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

Messages - Ultima66

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326
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: June 20, 2008, 07:34:47 PM »
There should make more Neco-Arcs of the chars in this like...Neco-Ciel, lol. If they can pull off Nero, I'm sure they can pull off everybody else-nya :bleh:
First they are NEcos not Neco-Arcs (no offence, just proving a point) but Neco-Arc (origional) is neco Arcueid while neco-arc chaos should be called just neco chaos...  Why is he Neco-ARC Chaos?? :mystery:
I know you didn't mean any offense, but u didn't have to spell check my words, but u're forgiven.

@Ultima....maybe, like my one friend said...the Japanese editor just didn't know his/her English well at that moment.  ;)
No it's actually meant to be Neco Arc Chaos. Notice how it still has the Arcuied outfit with a top+dress and still has the same length hair as Neco Arc. If they wanted Neco Chaos it would look different, with an actual coat and a face that looks different from Neco Arc.

327
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: June 20, 2008, 06:25:16 PM »
There should make more Neco-Arcs of the chars in this like...Neco-Ciel, lol. If they can pull off Nero, I'm sure they can pull off everybody else-nya :bleh:
First they are NEcos not Neco-Arcs (no offence, just proving a point) but Neco-Arc (origional) is neco Arcueid while neco-arc chaos should be called just neco chaos...  Why is he Neco-ARC Chaos?? :mystery:
Because it isn't just Neco Chaos it's a Neco + Arcuied + Chaos.

328
I wouldn't mind increasing the definition so the sprites looked more round like GG but I don't mind the movesets.

It's weird that there's attention to details like Kohaku's face but her face looks blocky regardless.

329
Melty Blood Auditorium / Re: Last Arcs?
« on: June 19, 2008, 06:18:13 PM »
Warcs AD and AAD are impossible to hit with if they know what they are doing, so the LA is usable and very damaging
Or be like most people and spam the shit out of EX Blood Rings and Karst whore blockstrings?

330
Melty Blood Auditorium / Re: survival mode.
« on: June 18, 2008, 07:53:09 PM »
Their combos slightly extend as you go on. Also they block a little more.

331
Melty Blood Auditorium / Re: Last Arcs?
« on: June 14, 2008, 06:32:58 AM »
Sabator brings up a good point, not all LAs will do great damage... but alot of them will do more than the arc drive if im not mistaken
Flawed comparison. Last Arcs need to be in Blood Heat to activate while Arc Drives are done in Max/Heat. There's no Last Arc that does more damage than the AAD, which is also done out of Blood Heat.

332
Melty Blood Auditorium / Re: survival mode.
« on: June 14, 2008, 01:22:26 AM »
You can only unlock half the cast by beating lvl 99 on Survival.
































With Neco Arc.

333
Melty Blood Auditorium / Re: Last Arcs?
« on: June 13, 2008, 05:40:58 AM »
Anyways if you ever get off any last arc you should win. They all do like 5000 damage.

Wrongo. Vakiha's barely does 3000, you can outdamage that with a simple 623 loop. Last arcs suck and noone uses them in serious play.
Well you know what I mean. I wouldn't know exactly how much damage most Arc Drives or Last Arcs did anyways because they generally suck and aren't used with a few exceptions for ADs.

334
Melty Blood Auditorium / Re: Last Arcs?
« on: June 13, 2008, 01:00:09 AM »
Yes, I think it's too risky to try doing a Last Arc o.o
And sometimes Arc Drive is even better because some of them has invincible frames(like Shikis' and Satsuki's)

And Tohno's LA FTW!!! The only one in the game that is comboable!!! ~~/o/

You can also combo off sacchin's LA.

and you can do long ass combo off aoko's as well but it doesn't matter cause the last arcs scale them down heavily and plus its sacchin who has bnb's that do over 5000 you are better off finishing your combo with 2nd arc's instead of using a last arc.  That and they are risky as crap and predicable as anything.
Wtf bnb does Satsuki have that does 5000. It's not that stupid j.[C] stuff that you'll never land on a real player that can see the charge spark and then using up like 300% meter is it?

