Nov Ganon Posted December 16, 2014 Posted December 16, 2014 I have one question how exactly do u yrc burst bait? Do u press three buttons after each hit of the combo? And also I've seen some millia players use 6HS jump backwards and into bnb in the corner is that used to bait bursts too ?
CrescentSaber Posted December 16, 2014 Posted December 16, 2014 How I do it is I usually tap 8 when I see JD hit, then right away airdash to j,S > j,HS I might try that too. The instant air dash combos have been giving me some trouble.
heavymetalmixer Posted December 17, 2014 Posted December 17, 2014 I might try that too. The instant air dash combos have been giving me some trouble. Maybe it's because I'm used to do IAD in MBAACC (harder than in BB and GG), but for me 9 > 6 works perfectly, just don't do it TOO fast.
Ichipoo Posted December 17, 2014 Posted December 17, 2014 Maybe it's because I'm used to do IAD in MBAACC (harder than in BB and GG), but for me 9 > 6 works perfectly, just don't do it TOO fast. Isn't that basically just 956 then? Shouldn't be too difficult if you've been doing it like that?
Spiritas Posted December 17, 2014 Posted December 17, 2014 I was doing the combo JK > JP > JK > jc > JK > JP > JS > JHS (challenge 21), and sometimes, the second JP doesn't connect, and Sol air techs. I don't undestand why. Would someone have an idea ?
Beatrush Posted December 17, 2014 Posted December 17, 2014 I was doing the combo JK > JP > JK > jc > JK > JP > JS > JHS (challenge 21), and sometimes, the second JP doesn't connect, and Sol air techs. I don't undestand why. Would someone have an idea ? Most likely you are connecting the combo at the wrong height. Watch the demonstration and take note of sol's jump height when the combo starts. I might try that too. The instant air dash combos have been giving me some trouble. The thing to also remember is you do not mash out the Jump Cancel to Air Dash. You can sorta visually confirm everything as it happens but you still need to be quick to get all the pieces together. Your hands actually move a lot slower than you think. If people are still having trouble with it, I could maybe record my hands doing it to help with your timing,
currentlemon Posted December 18, 2014 Posted December 18, 2014 What are the best hit-confirm combos after Millia's anti-airs? 5P, 5K, and 6P.
Stellarcircle5 Posted December 18, 2014 Posted December 18, 2014 I've been reading more and more about the benefits of Secret Garden oki, and I've been trying to apply it to my play. The problem is I can't seem to space myself on knockdown to make it work. I do my basic corner confirm into pin ender, but I'm always far too close for Secret Garden to come out and work properly (it appears offscreen and doesn't meaty in time). What's the deal? Should I be adding an extra rep to my corner combos for added pushback? I see how good this move is on certain characters, and I'd love to be able to make it work.
Teyah Posted December 18, 2014 Posted December 18, 2014 What are the best hit-confirm combos after Millia's anti-airs? 5P, 5K, and 6P. 5P is not really a legit antiair in this game, I rarely see it and every time I try it as I would in AC/+R, I get beat out. You can use it if you really need to get a hitbox out there and beat a low air movement option though, like a really low airdash. Go to j.KSD IADF etc from there. I've been reading more and more about the benefits of Secret Garden oki, and I've been trying to apply it to my play. The problem is I can't seem to space myself on knockdown to make it work. I do my basic corner confirm into pin ender, but I'm always far too close for Secret Garden to come out and work properly (it appears offscreen and doesn't meaty in time). What's the deal? Should I be adding an extra rep to my corner combos for added pushback? I see how good this move is on certain characters, and I'd love to be able to make it work. SG is fine when done close and arguably even better since making it move in the 1 direction first cuts off both vertical and horizontal escapes. 1646 is a very strong pattern if you can set it up such that it can combo on its own, which can give you time for up to 3 mixups (6K/2D).
Stellarcircle5 Posted December 18, 2014 Posted December 18, 2014 Up to 3 mixups? Holy shit. I guess I've just been opting for the wrong pattern, which was 1828. Thanks again dude!
Rele Posted December 18, 2014 Posted December 18, 2014 You still have to be careful against some characters. Against Potemkin you don't want to do Secret Garden when you're too close because he can just Pot Buster you. This happened to me a lot in AC and +R (I'm always learning the hard way). Adding a rep into your combo will push you out some extra distance so this won't happen.
Pyro_The_Kidd Posted December 18, 2014 Posted December 18, 2014 so i wanna start to use millia and i have a couple of questions like what is her main bread and butter combos and whats my game plan when the match starts. Thanks in advance
burningvigor Posted December 18, 2014 Posted December 18, 2014 so i wanna start to use millia and i have a couple of questions like what is her main bread and butter combos and whats my game plan when the match starts. Thanks in advance This is derp Millia tactics. 2k s hs 2d 214k then 236HS oki setup. From there go either 2k / 6k / 2369p / 214p / 214k If it hits go into a aircombo ending with HS for a knockdown. Repeat and hope they don't block anything.
Terferi Posted December 19, 2014 Posted December 19, 2014 Hey guys I've been reading about the IAD. I can't seem to get it. I always tend to go over the other guy. Not sure if I'm doing it too slow or if there's another part I need to be slower on. He's a video for reference. It's potato quality but you can see what I mean. http://youtu.be/zCTQkBlrLKU Sent from my iPhone using Tapatalk
Rele Posted December 19, 2014 Posted December 19, 2014 That's a Sol problem I think? If he's at a low altidude like that when you hit him with j.D, go for IAD j.K j.P j.H. Less damage but way more consistent. On most other characters you shouldn't get that problem.
Terferi Posted December 19, 2014 Posted December 19, 2014 Hmm. It's strange they have it with sol in challenge mode. And I watched the sample. And it works I must not be canceling soon enough. When I watch it looks like u don't even see the jc, just the dash. So many I need to hit my 9 sooner. When I practice the 96 just standing still the dash happens at the top of my jump. It doesn't seem to register if I do it any faster Plus I can't make any hits after the jump s and jump d and iAd. That's as far as I get Sent from my iPhone using Tapatalk
Sanger Zonvolt Posted December 19, 2014 Posted December 19, 2014 Turns out my IAD troubles were related to my pad, I can do it perfectly on a new a pad. I'm happy that frustration is gone.
currentlemon Posted December 19, 2014 Posted December 19, 2014 Is anyone going to update the match-up thread? I would really like to know what I should be doing against Axl.
DramaticRevival Posted December 19, 2014 Posted December 19, 2014 Turns out my IAD troubles were related to my pad, I can do it perfectly on a new a pad. I'm happy that frustration is gone. Pretty sure mine are due to user error. I believe I'm doing the motions correctly (956) but it just doesn't seem to come out consistently enough.
Terferi Posted December 19, 2014 Posted December 19, 2014 Thanks for the tips. I finally did it twice last night so it can only get easier from here. I guess I'm a slow learner cause it took me a few hours :p my inputs don't look clean though. Any time I hit 9 I think 6 or 8 will register before as well. Same with letting go Maybe my fight stick has a square thing for the joystick. It's hori real arcade pro n3sa. Sent from my iPhone using Tapatalk
Margatroid Posted December 19, 2014 Posted December 19, 2014 So does anyone have an opinion on why they nerfed Silent Force/Pin? Apparently she's still top-tier anyway, but I just started playing last night and the change took some getting used to. And btw, does anyone have any tips for doing it on a stick? I'm having a lot of trouble with it for some reason, and I don't know if it's because I switched to an octo-gate on my stick or just because the vast majority of my Guilty Gear experience was on a PS2 pad. I guess I need to go train for a while...
Rhiya Posted December 19, 2014 Posted December 19, 2014 They nerfed it because HAPPINESS ISN'T ALLOWED. Really, though, could you imagine how derp old pin would be with YRC
SBRJCT Posted December 19, 2014 Posted December 19, 2014 For midscreen oki, which gives more advantage post 2D, short dash disc (2366H) or roll > disc? I kinda feel like it comes down to preference, though dash disc never crosses up into SG. Also, are there any no tension set-ups that aren't jumpable?
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