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

Messages - ikusat

Pages: 1 [2] 3 4
26
Hisui / Re: Hisui Video Thread
« on: October 13, 2007, 01:42:04 AM »
Updated for Version B2 on PC:

http://www.youtube.com/watch?v=tRF2tZPdnec

27
Akiha's Tea Room / Re: Melty Challenge 04: OTG(Deadline: Oct 24)
« on: October 10, 2007, 08:17:20 PM »
Here's an example because I think my descriptions are not enough.

Hisui 623C normally will not put the opponent into a knockdown state.  However, if you watch the replay, Ciel clearly is in an OTG state.

28
Akiha's Tea Room / Re: Melty Challenge 04: OTG(Deadline: Oct 24)
« on: October 10, 2007, 06:38:14 PM »
Both goals do give points.

The 2nd goal shouldn't be that easy to accomplish.  Stuff that normally causes the OTG state does not give points.  However, if somehow you make say, Satsuki 22C, or Nero jC set the opponent into the OTG state by itself, then you do get points.


29
Akiha's Tea Room / Melty Challenge 04: OTG(Deadline: Oct 24)
« on: October 10, 2007, 09:05:58 AM »
Rules and Rankings

Challenge 04: Off the Ground
In this challenge, we'll explore some practical and not so practical aspects of off the ground attacks.

There are two goals to shoot for in this challenge.
1) Airthrow the opponent while they are in the OTG state.
Any valid OTG airthrow setup will give you 1 point - but no copying!  Note that moves like Satsuki 623c, or Sion 214c do not count since they reset the opponent to a normal juggle/standing state.

2) Cause the opponent to go directly into OTG without using a knock down.
Any valid setup that causes the opponent to go into an OTG state without using a knock down move will also get 1 point.

Bonus 0.5 points if your combo involves both an unexpected OTG into an OTG combo followed by an OTG airthrow.

30
Akiha's Tea Room / Re: Melty Challenge 02: Hoaaaaaa (Deadline: Oct 10)
« on: October 10, 2007, 08:34:37 AM »
And that's a wrap!

31
Akiha's Tea Room / Re: Challenge 03: Grand Slam(Deadline Oct 17)
« on: October 10, 2007, 01:30:28 AM »
I can't believe I couldn't think of that.

Edit:
Sorry Tropsy, I thought I responded to your entry already.  Updated first post with current entries.

32
Kohaku's Magical Garage / Re: OTGing? Haza~.
« on: October 03, 2007, 09:25:04 PM »
The last move that hits em basically determines it.  Some characters have a fatter hitbox on the ground than others, so something like Hisui 2a will whiff one guy and hit the other off the ground.  Also, when the opponent first hits the ground, they have a slight bounce, which makes their hitbox easier to OTG(since they're still bouncing kinda).

Also remember there's a standard limit of 2 OTG/Wall slams before they become invincible.  So if you do say, 2c623b(slam 1) 2c623b(slam 2) 2c623b(slam 3, opponent invulnerable), you can't OTG them after that.  However if you do say, 2c623b(slam 1) 2c4c jab jabc(slam 2), you will be able to OTG them since they have only been hit off the ground twice.

33
Akiha's Tea Room / Re: Melty Challenges Rules and Rankings
« on: October 03, 2007, 07:19:04 PM »
- You cannot use any EX move more than twice.
- Ciel OTG loop is banned.
have been removed from the general rules(but added to the first challenge as additional rules).

34
Akiha's Tea Room / Re: Challenge 03: Grand Slam
« on: October 03, 2007, 09:03:41 AM »
Ok, after reviewing several characters, you must have at least 2 slams to get points.  Sorry Ciel users.

Remember guys, Satsuki or Sion might have the most overall slams, but you can also win for any particular character.  Just not Ciel.

35
Akiha's Tea Room / Re: Challenge 03: Grand Slam
« on: October 03, 2007, 07:58:08 AM »
Yes, the actual wallslamming/ground bouncing etc hit must connect in order for it to count.  Basically how many points in the combo could you have stopped hitting them and caused a wall slam, or ground slam/bounce?

So, only the last hit in Nero's jC would count, or uhh, Sion's 5[C], and so on.  And it must actually be able to slam them, so Nero jC on a standing opponent would not work.

I'm acutally not seeing how Kouma could get even the standard allowed 3 wall slams, so feel free to impress me.

Also, you may start off with a wall slamming move for this challenge, and it will count.

36
Akiha's Tea Room / Challenge 03: Grand Slam(Deadline Oct 17)
« on: October 03, 2007, 02:45:20 AM »
Rules and Rankings

Since the turnouts of the previous challenges haven't been so hot, I'll be trying to make some adjustments to the challenges and see how they turn out.  They should be a little more open ended and at the very least, less impossible now.

Challenge 03: Grand Slam
Make a combo involving as many wall slamming, ground slamming, or ground bouncing moves as you can.

