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

Messages - BurstOfAnger

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76
Carmine seems awesome so far. Any guesses on his movelist? 236X would probably be the spinning sword toss thing he has. It might also be 214X, but that's less likely since very few companies use 214X for any type of projectile.

SPD == Super pile-driver.

French Bread made Ciel throw knives with 214. The movelist could be anything.

Thanks for the explanation too.

77
Did French Bread finally make a character with 360 moves? We will have to see!

Btw, what's SPD?

78
I like how Waldstein is essentially a grappler character, but his damage output is like the other characters and still has to rely on combos. That's French Bread balancing for ya.

More observations:

-Carmine enters the round with white hair and bleached skin, then the red colour seeps in and he looks like how we know him. Wonder how this fits into the story.
-Even with his huge-ass figure, Waldstein still can Assault. lol
-Carmine's throw drains health. As expected from a blood user.
-It seems possible to bypass Shield's pushback, continuing pressure eventhough the first attack got Shielded. Or is this a bug? Could be from multi-hit moves? Linne vs Gordeau 0:57
-You can hold Shield for quite a long time, but hold it for too long (like more than a second?) and it starts depleting EXS.
-Waldstein has about 15k health. Damn.
-Announcements show normal Counters and High Counters.
-Orie's throw does 2.1k, Gordeau's does 1.2k. What a difference.
-Veil Off (VO) serves as a kind of infinite meter mode. It converts whatever EXS you have into a timer, more EXS=longer time. During the duration, supers take a chunk out of the timer, but it's only a little.
-Did Linne just do a charge move??

79
They took visual aspects from Melty and BB and mashed them together.

I wonder if supers are still C buttons like Melty instead of double buttons or double inputs like other games.

80
I'm disappointed that the most mysterious characters aren't playable yet ie. UNREAL BLACK THING, Seth, Yuziriha, Vatista. And that there are no voices yet. Seems a bit rushed.

EDIT: Alright, time for my flurry of bordering meaningless observations:

-GRD bar starts empty in the beginning of the round and gradually rises, quite quickly too.
-This is really weird. Whiffing moves (supers only?) seem to give you EXS meter.
-Concentration charges up GRD only.
-You can activate Chain Shot (roman cancel) at any time you have GRD (though, not sure if only in combo or not), it'll start depleting from your current amount of GRD until zero and it gradually adds EXS during that duration.
-Some moves increase the enemy's GRD while some don't, and in general, your GRD depletes while eating a combo.
-Assault (6D superjump/command dash) costs 10 EXS. You can still do it without any meter at the start of a round.
-Shielding (4D) immediately gives you 4 GRD units. It's closer to BB's barrier and UMvC3's Advancing Guard rather than Melty's Shield. It doesn't seem to have recovery, but I think that if you get hit right after a failed Shield attempt (1:28), there's a penalty which includes halting your GRD meter from increasing and, oddly, decreasing as well, and also deducting 3 EXS. I hope that that's situation-specific, because 3 EXS doesn't sound very significant. GRD meter functions normally on the next successful Shield. Not sure if there are other conditions.
-I can't understand GRD Vorpal at all. Really, I can't. The most I can tell is that when you enter the mode (if it's even a mode), you start having an aura around you, and the GRD meter at the bottom flares for a bit. It might be negative too, seeing that the GRD meter seems to rise slower with Vorpal.
-OTG hits can relaunch, meaning that didn't take Melty's old OTG mechanics.
-Comboing into Infinite Worth (ultimate) seems easier than in Melty, considering that the ones in Melty each have pretty much specialised uses. Comboing into CS (chain shot) and then into IW seems like it's meant to be used that way. Still, it doesn't add that much damage. After a 14 hit combo which dealt 3.3k, Linne's IW adds about 500 more damage, while her earlier combo which started with an aerial attack did 15 hits and dealt 3.9k, but it ended with a shoryu instead of continued with an aerial combo, if that's in this game at all.Not entirely sure if its her IW.
-The combo damage indicator also highlights how much damage was deducted in red. Not sure if it's from button mashing or from proration, but most probably the former. But not only that! I must say this is a genius addition: Below the number of hits, there is a small bar which varies in length depending on the last hit. When this bar depletes, the enemy is free to tech. In simpler terms, it indicates the hitstun of the last move, showing you how big or small your window is to combo.
-2:59 groundtech. Similar to BB.
-Orie has about 12k health.

