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

Topics - Arlieth Tralare

Pages: 1 [2] 3
26
Hisui / Hisui Video Thread
« on: May 07, 2007, 10:09:54 PM »
We'll start this off with Ikusat's Hisui Tutorial movie:

http://www.youtube.com/watch?v=CBoT4DbKPFM

27
Regional Community / So.Cal Nomikai AKA Unlimited Drink Works
« on: April 29, 2007, 06:05:34 PM »
So far, there's only one place I know of: It's a Shabu Shabu restaurant in Little Tokyo. $14 bucks. Near the Curry House and Kinokuniya bookstore (Park on Ellison S. Onizuka St.)

Kushi Shabu
123 Astronaut E S Onizuka St
Los Angeles, CA 90012
(213) 621-0210

28
Akiha Vermillion / Stupid Maid Tricks: Wet Feet
« on: April 14, 2007, 04:56:58 AM »
If you're looking to either piss off your opponent or drain ridiculous amounts of Magic Circuit from him/her, you can try the following trap:

Kohaku
  • Throw near corner
  • Toss out Spinny Plant (22B)
  • 2.AA or 5.B to cause lockdown/blockstun
  • Tag Hisui

Hisui
  • 2.ABC -> 5.C (2hit) xx A.Dust (623+A) xx EX.Dust (623+C)
  • 4.B (Watering Can) x 2 or 22.A (Bento Bomb)

From there, if you get a knockdown, use Watering Can one more time for an OTG hit (no damage, but drains 50% MC more). If you do NOT get a knockdown, expect a rush or escape from the corner and counter accordingly! (i.e.: B.Dust)

Take note the following:

  • Watering Can takes off 50% meter FIRST on impact, THEN knocks down
  • Watering Can always does 50% meter drain, even OTG
  • Watering Can must be done at a specific range/zone or it will not hit
  • There are several bara-vulnerable points (baka-vulnerable? lol), especially during 5.C Chair
  • This is a blockstring, not a combo. If at any time your opponent stops blocking, go do some damage.

29
If you don't abide by these rules, Kohaku will kill your family too.  :V

  • No MUGEN videos, please. This is an MBAC/MBAA forum.
  • If it's a combo video or casuals video, it should go in here.
  • If it's a Japanese tournament, it can go in here.
  • If it's a Featured USA Tournament, it should go in the Tournament Results thread. Strange, I know.
  • If it's a character-specific series of matches (i.e.: Kubo's Sion), it should go in the character's strategy thread.

Thanks!

30
Tournaments and Events / So.Cal: West Toast #3 4/20/07
« on: April 06, 2007, 09:58:44 PM »
Friday, April 20th, 2007
7:00 PM

Interface Game Network
3885 Cochran St.
Suite E
Simi Valley, CA 93063

No pizza party this time  :V Same rules as last time (with one exception)

-Best of 3
-Character Change now allowed
-$5 Entry Fee, $2 Cover Charge

31
Nero Chaos (Nrvnqsr) / Setups for EX Crow
« on: April 02, 2007, 02:03:51 AM »
It looks like that in certain instances, it's not always best to let your opponent get a handle on your EX Deer game, but you still have lots of meter to burn.

At certain heights, performing an air combo into an air throw seems to affect the distance between him and his opponent upon landing. The lower you are to the ground, the closer you are to them.

Magikarp's told me that SAT regularly uses EX Crow setups at that approximate range to where the opponent will be forced to crouch unless they want to eat chip damage from the EX Crows. But because they're crouching, they're not actually blocking the crows; hence, they are vulnerable to being thrown (and eating ~2400 damage because of being held up to EX Crows).

I'll try experimenting with different heights to get the best results out of this, but if anyone has anything to contribute (research/experience), please feel free to contribute.

32
Regional Community / Melty Blood: Act Cadenza NA Arcade Locations
« on: March 29, 2007, 08:04:17 PM »
Frontpage Link: Melty Blood: Act Cadenza NA Arcade Locations

Hey, I'm starting this as a comprehensive list of locations for Melty Blood: Act Cadenza arcade locations in North America. Here's what we got so far:

California

Family Fun Arcade (v.B1)
10363 Balboa Blvd
Granada Hills, CA 91344
(818) 360-0419

Arcade Infinity (v.B2)
1380 Fullerton Rd
Rowland Heights, CA 91748
(626) 581-4361

University of California, Los Angeles - Coinz (v.B2)
Ackerman Union
308 Westwood Plaza
Los Angeles, CA 90024
(310) 206-0829
http://www.asucla.ucla.edu/proser_ser.asp?ref=xcape&su=true 