Anyways if you ever get off any last arc you should win. They all do like 5000 damage.

335
Melty Blood Auditorium / Re: survival mode.
« on: June 13, 2008, 12:57:21 AM »
Gratz for throwing away your life =D
Beating survival isn't even hard. Just pick up a character that computers happen to suck against for no good reason like Nanaya and do BnBs over and over. If you don't randomly get cheaped out by stuff like impossible airthrows you won't ever get hit. I'm a god awful MB player and I've gotten to like round 76.

336
Here's some pretty basic tips cause I don't play Vakiha cause not doing way too many Rebeats in a combo for her is impossible for me; I play Satsuki and Kouma cause I don't accidentally do stupid Rebeats with them like my random Nanaya j.C [j.A cause I'm stupid] 2C 5C [5B because I mash B before the jump] crap.

-Shield is NOT useless. It seems useless against computer because they attack really randomly. When a person gets in range for an attack they attack. Computers randomly wait half a second for no good reason sometimes. Learn to EX Shield some easy EX attacks like Mhisui j.214C and it'll help a little with timing for real shields.
-Blocking is learned by looking at the opponent and thinking. For the longest time I blocked low all the time and for some stupid reason STOPPED HOLDING DOWN WHEN THEY LANDED AND WENT IN FOR A SWEEP. Seriously my friend played Mhisui against me once when I was really bad and he did j.C which I missed blocking cause I was crouching, then he didn't connect it to anything and went in for a 2C to pick up a combo, and I stood up as soon as he landed, making the 2C hit.
-Flamepit setups are meant for you to use a blockstring in. Only use EX flame pit after you get them on the ground and they can't tech, and have a blockstring ready. Vakiha isn't too bad in the regard that mashing buttons can create pretty decent blockstrings, but at the same time you have to keep in mind that the moment you are too far for your next attack to hit them and keep them in forced block, they're gonna throw an attack back at you. Block it, counter it, shield it, whatever, the thing is you have to know what openings your opponent can possibly attack in, and get ready for a counterattack in those situations.
-Vakiha's flame tongues suck on the ground, Akiha's shouldn't be used on the ground either. Learn to TK them or don't use it.
-Don't be afraid to blow up a 22C flamepit a few seconds after you set it. It creates massive frame advantage if it hits or is blocked and just remember it's just a bit of meter. It's not hard to regain. I know it's always frustrating to burn 100% meter and only get chip out of it, but it's not a waste as long as you don't eat 4k damage back. Vakiha is all about not getting hit by forcing the opponent into not being able to do anything.
-Also try not to play against the computer. It's stupid and doesn't teach you anything. I can play Kouma completely wrong without using throws and do well, and play my fucking terrible Nanaya and get to round 73 in survival. The computer teaches you people don't block, and you'll get really frustrated when they do. It forces you to not learn any blockstrings and to not have any clue what to do when you're in a blockstring.
-There are no good simple Baras for Vakiha anyways, and it's one of the harder things to do in the game no matter what, so you shouldn't bother with it right now. I can't bara right now outside of practice and I don't mind it.
-Dash>Throw is fun. It's twice as fun when it's Dash>41236C for Vakiha or Dash>Kouma/Satsuki's EX throws. Lol I think Satsuki is even meant to do it cause 641236C is one of the only things that really cancel out of Satsuki's ground dash.
-Learn combos and blockstrings now. Learn to go into them from hitconfirm, and learn it well. I also don't play Vakiha because I can do her 623B loop easily enough in practice but can never get it off in a real battle. Also I am way too used to most bnbs and do launch>j.BC which ends the combo right there instead of doing anything that would be more damaging and gain me more meter. If you want top play Vakiha learn her combos well. You want to end the match fast with her because if you trade hitconfirms, you only get so many shots at combos since she has such bad defense.

337
Shiki Nanaya / Re: Countering JC spam
« on: June 10, 2008, 06:08:23 AM »
Use computer Warc's random bullshit throw airthrow timing.

338
Kohaku's Video Room / Re: The random match video thread~!!
« on: June 10, 2008, 06:02:11 AM »
is this what hell is like

No seeing this as a description of a video is what hell is like:

Quote
I completely suck at Immaterial and Missing Power, yet I dispatch Marisa Kirasame with ease using Alice Margatroid. I'm sure that I can do better, I'm sure there's more moves she can do in certain situations, but whatever. She's fucking broken even without doing her rolling moves.

(Rolling moves are like the 236 combos in I&MP, where you have to roll from down to toward in succession in a combo.)

http://www.youtube.com/watch?v=fLstySvrEU8

Also looking for MB videos on youtube is quite horrifying, getting mostly Mugen and really old combo videos.

339
I can see it for some normals with the same properties, but even then it's not that big of a deal. For example both Sion and VSion have 3B as a launcher, but Sion needs it, while VSion doesn't use it in all of her combos because she has 623B/C and 236C. And the Shikis ARE very different. Nanaya has a much smaller dash on the ground and his 5C doesn't go as far. Nanaya also fast falls. Akiha's 623 is also very different from Vakiha's 623 despite looking the same. Vakiha's 623 loops with her 2C, Akiha's does not.

Anyways, the fact is most of this game is hitconfirm -> ground combo -> launch -> air combo and in that respect most characters ARE the same. What exactly makes a Kohaku bnb different from a Nanaya bnb besides a few buttons? I mean, if you really want to change moves that do the same thing, the only thing you really should change is tk flametongues, but I doubt either Akiha or Vakiha would be happy losing it.

340
You can only have 3 groundbounce/wallslam in a combo and then they go into invincible until they land and get back up.

341
Kohaku's Video Room / Re: 2008 Tougeki qualifiers
« on: May 24, 2008, 08:23:23 PM »
http://www.youtube.com/user/billybacchus
I don't know the source of these, but Yuu/Denpa and Grow/Motomachi(under the name Mr. X) are in these, so they're definitely worth watching.  Motomachi doing some new VSion P2 crossup setups.  CC Aoko with corresponding color is also pretty awesome
I like how that whole tournament was like "see how fast Denpa can win a match."

342
Wallachia (Warakia) / Re: Warachia Combo Movie/Videos
« on: May 19, 2008, 07:00:45 PM »
Holy shit it's a video of Warachia actually winning something.

http://www.nicovideo.jp/watch/sm2794617

Second match is Warachia player.

343
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 17, 2008, 03:18:15 PM »
The secret extra boss this time will be giant mecha SHIKI.

















Flaming giant mecha SHIKI. Cause being giant and mecha weren't enough in the first 2 games.

344
Melty Blood Auditorium / Re: Melty Blood: Actress Again
« on: May 09, 2008, 05:32:46 PM »
^^;; With all of these new animations, I'm curious as to whether ANY of the original moves are still in the game. =3
I'm a little concerned that they might make the new commands like SSB's "smash" commands... I won't complain if they do, though.

I seriously doubt that, melty will probably keep the same even if a few moves are new. It's not like there are any HUGE changes to the game except for the guard break.

Style selection isn't big? If they take care to balance the styles, characters could be very different between styles and people would have to learn their character with that specific style, exponentially increasing the number of "characters."

345
Melty Blood Auditorium / Re: Tier List
« on: May 09, 2008, 05:31:09 PM »
So how long will it be until Sion goes down a tier? Kubo quit and I haven't even seen a recent video of Sion winning a match or something in a long time now.

I mean, a character having potential doesn't really say anything when there's not that many good players who use her.

