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

Messages - Pfhor

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51
Regional Community / Re: Known Player Compilation
« on: August 10, 2010, 06:24:58 AM »
Handle: Pfhor
Main Character: cKohaku
Notable Alt's: None
Affiliation: None
Predominant Region: North Texas
Awards/Top Placement:7th, 7th, 7th, and 11th at evo :(
Other Information:I don't have many people to play so I spend my time looking at the frameviewer and grinding combos in training mode.

52
Melty Blood Auditorium / Re: Current Code Changes
« on: August 07, 2010, 10:36:56 AM »
You have to translate them into mexican for kusanagi.

53
Kohaku's Video Room / Re: MBCC Match Videos
« on: August 05, 2010, 09:44:31 AM »
http://www.nicovideo.jp/watch/sm11645106
http://www.nicovideo.jp/watch/sm11645572

Another 2on2. I can't read moon but here's a list of the players for someone to translate.

はれ(さつき)&あすか(赤主)
つきぐも(シエル)&吉岡ゆうき(シエル)
XPERA(秋葉)&ひろひろ(白レン)
かんな(都古)&スペ(白レン)
キョウ(ワルク)&ふじなみ(レン)
niji(シエル)&A.K(琥珀)
siua(紅摩)&ヒフミ(ワラキア)
フロウ(さつき)&ミハル(シエル)
かも(シオン)&洋(アルク)

54
Melty Blood Auditorium / Re: Current Code Changes
« on: August 03, 2010, 07:18:44 AM »
Ok so, since numakie has a better eye than me, he has pointed out an example of a ground trade between wara's 2b and hisui's 2a.

http://www.nicovideo.jp/watch/sm11588755 12:40

Notice that after the trade occurs, Wara recovers fast enough to continue the combo with a 2a while hisui is still in hitstun. Draw your own conclusions based on this situation.

My theory is: antiair 5a trade with a j.b/j.c will result in massive hitstun for the character on the ground, way too much to effectively get a combo off of trade. The character in the air will have a short "air freeze" and fall too fast to be catched. At most the character on the ground will get a tech punish setup, at worst the character in the air could TECH FORWARD AND CONTINUE THE COMBO LOL (I have to admit that would be pretty fucking awesome).

55
Kohaku's Video Room / MBCC Match Videos
« on: August 01, 2010, 05:32:41 PM »
CC is out, jp isn't exactly streaming out massive amounts of videos, but this thread will be a start.
http://www.nicovideo.jp/watch/sm11588755 - Cvakiha, Hwlen, Hhisui, Fkohaku, Hvsion, Cwara, Chisui
http://www.nicovideo.jp/watch/sm11563463 - Clen, Hroa
http://zoome.jp/otomeyume/diary/209 - Farc,Caoko, Cryougi, Faoko, Carc
http://zoome.jp/otomeyume/diary/210 - Hsion, Chisui, Csacchin

And here is the opening, disappointingly it's exactly the same as the old one. Ryougi and Sakiha isn't thrown in there anywhere.
http://zoome.jp/otomeyume/diary/208

56
Melty Blood Auditorium / Re: Current Code Changes
« on: August 01, 2010, 05:20:07 PM »
Look through those jp CC vids, find one instance of an A-attack trading with a B/C attack. I sure as fuck can't.

57
Melty Blood Auditorium / Re: Current Code Changes
« on: July 31, 2010, 09:13:00 PM »
welp, UFO got bodied by ringwide's fucking stupid USB cable requirements, MBCC not up and didn't get to play sadface.

58
Melty Blood Auditorium / Re: Current Code Changes
« on: July 30, 2010, 05:17:23 PM »
I am going to austin tomorrow, I'd be willing to do my best to try out random shit that people want to know about while I'm there.

59
Kohaku's Magical Garage / Re: Throws?
« on: July 27, 2010, 12:02:55 AM »
Kusanagi with truth.

It's a myth that throws suck in MBAA, even compared to other fighting games.

However, normal 4/6E throws are AWFUL on defense, despite their speed. To get hit by a throw, your character's collision box must be touching theirs, so even if they do happen to mistime a meaty 2a, they have to be right in your face for your defensive throw to land. You shouldn't be mistiming your meaty anyway, but you can avoid getting hit by a defensive throw by positioning yourself just a few pixels away from their collision box, the throw will whiff, and they get BLOWN UP.

Command throws are a bit different, they grab your normal (fatter) hitbox instead of the collision box. So a fast command throw such as Kohaku's or Kouma's could grab you while your hitbox is still extended from your mistimed meaty attack. Their defensive use is still gimmicky shit, but far better than normal throws.

60
Kohaku's Magical Garage / Re: MBAA crouching hitbox height tiers
« on: July 26, 2010, 11:47:27 PM »
Great list, good shit.

Also, could you look at C-Seifuku's a bit? If I recall, F-Ries can hop over her couching hitbox for some reason... (thin?)

You are correct, F-Reis can dash over Sakiha's crouching hitbox (not limited to C moon Sakiha). That's a different matter though, related to her collision box(gray) not her hitbox (green).

