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

Messages - ikusat

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76
Akiha's Tea Room / Warehouse Stage(Satsuki) Lyrics
« on: April 03, 2007, 02:17:45 PM »
I've never been able to pick up lyrics very well, but the lyrics on this stage just totally bewilder me.

Here's the closest I could get to forming actual words based on the sounds, but it makes no sense.

In the house, and calling
Freeze the method main and good bay
Chairs up and so you're looking at last built invest its

You can download the track here: http://ikusat.mac.org/bgm_satsuki.mp3

See if you can do better!

77
Kohaku's Magical Garage / Damage Scaling
« on: March 29, 2007, 10:25:05 AM »
Damage Scaling
Scaling in the game occurs in several ways, from combo hits, from reverse beats, and from prorations from individual moves.

tl;dr version
Combo Hit Scaling: As the combo counter gets bigger, your hits do less damage
Move Hit Scaling: A attacks are useful for hitconfirming combos, but cause the combo to do less overall damage.
Reverse Beat Scaling: Don't reverse beat too much, and don't use more than 2 in a combo.
EX Cancel Scaling: Your overall damage will go down.  Avoid doing this.

Combo Hit Scaling
Ignoring any other scaling, hits in combos will always scale.  The first hit in the combo hits for full damage, and then each successive hit will deal 3.125% less damage(1/32).  The minimum a hit will deal is 3.125%, which occurs on the 32nd hit of a combo.

On top of this combo scaling, there is also a hidden incrementer based on the current life of the character.  At 75% life, there is a hidden increase of 1 to the counter.  At 50% life, there is a hidden increase of 2, and at 25% life, there is a hidden increase of 3.

On top of this, if you are playing the twins, the hit counter is decreased by 2.

So scaling due to hits = (33 - (<Hit Counter> - <2 if playing twins> + <Hidden Incrementer>))/32
With a minimum of 1/32.  This reduction does not show up in the training mode attack data.

Move Hit Scaling
Hits from moves in the same combo may also cause scaling.  This comes in two forms:
- Fixed Scaling: The current proration and the move proration are compared, and the lesser of the two is used.
- Relative Scaling: The current proration and the move proration are multiplied.

Example for imaginary character that absolutely does not exist in game:
2A: 68% fixed
2B: 75% fixed
2C: 60% fixed
5C: 80% relative

Let's say this character does the combo 2A 2B 2C 5C
Current proration:  100%   2A Proration: 68%   Resulting Proration: min(100,68)  = 68%
Current proration:   68%   2B Proration: 75%   Resulting Proration: min(68, 75)  = 68%
Current proration:   68%   2C Proration: 60%   Resulting Proration: min(68, 60)  = 60%
Current proration:   60%   5C Proration: 80%r  Resulting Proration: 60% * 80%    = 48%

Compared to if this character does the combo 2A 2B 5C 2C
Current proration:  100%   2A Proration: 68%   Resulting Proration: min(100,68)  = 68%
Current proration:   68%   2B Proration: 75%   Resulting Proration: min(68, 75)  = 68%
Current proration:   68%   5C Proration: 80%r  Resulting Proration: 68% * 80%    = 54.4%
Current proration: 54.4%   2C Proration: 60%   Resulting Proration: min(54.4,60) = 54.4%

Relative scaling moves are relatively rare, so generally you only need to worry about a few specific combinations for each character.

Reverse Beat Scaling
Reverse beat scaling runs in parallel and applies a FIXED scaling to the overall scaling.  One reverse beat sets this to 78%, 2 reverse beats 55%, and 3 reverse beats 40%.  This scaling gradually moves back to 100% over time.  Do the move hit scaling as described above, then apply another fixed scaling to the resulting value to get the new proration value.  In general doing 2 reverse beats will not hurt a combo damage too much since many character's BNBs start from a 2C, which already has a fixed scaling value of around 60-55%, which happens to be the value of 2 reverse beats.  In addition, cancelling an A attack into another A attack also adds 1% to the reverse beat scaling.

EX Cancelling
EX Cancelling a move adds a 65% relative scaling to the current proration.  Combos will almost always do less damage when using an EX cancel, so only use them for combos otherwise not possible.

78
Kohaku's Magical Garage / Damage Modifiers
« on: March 28, 2007, 03:56:21 PM »
Damage Modifiers
Everyone in the game has 11000 health, but you may have noticed that some characters are easier to kill than others.  This is due to each character's innate defense modifier.  The table below gives the defense modifier for each character, for any given hit in that particular life bracket.  These numbers are based on the PS2 Melty Blood Act Cadenza.  The only characters which might have questionable ratings are Neco Arc Chaos and White Ren since they just added them to Version B.

