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

Messages - Ultima66

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76
Kohaku's Magical Garage / Re: What's a sandoori?
« on: October 08, 2009, 11:31:34 AM »
I thought it involved having your opponent in the corner and since they are in that corner should only have to worry about blocking in one direction. A sandoori involves you jumping/airdashing/whatever into the corner yourself, effectively crossing them up
It doesn't involve corners at all. Usually it works better midscreen. You're just talking about a corner crossup.

The most common example is off of Kouma 214A. It always involves jumping over the opponent on wakeup, but there's many variations. Kouma 214A (without 214A[4] or 214A[2] ender) gives a very long knockdown time, so you have a lot of time to do either dash up straight jump or superjump.

Straight up jump at point blank while they're knocked down:
-hold back, j.C 2A gives either a forward overhead or forward low attack, depending on when you timed the jump
-don't hold anything, j.C 2A lets you float over them midscreen for crossup low attack
-hold back, j.C whiff 214A gets you throw into another sandoori setup from in front
-don't hold anything, j.C whiff 214A gets you crossup throw into another sandoori going the other direction
-don't hold anything, airbackdash j.C gets you deep j.C off of early jump that looks like you're planning to cross up but don't
-don't hold anything, 496 j.C gets you crossup overhead
-don't hold anything, j.[C] gets you a cross up overhead on some tall characters

Off of superjump you can do pretty much all of the same things except it's a little harder to control where you cross up the opponent if you go for it, and you have to air backdash to not cross up.

496 might sound confusing, but basically after your jump, your back will be to them with you in the air and them on the ground. Press "forward" relative to where you're facing, then tap 9, up and towards the opponent to turn around in the air, and then immediately away from the opponent again. If you did it right you would have buffered and air backdash immediately after the jump, getting you close enough to land a j.C off of the air backdash.

There's many variations of it, and a lot of characters get something like it in MBAA. F Satsuki can land it off of 623A, Warachia can off of AD combo or throw to an extent (you can do a really fast crossup off of throw -> Nero summon, and have many other options similar to sandoori), and I know many other characters can do it from any long knockdown. All you need is a source of a long knockdown, a dash that carries momentum into your jump (when you dash then jump straight up you shouldn't move straight up, the more forward the momentum carries you the better), an aerial that has good forward and downward range, and an air backdash that floats (though it shouldn't be too high like Nero's that's basically a back jump) and moves you back a decent distance.

77
Melty Blood Auditorium / Re: MBAA Tiers
« on: October 07, 2009, 12:02:22 PM »
its the power of banana's

I love when people seriously cry about his 236, forgetting that it's completely shield-bunkerable XD

Also Tier whores stop whoring |:<
I'm pretty sure FShiki being good isn't because of 236A spamming.

78
Satsuki Yumizuka (Yumiduka) / Re: Random FSatsuki shit
« on: October 02, 2009, 12:27:09 PM »
Why would anyone play this horrible style?
I wonder that about Voomer. Yet I play this style too.

79
Melty Blood Auditorium / Re: New guy with a question about music
« on: October 01, 2009, 05:39:11 PM »
If you fight against someone in Survival the stage they show up in is their stage and the background music to that stage is their music.

Edit: MB storyline is pretty horribly convoluted in the first place. While the Tataris (Roa, Nero, Nanaya, Vakiha, etc) canonically "exist" and are separate things created by Warachia from the original people, Vsion and Sion are the same person and shouldn't both exist at the same time. Warachia also only appears in certain Tatari forms in certain paths in the classic Melty Blood/MBR story, and shouldn't coexist. Miyako and Mhisui have no particular reason to be in the game at all, and neither do Neco Arc or Neco Arc Chaos, but those 2 are joke characters so they're irrelevant. Riesbyfe is supposed to be dead but I don't think she's a Tatari so for no reason she's just alive in MBAA, and Ryougi flat out doesn't belong in Tsukihime universe.

