nya nya nya
First Time
Oke, this is my ‘real’ first time ever with a Melty Blood game. I have played the game on my PC, but it didn’t work the way I wanted…so I didn’t take any efforts to go deeply in this game.
But now it’s out on ps2 and my custom stick is ready to go. I’ve played the game for a few minutes and I already got some question to bother everyone in here. Don’t flame me if I ask things that are commenly known about Melty Blood or if it’s somewhere else in a good FAQ (just post me the link or PM me).
First of all, my copy of the game has some sound difficulties. I’m not getting anything to the point of the mainscreen. Who can complain with me?? or is it just a bad copy (I know there always bad,'my import is on the way)!
How do you select 24 different colors? do you make button combinations?
What is the difference between version A and B, I can remember 2 different versions on my PC, one had more characters than the other. I not talking system/character specific changes but big noob changes sorta speak :wgrin:
Thanks for Orka for the control scheme. I’m playing this game on a custom stick and there are 6 buttons on it. This wouldn’t be a problem now would it, because in the controller setup there is some Kanji 3x. I can’t tell it’s for a move (Like maybe taunt) or that they aren’t used in this game.
The shield button…is it just shielding of the attack or is it also creating open frames for you to get in (like a parry/block). I noticed I can hold the button and the shield stays, it runs down my “super” meter?
Because of my stick I don’t have a extra button for the A+B+C button so I did it manually and my character can go beserk. I noticed that my “supers” (what are they called in this game?) became stronger but what more can I do. Are my normals faster/stronger?
I’ll play this game some more tomorrow, it’s already kinda late in Europe. Thanks for help
Can’t help you there, just be patient like the rest of us ;p.
You can select any of the twenty four colors by pressing TRIANGLE. You have to do this before you confirm which character you’ve chosed to play as with the CIRCLE button (ie let the cursor lie on the character, then press triangle to get the color you want, then press circle).
Version A is the version that is currently out in arcades right now. Version B is the revision of A, which will be reverse ported to said arcades. The biggest change from A to B is that (if I’m not mistaken) all the infinites are gone. Other changes related to characters moves / normals / etc will be noted upon discovery of them / in time.
The extra ‘set-ups’ are for three different actions.
A+B = dash (ground or air).
A+D = throw
A+B+C = activation of max mode (when your meter turns blue) or of max into blood heat (when your meter turns red). Read down further for explaination on the meters.
I’m not sure of the other stuff~
If you ‘shield’ something you pretty much have the advantage in the situation, based on distance of course. And yes, holding the shield button down keeps the shield there but dwindles down your meter.
Take note that any attack you do after shielding will be severly reduced in damage.
Also you can do a move with the shield button. It’s basically a special that starts off with a shield and then goes through its animation. You also ‘alpha counter’ with shield as well.
Regular ‘heat’ is activated from max mode (full meter / circuit), and turns your meter blue. You gain health back ‘slowly’ here, and also gain the ability to do an extra ‘super’ that’s only available to you in heat mode. From here you can then activate blood heat mode. Here you gain an even better version of your ‘heat super’ and a last arc, which is performed by simply shielding any one hit whilst in blood heat. Take note that last arcs differs for each character, some need to shield in the other, others on the ground, and even if brought out in some cases it may not even hit at all.
Your character’s health regenerates much quicker in blood heat mode, but that’s about it I believe. I don’t think they gain much anything else in terms of better priority on normals and what have you.
Spread the love.
:lovin:
So far the game is pretty nice, been playing it since morning, I’m sticking with the A version for now since it’s still being played. Once the B version is out I’ll start adapting to it. Also thanks to MC for making the new thread.
AC has two kinds of shields, if you just tap shield it’s an “EX Shield” and you can cancel this into normals/specials/whatever. If you hold shield it’s a normal shield and you cannot cancel this into normals and as said this burns circuit like crazy. Always use EX shield if you can help it, it’s better in just about every way.
In FT any attack that comes after a shield carries a 70% proration, though usually this doesn’t matter as most people 2/5a after a shield and these are about 70% anyway. This stacks up to twice so if you shield say Ciel’s EX Hiero (Runpast) the attack afterwards would do 49% damage.