Character Name(100%-75% life)(75%-50% life)(50%-25% life)(25%-0% life)Estimated Life
Akiha90%85%80%80%13165
Kouma90%85%85%80%12964
Nero90%85%85%80%12964
Arcueid90%90%85%80%12784
Hisui85%90%90%90%12402
Sion90%90%90%90%12222
Aoko100%90%90%85%12095
Shiki90%92%92%90%12089
Satsuki100%100%90%80%11993
Miyako100%90%90%90%11917
M-Hisui85%90%100%100%11791
Nanaya100%95%90%90%11756
Sion(T)100%95%90%90%11756
Warakia110%100%90%80%11742
Ciel90%90%100%100%11610
Kohaku90%90%100%100%11610
Arcueid(R)90%100%100%100%11305
Ren110%100%100%90%11056
White Ren100%100%100%100%11000
Neco Arc Chaos140%110%100%90%10270
Akiha(V)110%110%110%100%10250
Neco Arc130%120%110%90%9963
So attacks to Warakia deal 110% damage when he is full at life, normal damage once he hits 75% life, 90% damage when he hits 50% life, and 80% damage when he is at 25% life.  In general people become harder to kill when they reach lower life, but the biggest exception would be Mech Hisui, who takes more and more damage as she gets more and more damaged.  Thus, it might be wise to activate heat as much as possible to stay in the higher defense brackets for as long as possible.

79
Kohaku's Magical Garage / Re: Airborne Counter-Hits
« on: March 28, 2007, 10:19:36 AM »
Some characters can also go for a trade while on the ground.  Excellent examples of this are Kouma's 2b and Warakia's 2b.  You both score a counter hit, but they're in the air, and you're on the ground.  In this case, Kouma can follow up with his typical 5c2b KARUI YATSU DA.

80
日本語BBS / Re: Japanese MB player
« on: March 21, 2007, 12:14:56 PM »
壁|・w・)ノ ようこそJeffreyさん
日本語も英語もOKです。まぁ…私の日本語まだ下手ですが、頑張りましょう!

81
You must explain the purple Shiki.

Seriously.

Purple?

82
Kohaku's Magical Garage / Re: How to reversal backdash like a pro
« on: March 07, 2007, 10:33:18 AM »
Of course characters with shitty backdashes don't have much use for this.

83
Kohaku's Magical Garage / Re: Mash to reduce damage!
« on: March 05, 2007, 03:47:33 PM »
I'm not sure on the exact frame timing, but basically what H-F said, you basically have to match your opponent's combo hit by hit.  Any button works(not sure about Q though)

Also another thing to note is this damage reduction also works while blocking.  While chip damage is not that big of a deal in melty blood, it's worth keeping in mind if you somehow come across a Kohaku who manages to set up her 40% chip combo of doom.

84
Kohaku's Magical Garage / Re: Mash to reduce damage!
« on: March 05, 2007, 10:02:49 AM »
The only mechanic that actually changed between MBAC version A and B is that B now penalizes you(time lock out, so no mashing) for missing hits.  If you took a perfect version B button tapper, they will get the exact same reduction if they played on version A, or even the PC versions.

For the PS2 and PC versions, just mash like mad(~25% reduction in general).  For the arcade version B, learn to tap.

A properly timed button press will reduce the damage of that particular hit by 30%.  This is a very significant reduction, and so even if it feels unnatural and messes up your rhythm in the short run, in the long run, you'll probably get 10-15% more life as a result.

85
Kohaku's Magical Garage / Re: The Bara Cancel (Bunker Cancel) Thread
« on: February 27, 2007, 05:55:27 PM »
We can all do any of the baras in training mode, but in a real match, I feel the upper limit, even for most Japanese players would be a front dash.  You'll see the occasional 236 or AD baras, but those are few and far in between.

Here's my arbitrary best bara list and some of this might overlap with what Spooky posted earlier.  Feel free to shoot any of it down though!  This list does not include back dash or super jump unless they're better than normal for some reason.

