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

Messages - TheMaster_Rahl

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576
Kohaku's Video Room / Re: MBAA Detailed Analysis Live Streaming Sessions
« on: September 13, 2011, 08:30:27 PM »
I saw that them there fancy You universal os' in that there funny looking phonograph. :V

BTW: Request Kyou F-Warc. I can give you some links or you can take your pick from the MB youtube channel.

Good luck on the 1st run. I'll support by watching. :teach:

-TexasTim-

577
Sion TATARI (Vampire) / Re: H-V.Sion
« on: September 08, 2011, 10:40:42 PM »
Yeah, H-VSion has back turn glitch with throw and air throw.
I Worded my last post bad, and meant to include these with back turn combo... :emo:

This is all I've figured out so far:
1.After throw you can IAD/sj/(9)j/IADj2B/sj2B/(9)j2B and get cross-ups with glitch if the opponent does not tech.
The opponent has to be waking up or near waking up and you have to be at the screen edge when they do (I think).
2. After air throw you can ad/adj2B and get cross-ups with glitch if the opponent does not tech.
The opponent has to be waking up or near waking up and you have to be at the screen edge when they do (I think).

I have not gotten just air throw into j2B to cross-up in training mode. Ever. Happens to me in matches all the time though.
I've tried getting as much gravity as I could and getting as high as I could before air throw, but I cant do it.
I think it should work, and I think this back turn glitch is what we see in the vid.
But this is removed in CC so I would not worry about it too much.

A better answer, but still not good... as I cant reproduce what was in the vid... :gonk:

-TexasTim-

578
Sion TATARI (Vampire) / Re: H-V.Sion
« on: September 08, 2011, 12:56:24 PM »
The only reason that I can think of for dive kick cross-up off air throw, is if you do a back turn combo and the opponent does not tech your air throw.
It's a glitch in PS2 version that is removed in CC.
But he did not do a back turn combo in that youtube link. So I don't know why it crossed up.
I've had this happen in matches before as well, and I remember always being surprised by it because it never happened in training mode. (I usually set the AI to tech.)
Maybe it depends on something the opponent does other than teching.
Sry, I don't know more. I'll try and find a better answer.

-TexasTim-

579
Melty Blood Auditorium / Re: Current Code Changes
« on: September 08, 2011, 11:16:38 AM »
Troll with reversal arc drives more :V.

+ having alot of meter all the time isn't that bad; being able to heat on wake-up frequently and getting health back doesn't hurt.  :laffo:

Logically equivalent statements.

580
Regional Community / Re: Texas community? lawl, wut?
« on: September 08, 2011, 11:13:58 AM »
Traitor. Right when i officially start. Picking hvshi up, too. :<

 :laffo:
Nah, I mean I don't think I'm going to change my main from H-VSion, but I will play with PCiel. New content and all, have to check it out.
Prolly see me play more F-Warc than PCiel :fap:. F-Warc seems like more :toot:.

581
Regional Community / Re: Texas community? lawl, wut?
« on: September 08, 2011, 06:39:52 AM »
Time are you going to play Powered Ciel when she comes out?

If by Time you mean Tim, then yes. I'll check her out, but I doubt I'll play her often unless she feels right.
Ciel is my favorite character after all.

582
Regional Community / Re: Texas community? lawl, wut?
« on: September 07, 2011, 10:41:51 PM »
AHHHHHHHHH!!!!!!!!! IT'S COOKIE-MECHSTER!!!!!!!!!!!!!
 :psyduck: :slowpoke: :slowpoke: :slowpoke: :slowpoke: :slowpoke:

583
Tournaments and Events / Re: 2011 Hydra GP Melty Blood Championship Title
« on: September 06, 2011, 06:16:15 PM »
Mostly see him play C-SAkiha.

