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

Messages - ikusat

Pages: 1 2 [3] 4
51
NetPlay Community / Re: What not to do when netplaying
« on: September 12, 2007, 02:14:15 AM »
If you're having frame rate problems and the ping looks ok, try to get the person with the better computer to host(aka don't host on a laptop).
Choose a stage with a static background, like any Tohno Mansion stage.  Avoid the animated ones like Warc's, Shiki's, Sion's etc.

52
Tournament Results / Re: Tournament Awards (Majors)
« on: September 07, 2007, 04:58:07 AM »
If you ever get to the point where you have consistent 32+ players for a toast event, you could do something like the ranbats with sf3, and then the top 3 at the end of each term can get an award, like gold toast, silver toast, and burnt toast.  But that's for later when numbers get hueg like zboz.

53
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: September 06, 2007, 10:40:13 PM »
I haven't found a situation where I'd land at an actual disadvantage with jbb.  Even though Hisui might hit the ground after they do, remember they're teching, which also takes some amount of frames.  If you notice at the 0:58 example you were talking about, Hisui whiffs a 2a before Akiha finished teching, and the next 2a gets blocked.  This is merely mistiming the tech punish attack.  In general it's better to use 5a 2c for comboing purposes, but 2ac would have worked just fine if Hisui had delayed the attack by a few more frames.

The jbb punish is basically like this:
Neutral tech, no tech: Do 5a2c6b2a etc right when landing.
Back tech, forward tech: Wait a smidge after landing, then do 5a2c6b2a etc

This is the easiest way to tech punish since you can use the same combo regardless of which tech they use, or if they don't tech at all.

54
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: September 06, 2007, 06:48:28 PM »
I generally just use relative speeds when comparing moves.  I actually hate dabbling in frame counting, but there's a guy on IRC who loves doing it, so I just ask him.  I consider him a very reliable source of information since he'll usually gets good proof to back up his claims to avoid my WRONG AGAIN VET.

But the 5b faster than 5c thing is very obvious.  5a 5b combos, 5a 5c does not.  That was very instinctual and I just had him count frames just so we all knew exactly how much faster it was.

That list Qaenyin posted looks like it is from version A.  2ac combos in the ps2 version as well, and the jumping 236 attacks have also been sped up, I believe.  Bug Arly to stop being a lazy ass and scan some shit in.

55
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: September 05, 2007, 10:58:30 PM »
Ok, here's the rest of the post.  I had to break it up into two because otherwise I'd lose some effect out of the one above :B

Veteru:   Hisui 5b = 7f startup
Veteru:   hisui 5c = 13f startup

I think Chibi is just trying to stop the spread of misinformation.  I certainly would not want to recommend a new Hisui player to use 5c as anti air.  Here's why:

5c has a very low vertical hit range(around waist level).  It is no doubt air unblockable, but again, the vertical range is very low.  The success you are seeing with 5c is most likely from the chair hitting the opponent's attack box.  When someone attacks you, their hit box is expanded, and the chair is hitting their newly expanded hit box.  In addition, the chair does have clash frames when she has it above her head(it will never, ever hit there though).

Now go try hitting an empty jump in with 5c.  It is rather difficult as they need to be pretty low to the ground.  Here's where the problem starts to unfold.

If they do an empty jump in while you are relying on them to attack, the 5c will miss and you'll be in for a world of hurt.  In addition, you are pre-empting their attack in this case, and should be using 623b instead.  If you're doing it on reaction, 5b is a much better choice.

If they start their attack higher up, the chair will never hit their attack at all, whether you use it early or late, and you're eating a beefy jump in combo.  The best you can hope is for it to clash.  Again, 623b is a better choice here if you're doing it early, or 5b if you're doing it late.

The only strong points for 5c is that is actually does counter predictable iad attacks very well.  This might be the sole reason you like it so much.  It stuffs low to the ground attacks quite well, and a 100% proration combo starter does lead to big damage.  However, I would not advise you to build tactics and bad habits based on countering sloppy play.

I will admit that I completed discounted 5c as anti air at first, but after analysis, it's still really not a very strong tool for anti air.  It has some merits, but I would definitely not classify it as an anti air attack, and I believe this is what Chibi was trying to say.

56
Hisui / Re: Hisui thread! VERSION Bee, TOO!
« on: September 05, 2007, 10:29:58 PM »
Quote
Also, 5B? I know you were just trying to make a point, but that has an even worse startup than 5C.

And just a word of advice when arguing. Back up what you say with evidence, and say it calmly.
http://objection.mrdictionary.net/go.php?n=2166078

57
Kohaku's Magical Garage / Re: Why Air Throw at the end of combos?
« on: September 01, 2007, 08:04:34 AM »
This is an excellent question!

