Margatroid Posted December 23, 2014 Posted December 23, 2014 double jump into airdash. either 96 or 7/8 -> 66. I don't understand what this means. You double jump AND airdash after the j.D input?
heavymetalmixer Posted December 23, 2014 Posted December 23, 2014 I don't understand what this means. You double jump AND airdash after the j.D input? Yeah, first you jump then you airdash. The delay i told you about is in the jump, the airdash must be done as quick as possible. I do them with 9 > 5 > 6.
Himura_Rage Posted December 23, 2014 Posted December 23, 2014 I don't understand what this means. You double jump AND airdash after the j.D input? is not that difficult...it took me a lil bit to figure but once u get it its there forever, there is plenty of time to do it and after a lil bit of practice it will become second nature, and this coming from a guy that has been playing GG for 3 days delay it as much as u can and then 9>5>6, as Heavymetalmixer said dont do the jump and the dash, just up-forward > forward and you will have your IAD then S>HS Go to the challenge mode and look for that combo, watch the sample, it will give u an idea of the timing :P
heavymetalmixer Posted December 23, 2014 Posted December 23, 2014 Maybe someone already used it, but I think I discovered and interesting gimmick mixup: After setting a disk, staying close enough to do a 2K, do a TK Fastfall (j.236K) and she will do an ambiguous cross up. Watch out because she can be mashed out of it, so it's better to do it when the opponent is respecting.
Margatroid Posted December 23, 2014 Posted December 23, 2014 is not that difficult...it took me a lil bit to figure but once u get it its there forever, there is plenty of time to do it and after a lil bit of practice it will become second nature, and this coming from a guy that has been playing GG for 3 days delay it as much as u can and then 9>5>6, as Heavymetalmixer said dont do the jump and the dash, just up-forward > forward and you will have your IAD then S>HS Go to the challenge mode and look for that combo, watch the sample, it will give u an idea of the timing :P Ohh, okay. That explains why I saw it notated as IAD originally. The concept of doing an IAD in the air is just weird, lol. I will go practice it. Thanks for the tips, guys. heavymetalmixer: yeah I think I saw someone do that in a tournament video. Pretty good crossup technique. What does "2B" stand for?
heavymetalmixer Posted December 23, 2014 Posted December 23, 2014 Maybe someone already used it, but I think I discovered and interesting gimmick mixup: After setting a disk, staying close enough to do a 2B, do a TK Fastfall (j.236K) and she will do an ambiguous cross up. Watch out because she can be amshed out of it, so it's better to do it when the opponent is respecting. Ups, this is the only game with a notation that doesn't use A, B, C and D of the ones I play (three of them), just a mistake, it's 2K.
Margatroid Posted December 23, 2014 Posted December 23, 2014 Are you guys using square gates and JLF sticks? I still haven't been able to nail the IAD after that j.D, although I can IAD off the ground pretty reliably. I think maybe my octo-gate is making it hard.
MoralHazardPay Posted December 23, 2014 Posted December 23, 2014 I'm finding midcombo IADs to work best with a delayed 99 input, as if you do it too early you just get a jump cancel and 956 is iffy at best. Also, thinking out loud, can we get any good mixups off a jump canceled normal? Been playing Slayer and he can do some cross up shenanigans, wondering is Millia can get some instant overheads, crossups, or extra mixups
Himura_Rage Posted December 24, 2014 Posted December 24, 2014 Are you guys using square gates and JLF sticks? I still haven't been able to nail the IAD after that j.D, although I can IAD off the ground pretty reliably. I think maybe my octo-gate is making it hard. im using square gate, to be honest, dunno how octo gates feel so i cant tell.... If you can perform the IAD in the ground properly you should have no problem in the air.... always leave the stick at neutral, u have more than enough time to do the IAD, delayed as much as possible until u get use to it...even if you cant connect S>HS.... once u are able to do it consistently, start timing it a tiny bit faster every time..... My problem was that i got a jump instead of the IAD, and it was because i was trying to do it very early.....
Maker Posted December 24, 2014 Posted December 24, 2014 Octogates can cause that problem if they are being to restrictive. Had it happen to me on an older JLF. Noticed it a lot in my blazblue play as well. Strangely the square gate I'm using now makes 99 /33 or any corner motion much better. (#soulcaliburproblems) Himura here hits the other big possibility is that your timing may be off on the jc after j.D if the IAD isn't coming out and you are getting the jump then you're likely doing the input way to fast.