BEHOLD: http://img818.imageshack.us/img818/5995/crouchinghitbox.jpg

Reis dashing over sakiha: http://img507.imageshack.us/img507/1017/reisakiha.jpg

61
Kohaku's Magical Garage / Re: MBAA crouching hitbox height tiers
« on: July 26, 2010, 09:46:17 PM »
From my almost extensive testing I have noticed that the crouching hitboxes are uneffected by hitstun or blockstun (no instances like mbac warc where her hitbox is smaller when she's crouch blocking), if anyone can find a character that it does affect let me know.

62
Kohaku's Magical Garage / MBAA crouching hitbox height tiers
« on: July 25, 2010, 07:16:24 PM »
The heights have changed (been more simplified, even) a bit from mbaa, so it's worth making a new list. These groups are in order from tallest to shortest, and all the characters within a group have the same height (or so close that I can't tell the difference with my eyes).

Rank A (Tallest): Nero

Rank B: Wara

Rank C: Tohno, Nanaya

Rank D : Wlen (note that her hitbox is the same in H moon as it is in C/F, despite the different crouching animation.

Rank E: The rest of the cast (even Len)

Rank F: Neco Arc

Rank G (Shortest): Neco Arc Chaos

Less complicated than it was in mbac for sure.

63
Tournament Results / Re: EVO 2010 Results
« on: July 12, 2010, 08:55:09 PM »
I'd like to reaffirm that I really had fun, that whining was just shit that I needed to get off my chest.

64
Tournament Results / Re: EVO 2010 Results
« on: July 12, 2010, 02:14:07 PM »
Good shit to hype casuals with garu and chealsy AND GETTING COOKIES WHEN WE LOST, mbaa blowing shit up on the big screen and a bunch of hype semifinals, especially Kusa vs Garu, Xie vs HF, and the team tourney finals, 5 dollar steak and eggs after tourney, SK making me blow pepsi out of my nose with laughter, finally meeting arly, shit talking sirlin, and a whole bunch of people I had fun hanging out with.

Shoutouts to cramped smelly rooms, lack of setups, crazy rage that makes some players not fun to play against once they reach that point, stream monsters shitting on chealsy, America getting bodied by jp for almost-free, unhype garu vs lk finals with more dropped combos than hooker call cards on the vegas sidewalk, LK ps2 setup whoring like a piece of shit (seriously he was doing fucking TRAINING MODE COMBOS with chealsy while other people wanted to play), 100 different excuses for getting to cut in front of rotation (I'M GONNA LEAVE SOON, I HAVEN'T PLAYED HIM TODAY, I HAVE NO COMPETITION AT HOME), shitty food that costs 10x more than it's worth, vegas being a piece of shit city dressed up real pretty

I had a fun time, really, I really did.

65
derp yourself Kusa, they givin us games

66
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: May 28, 2010, 10:26:58 AM »
looks fine

68
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: March 16, 2010, 07:38:48 PM »
Hmm. with all these changes, Kohaku's gonna be played alot diffrently now. Interesting...

Pretty sure all of those changes are in the ps2 version, and she plays exactly the same as arcade besides h's command throw doing far less damage.

69
Tournament Results / Re: Final Round XIII Results (Teams)
« on: March 14, 2010, 09:20:27 PM »
tonberry is exactly right

70
Hisui / Re: C-Hisui or H-Hisui: j.BB & Other Differences (Working Progress)
« on: February 25, 2010, 10:03:28 PM »
You can use it.

Both moves have the same active frames (5 frames).

71
Hisui / Re: C-Hisui or H-Hisui: j.BB & Other Differences (Working Progress)
« on: February 25, 2010, 09:03:16 PM »
I will contribute to the J.b discussion the only way I know how.

HITBOX ANALYSIS AND FRAME DATA ANALYSIS.

http://img34.imageshack.us/img34/475/hisuijb.jpg
Red is where the move hits, green is where Hisui can be hit.

As seen here, Half's has a far superior area of attack compared to Crescent, and is probably a better all around attack as it has crossup potential and covers the area in front of her. C's j.b, on the other hand, is very very good at controlling the space at her immediate top right. She can do this very quickly too, because C's j.b is 5 frames fast, which is insanely fast for an aerial B normal. H's j.b has 7 frames of startup.

So IN CONCLUSION, Half's j.b is the all around decent attack, and Crescent's j.b does one thing very well. It's up to the player to decide which one they want.

72
Melty Blood Auditorium / Re: The MB:AA:CC thread: Current Code
« on: February 25, 2010, 08:44:51 PM »
Here is how to change F-hisui:

1. make 5b +frames on block

II. make office chair not clashable by fucking Hisui herself

C). let her put 2 chairs out

4: give j.b Half's j.b hitbox

 D). ex throne should be full invul startup and recover during superflash (USE IT AS A REVERSAL)

there u go good character

73
Melty Blood Auditorium / Re: The MB:AA:FT thread: Final Tuned
« on: February 20, 2010, 10:30:17 AM »
btw in case you guys didn't notice

Both Mecha&Neco and Kohaku&Mecha are characters in those Loc tests. Seems some people thought they would be removed but nope.

74
Kohaku's Video Room / Re: Annotated MBAA matches
« on: February 11, 2010, 11:06:29 AM »
http://www.youtube.com/watch?v=RhJD_td-cJg

My contribution, add it to the original post plz.

75
Lolisauce I am interested in staying at your place, and am willing to pay for it. I am going to leave on the 7th once I have a confirmed place to stay.

This sounds fucking awesome btw.

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