584
Sion TATARI (Vampire) / Re: H-V.Sion
« on: September 06, 2011, 01:30:36 PM »
- Any starter > 5a6aa > 6c > (6[c]) > 2c > slight delay > 5c > 5a x 3 > 5b > 623c > Mixups
This is the strongest variation in terms of damage, but is very tricky. When I do this, sometimes i can crossup and others no, and I have no idea why  :psyduck:.

2A5B5C6AAA6C6[C]2C5C5AAA5B623C corner combo cross-up set-up.

The key to setting this up is creating the right amount of space with move push back on hit between you and your opponent to allow 623C to pull the enemy's collision box off the corner.

623C works (I think) by hitting the opponent. Once hit it grabs the opponent into a standard animation. It achieves this standard by moving the opponent a set distance from you, or if that is not possible, then by moving you a set distance from him.

Being in the corner usually produces the latter, but with enough push back, you can pull them out of the corner, and their animation looks like it is in the corner until wake-up.

I find this combo to be extremely hard to execute at the 5AAA5B623C part.
The 2C has to be delayed so you hit them pretty low so that you can land three 5As.
The 5B has to be canceled into 623C in a very particular way.
The goal of the 5AAA5B is to create the push back needed to space the 623C so that a cross-up is possible.
If you are too close to the corner, 623C pushes you back to put the enemy's collision box in the corner, and a cross-up is not possible.
5AAA does not give you enough push back so a 5B is required, but 5B moves you forward during the animation.
So you must cancel the 5B into 623C very fast, after you get the push back and before the animation starts to move you forward or you will not get a cross-up.

585
Sion TATARI (Vampire) / Re: H-V.Sion
« on: September 06, 2011, 01:21:06 PM »
Adding to the above...

The 2 standard set-ups are listed in one of my posts above.
Combos are:
2A5B5C5A6AA6C6[C]2C5C5AAA5B623C Higher damage, less char specific, harder to execute.
Just have to time 2C to make it 5AAA capable, and that is char specific.
or
2A5B5C5A6AA6C6[C]2C5C5A6B623C Less damage, more char specific, easier to execute.
Still best to have 5AAA capable timed 2C, but is not needed in most cases, and 6B is char specific on weather you need 1, 3 or does not matter how many hits of 6B.
(Ex: Ryogi needs 1 hit or 2(90% sure its 1 hit), nanaya needs 3, most it does not matter.)

Set-ups off of that include, but may not be limited to (or in other words, I don't know them all):
1.sj(1-9)wiffj2B: can be made pretty ambiguous with a slight delay (50/50 cross-up chance), can be made into obvious cross-up with more delay, can be made obvious fake cross-up with no delay.
2.sj(2-8)wiffj2B: same as above, but with more delay for ambiguous cross-up.
3.Wiff cross-up jB (9wiffjB) or (8~6wiffjB) or (8~6 land). (8~6) means neutral jump (8) and influence air movement with (6) to make cross-up ambiguous. Think Kouma or Miyako.
4.Cross-up air back dash jC (94A+BjC). {4A+B} and not {6A+B} b/c you crossed them up. Just air back dash further into the corner. This one may bait activation, but I have not tested it.
5. sj(1-9)6A+Bwiffj2B Double and triple cross-up wiff j2B. Hard to execute imo, can be made ambiguous with small delay of j2B.
6. Double cross-up jC (96A+BjC). Can be followed up with j2B or re-dash pressure or wait and see or a plus-frame special like 236B.
7. Meaty cross-up jBdj2B double cross-up.
8. Her only fuzzy-guard set-up that I know of... Hard as hell to do. I know very little about it. May be char specific. Deep cross-up jBdjC2B 2A2B5A6AA6C...
     Only ever seen Sp00ky do it (and one time at that), so he may know more.
After options 1,2,3,5, you can 2A or 5A or throw or 6C or 5B or arc drive or anything if they are scared enough.
Related note: 236C will beat wake-up activation and well timed 5B will clash with wake-up activation.

I've never tested the 3rd option(s) to see if they work like I described. I just think that they might. Have not tested the 7th option either. If 3 does not work try 7.
Option 3 and 5 may have worked in Ver. A, but not in PS2 due to increased 623C recovery. However, they may work again in CC1.07. Definitely get summon set-ups back in CC1.07.
(I'm assuming the reason why she cannot do summon set-ups after 623C in PS2 is b/c of increased 623C recovery, but I could be wrong.)

There are probably more set-ups. I don't know them. Anyone else have more? And please correct me if I'm wrong on any of these.

What's the benefit of going for this after a long loop?
By the above statement, I am assuming you mean, "What is the benefit of cross-ups set-ups in general." Mostly because it is the same benefit you get from this set-up as from any cross-up set-up. Sorry if I'm not understanding what you are trying to ask. :-[

As to the benefit of using this set-up, I believe there are two different views of meter management thought process with this char.
The following is opinion.

One: Get into max as many times as possible to be as aggressive as you can be as often as possible.
These tend to use this set-up only when in max with the theory that cross-ups mean that your opponent has to guess more often, and this set-up creates more opportunities for them to make a mistake, resulting in more overall potential damage output.

Two: Get close to 200% and use meter to prevent going into max, keeping your minimum meter near 100% as often as possible.
This allows for a more defensive strategy, as her best answer to pressure is to use meter for shield bunker or DP.

With this in mind, the benefit is close to the same. Same potential for enemy mistakes which translates into more damage on average. Depends only if you like to conserve 100% meter or not.

-TexasTim-

Edit 1: Just off preliminary testing: Options 3, 4, and 6 need revising.
Option 3 looks like it wont work at all. jB hits meaty unless you do it supper early (hell, if its safe it might look like you messed up j2B... :laffo:), and you may be too far away for neutral jump
    (8~6) to cross-up.
Option 4 looks like just 4A+B does not auto correct. Prolly needs an 8 input, which means something more like forward jump, instant air back dash into the corner (96587jC/jB) is needed.
    (I see Satsuki do this sometimes. Thats where I got the idea, but H-VSions air normals might not work right for it)
Option 6 looks like I'm getting 2 different ways to back dash: one that puts you out of range of jC and one that is way shorter and leaves you in range. I've looked at the input display.
    Can't see any difference, so I'm not sure how to get reliable set-up on this one. Also, j2B seems to be real hard to land as follow-up, but 5B combos...

Edit 2: Solved the option 6 back dash problem I was having. Looks like you can influence your air movement after air dashes by holding 6 and 4 inputs. Did not know this... :emo:
So option 6 looks like 94A+B~6jC. (was only looking at input display before the A+B...)

Note on notation: Options 4 and 6 notation can be confusing. (prolly just confusing myself and everyone else by mentioning it... :blah:)
Option 4: 9=forward jump, cross-up, (V-Sion does not reverse inputs until after a neutral jump input) hence the 6 notation. Bottom line is you need IAD motion towards the corner.
Option 6: 9=forward jump, cross-up, (V-Sion does not reverse inputs until after a neutral jump input) hence the 4 notation. Bottom line is you need dash input away from the corner.

Hey Pat. Did you know that in MB you can DI? :V

586
Sion TATARI (Vampire) / Re: H-V.Sion
« on: September 05, 2011, 08:57:34 PM »
I'm pretty sure you know what it is. I'll answer anyways. Standard combo:
2A5B5C5A6AA6C6[C]2C5C5AAA5BjBCdjBC236C. Same combo she autopilots all the time... 
dj is an 8 input for full combo punish if they tech: 5C5A6AA6C6[C]2C5C5AAA5B...
If you are real close to them and they tech then you get 5C2C3C.../Summon or just 5C5AWiff or nothing.
Controlling your air movement to get the right space from your opponent is needed. In general you want close to max range of j236C.
I've been board in training mode and done this combo back and forth across the screen for like 30 min before...
The chars that 6C6[C] dose not hit mid screen or corner replaces the 6[C] with 5A6AA6C.
Guess you could use 2B instead of 2A opener-uper... and I forget if 2B5B or 5B2B gives the extra 20 damage or so...