Hawaii

Hawaiian Brian's Billiards (v.A)
1680 Kapiolani Blvd.
Honolulu, HI 96814
(808) 946-1343
http://www.hawaiianbrians.com

New Jersey

8' on the Break (v.A)
340-346 North Ave
Dunellen, NJ 08812
(732) 752-8880

New York

Hammergirl Anime (v.B2)
376 Jefferson Rd.
Rochester, NY 14623
(585) 475-9330
http://www.hammergirlanime.com

Pennsylvania

University Pinball (v.B2)
4006-08 Spruce St
Philadelphia, PA 19104
(215) 387-9523

Texas

Planet Zero (v.B)
12303-J Westheimer Rd.
Houston, TX 77077
(281) 531-ZERO(9376)
http://www.planet-zero.com

Canada

Space Rush Arcade (v.B2)
120-4351 No. 3 Road
Richmond, BC, Canada V6X 3A7
(604) 303-9955

33
Kohaku's Magical Garage / Airborne Counter-Hits
« on: March 28, 2007, 01:04:25 AM »
In Melty Blood, being countered typically means that you'll be stunned for an additional period of time. However, if you're countered during a JUMPING attack, it doesn't matter what you got hit with or what you were attacking with- you are completely unable to air-recover.

The easiest way to exploit this is to shield an opponent's jump-in and counter with a standing 5A. You then have plenty of time to set up an attack to continue the combo.

Some characters have other options on counter-hit. Nero Chaos can counter with a crouching 2C to pop Shiki up in the air, then juggle with a charged 2[C] before resuming the rest of his air combo. Under normal circumstances, Shiki would have air-recovered after the first 2C.

What this also means is that Shielding allows you to score free counter-hits. However, it's offset by the automatic 70% prorate, so make the best use of the opportunity.

34
Akiha's Tea Room / Donation Appreciation Thread
« on: March 27, 2007, 09:31:40 PM »
Hey, this thread is here to show my appreciation for anyone who's donated to the site to keep it up and running.

JO50 just gave me $2.00 today to help out. Thanks, man!

35
If you can go visit the front page and vote, it'd be great. Thanks!

(Just click the banner up top)

36
Kohaku's Video Room / West Toast #1
« on: March 25, 2007, 03:00:04 AM »
Video is being postponed until further notice. But it's coming!

37
Kohaku's Magical Garage / Shielding vs. Parrying
« on: March 24, 2007, 01:42:54 PM »
One important difference between Shielding in MBAC and Parrying in 3rd Strike are the available options the Shielded/Parried opponent has in his situation.

Shielding: Your attack completes its motion, and cannot be cancelled into another attack unless it is whiff-cancellable. However, A attacks can be whiff-cancelled into Shields.

Parrying: Your attack may complete its motion, but counts as a 'hit' and can therefore be cancelled into another attack. 

You would think that Shielding is more powerful from a defensive standpoint, because it commits your opponent into completing his move. However, there's something else to consider, as the defender.

Shielding: After [EX]Shielding, you can cancel into another Shield, or an attack/command. However, you may not block. Your character is stuck in Shield recovery frames.

Parrying: After a Parry, you are allowed to parry again, move, attack, or block. Your recovery frames simply reset, with full freedom afterwards.

Please keep this in mind when attempting to Shield attacks. You MUST complete the Shield, or attempt an interrupt. However, if you can read the animation frames of your opponent, it pays off even better than a Parry would.

38
Interface Gamer's Network will be hosting its second Melty Blood: Act Cadenza tournament on Wednesday, April 4th.

Tournament will be held on PS2, BYOC.

Rules:

    * Double Elimination
    * Two out of Three
    * Starts at 7:00 PM
    * $2 Cover Charge, $5 Entry Fee
    * Prize Winnings are 70/20/10 Split

Also, I'm buying pizza to celebrate Melty Bread's 100-member mark! Woooo~

Interface Gamer's Network
3885 Cochran St.
Suite E
Simi Valley, CA 93063
(805) 526-9379

39
Kohaku's Magical Garage / Shield to EX Shield
« on: March 16, 2007, 05:45:11 PM »
As explained to me by Magikarp and Dipstick, Shields can cancel into special attacks and other shields. Therefore, it is possible to perform the following against multi-hit attacks:

[Shield] xx EX Shield xx any normal attack

Partially taking out the guesswork in a Shield situation while combining the offensive advantages and options of EX Shield, this technique has some potential for abuse. If anyone would like to contribute by posting the number of hits of the most popular attacks that people use with their characters, I think it'd be a good way for us to explore avenues of the game that haven't been explored yet.

Stupidly enough, you cannot cancel EX Shield into block. You gotta keep Shielding. Yeesh.

40
Tournaments and Events / So.Cal: West Toast Tourney #1
« on: March 15, 2007, 02:17:48 AM »
With Bellreisa and Linalys making guest appearances, we decided to hold a tourney on PS2 MBAC at Interface. 8 Players total, vids recorded from start to finish!

1: Arlieth (Nero Chaos)
2: Linalys (Miyako Arima)
3: UselessTool (Wallachia)
4: Bellreisa (fucking catRen)
5: Zantua (Akiha Tohno)
5: Hd_Phnz (Satsuki Yumizuka)
7: IPwnWithTohno (Shiki Tohno)
7: juniorSantos (Aoko Aozaki)

Linalys breaks his way out of loser's bracket near the end and almost peaces Arly out in final set. Bell does AIR HYPER VIPER BEAM kills from 3/4 screen distance. UselessTool zones the living hell out of everyone and gets dash->throw three times in a row. Vids coming soon!

41
Melty Blood Auditorium / MBAC - System Sheet
« on: March 12, 2007, 02:04:45 AM »
For Arcade print-use. This isn't the full version designed for actual printing, it's 108 mb in reality, so if you want it for your own usage (and this is version A only), please contact me.

42
Akiha's Tea Room / Introductory Thread (Take off your shoes, please)
« on: March 12, 2007, 12:10:18 AM »
Hey everyone, this is the official introductory thread. Please tell us where you're from, who you use, and what your local scene's like!

Also: Please read the Melty Bread Rules before posting.

43
Akiha's Tea Room / Hey, who likes Fate: Stay Night?
« on: March 08, 2007, 07:43:34 AM »
I have an inside source telling me something really 14(jyushi).

Suffice to say, all you Fate: Stay Night fans are going to joygasm next year. This topic will be kept secret until further notice.

Oh, and if you haven't already, get a joystick and practice.

44
Melty Blood Auditorium / MBAC - Full Movelists
« on: March 05, 2007, 04:49:34 PM »
Here they are, in JPEG format. It would've taken a while to reformat them into 123456~ format =/


45
Kohaku's Video Room / Yukinose's YouTube Vids
« on: March 01, 2007, 05:26:02 AM »
Yukinose is a Japanese top-level GGXX and MBAC player. He's won SBO before without actually playing a single match.  :V

http://www.youtube.com/user/yukinose4981

Newest one:

Game 1: Yukinose (Akiha) vs. SAT (Nero)
Game 2: (MechHisui) vs. SAT (Nero)
Game 3: (MechHisui) vs. (Ciel)
Game 4: (MechHisui) vs. (Miyako)

http://www.youtube.com/watch?v=qWjzF9azd4s


46
Nero Chaos (Nrvnqsr) / Double Snakes Glitch, and other Summon Tricks
« on: February 26, 2007, 07:25:56 AM »
When using Nero, you'll sometimes wonder how far you can push the boundaries of his summons. Here's a trick that allows you to throw out TWO snakes, one after another, which is especially useful if you're on the other side of the screen and your opponent is trapped under an EX Deer.

Cast your first Snake(214) out. During the snake dropping, buffer the motion for your next Snake(214). As soon as the Snake finally drops out of Nero's coat, hit A or B for the 2nd Snake.

NOTE: You ARE allowed to throw TWO A.Snakes, if you hold [ A] for the 2nd Snake. Both A.Snakes will travel slowly along the ground until release.

This trick leads into the next one, A.Snake(214) -> A.Deer(421). With the same timing, do 214+A -> 421+[ A]. By holding [ A] for the Deer, you actually maintain the button for the Snake, because you are not required to hold [ A] until the Snake actually begins to travel along the ground. Sometimes, if your opponent blocks the A.Deer in midair, he'll fall right on top of your A.Snake, which you can release for another chance to hit. In ver.B, because Nero recovers even faster after the A.Deer, you may also have a chance to guardcrush your airborne opponent with a 5.B, and bounce them into the Snake!

I don't recommend using this trick in place of throwing out an EX Deer, but if you're low on Magic Circuit, it might come in handy to mix things up, especially if your opponent is used to the timing of EX Deer now.


47
Akiha's Tea Room / Do you like the "New Post" Sacchin icons?
« on: February 26, 2007, 04:05:40 AM »
Aww, Sacchin's hungry!

