To each their own but lord the color palletes in melty blood do no favors for making me want to click anything. It's just so much black and dark and that's on theme I guess but also ugh. Probably darn hard to stick near the black and white scheme and not end up looking like bad tim burton though.
Tried watching the whole match but the animations themselves are pretty boring and overlaid with waaaaay too much visual noise. The visual noise detracts so much from the perception of the attacks having weight when they hit.
Gonna put Melty squarely into the "Not for me" bin.
1) Pre round movement is back, thank god. That was always one of the more fun parts of Melty imo, just having the ability to hop around and jockey for position before round start. Air movement in general looks pretty much the same, even with the slightly different stage dimensions (stages are maybe a bit wider and shorter in height), so expect lots of the same kind of "air footsies" from old Melty, (both characters using big air buttons to control space while also scouting out how they're using their air options so you can counterhit said big air button with a fast rising jump normal of your own).
2) lmao, Ciel's dash looks even faster now? Like, she always had a fast dash, made even better by the fact that it low profiled so much stuff, but now it feels like it picks up more acceleration. I wonder if it still has clash frames...
3) Speaking of dashes, Tohno has a run instead of his old step dash. I feel like we probably knew this already and I just didn't notice it, but that itself is a pretty huge change for the character.
4) Also speaking of huge changes for the character, they gave him Nanaya moves! He uses Nanaya's 214A at around 2:55, the fake teleport into fast overhead slash. It looks like you can tech out of it in this version (it gave a hard knockdown in MBAA and led to Nanaya's looping setplay via teleports/fastfall mixup), but it's still a pretty interesting option for a character like Tohno to have.
5) Just basic BC BC airthrow combos were doing a chunk, but they also showed off a ton of extensions and various combo routes that look worth it (Tohno can jump cancel his DP and go for relaunch combos, Ciel has jump loops, etc).
6) I have no idea how the new shield works. It seems to give a bigger visual indicator on a successful shield? And also you can shield things and then teleport to the other side, kinda like DBFZ vanish? It didn't seem to take meter like I thought it would, so I wonder if it's some kind of timing based perfect shield mechanic?
7) And finally, they did a good job showcasing the fact that melty players don't block on wakeup and will eat the same basic combo into meaty 2A for 80% of their life.
I was a huge MBAC fan back in the day, and I could not possibly be less interested in Lumina, or the Tsukihime remake for that matter, which makes my skin crawl. Lumina honestly looks like it's primarily an HD upscale with a metric shitload more visual noise and unnecessary zooms/cut-ins while absolutely murdering the roster of playables. Like, shit. MBAC had ~30 characters, each with three distinct styles (though two of them were always virtually similar). Now we drop back to... the original roster from 2002 minus a whole bunch of the fan favorite classics even. It's not a good trade!
Those are some incredibly boring character designs. It's strange that she changes into two way better outfits in that video, why not use one of those instead?
Apparently somebody challenged Justin Wong to a $10,000 money match in MVC2 that happened yesterday
hmm I can't get the VOD to work, damn it twitch...
Bah I can't find any videos of it, lame. If you search you'll find out who won but I wanted to see the match.
BahamutZERO on
0
BroloBroseidonLord of the BroceanRegistered Userregular
Also completely different than the version I'm used to, will probably end up trying her out first.
0
mysticjuicer[he/him] I'm a muscle wizardand I cast P U N C HRegistered Userregular
edited September 2021
I made some progress in the Nagoriyuki vs Giovanna match-up. I've been playing a twitter mutual, and she's kicked my ass pretty thoroughly, but in our last set of matches I actually managed to get a couple wins! I'm still working on my addiction to the Slash button, but I'm at least occasionally hitting 6P when I should be now. Feels good to be improving! I really need to work on air-throwing.
I was already interested in trying Arcrueid because her moveset looks pretty cool and her air grab a a dunk, then I watched this video and sure as hell sounds like she yells DUUNKU while dunking fools. So yeah, definitely giving her a shot
Nah. Definitely not, and not just because I was a degenerate Len fuzzy spammer (Len was completely silent). In Lumina, characters appear to have voice lines for literally every individual attack and are constantly interrupting themselves. Like if you look at Arc's combo at 0:35 in the Lumina vid above, Akiha plays the same long "I'm hit" voice line twice in a row, overlapping, and then again in the very next combo. Or look at when the small pokes are blocked. In MBAACC, it's silent. Just the sound of the attacks. In Lumina, both the attacking character has a shout for each of throwing out a couple 2As (again, interrupting themself) and the blocking character has shouts for "blocked an attack." Few are just grunts too, which exasperates the problem.
But also visually noisy as shit too, with particle effects and cut-ins exploding across the screen for everything from Exs to just clashes.
I just can't wait for Type Lumina to release so the twitter Discourse shifts from "Strive doesn't have enough defensive options!!!" to "Melty Blood has too many defensive options!!!"