A general answer to your first general question, along with the responses above, is that an airthrow ender is better for momentum most of the time, but there is always a more damaging alternative.  However, you want to airthow unless you have a very specific reason to use another air combo ender.  "200 more damage" usually is not a good enough reason to.  A few example reasons are:
1. That 200 more damage will win the round for me.
2. This ender will set up a tech punish
3.  This ender I am using will waste enough time to run out the opponent's HEAT bar
4. I am using Mech Hisui  :V

Now for your more specific j2c quesiton with Warc: Yes, in the corner, as long as you can learn the timing, j2c ender is may be worthwhile.  It does deal a little more damage as well as give around 30% more meter.  As far as I can tell though, it's actually slightlly worse for momentum, but the extra damage and meter is a pretty good tradeoff.

I'd suggest optimizing the rest of your combo before worrying about the ender though.  First off, a good start is 2a 2b 2c 5c jb(2 hits) jc djb(2 hits) jc throw.  You need to delay the 2c after the 2b a little bit, but this is the standard warc combo to my knowledge.  Feel free to peruse the Warc subforum here and ask about her for more specific information though, as I'm not a Warc expert.

58
Melty Blood Auditorium / Re: MBAC arcade single player messages?
« on: August 28, 2007, 11:46:51 PM »
Karp mentioned this a little while back.

In Arcade mode, hit F5 first(pause menu), then hit the shield button to cycle through those messages.  It makes more sense in the Arcade, since it'll let any onlookers know if you are interested in being challenged.  In the PC version, it makes a little less sense since I don't know of any way to interrupt a match.

59
Akiha's Tea Room / Re: Video Plagarism?
« on: August 26, 2007, 07:09:03 PM »
This video is a completely failure.  The song is terrible(for this video), the video is stolen, and it doesn't have anything to do with Melty Blood at all.

Quote
I do not own the band, song, or game.
More like I do not own a single damn thing in this whole movie.  Based on his comments, I really don't think he knows what he's doing wrong.  You can't but help "borrow" material from other people when doing any sort of artistic thing, but this is basically taking a deck of cards, shuffling it, and saying that I just made something completely brand new, hey everyone look at me I want attention.

At least all the videos using ikusat's work have "IKUSAT" slammed right in the title :V
Well, it really wouldn't be hard to edit my name out... but the bigger issue is you'd be an idiot to plagarize my shit when there's so much better Japanese stuff to jack.

60
Kohaku's Magical Garage / Re: About jumping...
« on: August 14, 2007, 01:26:05 AM »
Veteru found that jump startup was 4 frames back in react, but this shouldn't have changed much in the newer versions.  Super jumps, airdashing is character specific.  Landing after an attack has no delay, landing after shielding does have a delay.

4 frames is really short, so you must be doing something like hitting up and attack simultaneously for nothing to come out.  Not attacking after an airdash is a much more common problem though.

61
NetPlay Community / Re: Worthwhile?
« on: August 13, 2007, 12:26:22 AM »
If you can get it to work with a reasonable framerate, it might be fun to play, however...  I'm inclined to say that learning how to play MBACvB2 in battle royale mode would be more constructive for learning how to play the actual game.  Netplay is a completely different beast from the original game.

62
Akiha's Tea Room / Re: Bara Cancel: should i be ashamed?
« on: August 13, 2007, 12:02:22 AM »
This was actually a Ver B2 change I believe, or maybe even B.  They also made shield bunker cancels less useless/less beatable in general, so for many characters, the shield bunker is probably better than any bara they could do, and since the frame buffer is now 8 frames instead of 12, it's even less practical to use any bara except for 214, or 421 moves.

I think only Kouma really gains a lot by learning how to bara well.  If you're using any other character, step up the rest of your game so that you get to the point where knowing how to bara DOES matter.

63
Kohaku's Magical Garage / Re: Damage Modifiers
« on: August 12, 2007, 11:51:23 PM »
My best guess would be that 1.01 is the "arcade perfect" version, but I'm not seeing a big issue whichever version you use.  The changes amount to about half a 2A.

And it's anyone guess as to why Melty Blood's life system works the way it does.  One thing to keep in mind is the hidden combo incrementer(explained here http://www.meltybread.com/forums/index.php?topic=141.0), so the "increased" damage isn't as drastic as the chart might lead you to believe.  But yeah, for those characters, activating heat early and often seems to be the best way to get the most out of their life points.