81
There isn't any mechanic listed which seems to help you escape a combo like Burst, so gotta be prepared for long combos like UMvC3. The closest thing we have is V.O which is already stated to not help you in hitstun. However, I do remember in the beginning of the old trailer video, Hyde is comboing Linne on the floor and she manages to escape hitstun and start blocking, and even rolls on the floor forward to dodge. Of course, it's been a long time since then, so there's no clue if that mechanic is still around. Gotta wait for gameplay.

But... what if that Chain Shot roman cancel is doable in hitstun?

82
Do note that the picture shows 6D to be a super jump, not just a regular command dash.

You need to have 200% EXS and in veil-off mode (call it V.O?) to activate your "infinite worth". Heck, even the text there pokes fun whether WAASU means "worth" or not. And they tell you not to tsukkomi them. But I'm guessing it's got something to do with the Inverse and Rebirth theme they got running in the story.

Throws are A+D. Still borrowed from Melty.

EDIT: Combos seem to do less damage here. In the first picture, Hyde does a 12 hit combo which nets just 2.8k, even with using that Vorpal thing. It's not to say that their total health is low either; the picture shows roughly less than a quarter of Linne's health gone, and 2.8k x 4 = about 11k like Melty. I hope it's just a demo picture for show and doesn't reflect actual gameplay.

Elements of the fight seem to go over the life bars, timer and damage indicator. We can see Hyde's sprite and his attack sprite go over the timer and Linne's health bar, and his Infinite Worth go over the combo damage numbers. Wonder if this will be an exploit for Waldstein...

83
*flips table* Well, thank goodness there are better translations than my sloppy ones. +HEAT for linking.

I'm guessing that that Hilda person will be the last character to be included and act as a boss character, seeing that all the slots in the character select screen are filled with one more slot in the main site.

84
As far as I can tell, the bios in the site consist of a simple overview of the character as a whole in the beginning, a back story prior to the game's setting and optionally followed by a description of what they are doing during the game's timeline, where most of the characters are "wandering the streets at night". That sounds like just the top part, but let me take a look.

85
Translated Seth's bio. This one went pretty well.

Quote
A young man whose identity is unknown, a "dark killer" (read as Assassin) feared by those who knows his existence. Seems to be acting under someone's instructions, suddenly appearing in front of a particular ability user to challenge him, for who or what purpose. Nothing is clear.

He hears of the name of the "night blade princess" Linne---. Upon hearing that name, the expressionless assassin's face turns dim.

Since that day, he, unordered by anyone, wanders the streets to search for the princess he has not seen.

Linne is pretty famous.

86
Tried my hand at translating Merkava's (UNREAL BLACK THING MAN) character bio from the main site.

Quote
A mysterious man(?) who has the strikingly resembling form of darkness/nothingness/emptiness/the void. The thing that has the form of darkness/nothingness/emptiness/the void is an existence that transcends "false born things" (read as Inverse), the result of becoming a "reborn thing" (read as Reverse), many things with different natured existences but same interests, the persistent woman called "dazzling darkness", nowadays a little depressing weather is felt. (HELP ME)

Now, it is an empty night. Many Inverses are collected together, the "dazzling darkness" are felt to be planning something. Just as well.

He steps out to hunt in the night when the Inverses gather. To satisfy his hunger for flesh.

As you can see, I have a lot of trouble. If you want to have a go at it, right click the page and view its source code. The character bio is available there to be copypasta'd into a Japanese translator (or each character into a Japanese dictionary like how I did it).

