, don't use this in #MBAC or you'll get kick/banned/Oyashiro-sama'd.

I'm open for any suggestions, too!

67
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 24, 2008, 10:11:30 PM »
Did anyone else notice that Sion doesn't have the bullet counter anymore?  :prinny:

68
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 24, 2008, 05:52:23 PM »
Neko Warakia: Nyatto Nyatto Nyatto Nyatto Nyatto!
Neko Hisui: Satodei Nyaito Fiibaaa?
Neko Aoko: Nyaaaaraaaareeeetaaaaaa!!!!!!!

Neko Nanaya has fast teleportation and a danmaku-sized hitbox. You could never hit him.

I'm hoping for Phantasm Moon.

69
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 21, 2008, 12:46:33 AM »
Yeah, French Bread is great about balancing. However, I still think that there's some other disadvantage than losing the ability outright. I will admit that maybe the author mistook damage due to Full Moon power-up as lack of rebeats, though.

I'm heading to Japan this summer, on my way to Taiwan. I'm only there for two days, though, but if I can find my way to a nearby arcade with AA, I'll be sure to clear this all up! =3

>_> The place I'm visiting is nowhere near Akihabara, though... I wish I could take a bullet train there. -_-;;

Ugh, off to bed.

70
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 20, 2008, 12:30:56 AM »
Sabator:
The way the writer wrote, I doubt that it means that you can't ReBeat, since that wouldn't come into play if you were just doing normal combos. I think it just means you don't incur a damage penalty.

Dragonthorn:
Act Cadenza Ver. A was never brought to PC, so you might have to be willing to wait until, oh, let's call it "Actress Again Again." ^__^

71
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 18, 2008, 08:19:35 AM »
From: http://www.attomaimai.sakura.ne.jp/
フルムーンはゲージ回復速度によるかな。リバビないのがかなり痛い・・・

I wouldn't trust my horrible Japanese skills, and Iro doesn't want her name to be associated with this translation. Oops. Anyways:
Full Moon gauge increase is quite fast. Lack of Reverse Beat really hurts.

o_O;; Hopefully that's a problem with our translation... No reverse beats with Full Moon style? It would make people learn different combos, though, since Full Moon could take advantage of whiff-cancels, etc. while Crescent has to try to keep their prorate as low as possible.

The two of us are slowly digging through the other articles. :3 I'll report back if we find anything good.

EDIT 1: Yes, no ReBeat with Full Moon. Looks like tgies beat me, though. I'll try to clarify some stuff, since I understand the game.
Crescent Moon: Held shield, Dodge, ReBeat.
Full Moon: A+B+C gauge "recovery" or "stocking up." ((X3 Not just red life, but red circuit? Just kidding. It probably just means Steel Arcana-style recovery. ~Iro)) "Some characters have extra. Ability transformation as well?" ((Very vague here, but I doubt it means anything like what I translated it to.)) It can also be read, "Different characters change abilities," so maybe Full Moon is the only way to do some of the things like Nero's bull, etc. Shield counter.
Half Moon: "Good sense is required!" Grab escape, ReBeat, Auto-spark.

By the way, the full name of "Heat Activation" is 強制開放, but I don't know the slang term.

EDIT 2: Still "only" 36 colors. It's on a Naomi ROM board. *Yawn~* We're off to play MHP2G. If anyone has any more sites besides the above and http://www.alpha-st.co.jp/column/clm_138.html , please link us~

72
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 09, 2008, 04:49:46 PM »
^^;; With all of these new animations, I'm curious as to whether ANY of the original moves are still in the game. =3
I'm a little concerned that they might make the new commands like SSB's "smash" commands... I won't complain if they do, though.

73
Greetings~

Though I guess I am trolling off of my home forum of Miyako Arima, I would like to contribute a few points, since I enjoy using Warakia when playing against new players, as his lines カット are really カット fun to カット say. ^^;; However, my Warakia style is a bit different from the norm. I use my circuit purely for Heating and Arc Driving instead of for the j.421C combo ender, and utilize combos that trade a lower damage for a Nero summon ender, or just pressure in general.

Note: Unless otherwise noted, perform all hits of a move.
Note: All damage values are versus Warakia
Note: Attachment~

From most useful to least...

2A>5B(1 hit)>5C(1 hit)>2C>214C
-Low hit confirm, Nero ender
-You can continue with 5B or 5C if you are very close to the opponent or have dash momentum. However, one hit of each will guarantee that they stay in range for both 2C hits and that you'll get the untechable knockdown.

5B>5C>2B>215C
-3084 damage, Nero Ender
-I use 5B to win clash wars. Be sure not to 5C until after 5B's second clash. If the war continues, you might win with 5C, but it comes out very slowly. Use 2B or 2A if you don't feel confident in 5C.

2A>2B>2C>6C>xx>j.C>dash>throw>jump
-Approx. 3529 damage ((Critical hit, sorry.)), maintains some pressure since you can attack on the way down, adds more damage. I don't use it, but it's a nice middle ground between pressure and damage.

5C>2C>6C>xx>j.C>j.C>dash>throw
-Optimized Damage BnB, very few chances of use, no pressure, position reset if midscreen, Warakia stays too close for comfort if used in a corner >.<;;, 4566 damage =)


Building off of XRAM's excellent post on Nero summons, I would like to add a few things:
-With proper timing, Nero will hit the opponent while you are in your throw animation.
-In my opinion, learning the high/low mix-ups is great for increased damage output. However, if you prefer keeping pressure, dash>throw is better, since, if you can "train" your opponent to try to poke out of the set-up, you gain even more options: Dash>block, IAD>nothing ((if they prefer low pokes, but beware of 5As)), Dash>early whiff 2A ((to stop early)), or even just walking forward. Nero will hit, after which you can 2C>214C and reset.
-Against a Heat Activation, one can also EX-Shield, then perform the Optimized BnB. 4566 damage is usually enough to K.O. an opponent who is Activating.
-I usually use Dash>2B to punish backdashes, then combo into 2C>214C.
-You can also do a rising j.C>air dash>any of the IAD maneuvers, if they predict a high-hit. Rising j.C will whiff against a crouching opponent, but personal experience says that blocking a j.C lulls the opponent into a false sense of security. >.>
-Personal experience also says, beware of Sion, Kohaku, Ren, and especially Miyako, since their dodges move them forward. Dash>early 2A>Throw works best, since it accommodates for that extra movement.

^___^ I am by no means an expert, so feel free to disregard any or all of the above, but I hope that I helped a little...

74
Kohaku's Magical Garage / Re: Character Weights
« on: March 23, 2008, 10:31:40 AM »
Satsuki's 2C timing after a 623C as well, right?

75
Ummm... *bow* nice to meet you guys. I've been a long time lurker and figured now would be as good a time as any to end that. ^^;;

I hear Irovax is... perhaps not WELL known, but somewhat known around here...? I'd say "please don't pick on her too much," but she'll probably be the one who defends me. Ahaha...

Warakiha is my schoolmate. I don't know if he's registered on here yet, but I've seen him a few times on IRC. I apologize; it might have been I who disillusioned him into believing that Arc Driving every time he reaches 100% is a good idea... >.<;;

I main as Ciel, but I play a bit unorthodoxically, so I'm looking forward to being able to see how she should be played.

どうぞよろしく。

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