346
Kouma Kishima / Re: Help my Kouma =(
« on: May 09, 2008, 05:26:35 PM »
If you start MBAC on Kouma without really knowing what you're doing it's gonna be really hard. Kouma is really different from other characters. You can't jump too much with him nor can you just keep hitting them while they block and hope they stop blocking at a bad time. His aerials don't have much range or priority and he's like the only character in the whole game that can't jump and keep hitting A cause he's only allowed to use 1 aerial normal per jump.

Also unlike most characters his 236A/B aren't particularly good and his 236C is only good when you can combo them off of it. In terms of his 236 and 623 attacks he's only a little better off than Vsion and Warachia in where you should almost never throw them out randomly cause they're just not good outside of combos.

Even with normals on the ground he doesn't too that great. His B and C moves are really slow and his A is really low priority. His combos do hit hard though, and they're pretty easy to do, so learn them. The thing with Kouma, though, is you have to play to his strengths, and those are strengths the "main characters" in fighting games usually never have - he's got a lot of clash frames which cancel out enemy attacks, including clash frames in his dash, and he has really good throws. With Kouma you just have to learn how close you have to be in a dash to actually grab with his 214A, or the timing of it when the opponent it getting up from the ground. If you don't use it poorly, you can catch people mid attack with his 214C and take off a ton of health.

347
Shiki Nanaya / Re: I dont get how to combo >.>
« on: April 29, 2008, 09:39:38 PM »
(it's been a while though but whatever)

now at least I can pull the BnB, but still unable to pull it completely until the end. thing is, I always missed the air throw part. as for the BnB,

(2ab) + (2c5c jbc jbc air throw) -> the last is the launcher+aerial part I got problem executing

as I think about it, I should have been able to enter 9 hits (each aerial b should count 2 hits... or am I getting it wrong?), but the best I can pull was only 8 hits and always missing the air throw. I don't really know whether it's only my timing being off or there is something I miss around this part.

anybody can advise me on this?
j.B doesn't necessitate 2 hits. You can go into j.C right after the first hit, and since I honestly have no idea what the timing is for letting those kind of attacks go through, I usually just cancel right away. For example, my j.BC j.BC usually only goes for 4 hits, and like with Warc's bnb where you're supposed to let the j.B hit once/twice depending on the distance they are from you, I never actually get the 2 hits in. j.C and the throw is where most of the damage is coming from, so that's the important part.

EDIT: Yeah, it may be a bad thing to get used to cancelling stuff early rather than strict timing, but it's a way to get started. When messing around with Satsuki I couldn't do her 5B 623C OTG well at all cause I could only do the easily timed 2C 5C 623C loop and ended it in 623B, not filling out the potential of the combo, but just practicing it for a while afterwards helped me learn to do the "correct" combo. You can look at combo videos where you can pull of 4-5k combos, but those all require strict timing. At the very least, going from a landed j.C into Nanaya's 2BC 5B j.BC j.BC throw does a LOT of damage for something so simple, so I don't mind missing a few hundred damage when I gain consistency.

348
Kohaku's Magical Garage / Re: The Bara Cancel (Bunker Cancel) Thread
« on: April 29, 2008, 09:31:27 PM »
Well if they aren't hitting you very fast. If you bara out of something that has multiple hits you're not gonna have time to get off the 214B before you get hit. It depends on the situation.

349
Akiha's Tea Room / Re: Fighting Games like MB
« on: April 27, 2008, 04:47:17 PM »
Why does that game look so boring
Probably because blocking is flawless in a game where blocking high/low wrong only takes away more guard meter and doesn't actually go through the block, and there's only 1 character with a throw in the whole game. Also cause one of the players was Reimu and she just runs away from everything while spamming projectiles.

350
Kohaku's Magical Garage / Re: Concerning throws...
« on: April 27, 2008, 12:28:04 AM »
You could always test by making p1 and p2 have the same throw button and backwards directions and go into vs/practice.

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