EDIT: Some on Carmine too. Probably extremely inaccurate due to my sucky moonspeak skills.

Quote
A young man who paid the price of his own life force to manipulate his unique ability.

Always roaming the night. Now, the man he knocked out heard of the end of a group of ability users, "AMNESIA" downtown.

That man, on the verge of leaving, stayed, a "dazzling darkness" named Hilda. Then, that woman said she was the most powerful "fake born one" (read as Inverse). Carmine who heard this was overjoyed. There were other fellows who enjoyed rage. The reason to attack the organisation in ten minutes. (HELP ME)

87
The older pictures showed that the enemy's SEED meter can encroach into your own, but it doesn't seem to be showing in this new set of pictures so far. I stand corrected. None of the pictures on the official site show this anymore. Must have been in the first trailer.

Also, based on this picture, for both sides, at the GRD meter, the first units closest to the centre are both consisting of plain solid colour instead of the normal highlighted design on the other units. Not only that, they are also filled more than halfway. My best guess is that they are filling up in realtime like how the Guard meter does now in MBCC.

Seems like Gordeau has Warachia's "extend fingernails" characteristic.

And I like how they display the old and new damage. Easy to tell how much more damage a new move adds to the combo.

As far as I can read, the character bios under the character portraits are, yes you guessed it, incomprehensible Engrish. Although I do see something about Linne's elder brother.

The character select screen shows all 10 slots filled with the characters we know. But the official site has one more "Unknown" character slot in the Characters section...

They seem to have removed some graphical aspects of the game, comparing the new pictures with the ones on the official site, notably the round timer, the design of each victory point, the SEED and GRD meter units and EXS meter design (at the end of the meter). I don't know why I bother with menial observations like these.

EDIT: Did anybody else notice that GRD can be short for Guard?

88
Ciel's Tech Support / Re: Stick problem - Suddenly flicks upwards
« on: February 09, 2012, 10:12:15 PM »
Doing my best to measure using a ruler, the shaft itself is about 25-26mm. The base up till the tip of the ball is about 58-60mm. I'll measure properly using measuring tape when I can find it.

At any rate, is a change of 3 mm significant?

89
Ciel's Tech Support / Re: Stick problem - Suddenly flicks upwards
« on: February 09, 2012, 05:41:58 PM »
^Yep, that's exactly my stick, only that mine is black.

If best, I'd like to avoid modding it because there aren't many places near me that supply parts. I could try opening it up and looking inside, but for now my temporary fix seems to be working, that is tilting the stick towards me by placing something underneath where the extra buttons are (based on the above pic). You guys might be right about it using imitation parts; stuff like that is really common around here, and I didn't bother to check when I bought it.

@Komidol: As far as I can notice, I believe I'm quite primarily holding the ball, though I do touch the shaft a bit (oh god the context!!) because I hold the base of the ball where it touches the shaft. Being Asian, I do have small hands, but I can try just holding the ball. Also, based on VietGeek's pic, do you think the stick's mounted too high?

90
Ciel's Tech Support / Re: Stick problem - Suddenly flicks upwards
« on: February 08, 2012, 10:41:52 PM »
I personally don't know any difference between Korean and Japanese sticks and parts, so I don't know how those matter. Also, my grip is something like his, but my palm is facing up.

91
Ciel's Tech Support / Re: Stick problem - Suddenly flicks upwards
« on: February 08, 2012, 09:41:40 PM »


Seems to be fine. Though, I might have found the REAL cause this time.

I finally noticed that when I put my stick on my lap, it's slanted outwards, meaning that it is slanted in the direction where "up" of the stick is facing. I'm guessing that gravity is pulling on my stick, so when I let go of it to go to neutral, it has a tendency to bounce and input "up". If I overcompensate this by tilting my stick towards me (please keep in context), it seems to solve the problem. I'll need further testing.

92
Ciel's Tech Support / Stick problem - Suddenly flicks upwards
« on: February 08, 2012, 09:10:07 PM »
Hey guys, I have a Joytron Pro Fighter P stick and I've got this issue.