Now I can’t say it works exactly (numberwise) like that in AC but I imagine it’s pretty close.
Any word on training mode yet?
Training mode hasn’t been changed really, same old same old.
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A+B can be used to dash on the ground.
Tapping D gives an ex shield, holding D gives a shield. You can cancel a successful ex shield into anything, but a shield can only be canceled into commands. As was already said, holding the shield down drains meter. A fully held shield drains 108%. It doesn’t drain any meter when in max, heat, or blood heat mode.
If you get 300% meter you get max mode, not heat mode. In max you don’t gain life back, are left with 200% meter when it runs out(100% if you use 41236C), and can activate blood heat. You need to EX shield to do a last arc.
Edit: Training mode doesn’t have a counter hit option. Closest thing is setting the dummy to do an attack. Unless i’m completely missing it…
Edit2: The Kanji on the controller settings means that button isn’t used. The option below vibrate is default.
Thanks for clearing that up Kevin.
Training mode sounds disappointing. Making doujin games has made them lazy…
i hate you zaelar, for violating ms. blue before i got a chance to.
ac sounds promising. if by some miracle on 34th st the game draws more interest maybe we’ll see it at EVO 07!! US vs JPN! :wow: :wow: . there i go again with the wishfull thinking. :rolleyes:
i was viewing orkas notes: akiha has a BIGGER hitbox on air flame tonge lol. why!? that move is beastly enough. something probably got nerfed in exchange.
I spent two hours going through the colors for like four characters trying to decide which I liked best before I fucking fell asleep and forgot them all.
(Yellow for everyone)
;___;
REJOICE AT THE SIGHT OF A FUCKING TIMER!
i never played this game… but the videos… look absolutely fucking phenominal… i want to play this game SOOO fucking bad
Haillllllllll Timerrrrrrrrr!!!
All hail timer! Kneel before it’s numerics!
I guess this means you can’t preview the color before selecting it? ;_;
Nope, you just gotta cycle through them in training mode and pick one you like. Surprisingly enough, I had very little trouble with just picking one color that I knew I liked for the two characters I’ve picked up so far (Kouma and Aoko). It’s quite probable that the sheer variety of colors ensures there will be at least one that you know you will like.
You can preview color 1. ^.~
Training mode is the same as FT’s except no record/replay mode, and you get two more options “attack 1 and 2” which are C and 2C quite disapointing.
For the shield proration it’s actually a little more complicated than a classic proration, when i did a Melty basics guide for a french forum i noticed that there is a specific system for it, which is part of the reverse chain proration.
I wrote a part on damage system mostly based on Veteru’s thread at Dustloop, while testing to understand what he explained, that’s when i noticed shield proration was a little different, after testing more here’s a summary of my notes :
When you shield a move, the compensation value goes down 30%, this affects the “invisible counter” for reverse chain proration.
Like reverse chain’s, this proration won’t go lower than 45%, and it also goes up back to 100% with time as long as you don’t hit your opponent.
An exemple, let’s say you do a Nanaya basic whiff cancel block string with 2A > 2B > 2C > whiff 2A and then you shield a move and cancel the shield by a stand A.
First the “invisible counter” is set to 78% when you reverse chain, then the shield substracts 30% and the comensation value is now set to 48% and you combo starts with this because it’s lower than the 70% compensation value of stand A.
Another specific thing for this substraction is that it goes on for the whole combo, another exemple : shield a move > B > A…
The shield set the compensation value to 70%, stand B has 100% so nothing changes, stand A has 70% nothing should change as well, it’s also a reverse chain so it would be 78% but the compensation value being set to 70% this shouldn’t matter as well.
But the 30% substraction from the shield is still active on the reverse chain invisible counter, 78-30 gives 48%, being lower than 70% it’s now the new compensation value of the combo.
And my “you don’t need to know it but now do” post ends here.
More “you don’t need to know it but now do” posts!
Source? If true, this ends the ‘arcade/original’ debate fairly quickly…
(Now begins the updating of all of the random information from FT/AC to ACv2… blearugh.)