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

Messages - Arlieth Tralare

Pages: 1 ... 32 33 [34]
826
Kohaku's Magical Garage / Re: The Bara Cancel (Bunker Cancel) Thread
« on: February 28, 2007, 01:49:17 PM »
Well, EX Dust is persistent, so I don't see why not? Unless it's a command grab or EX/Arc with invincibility.

827
Tournaments and Events / Re: Melty Blood US Tourney: Mesa, AZ (Anizona 3)
« on: February 27, 2007, 07:51:55 AM »
Hype!

828
Melty Blood Auditorium / Re: MBAC Character Colors
« on: February 26, 2007, 02:03:22 PM »
You need to have Japanese font support enabled to see them as real numbers. Otherwise they look funny.

829
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.


830
It's a useful trick when you want to make your opponent VERY scared of hitting the ground or attacking. Especially with two A.Snakes covering the entire field. I'll cover it in a new post.

831
Akiha's Tea Room / Do you like the "New Post" Sacchin icons?
« on: February 26, 2007, 04:05:40 AM »
Aww, Sacchin's hungry!

832
Regional Community / Re: Mammaryland - The MD/VA thread
« on: February 25, 2007, 06:07:15 PM »
odd, I don't see a scroll bar :D but i think it's also because i'm running a higher resolution than most people.

833
Akiha's Tea Room / Re: Other French-Bread games
« on: February 25, 2007, 05:54:04 PM »
Hey, there's nothing wrong with buying the actual copy of the game. In fact, it's the best thing to do for the doujin scene.

834
You don't have time to get too fancy with Nero's summons. This isn't MvC2, so EX Deer is about as annoying as you can get with persistent summons. B.Crow takes a lot of skill to use as well, so anyone who has setups with them is more than welcome to post.

835
Len / Re: Kuroneko-san
« on: February 25, 2007, 05:31:43 PM »
A cat is fine, too

836
Also, I'm going to post a bit about the Double Snakes glitch soon. A YouTube video might be in order, actually.

837
Ahh. I think i see the problem, I need to install a module to allow auto-resizing for those boundaries.

838
Magic Circuits = Reputation/Karma.

Also, you could resize/edit your previous avatar to fit the dimensions, or i might try allowing bigger ones too. What's the size of it?

839
I. Damage correction
1. makes it not worth it for the most part because the damage may be reduced, this point is even more emphasized when you potentially have magic curcuit use in the picture.

II. Time
1. Moves are slow and do not allow for you to throw out the entire zoo unless your opponent is retarded, especially if they have a faster character/their character has more range than most.
A. Wakeup too fast in general for you really to do much.

So, is there really anything at all in the way of Nero's specials that could be useful/really good and is being overlooked?

Damage correction? A.Snakes, j.B and EX Deer make it a moot point. j.B has no proration penalty, and combos starting with an EX Deer hit can net 4000-4500 if you do it right. Also, Nero can consistently garner an easy 2500 damage per air-battle if he wins with a j.C wallslam series.

As for moves, A.Crow is the fastest(or one of the fastest) normal projectile in the game with great recovery, standing B comes out in 5 frames (as fast as most people's A attacks) and so he does fine in the zoning department. B.Snake is fast as hell also. Where he's very slow are anti-air (2.C), vertical attacks (4.C), and air-dashing. You can use 5.A for anti-air since it's quick, and keep in mind that 2.C has less priority against some jumpins than one might think (Satsuki's j.C comes to mind).

Well, I should also mention that we play on a faster speed setting than default (game round time 80) so my Nero can mix up faster than what default speed Nero would be.

840
Really? I don't see one. Anyways, this board's open for anything, so feedback/suggestions here are fine.

841
Regional Community / SoCal Mega Thread
« on: February 24, 2007, 02:28:28 AM »
Westsiiiiiiiiiiiiide~

842
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


843
That's some good shit, yo. Great job on keeping the sound perfectly in sync, too.

844
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.