-TexasTim-

Edit 1: I never thought to compare the two before now, but this might do more damage if you find yourself in max:
2A5B5Ctk236CjCadBCjCsdjBC236C
or mid screen:
2A5B5Ctk236CjABCjCsdjBC236C (Space dependent adC can be added before j236C)
or corner only guard crush combo:
jBCdjAABC2B5C5A6AA2C5BjABCdjBC236C (opening air combo is char specific. If it does not work use jBCdjAAC...)

Never really tested the spacing for forward tech punish off these so not too sure if they work as desired.

Edit 2: And forgot to mention, vs Arc back turn 6C6[C] will not work mid screen.

587
Sion TATARI (Vampire) / Re: H-V.Sion
« on: September 05, 2011, 12:21:04 PM »
By the way, in those videos you can see the two variations which I refer to:

http://www.youtube.com/watch?v=eng6l9adj0w
0:22 to 0:30 is the second variation, his punish and the combo follow up (Too bad that Garu drop the combo in the end lol)

http://www.youtube.com/watch?v=Lk5g2zj_vjc
2:26 to 2:31 is the first variation (but Hagi dont tech, so the punish is not performed)


In the 1st vid there @ about 53- 1:05 you see Garu get the punish, but he was too high for the follow up. He could have gone back into pressure there. Just have to be careful of shield.

-TexasTim-

Edit: Tangential note: lower air combos should not change forward tech punish timing.

588
Sion TATARI (Vampire) / Re: H-V.Sion
« on: September 05, 2011, 11:55:56 AM »
I've been thinking about this for a while now, and think I'm getting it.
I believe the key to getting the proper dive kick angle for neutral tech punishes is high gravity and keeping the opponent as low to the ground as you can make them in your air combos.
If all you want is to punish the tech with dive kick, simply dive kick at the proper time (short delay after air throw).
If however you want to combo off said dive dick and not just go back into block strings, its a little more tricky.
Try your regular 2A5B5C5A6AA6C6[C] (max 10 hits) combo into (low)2C5C5BjABCdjABCAT(delay)j2B.
Omitting all the 5As after 5C and before 5B right before the air combo keeps them lower in the air without sacrificing too much gravity.
I have not tried this combo out enough to say that it works 100% of the time either. You may have to do djACAT or djCAT. Or cut out more air moves and just do jCdjBCAT or something.
And then there is timing the 2A or 5A after the j2B. To get it to combo, the dive kick has to hit low. How low? I'm not sure, but the lower, the better. I'm thinking waist high or lower.

Also, I'm not sure if it was like this in Ver. A, but I seem to recall that players would get more than 10 hits in a ground string using ...5A6AA6C6C5A6AA2C... and they could not tech the 2C nor the 2nd 5A6AA. So the ways of doing it in Ver. A may not work in PS2 or CC1.07, if that is what was required to set it up.

So instead of the combo above, you might try using 6C6C combos instead. Maybe some other combo starter is needed. I don't think so.
This is what I was going to test next and see what I get.
I'm fairly convinced that you can neutral tech punish off any air throw in the corner, so long as you are not too far out of the corner when you air throw.
I think you just need to get as much gravity as you can built up before the air combo, and then keep them low to the ground during the air combo.

Hope that helps you out.

-TexasTim-

589
Regional Community / Re: Texas community? lawl, wut?
« on: August 31, 2011, 12:29:49 PM »
I'll tell him when I see him that you are trying to get a hold of him.

590
Sry I did not post this sooner.

Thanks for hosting melty. It was a lot of fun. Even though the running of the bracket was kinda thrown on me.
If you guys have more events with melty included, be sure to post em.
You'll prolly get us to drive up there from DFW if you do ;D.

