Melty Blood ReACT: Final Tuned Open Discussion

I meant priority exactly like how use it when we talk about pokes, but with throws instead. So like, which throws have priority over other throws. Only example I think of it is like ST, but I doubt this game would this and even if so, I think there wouldn’t be an real advantage to this because throws on the whole still suck in this game.

http://www.shoryuken.com/forums/showthread.php?t=96619

There’s actually no such thing as Priority in terms of this. Not in this or any other fighter I’ve ever played (which is a lot). What you see as priority is just the summed effected of other factors like hit boxes and frames (startup/active/recovery). Throws rarely ever have any sort of priority either… other than things such as the possibility for them to intercept an active normal on the same frame, or what occurs if a throw and command throw go active on the same frame.

While it is not realistic to say things have priority, it doesn’t really matter because people use it more as a relative term. We know that any move can virtually be beaten, but in the most common/realistic situations their are moves that do have an advantage over others.

As for the throws, you can check the ST thread as they talked about it not long ago. Although I hardly play that game, what they say looks true to me. Not all attributes of a fighting game follow some logical explanation but can be random.

Actually I never use the term priority in relation to moves, because it means absolutely nothing and isn’t helpful. If one move beats out another under a certain situation, I will say “it has a better hit-box” or “it executes faster” or “it has invincibility here” or something to that effect. Moves don’t have advantage over one another naturally. You get plenty of moves where one or the other will win entirely based on the timing of when they are thrown.

I don’t know how ST works in terms of throws, but most fighters now do not follow the same systems as that game. Throw invincibility and throw wiffing was created to counter some of the problems ST has. And no, all fighting game mechanics do follow some logical explanation. It’s possible, however, that the rules they follow are too complicated to understand without seeing the actual implimentation in programming… but very few things would fall under this as well.

one time i made a combat engine and if two attacks collided both chars go SMASH and then their ovaries exploded

That’s true but who cares about that? In games they’re just some moves that are extremely difficult to counter due to their attributes, when they are tested against our abilities as humans. If we can’t meet up to those expectations, then it’s not possible to beat. So what if I can counter-attack with shitty normal? If I don’t have good odds on beating it, than is it really worth to always try to use it in this situation? So priority actually considers our abilities of what we can generally perform, which your examples are devoid of. So it’s applicable. Just like tiers, which only work because we consider the average ability of a player relative to the natural attributes of a move.

The only problem with priority is that doesn’t tell you what gives it it’s priority. So that’s when you explain with like the examples you gave me. So with using the term priority, I can tersely describe a move’s ability overall, or compared to another, without having to explain all of the details. It’s convienent, so people use it.

Well then your point is moot if we can’t check it without reading the game’s code, especially with shit that makes no sense but gets into the game because the programmer fucked up. looks at Capcom That’s probably what happened with the throws in ST, unless someone can cleverly find something new about it.

You’re of course welcome to describe moves however you want, but if you want to analyse some moves or such, just remember you’ll have to be more exact and ask for things like “frame data” or “hit boxes” or whatever else like that, so I know what specifically you want.

Throws, as far as I know, don’t have any special properties other than the usual throw-invincibility people get related to hit/guard stun. They have #F of startup that they can be hit out of (which is notably longer than reversal invincibility), and they should just wiff if two go active at the same time (should, haven’t tested it specifically). Does anyone have a real command throw in MBR? I don’t know if Satsuki’s are technically throws or if they are just attack grabs (which are a weird animal all themselves).

In terms of random shit that happens, these are usually pretty rare in well made fighters. Typically there is some reasonable explanation and/or they are reproducable given the right circumstances. Only a few things in GG#R I can think of that nobody really understands, and seem totally random. MBR I haven’t seen anything like that yet. Got one or two of those in EFZ before though.

Kohaku is the sole owner of the normal command grab. Satsuki has an EX one, the Akihas and VeSion has one as their Arc Drive.

edit: nm, different context :stuck_out_tongue:

http://efz.proboards36.com/index.cgi?action=display&board=replay&thread=1130040990&page=1

Mostly crappy replays there but there are a few good moments. Plus the mbr keyboard config file that no one except me uses!

So this means now you can change keyboard config, or do you still need to use a USB keyboard?

This’ll work with any keyboard yes.

Side question here: I obtained a copy of Tsukihime (not gonna say how I got this cough cough ^_^) but when I try to install it, I get a window of gibberish with two selections. I’m guessing one is OK and the other is CANCEL. So, I click on the one that I pressume is OK, then it blubs some more gibberish at me with another OK button. So I click the button and the it blasts me with an error and more gibberish. I click the only button and I’m back at the beginning. I figured that because it was all random symbols and nothingness, that it had to do with my region settings on my PC. Well, I changed every single possible setting that could be changed to Japanese and still nothing. So, any ideas on what to do? Thanks. :china:

P.S.: If someone wants to know what the error actually looks like, PM me and I can send you an image.

try to use Microsoft AppLocale to play it maybe?

Thanks every much.

I’m sure some of you have already mentioned what you use to play MBR, but I’m just wondering myself. What do you guys use mainly for playing MBR? Pad? Stick? KB? I use a stick and play in AC mode with it…have the buttons in arcade format. Sorry if this is a bit off the topic…take care.

All the smart people use pad or stick.

I use keyboard.

Actually Im pretty sure keys > pad in this game.

Imo it’s stick > keys > pad.

Wow, really? Considering I no longer have any decent arcades sticks (I just plain suck using them) maybe I won’t buy a converter to use a pad if this is the case… I have finally started getting used to using the keyboard, although I still have trouble occassionally with things like half circles.

Well, IAD was the only thing I liked on the keyboard, but I quit it over a pad because it would hurt my wrists after a bit.

9236’ing on a keyboard…that must suck. :lol: