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Post by linalys on Jun 1, 2005 1:51:48 GMT -5
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Post by linalys on Jun 1, 2005 1:52:02 GMT -5
a-cho.com/Two new vids of AC are up on a-cho and finally someone is playing Miyako! Here's my observations of what seems to be new from what I could see in the vid. Miyako's 6b combos off of 5b and 2c and doesn't float the opponent. 5c still seems to be special cancelable only. Her super jump just seems faster to me for some reason. 2c still seems to be the best choice to combo after a throw. j.C looks like it has a bigger (crossover) hitbox 236 (a/b?) has more range and so does the follow up. A stomp has more range. EX Renkantai is now like Akiha's EX Claw thingie in that you can cancel it into a normal. Arc Drive still seems to be unairblockable Last Arc is about the same except it does Hisui's reversed controls effect too. New win quote Spoiler: Miyako OCVs one team and almost OCVs the other! GO GO MIYAKO FIGHT ON! Oh and a tiny insignificant (compared to Miyako) observation about Satsaki. Her (236 only?) grab has a delayed unblockable version
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Post by taiji on Jun 5, 2005 6:58:54 GMT -5
just incase anyone's wondering where to download, they have torrents for mb + mbr at hongfire.com
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Post by Raven on Jun 5, 2005 12:24:49 GMT -5
How to use Neko Arc in MBAC? go to Arc, press start then go to Sion > V Sion > Warc > Red Akiha > Akiha back to Arc, then press start again
If you do that Neko Arc will have 20% chance of appear
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Post by linalys on Jun 7, 2005 12:53:33 GMT -5
New matches of AC up on acho.
Observations: AkaAkiha's 6c is unblockable! (finally!) Hisui's midair 2c can be blocked low. Hisui's dust doesn't prorate so extremely anymore. Miyako is still awesome.
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Post by EvoSpace on Jun 7, 2005 22:13:43 GMT -5
Latest entry in French Bread's Diary!!
#178 Melty Related (6/7) The New version. I've been hearing quite a lot of rumors. The update of AC, "Version A", is simply a fix. We haven't changed anything other than critical bugs and awfully balanced attacks. There isn't any moves added to the characters so please don't get the wrong idea. Although there's a mode settings on the board that makes you game over in one play for event purposes, but there are no survival or 3on3 modes.
About the RE-ACT final patch. We are finishing things up or rather checking things up, and thinking of how to distribute it. Since this'll be the last patch (It's been a while since we kept on saying it's the last, it's the last, heh) we want to release it in a clean format, so we're considering putting it on a CD. But like previous updates, it can be freely distributed on the internet. The cost will be either free or like 100yen for the CD. Maybe you won't be able to find the CD, but you should be able to find the data. We're currently seeing if we can pass it out in Akihabara in a fashion of a demo game.
About the PS2 port. We've been recieving quite a lot of voice so we are considering it positively, but at the moment there's no concrete plan. If we do work on it, we want to cleanly organize the orginal, Re-ACT, and AC together, and have to talk it over with Type-Moon. In respect to the and specification and timing element of a console release, I think there will be a lot of tweaking involved. The actual discussion won't be for a while, so just be patient. I personally want to release it before Higurashi though (lol)
This all relies to everyone's support so it'll be great if you can visit the arcades frequently. I've been going to the arcades a lot lately too. Although what I'm playing is Street Figter 2 (lol) Melty is too advanced for me.
Thanks for your support.
Lastly, the Summer Comic Market, we'll be releasing an expansion disc of RBO.
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Post by Raven on Jun 7, 2005 22:54:38 GMT -5
Lastly, the Summer Comic Market, we'll be releasing an expansion disc of RBO. This is all the info i need, thanks evo!
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Post by EvoSpace on Jun 20, 2005 13:55:15 GMT -5
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Post by linalys on Jul 5, 2005 23:36:46 GMT -5
Final Tuned Update: General: Momentum exists now There feels like more pushback now Hisui and Miyako inflict neko-arc "dizzy" stars now last arcs drain circuit to 0 training mode damage meter doesn't reset damage for some throws window where you cannot block after ground teching seems increased shield bunkers can't be comboed after anymore? ground throws do a fixed amount of damage? (regardless of character damage scaling/life scaling?) PC Mode has EX'es costing only 25% of heat mode bar, AC mode has EX'es costing 45-50% of heat mode bar.