I've already got my clout chasing twitlonger ready, it's gonna be great.
I don't have a problem with the effects, but I do have a problem with the voice lines. It was bad in old Melty Blood too, but it seems especially bad in Lumina.
I'm assuming we can somewhat solve that problem just by turning their volume down a bit, though.
I just can't wait for Type Lumina to release so the twitter Discourse shifts from "Strive doesn't have enough defensive options!!!" to "Melty Blood has too many defensive options!!!"
I've already got my clout chasing twitlonger ready, it's gonna be great.
Bold of you to assume a Melty Blood will get any attention at all.
+2
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited September 2021
It might have a chance with rollback but I'm pretty sure it's gonna be "Game no one actually buys while talking about it having the freedom they wish other fighters had."
Then when you point this inconsistency out it will be because the game has no drip.
Posts
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
that stage is dope as hell
and
it's another excuse to post a top 20 all time fighting game video
Fun fact
They put a 2 week block on spoilers for the new Tsukihime
This is a spoiler for the new tsukihime
Like, that would have been a real shocking spoiler.
Gonna put Melty squarely into the "Not for me" bin.
1) Pre round movement is back, thank god. That was always one of the more fun parts of Melty imo, just having the ability to hop around and jockey for position before round start. Air movement in general looks pretty much the same, even with the slightly different stage dimensions (stages are maybe a bit wider and shorter in height), so expect lots of the same kind of "air footsies" from old Melty, (both characters using big air buttons to control space while also scouting out how they're using their air options so you can counterhit said big air button with a fast rising jump normal of your own).
2) lmao, Ciel's dash looks even faster now? Like, she always had a fast dash, made even better by the fact that it low profiled so much stuff, but now it feels like it picks up more acceleration. I wonder if it still has clash frames...
3) Speaking of dashes, Tohno has a run instead of his old step dash. I feel like we probably knew this already and I just didn't notice it, but that itself is a pretty huge change for the character.
4) Also speaking of huge changes for the character, they gave him Nanaya moves! He uses Nanaya's 214A at around 2:55, the fake teleport into fast overhead slash. It looks like you can tech out of it in this version (it gave a hard knockdown in MBAA and led to Nanaya's looping setplay via teleports/fastfall mixup), but it's still a pretty interesting option for a character like Tohno to have.
5) Just basic BC BC airthrow combos were doing a chunk, but they also showed off a ton of extensions and various combo routes that look worth it (Tohno can jump cancel his DP and go for relaunch combos, Ciel has jump loops, etc).
6) I have no idea how the new shield works. It seems to give a bigger visual indicator on a successful shield? And also you can shield things and then teleport to the other side, kinda like DBFZ vanish? It didn't seem to take meter like I thought it would, so I wonder if it's some kind of timing based perfect shield mechanic?
7) And finally, they did a good job showcasing the fact that melty players don't block on wakeup and will eat the same basic combo into meaty 2A for 80% of their life.
hmm I can't get the VOD to work, damn it twitch...
Bah I can't find any videos of it, lame. If you search you'll find out who won but I wanted to see the match.
I think arturo is talking over it now
Positive: They based him on H Roa instead of C Roa, so we get the fun rushdown character instead of C-Roa's insane warcrime of a moveset
Negative: what the fuck, why are his pants buttoned now, that's a huge nerf
Also completely different than the version I'm used to, will probably end up trying her out first.
I was already interested in trying Arcrueid because her moveset looks pretty cool and her air grab a a dunk, then I watched this video and sure as hell sounds like she yells DUUNKU while dunking fools. So yeah, definitely giving her a shot
"DUUNKU"
*spit-take*
Goddamn, MBAACC is so much cleaner and less... noisy.
Nah. Definitely not, and not just because I was a degenerate Len fuzzy spammer (Len was completely silent). In Lumina, characters appear to have voice lines for literally every individual attack and are constantly interrupting themselves. Like if you look at Arc's combo at 0:35 in the Lumina vid above, Akiha plays the same long "I'm hit" voice line twice in a row, overlapping, and then again in the very next combo. Or look at when the small pokes are blocked. In MBAACC, it's silent. Just the sound of the attacks. In Lumina, both the attacking character has a shout for each of throwing out a couple 2As (again, interrupting themself) and the blocking character has shouts for "blocked an attack." Few are just grunts too, which exasperates the problem.
But also visually noisy as shit too, with particle effects and cut-ins exploding across the screen for everything from Exs to just clashes.
I've already got my clout chasing twitlonger ready, it's gonna be great.
I'm assuming we can somewhat solve that problem just by turning their volume down a bit, though.
Bold of you to assume a Melty Blood will get any attention at all.
Then when you point this inconsistency out it will be because the game has no drip.
I'm getting it at least but I buy most fighters.
if its good then ill get it
Dem titties are going to put someone's eye out.
~ Buckaroo Banzai
GOOD
After 10000 years she's finally free to conquer your 3v3 team.
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