Showing posts with label Melty Blood. Show all posts
Showing posts with label Melty Blood. Show all posts

Monday, April 20, 2009

Game Rice: Actress Again to Release in August, Ryougi Playable

From main website.

When I'm not playing Pangya, I'm off playing BlazBlue. If I'm not playing BlazBlue, I go play Fate: Unlimited Codes. Before these two, I played Melty Blood: Act Cadenza, and played the best character in the game (On My List), Aoko.

With the new announcement of Shiki entering the fray, and with the PS2 version coming in the later months, I'm estatic.

My primary concerns are that Shiki may just play like a Tohno Shiki clone, which I'd expect, but only to a certain extent. Let's not just skin Tohno a female and alter some of the few high kicks he has and whatnot; let me see some loops or unique dash motions. Kara no Kyoukai is a great series of films; there's definately some working material.

Ahh... back into the Melty Days.

~Chun

Sunday, October 28, 2007

Melty Rice: New Version... Again!













So according to Arcadia there will be yet another Melty Blood rendition, Actress Again. This prominently features Roa as a playable character, Reisbyfe (Sion's Last Arc Drive Partner), the addition of a groove system, and a guard meter along with interface tweaks.

I personally think this is a bit ambitious. Having a guard crush capability in this game has to be insane; you will spend half the time blocking; no, nearly all the time blocking if you're on the defensive, as there are so many linkers. Also note that this game is solely based around correct poke mixups and techniques; if the guard crush is too low for higher level play expect a decline in balance.

Also noted that Kohaku or Hisui don't appear to have a solo option; there's only one window of them both together, which is somewhat dissapointing. If twins are carried over without movement tweaks the stuff-fu 214s of Hisui and the 214 Amber Missiles of Kohaku can be called nothing short of nerfing for advanced players of the solo versions.

I also note that Reisbyfe seems to have a giant shield, which worries me due to clash frame possibilities (Can you hear that? That's Ciel dashing at you).

Well, all will be tested when a demo of sorts comes out. I'm just happy Aoko got some charming art, and hope they don't do anything too extreme to her moveset.

Let's just hope it won't be Actress Again to Act Cadenza as Soul Calibur 3 did to Soul Calibur 2's legacy.

Oh, and just out of curiosity, if you're reading this message leave me a comment. I'd like to know exactly how much visitation I get, and can increase posting accordingly.

Ah, I turned 19 on October 21st. Huzzah o/

~Chun

Wednesday, September 5, 2007

Melty Rice: Results of Sac-Con

What I learned from my first tourney:

1) The more you think you're not nervous, the more you'll be.

2) NEVER 236C in the air, thinking it is safe. You're 2C/any ground combo fodder. (Then again, I never used this before, but for some reason I did just for the match :/)

3) Don't overplay before the day of.

That is all. I need revenge.

Or... maybe it's time to get back to my roots. Kooh did get a new outfit after all...

Mmm. Zippers and stripes.

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.

Tuesday, August 28, 2007

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.