Sometimes when I input 2A 5B for example, my stick suddenly bounces up and inputs 8, so instead I do 2A jump. Even when I do 3A 5B to do a low A, it still bounces to input 8. It happens about 1 in 5 times. It's really difficult to do it on purpose as even if I flick my stick down vigorously (please keep in context), it doesn't actually happen.

However, I might have found a cause. I hold the stick between my middle and ring finger and my palm faces upwards. If I have my fingers curl in to hold the stick down, then release my fingers to let it go to neutral, I find that if my ring finger just barely touches the stick while uncurling, it occasionally causes my stick to input up, so I jump.
^Doesn't seem to be true anymore, after further testing.

Any way to work around this? I'm new to stick and I've found myself quite comfortable with this grip except for this problem. Should I learn a new grip or is there a workaround this problem by changing my style of using this grip? Or perhaps is there any way to lower the sensitivity of my stick through software or modding?

Also, sorry if I put this in the wrong section because maybe it isn't tech related after all.

EDIT: Here's how the input display looks like when it happens. Here, I try to input 6AB to dash in, 3A to do a low A, then let go of my stick to neutral to input 5B. It only happens when I'm facing to the left. The 2A does manage to come out and hit, but then gets cancelled to a jump:


93
Kohaku's Magical Garage / Re: Current Code Bugs
« on: February 07, 2012, 08:33:27 PM »
Oh so it's been lab-tested. Results speak for themselves then.

94
Kohaku's Magical Garage / Re: Current Code Bugs
« on: February 07, 2012, 05:53:40 PM »
The thing is, under normal circumstances where Shiki is AD-ing and you stand behind him, if you extend your hitbox (greenbox) to touch him, you will get CH'd and the move works like normal, ie damage and launching. The cactus somehow changed that.

95
SETH

Height: 169cm
Weight: 49kg
Birthday: 01/07
BloodType: O
Ability: EXS of Chain Locks "Kerykeion"
Weapon: Twin Swords - Eliminator


Chains=Hazama anyone? He even has double blades.

96
^He must have very good priority and speed ala Miyako.

97
We need character bio translations!

98
Wallachia (Warakia) / Re: F-Wara
« on: February 02, 2012, 05:59:06 PM »
How practical is the loop after raw airthrow? Looks like hell to execute...

For me, the best follow up after raw airthrow is 5C because it's range can catch an airthrow from any height. Following with jC djC air combo is easy after it as well.

Yeah, 2 is the limit, but if you have an EX fireball out, you can't have anymore out unless you put one out before the EX. But EX fireball sucks anyways...

99
Kohaku's Magical Garage / Re: Combo conditions
« on: February 01, 2012, 12:58:39 AM »
Are hard knockdowns counted as groundslams? Because Warc can only fit in two OTG 3C's after EXj214C in the corner.
Warc j214C is a ground slam. That's why you only get 2 3Cs OTG after it.

Edit: Sorry, that's not really a good explanation. The fact that Warc j214C is untechable is not important, the fact that is ground slams is. There are only 3 wall slams, ground bounce, ground slam, OTG relaunch, raw airthrow, (and bound?) attacks that can be used per one valid combo.
Example: If H-VSion does a successful 2A 2C backdash OS, then [IAD OTG j2B 2C]x3 will work, b/c 2C is untechable but does not wall slam, ground bounce, ect. But, Warc j214C ground slams, and so only 2 slots for 3C OTG are left.

I think this about sums it up. Bounds should be counted too.

whats the deal with moves like cnero 5[c] and h/f pcl jb? are those like, just small groundbounces that are also untechable?

Yep, they're groundbounces, so they also increase the groundbounce/groundslam/wallslam/OTG/whatevs counter.

100
Kohaku's Magical Garage / Re: Combo conditions
« on: January 31, 2012, 05:22:58 PM »
Are hard knockdowns counted as groundslams? Because Warc can only fit in two OTG 3C's after EXj214C in the corner.

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