64
Akiha's Tea Room / Re: yumiduka?
« on: August 08, 2007, 08:23:04 AM »
It's Yumiduka because it's Yumiduka.

It sounds like Yumizuka to us(and probably to most Japanese people), but du is the vocalized form of "tsu"(or tu, in kunreishiki).  Just apply the same sound transformation from ta -> da and to -> do for tsu->dsu, and you'll get something like dzu, which mostly sounds like zu.  If you are to type this into your windows IME, and you will find that only Yumiduka gets you the correct kanji, while Yumizuka gets you something like "hot and cold water?"

Hepburn romanization generally lumps the du and zu sounds together and just spells it as zu, and generally in official spellings and whatnot, they use Hepburn because it looks better, so why they chose to leave Satsuki's last name like this, I have no idea.

This kana is not that uncommon though.  A common word you hear in melty blood is something like "tsuzukeru", or let's continue.  That zu there is actually the same pronunciation as the du in Yumiduka, so you can type tsuzuku into your IME all day and not find the kanji for it, because it's looking for tsuduku.

65
Kohaku's Magical Garage / Re: Damage Modifiers
« on: August 04, 2007, 01:09:27 AM »
Version 1.02 has minor tweaks for most characters.  Necos got moved around a lot though.
Up: Nero, Shiki, Nanaya, Warakia, Neco Arc, Neco Arc Chaos
Down: Akiha, Kouma, Miyako, Mech Hisui, V. Sion

Congrats Aquiha, you are once again bottom.

Edit: Seems like life totals are now 11400.

Character Name(100%-75% life)(75%-50% life)(50%-25% life)(25%-0% life)Estimated Life
Akiha92%85%80%80%13576
Nero88%85%85%80%13507
White Ren100%90%80%75%13379
Arcueid90%90%85%80%13249
Kouma94%90%85%80%13114
Satsuki100%90%90%80%12746
Sion90%90%90%90%12667
Hisui85%95%92%90%12617
Shiki88%92%92%90%12601
Aoko100%90%90%85%12536
Ciel90%90%90%100%12350
Miyako102%90%90%90%12294
Nanaya98%95%90%90%12241
Warakia108%100%90%80%12218
Mech Hisui87%90%100%100%12143
V. Sion102%95%90%90%12127
Warcueid90%100%100%90%12033
Neco Arc140%70%110%90%11865
Neco Arc Chaos70%140%110%90%11865
Kohaku90%90%105%105%11762
Ren110%100%100%90%11458
Aquiha110%110%110%100%10623

66
Hisui / Hisui Ver B2 Changes
« on: July 29, 2007, 06:31:47 PM »
-Air 236A, 236B no longer recover after the attack ends(Reverted back to old one)
-Ground 236A no longer has A or B follow up(It seems to work for me now. Anyone have this problem before?)
-2C is faaaaast
-4B drains 30% instead of 50% meter
-Invincible super jump/double jump landing bug fixed
-Stuff Fu no longer gives meter on execution
-Stuff from stuff fu flies significantly further(brass vase goes nearly full screen)
-Bentos hitbox increased(can now juggle out of the air)
-4B is bugged - if Hisui is in max/heat/blood heat, and she hits the opponent with it, SHE will lose meter, the opponent will not

Post anything else here!

67
Kohaku's Magical Garage / Re: Damage Modifiers
« on: July 28, 2007, 08:49:40 PM »
Version B2 table.  Kouma, Hisui, Kohaku(why?) nerfed. Sacchin, Ciel, Warcueid buffed.
White Ren is a fucking tank.

Edit: This is for versions 1.00 and 1.01.

Character Name(100%-75% life)(75%-50% life)(50%-25% life)(25%-0% life)Estimated Life
Akiha90%85%80%80%13166
Nero90%85%85%80%12964
White Ren100%90%80%75%12910
Arcueid90%90%85%80%12784
Kouma92%90%85%80%12717
Satsuki100%90%90%80%12299
Sion90%90%90%90%12222
Hisui85%95%92%90%12175
Aoko100%90%90%85%12096
Shiki90%92%92%90%12089
Miyako100%90%90%90%11917
Ciel90%90%90%100%11917
M-Hisui85%90%100%100%11791
Nanaya100%95%90%90%11756
Sion(T)100%95%90%90%11756
Warakia110%100%90%80%11743
Arcueid(R)90%100%100%90%11611
Kohaku90%90%105%105%11349
Ren110%100%100%90%11056
Neco Arc Chaos140%110%100%90%10270
Akiha(V)110%110%110%100%10250
Neco Arc130%120%110%90%9963

68
Akiha's Tea Room / Re: Tutorial Videos
« on: July 25, 2007, 07:11:27 PM »
Yes, I'd be happy to.  This goes for anyone else too.  I replied to Zar in public for a reason!