80
Melty Blood Auditorium / Re: New guy with a question about music
« on: October 01, 2009, 05:34:41 PM »
*Nods* I'll see if I can dig them up. So far, I'm really liking Satsuki. Tragic story, that one, but her death seems semi-retconned, and she's like a school Yamazaki. Nanaya and Roa also look interesting enough.
It's not retconned, it never happens in the route that MB is supposedly using but was never actually in Tsukihime. Although when the remake comes out there's going to be a Satsuki route which is implied takes place before Melty Blood.

Shiki dying in Akiha route was retconned, however, and in a sense everything is a retcon of itself because there's no single storyline and different characters die in all the different ones. Arcueid route is accepted as the canon route in Tsukihime, and Satsuki doesn't get killed in that route either, though there are differences between Melty Blood and Arcueid route, which is why they decided MB takes place in a nonexistent "Satsuki route" where Nero dies, Roa dies, Arcueid is still around, Aoko is still around, neither of the maids die, Akiha is still normal, and Satsuki doesn't die.

81
Nero Chaos (Nrvnqsr) / Re: MBAA Nero
« on: September 30, 2009, 09:36:35 AM »
I'm actually quite happy with C, since he's definitely been buffed. Being able to combo off antiair 5b is already a huge plus. They're all viable as characters to use IMO. I haven't even tried out the 623 crows yet.

I've been trying to learn F-Nero in arcades but it feels kinda different. I'm having trouble even connecting the airdash (doesn't go through or something?) after jC...dunno what's up with that.

Hopefully I won't be bitching about him in the future because he feels very solid right now compared to MBAC. MBAA just seems more intense than MBAC because of the seemingly more effective blockstrings, higher damage/execution combos, and more ways to reversal.

Mosquito and Sludge seem great, but I actually prefer MBAC deer since it doesn't run away once you get hit. It seems quite easy to interrupt your seemingly huge amount of pressure (shield counters, CH, etc).
Full Moon characters cannot airdash cancel normals. It's the same for every single Full Moon character in the game.

82
Akiha's Tea Room / Re: BlazBlue: Continuum Shift
« on: September 29, 2009, 06:47:00 PM »
what is this nonsense about Bang's j-4C NOT being an overhead now? Tsubaki looks dumb. My buddy that plays as Nu is going to be upset about the change. He's always complaining to me that when I can get in close, he dies too quick...now it's going to be even quicker...although that depends on the priority that Λ-11's dragon punch has.
Well you can tell him Lambda now has half the guard bar of every other character and all of her attacks are shittier in every way as well.

For some reason Arakune is still decent, but Lambda is garbage.

Also Tager and Hakumen are the only characters that got any better, and Litchi is the only character that's about the same. Everyone else is in some range of "got horribly nerfed" to "got slightly nerfed."

BTW who the fuck is Hazama and why do people know him. Storyfags  :emo:

EDIT: Hazama has Kuon's 2B from Daemon Bride which is sort of cool I guess.

83
Satsuki Yumizuka (Yumiduka) / Re: F Moon vs C Moon?
« on: September 29, 2009, 11:00:37 AM »
They're just for getting hype when you use them like Makoto's dps.

84
SJ stands for super jump. if you press 2 and then 8 or 9, then your character will do a super jump either straight up[8] or diagonally forward [9].

MBAA has a special feature where multiple characters now have the double super jump, which is where you'd make the second jump of your combo or whatever a super jump, performed by precise timing of 9 immediately after a C or something of the sort. That's how you performed doubler supers in MBAC, anyways, and i doubt they changed that much.

So, super jump high, SJ8, or SJD, Super Double Jump
They did change it. In MBAC a few characters had super double jump by pressing 9 for 1 frame. In MBAA every character has a super double jump that's doing 29 in the air.

85
Satsuki Yumizuka (Yumiduka) / Re: Random FSatsuki shit
« on: September 23, 2009, 12:05:12 PM »
She always had amazing oki. She has no way out of pressure and no neutral game though.