Example of Wall Slam: Arcueid's 5C, vs an airborne opponent.  Her 5C vs a standing opponent does not count.
Example of a Ground Slam: Shiki's j[C] vs an airborne opponent.
Example of a Ground Bounce: Shiki's j[C] vs a standing opponent.

Notes:
- The move only counts if you can stop the combo at that move, and the opponent will be wall slammed/ground slammed/ground bounced.  The actual slamming hit must connect.
- A move may have the bounce count reduced if something absolutely outrageous slips.  I can only think of once move that does slam more than once: Aoko's Arc Drive with a count of 2.
- All slams and bounces are are equivalent for this challenge.  A combo with 1 wall slam and 1 ground bounce will have a total of 2 bounces.
- Air throws won't be counted since I can't figure out a way to classify them. 

Scoring:
The combos with the highest number of bounces for each character will receive 1 point.  The combos with the 2nd highest number of bounces for each character will get half a point.  The highest total number of bounces over all characters will receive an additional half point.

Standard rules apply.

Current entries:
Aquiha - 6
Kouma - 3
Neco Arc - 2
Satsuki - 11
Sion - 9

37
Akiha's Tea Room / Re: Melty Challenge 02: Hoaaaaaa (Deadline: Oct 10)
« on: September 28, 2007, 07:58:51 PM »
Rename your replay folder too you putz!

0.5 points for lina

38
Akiha's Tea Room / Re: Melty Challenge 01! (Deadline: None currently)
« on: September 27, 2007, 01:25:26 AM »
Yeah, you can use ANYTHING you can think of to achieve the goal as long as it abides by the rules.  Character specific is one of the easy things to abuse.  If you find some bug you can abuse that's also allowable.

Remember for EX setups, the EX flash must occur while the hit counter is present on screen.  Preset EX Aoko dumbass orbs would not count whereas a combo like 2c3c214c would count it as it's used when the counter is counting.

39
Akiha's Tea Room / Melty Challenge 02: Hoaaaaaa (Deadline: Oct 10)
« on: September 26, 2007, 01:57:49 AM »
Rules and Rankings

Challenge 02:
Hit the opponent with as many HOAAAAAAAAs(Nero or NAC's jC attack) as you can.  At least one hit of each HOAAAAAAAAA has to connect for it to count. 

Combos using Nero score 0.5 points for each HOAAAAAAAAA past 7.  Combos using NAC score 0.5 points for each HOAAAAAAAAA past 5.  However, I'm looking for any creative uses of using HOAAAAAAAAA in combos, so points will also be given based on creativity even if it does not score any points off HOAAAAAAAAAs alone.  Only the first person will get these "creative" points for any particular idea(this applies even if you use NAC, if the setup is the same).

2 point cap for this challenge too.

Current standings:
Linalys: 0.5 points

40
Akiha's Tea Room / Re: Melty Challenge 01! (Deadline: None currently)
« on: September 25, 2007, 09:23:00 PM »
I hadn't thought of this.  I'll probably regret this, but for now, I will count them as separate EX moves.

41
Akiha's Tea Room / Re: Melty Challenge 01! (Deadline: None currently)
« on: September 24, 2007, 08:48:26 PM »
Name your replay properly next time!  0.5 points for you too.

42
Akiha's Tea Room / Re: Melty Challenge 01! (Deadline: None currently)
« on: September 23, 2007, 03:32:50 AM »
Zaido - get me that in a replay and add it to your post.

DJcream - Basically if a combo turns invalid, that's where I will end the combo(The general rules have been updated as such).  Obviously if it is a failed attempt in the replay, nobody cares.  Just make sure you tell me where the combo starts, and just retry the replay if you fail too much.

HF-Blade - I do appreciate the submission and apologize for any confusion.

Zaelar - This isn't Sacchin Toast, try not to be so sarcastic.

43
Akiha's Tea Room / Re: Melty Challenge 01! (Deadline: None currently)
« on: September 21, 2007, 11:05:11 PM »
Nice jorb. .5 for you too.

Since the EX is allowed to whiff, if you use an EX in the place of a hit that would continue the combo, I am counting it as part of the total.  I couldn't figure out a way for this to actually help someone, so I made this dumb rule just to see if anyone could prove me wrong really.

44
Akiha's Tea Room / Re: Melty Challenge 01! (Deadline: None currently)
« on: September 21, 2007, 04:58:17 PM »
Sorry, I mean you gotta do something like

EX1 EX1 EX2 EX1

in order to use 3 EX1s in the same combo, regardless of any normal/ex hits in the middle.  EX moves do not have to hit to count, but it must be used while the hit counter of the combo is active.  As the EX does not have to hit, as long as the EX move is executed while you could technically continue the combo, the whiffed EX can be used as the combo ender, as long as you could have hit them in place of the EX.

45
Akiha's Tea Room / Re: Melty Challenges Rules and Rankings
« on: September 21, 2007, 06:34:36 AM »
Yeah, there'd be very little challenge if combos could be invalid.

46
Akiha's Tea Room / Re: Melty Challenge 01! (Deadline: None currently)
« on: September 21, 2007, 05:05:20 AM »
Good job, half point.

In this particular challenge, you have to use a different EX in between two of the same EX, regardless of the hits in between.

47
Akiha's Tea Room / Melty Challenge 01! (Deadline: None currently)
« on: September 21, 2007, 01:20:47 AM »
Rules and Rankings

Challenge 01:
Use as many EX/AD/AAD moves as you can in a single combo.

EX and AD count as 1, AAD count as 2.  You get a half point for every count above 5, capped at 2 points.

EX moves that are used before the combo counter starts(including starting the combo) do not count.

For this challenge, you may use the same EX move more than twice as long the same EX is not used more than twice in a row.  Ciel OTG loop is banned.  The rest of the general rules apply.


Current Standings:
Linalys: 0.5
Zaelar: 0.5
Zaido: 0.5

48
Akiha's Tea Room / Melty Challenges Rules and Rankings
« on: September 20, 2007, 10:17:44 PM »
Not enough interest, so I stopped posting them.  Just officially closing it now.  Linalys is the winner!

Challenges:
Challenge 01 - Waste that Meter
Challenge 02 - Hoaaaaa (ended)
Challenge 03 - Grand Slam
Challenge 04 - OTG
Challenge 05 - Left is right and right is wrong

Current Standings:
Linalys: 0.5

Original Post:
I will be starting a series of challenges for you Melty Bread denizens!
The intent is to get some creative juices flowing, and it's mostly for fun, but there will be prizes for high scorers.  The prizes will be decided based on the turnout.

To submit a replay, simply attach the file to your post(It's in additional options when you post).

Some challenges may alter specific rules, but here are the general rules:

Replays:
- The combos must be theoretically possible in a match(If the replay uses unlimited meter, there must be proof that it can be done without it, and that is up to you to prove)
- No battle royale/tag mode combos
- No invalid combos(I will only count it up to the point where it turns invalid)


Submissions:
- You can submit only two replays per challenge.  The higher scoring one will give you the points.
- Rename the folder to your user name, and indicate the challenge, for example:
ikusat_challenge01-a
ikusat_challenge01-b
would be my two entries for challenge 1
- Compress the whole folder(s) before uploading.  The compressed name should be the same name as the folder.  If I can't open it up with winrar, I'm probably not going to see it.
- Submit clean replays.  Do not submit 3 minutes of failed combo.  Give enough breathing room before and after replays so that at least the hit counter from the previous attempt fades away before stopping the replay, or retrying the combo.


Scoring:
- I will assign the criteria and period for each challenge.  In general each challenge will have a cap of two points, but I may assign different weights to each challenge later on.
- As these challenges are mostly for showcasing your creativity, the first replay uploaded with any particular idea gets first dibs on that idea.  If a subsequent replay addings a great deal to it though, the original replay might lose dibs.
- I will assign bonus points outside of the base score for any replays that impress me.  This does include improving on previous submissions, but keep in mind you only get two submissions total.

49
Tournaments and Events / Basic Pointers on Making Tournament Brackets
« on: September 19, 2007, 10:50:32 PM »
tl;dr version:
How2MaekBracket4noobs
- Bracket size is power of 2.  2, 4, 8, 16, 32, 64 etc
- If you see bye vs bye ANYWHERE, you done fucked it up dave.

Two basic pointers on constructing tournament brackets:
-- The bracket size is always going to be a power of two. This means, 1, 2, 4, 8, 16, 32, 64, 128 and so on.  If your entries fall between two of these numbers, you pick the next highest.  For example, if you have 48 sign ups, you go with the 64 man bracket. If it is double elimination, your loser bracket will be half the size of winner’s, or a 32 man bracket.
-- To start seeding the bracket, you start everyone with a bye, and then fill the rest of the entries in.  In other words, you should never have a BYE vs BYE.  If you have 33 people entering, you still choose a 64 man bracket, and 31 people will have first round byes.

It’s more complicated if you have ratings/people who consistently win tournaments, but in general if you know the top players in the tournament, you seed them as far away as possible from each other.  A good start is to pick the top four, and put them in the four corners of the bracket.

50
NetPlay Community / Re: What not to do when netplaying
« on: September 13, 2007, 11:01:47 PM »
Laptops are less powerful than desktops in general.  This is not always the case granted, but in general an equal specced laptop is slower than a desktop.

Wireless is bad because while the speed might be fine, wireless routers will always have spikes, and its the spikes that are the most aggravating.  I'd rather play at 55 fps than 60 fps and have it spike every 10 seconds.  Of course wireless is better than no connection, but if you have a choice, try to get wired.


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