-TexasTim-

591
Regional Community / Re: Texas community? lawl, wut?
« on: August 30, 2011, 10:40:18 PM »
Just in case there are ppl that are going to the Anime-Fest convention on Memorial Day (or is it Labor Day, I can never remember the order...) weekend (Fri Sep 2 - Mon Sep 5) in Dallas,
and if I get the go ahead from Cookie allowing me to bring Melty (prolly a non-issue),
there will be a group of at least 6 Melty players there.
So anyone that is anime enough to go to cons in state (or out of state), but not anime enough to know that US cons are irrelevant, and that is already going to this con, feel free to come play.
If anyone is interested, PM me and I'll give you some contact info so we can sync up at the event.

-TexasTim-

592
Kohaku & Mech-Hisui / Re: KohaMech in ver 1.05
« on: August 28, 2011, 02:01:15 AM »
I'll answer, even if your question is rhetorical.
Using jetpack for oki seems okay but...
Im pretty sure that jetpack stuff Hato was doing is a gimmick.
Been a while since I've messed with that jetpack, but I seem to recall that doing it in ppl's faces can be stuffed if they read it. Also shield. Or invuln in general.
Then again, I have not seen the change log for buffs she may have gotten.

-TexasTim-

593
Warnings for Philadelphia, PA from weather underground:

http://www.wunderground.com/US/PA/071.html#WAT

General forecast:

http://www.wunderground.com/US/PA/Philadelphia.html


Basically, tropical storm and hurricane winds from Saturday evening till Sunday afternoon.
Flood watch from rain fall from Saturday till Sunday (the rain fall, not the warning).
Tropical storm conditions as soon as Saturday afternoon.

I might not make my flight out if the weather stays bad... hmmmmmm... Still going I think.

Edit:

Yeah got to the airport and found out that both my flight there today and my flight back on Monday were both canceled.
They told me not to expect to get out on Monday at all.
American Airlines refunded me my non-refundable tickets...
Guess I can't make this event after all. Good luck to the rest of you.
Hope the event can still be held with those weather conditions.
Forecast says to expect power outages due to 70mph winds knocking down poles and flooding on the Delaware River, which is the river that is right next to the airport and hotel.

-TexasTim-

594
TexasTim is confirmed for this event.

595
I'll be driving a group of 3 or 4 up form DFW for this. Should be fun times. :toot:

-TexasTim-

596
Is anyone staying till monday morning...?

I'm staying till Monday morning. But I wont have a place to sleep play melty all night Sunday night.

597
Don't forget the constant game restarts since each player has their own favorite converter/controller they use.  That and complaints of lag of various kinds and screen savers during mid matches.
As far as I know, input lag depends solely on the device you use, and screen savers can be disabled. o.O
But, having to restart the game seems like a bother now that you mention it... thinking again, isnt button checking too?

In console you only have to load back to character select and into the match. Way less time than was required in MBAC. But I'm not sure if the button config will be the same in this release as MBAC. They might make it in game this time.

I think it doesn't matter much. I think a console release is coming after this. This release just looks like Type-Moon wants to sell more anime to me.

598
I don't get why a PC version could be a bad thing. Haven't they already mentioned intention to console porting? What's the problem then?

I think the issue is this: Now if you want to run a tourney, you have to have enough laptops able to run the game and installed with the drivers for the entrant's various input devices.

599
Quote
②ゲームソフト「MELTY BLOOD Actress Again Current Code ver1.07」(PC版)
新規追加キャラクターの"真祖アルクェイド""完全武装シエル"まで実装された完全版をフルパッケージで同 梱!
※ネットワーク対戦には対応しておりません。

Means 1.07 with no changes right?

600
Regional Community / Re: Texas community? lawl, wut?
« on: July 28, 2011, 02:44:41 PM »
Pfhor uses C-Kohaku mostly, but also C-Ciel and C-Vsion
Pat uses C-Arc, C-Warc mostly, but also H/F-Ryougi, C/H-Vakiha, C/H-Ciel, and more I'm forgetting
Oldboy uses C-Wlen
I use H-Vsion

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