86
Len / Re: Blackcat Again: PS2 Version
« on: September 15, 2009, 11:35:13 AM »
there's a vid of a geesendou player doing it more than 3 times, so i dunno what you're talking about
I've seen that video which was one of the reasons I picked up F-Len lol

I can do a third rep, just that there's nothing I can do after and it doesn't do much extra damage. With only 2 reps, it looks possible to do a quick j.a into aircombo for more damage. I don't know about the arcade version, but in the Ps2 version, they tech real fast after just the second loop so doing a 3rd rep can't get you the air combo which does more damage than if you were to just do 3 reps. At the moment, I don't have that much time to work out the combo to see if I can link the j.a after 2 reps, but when I do, I'll see if I need to adjust anything for the j.a to hit.
You could always turn it on Arcade Balance to make sure it's the game being different and it's not just you doing something wrong.

87
Riesbyfe Stridberg / Re: Riesbyfe Strategy and Tactics Thread
« on: September 15, 2009, 11:31:55 AM »
I'm almost certain I got F. Ries 6[C] > 236C midscreen in a tournament match, but I couldn't get it in training recently. I have the vid of the match on my camera, need to watch it again to make sure I guess. I think I've done it a few times before which is why it came naturally to me in the match, but when I tried to duplicate it the combo wouldn't work.

Mostly, I just want to see some sort of discussion in here lol. Um, what else is mildly interesting...uh, what's the ideal shield counter combo? It's hard to get much.
It probably hit late as they were getting up or from farther away. Later hit = less time between the hit and you landing = more time while you can 236C while they're still in hitstun. It's not really as relevant in Melty but you see it all over Street Fighter related things. David Sirlin's tutorial video even calls doing a fireball so it hits really late as someone is getting up as "meaty" so that the fireball hits so late you can combo out of it on hit and make it safe on block, as opposed to face to face fireball that's very punishable and not comboable into anything on hit.

88
Melty Blood Auditorium / Re: Reliable Last Arc vs. Halfmoon anyone.
« on: September 15, 2009, 11:24:30 AM »
Half Moon autospark is completely invincible up until the point you can block. Any Last Arc that's blockable will absolutely not punish autospark. During autospark though the character is completely vulnerable to throws, so air to air j.C airthrow or ground to ground 5A 5[D] command throw works. To my knowledge Ciel Last Arc does something like 6000 block damage though, so pretty much they'll be left with no yellow life and a half bar of red life with 0 meter, and a couple of others are unblockable (Nanaya and Aoko are throws IIRC and I think so is WLen, not sure about others).

89
Kohaku's Magical Garage / Re: Comparison of character hitboxes?
« on: September 15, 2009, 11:18:04 AM »
Is there any resource available that compares the sizes of character hitboxes?  For example, I was practicing a combo against Tohno Shiki, and pretty much got it down squat (I have a reasonable chance of success if I do it with my eyes closed).  However, I started practicing against VSion, and noticed that I often messed up with the range of one of my attacks and it messed up the whole thing (in case you're wondering, I was Akiha and in a BNB combo I would mess up with the launcher timing; fortunately I think I've worked out the issue now).

I'd like to know which characters have bigger hitboxes and which have smaller ones.  Especially so that when practicing I can practice against one with a big hitbox, one with a medium one, and one with a small one.

Any ideas?
Actual sizes of hitboxes are pretty similar for similar size of characters. Nero and Wara are bigger, Nekos and lolis are smaller. It's usually not that big of a difference, though, because once they are no longer standing on the ground their height doesn't really affect anything. There are a few exceptions with tall characters being easy to fuzzy and some things not working on lolis because they go over their head, but generally actual hitbox size doesn't matter as much. Different people have different height falling hitboxes though, and those make a huge difference. Some characters like VSion, MHisui, VAkiha, and Warc have lower falling hitboxes so they hit the ground earlier when falling.

90
Kohaku's Magical Garage / Re: MBAA Reverse Beats
« on: September 12, 2009, 08:50:52 PM »
yes but if you go from 5c to a 4b. youll get a reverse beat.
Yeah you're right. Apparently it counts both button and level. If you go from C to B or B to A it's always reverse beat, and if you go down a level it's a reverse beat also.

91
Kohaku's Magical Garage / Re: MBAA Reverse Beats
« on: September 12, 2009, 11:41:47 AM »
There's 4 levels of normals in the game. When you go from a higher level to a lower level it's a reverse beat.

