The Melty Blood : Act Cadenza (PS2) thread~

OH GOD OUR VERSION ISN"T ARCADE PERFECT!@!u29klfdjaflkdakfdamvz,.mv skgmfskjglsjgfksjgsjgs

i’m sure she is retuned. considering ac aoko is totally different compared to her old boss form, i bet normal white len will play nothing like her boss version.

http://www.kobayan.jp
Scroll down an little and you can a shot of the new character select screen.

Uh oh, if this gets a PS2 release, gonna have to get this one too. lol

Looks like the new character select screen gives you a preview of each color, unlike ours. :frowning: Also, the screenshot in the lower left corner of that image looks like there’s a new stage. I sure hope it isn’t because then we’d be missing that too. =\

Thats what Im hoping, because her mirage spin kick special is cheap as fuck:arazz:

Neko Arc is at the selection screen too. gasp

They really know what people want I guess… lol White Ren

But the winner here is truly the beforehand viewable 24 colors!!!

Post some information that’s actually correct?

Could anyone who knows anyone who is responsible for maitaining SRK to kick them in the ass and get them to fix the wiki? I have not been able to update anything for over a week and it’s really pissing me off.

lol White Ren, she is seriously going to raaaaaaaaape people. Also lol at a button binding in an arcade game (how about fixing the command interperter French Bread, jesus).

This is a backport of the PS2 version, so technically, its already out for PS2 (mostly).

I guess they decided to keep an incentive for people to keep going to arcades.

See Aoko.

Agreed.

maybe the ps2 release was their way of getting some player feedback on version b… and make some sweet $$ at the same time.

why not do some location testing instead.

I want the arcade version now.

I’m not upset really, just jealous.

:frowning:

That’s been happening to me too. I can’t add or update any information. It’s annoying as hell. :annoy:

I’ve actually read somewhere (long ago) that in AC mashing properly is done by tapping buttons in a rhythm. this was probably a poor translation and was meant to be read as: tapping buttons in accordance to being hit (which is very much like a rhythm esp. in air combos).

i disregarded it since then because i never saw any other sources that brought up the topic. but now i wonder…

about friggin’ time. im tired of getting tricked by messages that look practically the same. :annoy: .

they should have made the text color green though. :rolleyes:

i still say 24 colors are gay.

Gooooo default color aoko.

No one plays Miyako and therefore don’t care. But her last arc was improved, it’s now like the v2.000 version. No hop and hits like instantly. Yay.

This is in comparison to FT, no idea if it was already changed in AC prior to this.

HOLY CRAP!!!

i just realized something…

the new ‘Q’ button (quick action) could possibly give Ms. Blue a new button to hold orbs with!!!

:wow: :wow: :wow: :wow: :wow: :wow:

aokoooooooo :lovin:

i don’t really see the point in having that quick action button. i mean, yea maybe people will screw up throws less often. but in my opinion, it’s pretty dumb to add a macro button to a arcade game. geh, i guess this adds to list of reasons why everybody in japan consider melty blood as fighting game for novices. which i agree in many ways, but o well… i still play the game anyway.

i wonder if you will still get shield override for missed air throws if you use quick action button.

i agree, orka. a button shortcut is quite unnecessary in addition to the prior features that were added to AC ( holding shield, dodge- ftw).

i mean you already have enough defensive options (backdashes, shield, random ex’s) so why’d they have to dumb it down by adding more?

and dont get me started on the rolling dodges. :rolleyes:

Instead of having the quick action button, they probably could have changed the sensitivy of the A+D command so that there’s a bigger window where the throw will come out.

the deadly floating starmine

here are some setups ive developed with aoko for opponents waking up into 421[a] floating starmines in the corner:

(in corner) 6abc>236c>412a>hold any button

this is the most common way to setup a floating mine and start her oki, but should you have any 421 mines out previously and your opponent was conveniently downed
on top of one you can still take advantage of the below setups:

note: i usually hold ** after 421 orbs because it allows me to access more options
i.e. throw, and specific overhead blockstrings using j c

(high)
{iad c>}
2ab>6abc>burst>214c>airdash b>2ab>6abc>236c>412a**

aokos high option for opponents crouching on wakeup. you may want to train them with this paticular setup a few times to get them used to seeing it, then switching up to her other options sporadically.