Hisui:
Has only one throw now (no falling down with them) does more damage 900 -> 1400 air throw stronger 900 -> 1317 2c is weaker 1080 -> 900 j.C 90% scaled prorate 6b now no longer untechable at ground level, much faster will combo off of 5b, 5c, 2c 65% prorate 6cc236c weaker 2 hit 1656 -> 3hit 1575 first 6c jump cancelable 4b mysteriously moves Hisui back after she does it (why?) she gets 6% circuit for it they still lose 20% and gain 1.8% if they were knocked down. EX Dust -> water trick no longer works, they have to be out of block stun for water to trip. EX Ladle last hit scales 75% weaker 3001 -> 2389 only 2 chairs out at a time b dust 1333 damage Heat Super 90% scaled prorate each hit, 3rd hit knocks down 2365 fully charged 8 hits first 4 5% prorate each hit, last 4 4% 4261 damage shield bunker more damage 972 -> 1080 cannot be comboed after anymore last arc does 0 damage now. hisui ground throw doesn't prorate?
Satsuki:
HAS AN AIR THROW! Untechable bounce, no comboing afterwards 1300 base damage 5a weaker 315 -> 225 5c better scaling 80% -> 90% bigger hitbox, doesn't hit only near the ground anymore 2c weaker 2 hits 1373 -> 2 hits 1086 j.B weaker 945 -> 810 j.C weaker 1260 -> 1080 85% scaled prorate [2c] against kohaku 3hits 70% prorate all hits 1971 damage 214b weaker 2033 -> 1327 22c weaker 3070 -> 2427 7th hit 50% prorate 236a weaker 1569 -> 1307 236b stronger 697 -> 1133, slams instead of bounces Bite does more 1800 -> 2500 shield bunker stronger 900 ->1260 no super cancel, comboing afterwards throw doesn't scale
Miyako: 5a 72% scaling 2a 78% scaling 5b 700 -> 600 92% -> 90% 2b 1000 -> 700 75% scaling 5c 88% -> 80% 2c 1000 -> 900 50% -> 60% j.C 1000 -> 900 85% -> 90% scaled proration 6b 75% proration not scaled, unairblockable 6c faster, more comboable, 70% scaled proration throw 40% scale shield bunker 1200 last arc 2800/4000 randomly reverses controls qcf a 1st hit 700 2nd hit 600 qcfb second hit is now a cartwheel qcba gained a shield frame doukans 70% proration qcfc no scaling qcbc weaker 2200 65% proration -> 1800 70% scaled proration dpA air stronger 1000 -> 1200 ground 1300 -> 1500 dpb ground stronger 1900 -> 2000 dpC weaker 600 + 600 + 1000 3rd hit 50% proration, cancelable into anything, air version 70% scaling on 2nd hit dpA+C unairblockable qcfa fa unairblockable throw doesn't scale
Sion 5b stronger 450 -> 540 5c two hits 1100 2c 80% scaling j.b weaker 630 -> 504 j.C weaker 900 -> 810 90% scaled prorate 5[c] now comboable afterwards j.[c] now doesn't affect jump trajectory while charging, sion now pops up a little after connecting 6b now slams airborne opponents, techable 75% scale 6 slams standing opponents, bounces crouching opponents, slams airborne opponents 80% scale 6c slower, 2nd hit uncancelable lost 2b air uppercut a 1513 b 2136 ex 2788 leg grab a (must be blocked high) b slower unblockable ex (must be blocked high) whip a faster 828 -> 792 b slightly faster, slightly less range ex whip slide a ducks under some attacks b same ex faster, 2226 -> 2152 lost guard cancel roll throw 900 -> 1350 air throw 810 -> 1080
Ciel Dash can be canceled earlier, more shield frames lost 5ax3 5a 270 -> 315 75% 5c recovers faster 720 -> 810, cannot do any other normal except 5cc 2b second hit 80% scale 2c 70% scale -> 60% 2c2c 60% scale on both hits 236a makes ciel grab her side wall 236b makes ciel do a high hop a fake dash, b real dash, c air grab only on wall wait, 214a/b/c x2 sword toss, abc leap off wall towards opponent, 236c switch sides last arc scales to prevent 10k damage on the last few hits throw 900 -> 1350 air 1080 -> 1170 lost GCR got lazy, someone else will do Ciel in more depth I'm sure
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Post by linalys on Jul 8, 2005 2:15:29 GMT -5
Arc
5a 360 -> 270 5b 70% -> 80% 720 60% scale slams airborne instead of bouncing 5c air follow up causes 70% scaled proration on next hit 5[c] uncancelable, floats the opponent 1800 -> 2250 2a 360 -> 315 2b 70% scaling j.B weaker 887 -> 781 j.C 90% scaled proration 3b 80% scaled proration 4b weaker 1036 -> 1004, charged 75% -> 50% j.2b doesn't knock down j.2c weaker 1286 -> 1153, now will pick up opponent off of ground. 236bx3 weaker 1912 -> 1737 214b (3rd rekka) stronger 720 -> 1350 ex rekka weaker 3281 -> 2462 Uppercut A can only be done once now, 3 hits 1382 50% prorate 3rd hit B weaker 2904 -> 1990 EX weaker 3846 -> 2563 A Air 1361 -> 1370 B air 2829 -> 1812 EX air 3276 -> 2230 Dash Elbow A slower doesn't float the opponent B faster will combo now, 2nd hit floats the opponent, cannot kara cancel 2nd hit for free super cancel 1771 -> 1240 EX 2957 -> 2342 Dash Swipe A must be blocked low, follow up 50% scaling 1837 -> 1113, B 2551 -> 1272 1st hit 90% 2nd 3rd hit 60% follow up 50% can cancel any hit into follow up can still juggle after the inital part of the move EX weaker 2781 -> 2083 70% scaling.
Melty Blood no more otging afterwards Melty Blood EX 5580 -> 5484 shield bunker 900 -> 1080, slower recovery last arc weaker 4136 -> 4062 3783 -> 3669 shiki version throws both versions 1350, air 1080
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Post by linalys on Jul 8, 2005 3:23:14 GMT -5
Shiki 5b 78% -> 90% scaled 5c 1350 -> 1080 75% -> 80% scaled prorate 2b 1074 -> 909 2c 1080 -> 990 j.B 963 -> 802 j.C 1080 -> 900 75% -> 90% scaled 5[c] 50% prorate uncancelable j.[c] 720 -> 1440 90% -> 60% scaled, can be done so that you get the 90% of the j.C but the bounce and damage of the [c] ex slide 1701 -> 1666 70% scaled -> 70% scaled prorated Uppercut A 1721 -> 1693 B 2151 -> 2116 EX 3793 -> 2947 90% scaled -> 100% lost teleports Heat Super blockable Arc drive faster, hits instantly, low to the ground cannot hit airborne, will combo off of 5c! last arc 1749 -> 1620 throw 8.1% circuit -> 2.1% air throw 1046 -> 1080 11.9% circuit -> 0%
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Post by linalys on Sept 6, 2005 13:59:39 GMT -5
Random notes time as I do stupid stuff
Some times kara super canceling prorates and sometimes not. Why? Does the kara cancel have to occur within a combo?
Arc can super cancel the landing recovery of A/B Uppercut.
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Post by linalys on Nov 21, 2005 19:23:50 GMT -5
limesansg said this in another thread.
Oh btw need to ask a question about the guide for Satsuki. For her 623B,it stated in her combo list that it is possible for 5B to connect after the cpu is grounded,but I can only connect the 5B in MBAFT but not in MBAC.>.< Think there was something written in her attack guide about her attacks after the 623B in a table,but can't piece it out. The most 5B can connect is just 2C the opponent and pressing it,but after doing 2A,2B.2C,5B,623B, the 5 can't connect no matter how many times i tried against different characters.Again Ciel, sometimes it's like the 5B will never hit her if she's downed. Will try to update the list later. ;D
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Post by soulanger on Dec 21, 2005 1:35:11 GMT -5
I think the characters and features from MBAC will be released at Final Tuned. Cause isnt Final Tuned suppose to be played like AC? I must be!!! I must be!!!
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Post by linalys on Dec 21, 2005 2:21:05 GMT -5
Well Final Tuned has been out for a while now. But FT is still fairly different from AC. FT has none of the AC exclusive characters/modes and it will stay that way. French Bread has no desire to put in any of the features from the arcade version in.
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