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

Messages - BurstOfAnger

Pages: 1 ... 4 5 [6] 7 8 ... 22
126
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: January 02, 2012, 01:11:40 AM »
I'm impressed with F-Wara's changes. Making the 236 and 214 series EX-cancellable makes things more interesting. However, you have to note that if you have a non-EX flame orb around, you can't put out an EX-orb. Speaking of which, EX-orb does significant damage, has hitstun and doesn't rape guard meter as much anymore, but still, this makes it more of a viable move to use occasionally. Unfortunately, 623C combos are not any easier to do, but the rest of the 623 series are also hard knockdowns which give quite some advantage on hit, so setting up orbs or haze might be possible.

Overall, I quite like F-Wara now. It'll be fun to use him to troll around people who aren't used to his airborne dash  :laffo:

127
Powerd Ciel / Re: Pcl dp hitboxes
« on: January 01, 2012, 01:28:40 AM »
I might sound like a dumbass who doesn't know how to use the framedisplay, but are you sure the 25 invul frames are not inclusive of the EX flash?

128
How to we apply this update? Do we download the new trial or do we run some kind of updater in the current trial?

129
I love that it's so much easier to IAD with stick now. Just a simple 96AB or 76AB does the trick. Even if this was present in the previous games, I find it much easier than before. And pressing multiple buttons together works so much better than in SF. In the button display, it shows that I pressed A for 1 frame before it registers A+B and I can even do a 6A~B, yet I still dash. SF is so much less forgiving.

130
Kohaku's Video Room / Re: All character BNB Videos?
« on: December 23, 2011, 07:00:14 PM »
Any chance that these samples get uploaded to somewhere other than Megaupload? My country blocked Megaupload... Mediafire would be good.

131
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: December 23, 2011, 02:51:35 AM »
Actually, I meant that the name is all the proof around. I wasn't dissing you about being unable to read JP. Sorry for the misunderstanding.

132
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: December 23, 2011, 01:27:43 AM »
Well, the name says "haisupii" which is short for Highspeed. Can't get more proof than that.

133
Kohaku's Video Room / Re: All character BNB Videos?
« on: December 22, 2011, 05:51:15 AM »
I think putting videos together with the transcription is the best. Transcriptions are to know what buttons to press. Videos help to see the timing, like if you need this to be immediate or to have a slight delay, to see roughly how high does the opponent need to be for the next execution and also to start learning the visual queues of the moves in the combo.

134
Everytime I start matchmaking mode, the first game will be fine (and funnily, it'll always be an F-VSion). The games after that will have ridiculous lagg and high input buffer. Any idea why?...

135
Arc's name has no issue. It's just the Japanese way of naming foreign names, the '=' is to show that the family name is last, as in Japanese, it's first. They'd fix it if they'd start seriously marketing it to the west I guess.

I agree with a lobby system. I don't want to be randomly matchmake'd into a game with someone a thousand miles from me and having to face lagg.

136
With the trial version out, any estimate at all when the real version will come out?

137
Interesting how character sprites can cover the health bars.

138
Shiki Ryougi / Re: Ryougi in ver 1.05/1.07
« on: December 05, 2011, 11:58:25 PM »
Yeah, I guess 214C is to link in combos that would be impossible to link with anything else.

What about replacing any tk2369B with tk2369C?

139
Shiki Ryougi / Re: Ryougi in ver 1.05/1.07
« on: December 03, 2011, 05:56:46 PM »
214C never really adds damage. I don't really see why JP keeps using it other than for flashiness. What about ending with 236C instead? 236C has better prorate than 214C

140
Michael Roa Valdamjong / Re: MBAACC Roa Match Vids
« on: November 27, 2011, 05:53:20 PM »
http://www.youtube.com/watch?feature=player_detailpage&v=80HFLbadAcc#t=17m10s

What's this player's name? This mad C-Roa extends the regular orb loop with a few aerial hits, doing 4-5 orb bursts in one corner combo O.O

141
Melty Blood Auditorium / Re: Is Melty both accessible and deep?
« on: November 14, 2011, 03:12:57 AM »
IMO, the thing about Melty that increases it's learning curve is not only advanced combos, but footsies as well. Melty isn't only freeform in its combo system but also it's movement system. Even in BB, you can't double jump after you airdash, whereas in MB you can mix almost anything.

Also, as said earlier, combos in MB aren't only for damage, but for placement advantages as well, like putting them at knockdown to leave you with free frames to place yourself or to put out a summon to cover you. Most of the time, learning the advanced combos rarely reward you with considerably more damage, but with this.

In general, Melty is a very simple game especially if you have prior fighting game experience.  People who start with Melty as their first fighting game will most likely find it difficult, but I'm sure you could make the same argument about any game.  The basis of doing damage is in chain combos.  There's a lot of freedom in what you can do at any given moment(too much sometimes) and all of the move motions are simple(no 360s/720s, no charge characters, etc)

I started out with Melty and the fighting game concept was very very new to me at that time. So much so that learning other games was very difficult. The absence of Reverse Beating in BB and the extremely tight combo system (relative to MB) in SF killed me :emo:

142
Nero Chaos (Nrvnqsr) / Re: MBAACC Nero Combo Movies
« on: November 14, 2011, 01:44:54 AM »
I saw a charged mantis claw...

143
Shiki Ryougi / Re: Ryougi in ver 1.05
« on: November 11, 2011, 04:47:42 AM »
it wasn't a cancel, the move ended...
It had to be a cancel, 421b/a doesn't end until you hit the ground. The only other possibility is for it to be a IAD22c which, while possible, I doubt is what happened.

In order to do it with that timing with an IAD you'd have to do something along the lines of 421b45722c. And if that's what happened I'd expect to see the airdash.

I think this is what happened too. Should have been an EX cancel.

Also, that awesome combo he did caused less damage than a simple cancel to j236C.

144
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: October 24, 2011, 04:00:51 AM »
Seems like it's only at close range though.

145
Archetype: Earth / Re: Archetype: Earth 1.07 videos
« on: October 19, 2011, 06:16:04 AM »
Does anyone have the slightest clue what those whirlwinds C and H Moon can make do?

146
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: October 18, 2011, 02:38:08 PM »
I believe air Akiha summon hits mid, unless they changed it in CC.

Oh, then thank goodness. Didn't realize that for some reason.

147
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: October 18, 2011, 07:52:38 AM »
http://www.nicovideo.jp/watch/sm15914720

At 25:52 near the end, C-Wara does j214a air Akiha summon. He then lands and dashes in to do a 2A. The thing is, both the summon's hit and the 2A hit at the same time, one being overhead and the other being low. Doesn't this effectively make this an unblockable setup?

148
Melty Blood Auditorium / Re: Current Code Changes
« on: October 14, 2011, 09:12:10 PM »
C-Nanaya 214b jump cancellable on hit (can do 214b JC -> fastfall 214b)

Is this applicable to the launch version or the wallslam version, or both?

149
Archetype: Earth / Re: F-Archetype 姫様!やりたい!
« on: October 14, 2011, 09:09:33 PM »
It seems that when she floats around during Max mode, it doesn't directly drain her Max meter, but when Max ends, it's deducted from the 100% that she's supposed to have after Max, meaning that she has less than 100% meter after Max.

150
Wallachia (Warakia) / Re: [MBAACC] Wara Changes + Discussion
« on: October 14, 2011, 03:29:58 AM »
Maybe it's overhead.

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