Level 1: 5A, 2A
Level 2: 5B, 2B, second hit of 5A 6A for half moon
Level 3: 5C, 2C, third hit of 5A 6AA for half moon, 3B, 4B, 6B
Level 4: 6C, 4C, 3C

92
Ciel / Re: [MBAA] Ciel General Discussion Thread
« on: September 07, 2009, 11:30:53 PM »
Most F chars can't charge any real amount of meter from any sort of setup, and a lot of times you wouldn't want to anyways. The lack of being able to heat in F is something I noticed as a huge pain the day I first played MBAA. It's one of the biggest limiting factors of any F character, and to an extent H character, though those build meter fast.

Also you can't do 236C into charge, because after doing an EX/Arc Drive/whatever, meter charge builds REALLY slowly. I haven't figured out exactly when it starts building fast again, but it's either time-based or until a player gets hit by something.

93
Melty Blood Auditorium / Re: Actress Again Sprites?
« on: September 06, 2009, 09:04:34 AM »


Color 2 Vakiha canon!

94
Akiha Vermillion / Re: PS2 MBAA: H-V Akiha 6AA loop still existent?
« on: September 04, 2009, 05:45:56 PM »
I can't do it in original mode.
5C 4C 6AAA (dash) 5B 2C 6AAA 6C works well when on arcade setting but stuff seems to float out between the 5B and 2C most of the time and the second 6AAA and 6C all the time for me. Now, it might be due to my poor execution (i can't get the loop 100% of the time), but it would appear that something changed in how charas float.
In Original people float more and gravity works differently apparently.

95
Nero Chaos (Nrvnqsr) / Re: MBAA Nero
« on: September 04, 2009, 07:27:03 AM »
about 236B...um...what makes the crow fly at them like the 236A version...sometimes I see it and it will just hover there and atk when it's near the opp. and sometimes I just see it stand there then fly at them like 236A whats the deal?

There's a couple of different crows for Crescent. There's a whole series of 623A/B/C crows.

96
Akiha's Tea Room / Re: Introductory Thread (Take off your shoes, please)
« on: September 01, 2009, 08:38:23 PM »
I STILL don't know what the fuck an Okizeme is supposed to be. XD

If I'm not mistaken, it applies to any means of rushdown.
Okizeme is when you score a knockdown and you have some time to run setups or mixups on the waking up opponent.

Oh? I'd thought that referred to as a meaty attack?

Live and learn.
A meaty is something you can do on oki.  A meaty is just doing an attack so that it is perfectly timed with their wakeup recovery, thereby forcing them to either block or buffer in a reversal.
In SF4 netplay the strongest okizeme is blocking  :teach:

Also I never posted in here before but everyone knows who I am so.

97
Shiki Ryougi / Re: Ryougi combo thread
« on: September 01, 2009, 11:03:17 AM »
Depends on who you did it on. Different characters receive different damage. If you want the best way to compare, do it on characters who receive 100% damage like Aoko, Sacchin and WLen.

Aoko is the only character with 100% for first half of life bar IIRC. I don't remember Sacchin or Wlen ever being that good for damage testing actually. Nanaya is really close to 100% for second quarter too, and I usually use Nanaya.

98
All Eclipse would make a fun joke tournament like GGAC all Gold or Shadow tournament. Also I like how Warc EX Bloodring doesn't cost any meter.

99
Luckily this topic isn't locked yet as I have one thing to point out.

http://www.youtube.com/watch?v=l47mW6FOGfQ&#t=9m36s

Observe 9:38. F-Wara's jA traded hits with C-Wara's jB if my eyes are correct. My assumption now is that an A attack WILL trade hits with a stronger attack if it will cause a KO.
They always "trade." Both hits always land regardless of the hierarchy. It's just that when A trades with anything else the opponent gains superarmor from the A attack, and superarmor doesn't matter when you die.

100
Satsuki Yumizuka (Yumiduka) / Re: F Moon vs C Moon?
« on: August 29, 2009, 01:30:42 PM »
H Moon.  :slowpoke:
F and C are similar characters. H is totally different. I'll play H and either C or F, but I don't really know which one I like more right now.

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