(low)
{iad [c]>2b>}
5b>6abc>burst>214c>airdash b>2ab>6abc>236c>412a**

the iad [c] does not hit but causes her to land empty allowing you to sneak in a low upon landing…triiiiiiiiickssssss!!

(throw)
{iad [c]>4+a+b>}
burst>2c>5c>3c>jc c>dj bc>tj bc>throw

similar to the previous setup, iad [c] does not hit. immediately upon landing throw your opponent into the orb using 4+a+b then follow up with SUPER LATE burst. if done correctly a 2c can be comboed as the orb burst hits.

controllable throw is sexy, no? :wink:

(counter)
{iad airthrow OR c OR [c] OR 6+a+b OR etc.>burst}
2ab>6abc>236c>421a**

this setup is used out of anticipation of your opponent trying to get cute on wake up. after being forced into such a hideous wakeup game, the opponent may try random stuff like spamming a’s , dodges, backdashes, jumping out, etc. time the burst so that it detonates as you are midway through the iad. burst will either stuff these attempts or leave u at advantage.

though not 100% safe (namely vs ex’es), it is likely to score you a counter hit. with quick thinking, one can score some free damage off the counter (provided you werent tripped or launched).

iad air throw
will tag a player trying to jump on wake up. however, its very possible that the detonated mine (burst) will tag them in the opening frames of the jump. not sure but combo looks possible after landing from missed airthrow attempt.

iad c OR [c]
just something to have out there to psyche out the opponent…BURST!! be sure to combo after.

iad>6+a+b
keeps aoko in the air a bit longer with a second airdash. similar to v. akihas high/low mixup, this can reaaally screw with their head. you can come down with b (hit) or [c] (whiff). its really up to how your opponent plays.

only problem with this setup is that u have to switch your held orb to [c]. this can be done at the start of the jump where inputs arent registerd. (im still practicing this one :sweat: )

etc.
just be creative. :looney:

~more to come in a little while

outrageous orbs

ok, this continues from my last post.

this is a more advanced overhead option:

(adv overhead #1)
{iad c (blocked)>j c (overhead)>}
burst>airdash c>2ab>6abc>236c>412a**

reminds me of something out of Guilty Gear. the j c after iad c tags the opponent as theyre going into crouch. unfortunately for them, their hitbox is still considered to be standing so its like u have one huge crouching character.

after the j c (ovehead) connects, you should immediatedly airdash then burst. when the orb detonates throw out a j c while decending. time it so that u hit deep enough to combo.

(adv overhead #2)
{iad c (blocked)>j c (blocked)>airdash cb (blocked)>j c (overhead)>burst>j a (whiff)>j b>}
2ab>6abc>236c>412a**

be sure to hold [a] for the first orb otherwise it would be (nearly) impossible to perform the airdash cb. (i say nearly cus im still working on it :looney: )

so your opponent has caught on to the j c overhead nonsence. surprise them with a SECOND overhead when landing from airdash j cb! after the second j c breaks their guard, press j a while still airborne to simultaneously release the orb AND reverse beat into a whiff j a followed by j b upon decending. with the proper depth, a combo followup is possible.

also, you dont necessarily have to do the second overhead after airdash cb. mix it up and go low.

well, i hope these pressure techniques give those aoko players out there some insight. as long as you are inovative and creative with Ms. Blue you can always keep your opponent guessing and in fear on wakeup.

some of the stats ive provided can cover a wide scope of outcomes and situations.
im too damn lazy to label them all, so i just mentioned the core concepts. its up to you to know how and when to apply them.

expect to see more strats in the future- cuz i aint done with her yet!
locks aoko in basement and gags the bitch

mwwaaahahahahaaaa.:devil: