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Messatsu

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Messages by Messatsu

    

Re:Cc Iron Terry Bogard -> Kof

 July 30, 2003, 07:54:33 am View in topic context
 Posted by Messatsu  in Cc Iron Terry Bogard -> Kof  (Started by ironmugen July 27, 2003, 01:29:46 am
 Board: Hall of Fame

    

Re:Cc Iron Terry Bogard -> Kof

 July 30, 2003, 07:45:13 am View in topic context
 Posted by Messatsu  in Cc Iron Terry Bogard -> Kof  (Started by ironmugen July 27, 2003, 01:29:46 am
 Board: Hall of Fame

BAN?
    

Re:Cc Iron Terry Bogard -> Kof

 July 30, 2003, 07:35:28 am View in topic context
 Posted by Messatsu  in Cc Iron Terry Bogard -> Kof  (Started by ironmugen July 27, 2003, 01:29:46 am
 Board: Hall of Fame

No, but you can help push the red button on SAT, though.
    

Something important

 July 30, 2003, 06:40:27 am View in topic context
 Posted by Messatsu  in Cc Iron Terry Bogard -> Kof  (Started by ironmugen July 27, 2003, 01:29:46 am
 Board: Hall of Fame

Well, I do agree with Dreamslayer (who seems to be a mediator quite a bit like me) but on the same note, I don't  have the time to switch back and forth between my 2 comps to test the chars everytime they come out...I will say that I have been dling all of the recent releases and haven't really hada  back one yet...only the older chars (like 2, 3 and 4 years old) are iffy, I just can't catch the topics before they become old...on another point, once again Messatsu misunderstands my questions (starting to be a habit dude)...I wasn't asking for the password, I was asking for what the password is concerned...meaning is it a numeric type pass (like the order the pics should go in) or is it a single owrd pertaining to the short summary (like a word that describes they thing she didn't understand)...now you could have just said "Sorry can't answer that cause it would actually give it away" if that truely is the case, but instead you opted to pull a quote and roll your eyes like I didn't already see that...not like I asked you to give me the pass...in fact, just so you know Messatsu, I was looking forward to seeing how much I know about RE seeing as how I like the series but can't actually play them personally (I HATE Capcom's survival horror control schemes >_<) Any, again I just let it go as nothing more than a mistake and muisunderstanding from Messatsu, cause I know he didn't mean to insult me or anyone (with a few exception) but if that truely is the case will someone let me know that answering this question will give away the password, and if not them let me know which one it is (numeric or alphanumeric) Thanks

I regret to inform you this, but Silver_Messatsu != Messatsu.
    

Re:Fighting Game & Character Terminology used in MUGEN

 April 30, 2003, 06:59:22 pm View in topic context
 Posted by Messatsu  in Fighting Game & Character Terminology (Started by Die Giant Monster April 23, 2003, 08:52:15 pm
 Board: Fighting Games

You can reduce block damage in some* Capcom games by mashing while you block.  Stupid feature if you ask me.
    

Re:Fighting Game & Character Terminology used in MUGEN

 April 24, 2003, 02:43:23 am View in topic context
 Posted by Messatsu  in Fighting Game & Character Terminology (Started by Die Giant Monster April 23, 2003, 08:52:15 pm
 Board: Fighting Games

Ism = Grooves = Style

Moves are typically broken down in three categories
Normal attacks: activated by button presses or by a button and a direction
Special attacks: activated by a combination of directions and button(s)
Super attacks: complicated combination of directions and buttons and take away from the power bar

SNK normal chains are usually really restrictive where Capcom chains are loose.

An aerial rave is a launcher combo common to the Marvel VS series.  Opponent launched into the air making for combo opportunities.

An alpha counter is a reversal move activated during a block that counters an opponents move and taking away a portion of the power bar.

Chain combos are loose combos featured in the Marvel Vs series where you could combo most normals into each other creating a unique chain.

The only game that I can think of that has variant characters is Guilty Gear (every character has a gold, ex, and sp mode).
    

Re:Fighting Game & Character Terminology used in MUGEN

 April 23, 2003, 09:09:56 pm View in topic context
 Posted by Messatsu  in Fighting Game & Character Terminology (Started by Die Giant Monster April 23, 2003, 08:52:15 pm
 Board: Fighting Games

Style has to do with what is standard for every character in a game.  Chain combos, alpha counters, aerial raves are things that can make up the style of a fighting game.  Essentially grooves are different styles since they have different options to select.

Guilty Gear/Sammy is typically 4 button(punch, kick, weak/hard slash)
KOF,Garou/SNK is typically 4 button(differs by game but are configured in a row, usually weak/hard punch and weak/hard kick)
Street Fighter/Capcom is typically 6 button(weak/medium/fierce punch, weak/medium/fierce kick)