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

Messages - fiendmaw

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76
Melty Blood Auditorium / Re: Is Melty both accessible and deep?
« on: November 13, 2011, 10:26:07 PM »
You guys are trying too hard. Just use this vid for future references.

http://www.youtube.com/watch?v=oRz776ZkCnU
THEY JUST DONT KNOW!

77
Melty Blood Auditorium / Re: Is Melty both accessible and deep?
« on: November 13, 2011, 12:16:41 PM »
I think the thing with Melty is that you have choice.I dont think theres a single character that doesnt have anything better than doing simple ground strings into a simple aircombo.
The cancelling system being very freeform means the execution requirements ranges from easy abc combos to extremely hard combos,and even though the damage might not vary much due to the proration system,most of the time the harder combos give you better post-combo options(which are definately something you should pursue in such a momentum-based game like Melty.
Also regarding accessibility and competitive depth,mechanics like Heat and Last Arc can be really powerful in a low-level game but become very hard to use as freely in a higher level game because of the risks involved in both of them(beacuse most high level players are really good at baiting/avoiding/punishing them.
In short,Melty Blood does alot of things right,which is why it has such a passionate following,its not hard to pick up and play but it also offers the depth that high level/tournament players look for.

78
Shiki Ryougi / Re: Ryougi in ver 1.05
« on: November 10, 2011, 02:53:47 AM »
http://www.nicovideo.jp/watch/sm16131520
That combo at 7:05 made me wet my pants.

79
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code 1.07
« on: November 07, 2011, 02:21:22 AM »

New arcade ending art for Arcueid?

And this is the Hime ending.

80
After seeing a decent amount of matchvids,I'm starting to think C-Hime is actually better than F.

81
Shiki Nanaya / Re: Nanaya 1.07 changes
« on: November 03, 2011, 04:59:28 AM »
Updated first post.
2B retaining dash momentum might be huge.
214B obviously really good.
Defense nerf doesnt look too groundbreaking.
5C having 2 more active frames makes it a bit better as anti-air(i think its not gonna matter in the long run,they just put it in line with every other normal attack,active frames-wise)
The future is looking good nanaya bros!

82
Kohaku / Re: MBAACC Kohaku Match Videos
« on: November 02, 2011, 02:31:12 AM »
Fiendmaw here,bringing you hot changes straight from the heart of nico nico.
You've probably wondered why C-Koha was hit so hard with the nerfbat,I think I've found the reason!
http://www.nicovideo.jp/watch/sm16052667
At around 13:18 of that video you can see C-Koha...moving forward slowly...while crouching.

83
I know this  is getting ahead of myself.. But, has there been any talk of arcade release date or console talk?
None to my knowledge.

84
Kouma Kishima / Re: Kishima Kouma
« on: October 31, 2011, 06:21:34 AM »
http://www.nicovideo.jp/watch/sm16023126 Godlike H-Kouma,really starting to like this character.

85
Kohaku / Re: MBAACC Kohaku Match Videos
« on: October 28, 2011, 12:13:08 PM »
You should add BE5B not being a hard knockdown anymore,just saw it being ground tech'd.

86
Shiki Nanaya / Re: Nanaya 1.07 changes
« on: October 27, 2011, 04:20:25 AM »
HUGE change to F-Nanaya,his 5C has 2 more active frames,which brings the total amount of active frames to a GLORIOUS FOUR FRAMES!  ::)  :V  :emo:

87
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code 1.07
« on: October 27, 2011, 04:18:40 AM »
I don't think theres a complete list everywhere,youll have better results searching the character subforums.

88
Kohaku's Video Room / Re: Current Streams
« on: October 23, 2011, 03:31:02 AM »
Oh damn,I missed it,I'l definately check out the archives.(Also why justin.tv and not twitch)

89
Kohaku's Video Room / Re: A little gift from Ashe.
« on: October 20, 2011, 01:42:02 PM »
Thank you Ashe!

90
Kohaku / Re: MBAACC Kohaku Match Videos
« on: October 19, 2011, 02:46:29 AM »
Crescent Moon
http://www.nicovideo.jp/watch/sm15927046

Nakau :fap:

Ps. Was 5c relaunch removed?
Yes,finally.If I never see it again it would be too soon.

91
Shiki Nanaya / Re: Nanaya 1.07 changes
« on: October 18, 2011, 05:33:21 AM »
It would be great if F could IH from 214B, any chance they made that possible?

I don't think so since it'll also have to be EX cancelable to be IH'd, right? At least I THINK that's the rules on IH cancels.

F-Nanaya doesnt have safe on block EX moves,the only way to make it safe would be IH if that was the case.Wouldve been cool for him to have that,but it wouldnt be as strong as you might think.

