Hmm... need I say more about this one? Not sure about the kinoko comment, however... Might be preliminary.
~Chun
Friday, August 31, 2007
Thursday, August 30, 2007
Melty Rice: Sac-Con Prepping Time.
Thankfully enough it seems I've improved a little bit in terms of combos and such. However, I've decided Kohaku is simply too slow and readable to be played seriously, thus Aoko will be my main.
Thing is that I'm a bit readable, and it's dishearting to see the highest Aoko in Japan knocked down by a quick two round in the Super Battle Opera...
Oh well. Guess I'll rise to the occasion, hopefully, heh.
Thing is that I'm a bit readable, and it's dishearting to see the highest Aoko in Japan knocked down by a quick two round in the Super Battle Opera...
Oh well. Guess I'll rise to the occasion, hopefully, heh.
Tuesday, August 28, 2007
Ani Rice: Aria to Come Out with Season 3
According to Anime News Network, through Moon Phase, Aria is going to have another season, known as Aria the Origination. The only idea I have for what this will be about is anything to do with the "Three Fairies" backstory; easygoing yet enjoyable.
Speaking of Aria... should probably get back on that.
Given what Tokyopop is aiming to do with the manga set from my friend Spiritesnare's blog, I think I'd best steer away from the SUPAR AWESUM MECHA GONDORA stuff and get to learning those kata/hira/kanjis. Now where did I put my learning CD...
Ahh.... Aria. To sing a song of life so the sun never disappears~
Hazukashii serifu kinshi!
Speaking of Aria... should probably get back on that.
Given what Tokyopop is aiming to do with the manga set from my friend Spiritesnare's blog, I think I'd best steer away from the SUPAR AWESUM MECHA GONDORA stuff and get to learning those kata/hira/kanjis. Now where did I put my learning CD...
Ahh.... Aria. To sing a song of life so the sun never disappears~
Hazukashii serifu kinshi!
Melty Rice: Kohaku Buffing
I was playing through Melty Blood: Act Candenza today and realized something.
The Kohaku Mr. China move, 41236 C in Heat, seemed like a useless change. Previously in Version 1.02 non-blood was hitting, but blockable, and viable to be jumped on reaction. However, in version 1.03 it is now unblockable. This is interesting, because basic shield contact ensures sprite to hit ground just as the animation finishes buffering; it successfully links to Mr. China, hitting for approximately 2.1k, given your opponent isn't expecting to double jump mid-A smacking, on the way to the floor. Probably only practical in Max modes, but interesting nevertheless.
Seems I can do the corner loop more reliably as well. Can't wait for tomorrow's session and the Sac-Con tournament this Sunday.
The Kohaku Mr. China move, 41236 C in Heat, seemed like a useless change. Previously in Version 1.02 non-blood was hitting, but blockable, and viable to be jumped on reaction. However, in version 1.03 it is now unblockable. This is interesting, because basic shield contact ensures sprite to hit ground just as the animation finishes buffering; it successfully links to Mr. China, hitting for approximately 2.1k, given your opponent isn't expecting to double jump mid-A smacking, on the way to the floor. Probably only practical in Max modes, but interesting nevertheless.
Seems I can do the corner loop more reliably as well. Can't wait for tomorrow's session and the Sac-Con tournament this Sunday.
Monday, August 27, 2007
Huzzah, I has a blog.
Welcome to my blog. Here you'll see the various things I'm working on and their updates, as well as some hopefully fun humor stuffs of my own design. I'll try to minimize on the angst you'd expect from a typical blog ;)
That said, please enjoy your stay.
~Chun
That said, please enjoy your stay.
~Chun
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