appreciated this video by @pattheflip and aevee bee talking melty and autocombos
i feel like they’ve really done something here for the accessibility of the game. melty is maybe the first fighting game i’ve ever won a match against a stranger on ranked. feels very UNI in a good way
i wish it had more characters and like, one more system?? like bring back full/half/crescent moon… but that’s just me being maximalist, i’m the scrubbiest scrub but game feels good to me
aevee makes the point there’s basically like this universal BNB combo, autocombo > launcher > BB jc BB, that works on almost every character. and then you can go back and optimize that for damage, mixups, positioning… shit like that is appreciated, i feel like i’m actually understanding more of the ‘actual game’ ppl talk about when it comes to fighting games
also hitting people in melty just feels great. i dunno how they do that, it just feels like chopping steaks in that Halo 1 Pistol sort of way. i contrast it in my head with DBFZ where every hit feels so impotent to me unless you’re doing these super long combos
I pirated melty to try it out for fun and ended up blending my hands playing it, which is not surprising but is disappointing. so that’s a bit of a negative. on the plus side, the game doesn’t take 20 minutes to boot up
i won my first match online. literally one of the only times i’ve ever won a match online. testament to melty (and UNI before it) really lowering the barrier to entry for dumbasses like me to do punishes
vibing with kohaku rn, really enjoying doing stupid broom side switches lol. i see go1 on twitter talking about maids being S tier
still wish game had moon types, NERO, powered ciel, and some others. i want to see full screen deer wolf shenanigans in 2021
i think melty blood would be better if french bread fixed the bug where pressing a button when playing as anyone other than kohaku or saber causes you to die immediately
no i definitely did not just get double perfected online for like the twentieth goddamn time because none of hisui’s offense actually fucking works, why do you ask
I haven’t played Melty yet, but kinda interesting seeing people be so positive about the autocombo stuff in melty when everyone was big mad about strive.
Kinda sounds like new melty and gg:strive are opposing design philosophies: melty says even if you do a wack combo you still get something, strive says do a good combo or do no combo (new gatlings)
I think the design of strive is better for getting people into FGs long term as on ramp, but melty sounds like a great game for the anime FG masher contingent. One of the good things about it has always been how easy it is to pick up and do something neat without really thinking about it too hard
I think it’s because there’s still scope for optimisation and expression within the auto-combo route. It builds off of similar work in UNI and DBFZ moreso than Strive/Xrd gatling to me. I don’t mind it cos I could use all the help I can get right now with inputs but I think the idea is that you can mash but you could also still do better with minor input string changes or ‘nuances’ like jump or special-cancelling.
right exactly, “make your something into something more” is better to me than “until you get it right you get nothing”
bc outside “doing the combo” there’s the whole world of normals, getting in, doing the mix up, oki, pressure, frame data etc to learn. so it lets you focus on one thing at a time
anyways I’m glad melty is back cuz it’s dumb and fun
Melty TL has no instant block or pushblock and only a reactable shield
I really do have to just sit here and block this A+ Arc’s 30 second blockstring/mixup or risk being put into a guessing game for shielding or backdash and get hit on recovery
it’s weird though, out of the arc players I’ve fought, dr. dickpee is the most aggressive with frame traps and charged armored moves, while femme&ms uses a very tactical approach with optimal extensions into knockdown and tech chasing constantly
feels like a simple game with depth and I’ve compared it to virtua fighter in that regard, but it’s hard to put a finger on how weird this one feels other than it’s just a lot of waiting for your turn
this is my tutorial for how to play warc in ranked: neutral jump forward or forward jump then hold back and press j.C or j.[C], if your opponent high shields on wakeup then land and throw or 2A, if your opponent blocks then reverse beat j.C>j.A land rejump, if your opponent presses any button then reap a counter, and if they DP then the idea is your spaced properly enough to block before having to react
I got Melty on switch to have something to play while travelling this week, but online play on switch is predictably miserable. I managed one ranked match and failed to connect like 6 times in a row after that, with long waits in between. The one match was fine I guess (except for a wifi blip once which is a bad sign). Now I have to decide whether I like it enough to get a second copy on a platform where you can actually play online.
The problem is, puttering around against CPU hasn’t let me pin down what this game is “about” other than a generic 2d fighter that’s easy to learn. I can see most attacks have short recoveries and everyone has shield and heal buttons and almost every special has two kinds of super versions, but I can’t quite visualize the distinctive match flow those mechanics are supposed to add up to.
mbtl is a little more like UNI systems wise i guess, but i think watching classic melty matches does kind of give an idea of “what melty is”. this kohaku-arc matchup might be a good example