The Melty Blood : Act Cadenza (PS2) thread~

The former. What makes it even more confusing is that there was an initial run before the common ver.A that had all the stupidity before it (think of it as the initial run of #R before the bugfix update).

Of course, Sp00ky said this 30 posts before and no one listened. Standard.

Ninja edit: Does anyone have any ideas how arcade/original mode differences should be handled in the wiki? Right now I’m noting changes in move data between the arcade and original modes in red, and branching off character differences whenever appropiate. For a character like Satuski (who did not change fundamentally), this is fine. However, the Shiki page (for example) needs a complete re-write as a lot of those combos and strats. just do not work in Original mode – but the strats. there are still valid for arcade mode.

Hopefully the next arcade rev. gets out and I can just wipe all of the previous versions.

How was Otakon Dippy :D?

It sucked ass.

Also, may as well just post the Sacchin changes I found here:

*  5A now does 65% scaling instead of 76%.
* 5A now has more recovery time.
* 2C now has more recovery time.
* 236C and 623C changed from 2200/1550 damage and 65%r scaling to 2000/1400 damage and 60%r scaling.
* 214A has less recovery.
* 214A and 214B are now jump cancellable on conect.

Yummy :D!

Any good FAQ on this game? Can’t seem to find one decent in gamefaqs.com. I wonder if the ReACT FAQ’s still hold true to Cadenza.

Looking at the options, I see Gauge has an option for “Arcade or Original”? How does this work? Does meter work like it did in Ver. A if it’s on Arcade? Could someone please explain this to me? ;_;

Would love to see a basic FAQ. This is the first time I have played this game not having a PC or arcade and all.
It seems very cool. The animation is very good even if the characters seem a bit plain.
Plays nice and fast jabbing away at the A button.
Look forward to getting into it.

lol so that means you have ALL of them. ive more than likely seen the ones you have, but i’d love to achive them. if you decide to make them available to the public, let me be the 0th to know about it. :tup:

thank you good sir. i’ll see what google translator can do for me and these will be thouroughly examined. now get to decipherin’!

any aoko fans remeber this site?
http://www3.journey-k.com/~site1019/aoko.html
pretty old, but good ish overall.

chibi: wheres mah aviiiiii?
AOKOOOOOOOO.

I remember that site Saiyd, back in the previous thread.

I remember saying I was going to try and learn her IF the game ever came out outside of arcades.

HA.

Fuck that.

XD

Kevin and myself played for 3 hours last night. I definitely need to work on my Hisui, but my Warc is getting better, just have to IAD more / better, use reverse beats for positioning better, and get the hang of the two hits of the j.B in her AC.

:wink:

i went back home for lunch break, just so can i can dick around with aoko for glorious 30 minutes. D:

@Zee Tee Bee: i originally put that combo vid link in my post alongside the other aoko sites, but edited out after like 2 minutes cus like you said those combos are old… and i dunno if some of them work in version b anymore.

the word around the net is that aoko has gotten buffed overall, and supposedly her 5c is much better now (although i’m not sure exactly how. more range?). but supposedly her aerial normals are slower in general (especially jc) which makes her air combos a bit tougher. but i really dunno since was able to do her version a bnb: 2a, 2b, 2c, 5c, 3c > jc > jb, jc > jb, jc > throw.

her corner severe break arc drive combo from version a still works. xx > 6a, 6b, 6c > 236c > 41236c > 5a, 3c > air combo. :lovin:

what i generally noticed is that in order to tiger knee her floating star mine (214+attack) and raining start mine (236+attack), you need to delay the attack button input quite a bit. it seems that the tk input in this game in general is much slower (but still has to be precise) compared to guilty gear.

also, with the console release people now finally know what the exact input is for the follow up for charged blowning star mine (236b hold). before, lots of people speculated many things, like 720motion+a. but with the command list, now it is apparent that the input is 236a right before the release of initial blast, then 236a again as soon as the follow up connects. but i’m still not sure what the exact input timings are. they seem to be fairly tight, though. you can get both follow-up to come out by mashing, but doesn’t seem to work most of the time.

people say her basic strategy still seem to be the same so i will start compiling some translations from various sites this weekend.

that ends my scrubby aoko report. now i’m back at work. D:

ok ive been playing on Arcade this whole time and now im really confused. Should i be playing Arcade or Original. Cuz Original sounds like Arranged for XI and i hate arranged mode. Also on a side note is it normal not to be able to OTG Ciel with Satsuki on her combo loop? I went to practice and tried it on her and nothing. then i picked Akiha to practice on and it worked fine. Is this well-known already or some console only crap?

uh, 5b(otg) into loop doesnt work on ciel/len. versus ceil you do: walkin HALF A STEP>2c (one hit)> 623c. i forget what to do against len, but i think she gets looped ( w/ 2c also) in the corner only.

edit: oh yeah, i think it doesnt work on miyako either. i normaly see 2c ( two hits )>623c vs her.

Aoko’s slide is good too, at least in catching my ass when I’m trying to keep Kevin in the corner.

:frowning:

@ Lilman:

Just play original, it is NOT arranged, it is the standard to play with now.

how do you get chaos blood super to work? same with warika before in react you had to catch them in a crouching shield whatever it’s called now it dont seem to work that way, also is that new bloke i dont remember his name he’s the only new bloke any good?

I am now peeling the skin from my body.

In all fairness, you probably did not know about that and it should answer most of your questions. If the wiki does not answer any system-general questions, post them here so they can get answered and edited in (character-specific stuff is uh… lacking. Damnit ZTB you owe me Aoko strats for the rest of the world to X-Copy. :sweat:

P.S. in original mode you no longer have to walk half a step. Just use 5C instead of 5B on the characters 5B misses on. Talk about making Satsuki easier!

ok I am helping spook repeat what he said 30 posts before for those who are totally clueless.

There is only 2 versions of the MBAC acrade. Namely the first release version which has no version description behind and MBAC version A. How to tell the difference between the 2.

  1. Check the title screen. The word Ver.A should be written on the right side below the MBAC logo on title screen.

  2. To check whether it is ver A or first release acrade version. Neko Arc on first release version appears randomly at a 50% rate after entering the code to use Neko Arc. For ver A using the code you will definitly get Neko Arc.

  3. First release Neko Arc and ver A Neko Arc has different move sets. Though I personally have not seen first release Neko Arc before. (This is stated in the MBAC Mook itself)

I think to ease the difference we just call MBAC arcade as Ver A and PS2 original mode as ver PS2. Definitly easier than looking at A and B.

Then again nobody listens.

like dippy says. “Standard”

I Agree. Sorry to make it harder for anyone by bringing up the old ass version that didnt get played for very long :stuck_out_tongue:

Then stop talking ;P!

I edited my first post to note that everyone should be playing Original mode.

So there~

And hooray for the easier Sacchin-ness :smiley:

Does anyone know the answer to my question? >_>;