48
Regional Community / SoCal Mega Thread
« on: February 24, 2007, 02:28:28 AM »
Westsiiiiiiiiiiiiide~

49
Nero Chaos (Nrvnqsr) / Bread & Butter Combos
« on: February 24, 2007, 01:02:28 AM »
Nero's combos, if done properly, are extremely easy to hit-confirm off of, especially with the insane range of his j.A and j.C. You should average 2300-2600 per combo for Midscreen combos, and approach 3000's for corner combos, with the exception of the very hard ones, which can sometimes hit 4000(!) on Criticals. There's two major types, Easy and Hard(+500 dmg on average). Always keep in mind that there is a "Three Wallslams" rule in Melty Blood, where the third wallslam will cause the opponent to become invincible on the way down. Therefore, the combo ends immediately. This is important because the 4th hit of Nero's j.C causes wallslam, but, if jump-cancelled on the 3rd hit, sidesteps this limitation.

Key
All attacks should be completed unless annotated with # of hits, such as (x3) for 3rd hit.
Charged attacks are noted as j.C (they would normally be used with [ ] but due to BBcode, we'll simply put a space, like [ C].)

5. denotes a neutral attack. Refer to your keyboard's number pad for reference. 4 is Back, 6 is Right, and Down is 2.
j. denotes a jumping attack.
-> denotes a chain combo.
, denotes a link (two separate attacks, uncancelled)
xx denotes a jumpcancel.
XX denotes a cancel.
(x3) denotes a cancel on the 3rd hit. This will only appear if you must prematurely cancel a multi-hit attack.

>> denotes an airdash forwards.
<< denotes airdash backwards (used for setups only, not for combos)
\/ denotes landing.
/\ denotes a superjump (SJs ALWAYS move foward.)
// denotes doublejump forwards.
|| denotes doublejump straight up.
\\ denotes doublejump backwards.

NOTE: When crossing up in mid-combo, //(Double-Jump Towards Opponent) always denotes RELATIVE POSITION. So if you were facing right and are now facing left, double-jump left.

Midscreen: (Will cause you to reach the corner)
Easy: 2.A -> 2.B -> 2.C xx j.C >> j.C \/ j.C(x3) //(crossup) j.C >> j.C  [Ends with you in corner]
(Translated from code: 2.A -> 2.B -> 2.C, jumpcancel j.C, airdash j.C, land, jump.C(cancel 3rd hit) doublejump behind opponent, j.C, airdash j.C.)

Easy: 2.A -> 2.B -> 2.C xx j.C >> j.C \/ j.C(x3) // j.B -> j.C XX Airthrow [Ends with both players in corner]

Easy: 2.A -> 2.C -> 2.C xx j.C >> j.C \/ j.C(x3) \\ j.C [Ends with you in mid-screen]

Hard: 5.B -> 2.B(x1) -> 2.C xx j.B -> j.C // j.B(x1) -> j.C >> j.C \/ j.C(x3)//(crossup) j.C >> j.C. [Ends with you in corner]

Fullscreen:
Easy: 2.A -> 2.B xx j.A -> j.B -> j.C // j.B -> j.C >> j.C \/ j.C // j.B -> j.C xx Airthrow
EX Deer Setup: 2.A -> 2.B xx j.A -> j.B -> j.C // j.B -> j.C >> j.C \/ j.C \\ j.C \/ EX Deer

Corner:
Hard: 5.B -> 2.B(x1) -> 2.C xx j.C \/ 2.[ C] xx j.C(x3) //(crossup) j.C >> j.C
Hard: 5.B -> 2.B(x1) -> 2.C xx j.B -> j.C // j.B -> j.C \/ (crossup) j.C // j.B -> j.C >> j.C (STUPID DAMAGE, but the j.B -> j.C // j.B -> j.C part is very difficult to do without jumping too high to land in time for the rejump. This is one of SAT's staple combos.))

From 4.C Launch: (Does not work on all characters)
4.C , j.C // j.B -> j.C >> j.C


50
Melty Blood Auditorium / Melty Blood: ReACT (PC) Translation Project
« on: February 23, 2007, 08:32:14 PM »
http://www.revolve-trans.org/

Melty Blood (PC version) is currently undergoing beta-testing for the English Translation. The PC version includes a story mode with branching paths and five different endings. If you've played Tsukihime, it's just like playing through a story, with the occasional fight thrown in.

With Giant Akiha as the Apocalypse spoof.

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