But making the replays isn't the hard part for a tutorial(except for Aoko stuff), it's making sure its actually sound advice.  If you're just going to dump a bunch of replays on me, thanks, I do appreciate the thought, but checking the validity of it would really be going that extra mile.

69
Akiha's Tea Room / Re: Tutorial Videos
« on: July 24, 2007, 10:53:20 PM »
Sure Zar, I'd be totally up for that.  I'll post it here as reference for anyone who might want me to make tutorial videos for their character...

For difficulty... I'm not going to include anything that you can figure out after mashing buttons for a few minutes in training mode.  You can make your stuff difficult as long as it's feasible for a normal person in an actual match.  Like Arcueid midscreen triple 4B combos are not tutorial material, nor is that cracked up Shiki j[c] combo.  Of course, it's Aoko, so it'll naturally be difficult, but don't do anything that has like 5 1 frame links.

When making replays:
1) Just have the characters stand there for 2-3 seconds before and after each replay, and make sure that 2-3 seconds does not overlap with any "FIGHT" text at the start of the replay.  So like, get into training mode, position yourself/wait for the fight text to dissapear, wait for 3 seconds, do the combo, wait for 3 seconds, save replay.
2) Separate replays for each combo/thing would be the best, but if not, make sure you space them.
3) If you are not showing a corner situation, try not to record it in the corner
4) Rename them to something other than the default replay number.

For combos, just write up the transcript of them, and then note any particularly difficult or time sensitive parts.
For tactics/errata, just describe what is going on.

I can probably figure out most of the stuff just based on seeing the replay, but any information you'd like to pass on would just make it more complete(and easier for me).

Character colors: If you always choose a certain color for your character, pick that, otherwise just use default.  Leave the opponent as default color.
Vs Characters: I try not to use the same character twice in the tutorial.
Character stages: Try to match them up with the character you're doing the combos on.
Damage display: This isn't stored in the replay. I can turn it on if I want.

Edit: updated the list

70
Akiha's Tea Room / Re: Tutorial Videos
« on: July 12, 2007, 02:38:58 AM »
Alright, thanks for the input.

My main concern is that the game moves kind of fast, so I find it hard to actually follow the karaoke notation myself.  And if it's actually distracting, then I'd be happy to "remove" it.

The other thing is that while it might help for a character you're not familiar with, there's hardly anything that you won't be able to get after a few minutes in training mode.  I don't plan to cater towards the people who can't be bothered to jump into training mode.

One more question: Should I keep the notation the same or change it?  And should I make dash and jump cancels implied?  If you ever see me type combos anywhere else, I almost always do something like 2abc jabc jabc throw.  Obviously for a tutorial with notation for each move, I won't truncate the positional stuff, but what about jumping and double jumping?  The ja after the 2c should make it pretty obvious that you need to jump, and the ja after the jc should make it pretty obvious you need to jump again.

Keep in mind I'm not catering for people who don't know the notation we use since there are an assortment of better places to learn it, and it eats up precious video space.

71
Akiha's Tea Room / Tutorial Videos
« on: July 09, 2007, 07:21:59 PM »
Ok guys, while I'm still in the process of reformatting the tutorial videos in preperation for VerB2, I'd like to throw out a question - Karaoke or no karaoke?

The two videos I did have the karaoke, but is it needed?  Would displaying the notation for the combo be enough, or do you prefer the karaoke highlighting?  Or do you find it distracting?  Do I need a bouncing :) to go from move to move?  What!

72
Akiha's Tea Room / Re: Site Feedback & Suggestions Thread
« on: April 20, 2007, 04:01:09 PM »
The video section has a nice banner.  Unforutnately it's too wide to fit with the "who's online" info box on the right, and the formating gets destroyed.  I'm using exploder but I doubt it's what's causing this to happen.

TORYA

73
Akiha's Tea Room / Re: Stupid Shit I Have Done for Melty Blood
« on: April 16, 2007, 12:57:23 PM »
COMBO VIDEOS

74
Kohaku's Magical Garage / Re: Critical hits?
« on: April 16, 2007, 12:42:37 PM »
It's 1/32 chance of getting 15% extra damage.

It's also why getting the best bnb is a headache since you have to perform the combos you're comparing without any critical hits.

75
Akiha's Tea Room / Re: Your signature moves
« on: April 05, 2007, 10:17:32 AM »
After every round I do a fierce fierce SHIYAAAAAAW.

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