92
Red Arcueid / Re: Warc's Arc Drive
« on: October 16, 2011, 07:22:07 AM »
Looks like this bad boy now has an air-unblockable hitbox on the hand(when she puts it in the air),so you can anti-air with it.Sounds pretty fun(and very gimmicky).

93
Shiki Nanaya / Nanaya complete changes MBAA PS2 -> MBAACC 1.07
« on: October 16, 2011, 03:48:22 AM »
     MBAACC

   Crescent

+ 5C Duration increased
+ 214A Damage increased
+ 214C Profile lower, recovery shortened
- 236A Cannot come as close to the opponent as before
- 2A Recovery increased

  Full
+ Warui Ne Performance increased
+ 236A Faster start up
+ 214AC Stronger
+ 22B to Warui Ne Enabled

  Half
+ Forward walk faster
+ Backwards walk faster
+ 5C More forward movement
+ 2A Hitbox stronger
+ 214A Recovery shortened
+ 214B Recovery shortened
+ BE214B Faster charge, hitbox improved
-5A6A Prorate stronger


     CC 1.05

   General
+ Arcdrive recovery shortened(can combo after it).
+ AAD startup time dramatically increased.
+ Fastfall no longer has rebeat penalty.
+ Airthrow automatically performs a fastfall if it connects in neutral state.


  Crescent

+ 236C is now air untechable,follow-ups are possible from certain heights.
+ 214A(overhead teleport),623B,236C and 623C now OTG relaunch.
+ 214A is now a hard knockdown
+ You can now hold directions after you perform BE22B(charged 22B) for different effects:5 is the old position,8 for higher up,2 for lower,4 in front,6 farther back.


  Half
+ 214C OTG relaunch.


  Full

+ Warui Ne(divekicks),623B and 623C OTG relaunch.
+ BE5C now groundbounces the opponent on air hit.


     CC 1.07

  General
 - Defense lowered
+ 2B now retains dash momentum

  Crescent
+ 214B is now jump-cancellable on hit

  Full
+ 5C now has 2 more active frames(4 total active)

94
It's very likely the same composer will be used for UNIB,so its set in that department.

95
Kohaku's Video Room / Re: MBAA Detailed Analysis Live Streaming Sessions
« on: October 10, 2011, 02:55:17 AM »
I wanna request some Nanaya vs Nero matches.I dont have specific moon preferences,or videos  :psyduck:

96
lololol hey guys forgot about this here

http://www.youtube.com/watch?v=TN2UdrnWxZA

Uploaded a handful of Hydra GP videos so you can see what the loketesting was like.  Archetype's new stage music is included in that video, check my account for a handful of others.
I was hoping the flowers would act like on the Rachel stage in BB...oh well.

97
Shiki Nanaya / Re: Nanaya MBAA Thread (C/H/F Moon)
« on: October 07, 2011, 06:22:57 AM »
P.S.: +f 214A would be retarded
Its a 33f overhead that only gives you 1k(thats without rebeats) and can be countered by jumpin which gives the opponent a full jumpin punish combo(which is at least 50% on most characters).And if they block(which is not hard at all) its -5 so its throw punishable.
Why is it retarded to be +f again? I would love to do meaty 214a and get some nice mixup afterwards.

98
Shiki Nanaya / Re: Nanaya MBAA Thread (C/H/F Moon)
« on: October 07, 2011, 05:50:12 AM »
IDK if this is just me, but it looks like H-Nanaya's 2a has a larger hitbox in MBCC, probably the size of C-Nanaya's 2a, since it can connect after 5A 6AA (just an example) which I don't think you can do in PS2 version (or it's uselessly impossible).

:nyoro:
Furapan should totally make C/F 214a air unblockable in 1.07.
Imo,they should also make 214a +f,but thats just me.
Anyway,Ive been (net)playing MBAA,and I have to say,I'm finding C-Nanaya pretty redundant compared to H or F(especially H).Am I missing something?

99
I dont know what you guys were doing,but when I play emulator netplay,its pretty much mbcaster +0.5 frame delay.Desyncs are very rare,and this magical impossible-to-play delay is nowhere to be seen.Thats ofcoure,at d2 and d3,I havent played d4,but I dont even play d4 with caster so yeah...

100
Sion Eltnam Atlasia / Re: MBAACC Sion
« on: October 01, 2011, 11:21:41 PM »
Sion probably has the best consistent damage in the game outside of PCiel,its just really hard and exec instensive to do that,rather than just mindless 214C/421C into jbcjbc.
(Also complaining about having nero-like combos,when all she does in mbac is ground normals into launcher into standard jBCjBCadj.C combos,those are are much more exciting amirite).

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