845
Kohaku's Magical Garage / The Bara Cancel (Bunker Cancel) Thread
« on: February 23, 2007, 02:45:37 PM »
Introduction
For those of you unfamiliar with Roll Cancelling or Kara Cancelling, these techniques exploit gaps between command inputs that are typically 2-3 frames wide, the amount of time that programmers allowed for two separate button presses to be counted simultaneously. While Melty Blood has extremely strict timing for throws (1f discrepancy), it has a technique that exploits the Shield Bunker (aka 'Alpha Counter' or 'Dead Angle Attack') into a command or special. This is known as Bara Cancelling. It may be easier to think of it as Shield Bunker Kara Cancelling.

Shield Bunker Mechanics
Shield Bunkers are done by performing a 214+D (QCB+D) while in blockstun. This requires 50% meter and has an extremely long startup (+30f), but may also carry clash frames (auto-parry). It may do little to average damage, but often has special properties such as wall-slamming.

Exploiting the Bara Cancel
To perform a Bara Cancel, an additional input must be introduced between or before the 214(QCB) and D. To give an example, because of Melty Blood's loose input rules, this command overlaps with 63214(HCB)+C and 214+C, which is a valid EX move for most characters, especially Nero Chaos. If Nero performs a 63214+D,C, as long as the C is pressed within the valid Bara Cancel frame window, Nero will instantly recover out of blockstun with his EX Phantom (that freaky claw guy) attack. Furthermore, on a successful Bara Cancel, because the Shield Bunker never activated, there is no 50% meter cost associated with it. However, if the Bara Cancel attempt is unsuccessful and the Shield Bunker does come out, the player must pay the 50% meter cost of the Shield Bunker. There are many other ways to sneak input commands before the Bara Cancel is attempted (i.e.: 2141236+D,C for a Bara Cancelled Arc-Drive), and with ver.B, Bara Cancelled Throws are also made simple through use of the E button.

A video by Linalys demonstrating this technique is available here: http://www.youtube.com/watch?v=FNH5MGsXZgY

Some characters have extremely useful moves that benefit from Bara Cancelling, which should be discussed in this topic.


Why can't I Bara Cancel this attack?
There is one other property that Bara Cancels absolutely require: Hitstop. Hitstop frames are a special window during the impact of an attack where one would typically cancel into other attacks or supers. Hitstop is NOT blockstun. You can think of them as impact or cancel frames. If you are finding yourself performing Shield Bunkers instead of Bunker Cancels, it's because you tried to perform the cancel too late. In short: You MUST activate Bara Cancels during Hitstop.

Because of this, Bara Cancels are best done on attacks with multiple hits. Because of Melty Blood's relaxed rules on block state (once you start blocking, it's hard to accidentally 'unblock' yourself), you can wind up the input for your bara cancel and then execute upon the impact of the next hit. Some moves have obscenely huge hitstop frames- these are the exception rather than the rule though. Rule of Thumb: Activate your Bara Cancel on the attack's impact.

846
Just so people know, Instant Air Dashes must be inputted with 6,9,6 (F,UF,F) instead of simply 9,6 (UF, F) like in Guilty Gear. Should save V.Akiha players a lot of trouble.  :D

847
I'll be updating this topic whenever new Japanese sources pop up and the top players for their respective characters. Please feel free to contribute and I'll edit this post!

Aozaki Bingo Book (Top Players):
Akiha: Yukinose, GO1
Nero: SAT, Teppe, More here
Sion:
V.Sion: Wagu, THER
Aoko: Jeffrey Manson, Rairai
Nanaya: Gao
V.Akiha: Satoken, Kai
R.Arc: Ils
Ciel: Kamone
Warakia: Shonen, fortune
Satsuki: HKR, Denpa
Miyako: F.T
Arc: tak, SII
Hisui: Mr. P, yakumo

Aozaki Surveillance (Videos):
Yukinose's Site: http://park10.wakwak.com/~yukino/fre.htm
Jeffrey Manson's YouTube Videos: http://www.youtube.com/JeffreyManson
Tymina's YouTube Videos: http://www.youtube.com/Tymina
HyonKell's website(featuring kubo and friends) Matches: http://hyon.fan-site.net
game41 vids (batsister, r-ly, denpa play here) Matches: http://game41.web.infoseek.co.jp/movieroom.htm
MBAC Bible (features links to many obscure/good sites with vids) : http://blog.livedoor.jp/motomati_mandy/

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