S Rank
Kouma: 214C, 214A, 22C
---214C: Unbelieveable range, grabs limbs, good damage.  If Kouma's around, some dunking better be going down.
---214A: Less range, about as fast as 214C, can lead to higher damage if you're in the corner
---22C: Not sure why you'd want to do this since 214C is available, but it's better than what most other characters have

Shiki: 214C, backdash
---214C: Stupid invincibility, if the first hit clashes somehow and the second hit comes out, he's got hyper armor for almost all of the 2nd hit
---Backdash: While it's been nerfed, it's still one of the best backdashes

Satsuki: 214C, 214A, 22C
---214C: Speedy, good damage, a little invincibility
---214A: Since it's jump cancellable on block or hit, it's pretty safe, and fast
---22C: 214C is probably better, but this has less positional requirements to land a combo after

Kohaku&Hisui: 214B, 624C
---214B: Instantly comes out and if you trade, Kohaku will usually recover before the opponent.  As an added bonus, if you mess up and the opponent hits both Kohaku and Hisui, you take greatly reduced damage since proration and scaling are taken into account for hits on both sisters even though only hits on Kohaku will count for damage
---624C: Arguably the best Arc Drive in the game(Hisui's)

A Rank
Miyako: 214A, 214B, 214C, 22A
---214A is fast, 214B is slower but has stupid super armor, and 214C has really stupid super armor + invincibility
---22A a quick low hitting stomp

Nanaya: 214B, backdash, 22C
---214B is somewhat fast, but will get stuffed by almost anything if they're still attacking
---Backdash is still the best in the game
---22C is the safest fake out, but the power comes from being able to mix up 214A-C, and 22A-C since they all look the same

Warakia: 624C, 421ABC
---624C is Warcueid summon, and it's really stupidly good even though it costs 150% meter
---421ABC is the teleport, very quick recovery, but don't get predictable with it

B Rank
Ciel: 22C, 214C
---22C is quick and will usually score a counter hit
---214C is actually very fast from close range and good damage, just make sure it doesn't get blocked...

Arcueid: 214B, 214C, 22C
---214B is quick and is safe on block
---214C is kind of a waste of meter, but it's probably the best bara
---22C has good invincibility and clash, but has pretty low range so don't whiff it

Akiha: 214A
---214A is pretty quick and often leads to counter hits for a free air combo

Kohaku: 214ABC
---214A and 214B recover before landing so it's pretty safe to do
---214C is only vulnerable to throws while she's in magical kohaku mode

Aoko: 214C
---214C, big stupid orb, what else do you need?

Hisui: 214C, super jump
---214C can sometimes lead to the CH of death, which is huge payoff, but it's average at best
---Super jump, fastest in the game

Mech Hisui: 214A
---214A missiles come out quite fast, so it might be applicable at the end of strings

Nero: 214C, 421C
---214C can trade hits sometimes, but tricky to use
---421C ex deer, if you can squeeze this out, you'll regain momentum immediately

C Rank
Ren: 421 moves
---Cat teleports are slightly faster now, but still marginally useful at best

Hisui&Kohaku: Super jump
---Fastest super jump

Aquiha: Nothing

Vsion: Nothing

I'll probably edit this later as I realize how wrong some of this is, just off the top of my head :V

86
Kohaku's Magical Garage / Re: The Bara Cancel (Bunker Cancel) Thread
« on: February 27, 2007, 10:15:32 AM »
The reason why Japan hasn't made a bara vid is because they see it all the time in their matches.  The reason why the US has not made one is because not only do you need a recording gig, you also need two people in the same area who play Melty Blood.

Regarding bara cancels, you can bara into anything that is not a normal jump or normal attack.  This means you can do throws, command moves(like 4C and 6C with akiha), specials/EXs, front/back dash, heat activation, heat and blood heat.

From vaguely the easiest to the most difficult:

214 and 421 specials
backdash, throw, superjump
heat activation, front dash
blood heat activation
arc drive
any other special
command moves

Unless you're exceptionally coordinated, I think the realistic cut off is at front dash.  Blood heat activation is hard and quite risky because if you miss time it, you'll get a circuit spark, which may or may not matter.  Throws are generally minimally useful since they require you to be very close, and generally you're not going to be baraing at random pokes unless you're pulling some Umehara.  Don't even bother learning how to do command move baras, because if you can Ume them that much, you already won the game.  In terms of bara utility, I only look at how good the character's 214/421 moves are, their front/backdash, and their superjump.

Since everyone is interested with the bara super jump, you might as well know the startups for every character's super jump so that someone who plays Kohaku or Mech Hisui won't go OMG ZAR YOU LIED BARA SUPERJUMP SUCKS.

Super Jump Startup, courtesy of Veteru
6F: Hisui(Nyah suckers)
7F: Arcueid, Warcueid, Shiki, Nanaya, Miyako, Warakia, Satsuki, Ren
8F: Akiha, Aquiha, Sion, V.Sion, Ciel, Aoko
9F: Kouma
10: Nero
13: Mech Hisui
14: Kohaku

For reference, standard jump startup is 4F.

If you want to pull some real shenanigans, some characters with low dash startups can do bara front dash, and immediately shield for a red parry like effect.  If you do this while in blood heat, you'll essentially be doing a last arc bara.

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