xlolxlolx Posted December 24, 2014 Posted December 24, 2014 im using it very often, yeah is good but Millia has one of the lowest damage outputs in the game (someone correct me if im wrong) so i dont see a reason for that super being nerfed. millia actually has very high damage output and becomes even scarier once she gets 50 meter and can get 200+ off any random f.s, considering she doesn't need to spend meter to do anything in general millia has a bit of a harder time once guts starts kicking in though since her individual hits don't do that much lowest damage character currently is most likely axl because he can't get much damage at all for spending meter
Teyah Posted December 24, 2014 Posted December 24, 2014 millia actually has very high damage output and becomes even scarier once she gets 50 meter and can get 200+ off any random f.s, considering she doesn't need to spend meter to do anything in general millia has a bit of a harder time once guts starts kicking in though since her individual hits don't do that much lowest damage character currently is most likely axl because he can't get much damage at all for spending meter You can't get 200+ off any far S, it's more like 140-160 since RC scales subsequent hits to 80% of their original damage. Even if it didn't scale to 80% I don't think she'd be able to hit 200 off of a far S opening. Millia absolutely needs meter to get momentum going at neutral. Random hit -> RC on confirm -> corner carry and corner mixup has potential to win the round. If I don't find an early opening I save up to 50% (or 75% if they have burst) to force one through safe max range poking with single hits. Millia is probably the lowest damage character (and is definitely the lowest in proportion of damage dealt to damage taken) but this doesn't mean much due to the high number of openings she gets to deal damage throughout the round, compared to other characters.
xlolxlolx Posted December 24, 2014 Posted December 24, 2014 i was referring to confirms into emerald rain which do around 200 on average with a pin 6hs ender, up to 207 on sol to be exact to convert off a random hit she definitely needs meter but any random hit into knockdown that allows for hs disc or secret garden will shifts momentum in her favor, definitely not as significant as a full combo into corner mixup of course no question that her damage dealt to taken ratio is the worse, overall i just don't think she's that low in terms of damage on average compared to most of the current characters
Rele Posted December 24, 2014 Posted December 24, 2014 This is definitely her highest damage version yet. In AC+R I always felt like I needed around 5 or 6, maybe even 7 successful disc setups to win a round. In Xrd it's more like 3 across the cast, maybe 4 on Pot.
Himura_Rage Posted December 24, 2014 Posted December 24, 2014 i was referring to confirms into emerald rain which do around 200 on average with a pin 6hs ender, up to 207 on sol to be exact to convert off a random hit she definitely needs meter but any random hit into knockdown that allows for hs disc or secret garden will shifts momentum in her favor, definitely not as significant as a full combo into corner mixup of course no question that her damage dealt to taken ratio is the worse, overall i just don't think she's that low in terms of damage on average compared to most of the current characters no doubt she can deal good damage..... but if u compare her with any other char that can deal 160/200 from a straight forward combo, she definetly needs to work harder to get the job done.
Teyah Posted December 24, 2014 Posted December 24, 2014 i was referring to confirms into emerald rain which do around 200 on average with a pin 6hs ender, up to 207 on sol to be exact You said "any random f.S" so it didn't occur to me that you would be talking about Emerald Rain. You can't hit Emerald Rain from any far S; you need to be closer than optimal poking range and be pushing the camera towards the opposite edge of the screen, and even then it won't work on certain characters. It's a good option if all the conditions are met, but it's not all that often compared to the chances you get for 5S 5H RC.
Rele Posted December 24, 2014 Posted December 24, 2014 Agreed. Think I'll stop using Emerald Rain confirms altogether unless I've got the opponent cornered. RC confirms are just that much more reliable.
Chachaman Posted December 25, 2014 Posted December 25, 2014 Sup guys I was wondering when doing the IAD bnb combo in the corner ive seen people do IAD j.S > H IAD j.PP > j.H IAD j.P > j.H IAD j.KS > j.H Is there any different in how much knockdown time they give to set up the disc oki or are they all mostly the same?
Teyah Posted December 25, 2014 Posted December 25, 2014 It really depends on what you want to do for your followup sequence. Here are some common scenarios: a) you're getting too high or it's deep into a combo and you want to avoid whiffing by going over the opponent - IAD j.KPH is usually a safe bet here vs normal to heavy enemies, or j.(P)PH vs lighter enemies. b) you want to do a pinless relaunch - in this case, you want to stay close, so you can choose to do IAD j.S j.H (delayed) into 5K or 5Sc c) you want to end with a high pin knockdown; IAD j.PPH works against most light characters, while IAD j.S j.H (delayed) works against normal weights, or IAD j.KSH against heavies
heavymetalmixer Posted December 29, 2014 Posted December 29, 2014 One thing that I discovered today (probably you already know it): 5H is REALLY good for pressure and zoning: Two hits that can be confirmed into 2D, faster than f.S (just 6 frames) and more range than f.S.
waifuaddicted Posted December 29, 2014 Posted December 29, 2014 Can someone explain why throw counter hits in this block string? and why every hit afterwards is counted as a counter as well? (close) 5P>5K>5H(1)>214K>Throw. Never mind, I didn't realize block stun makes this happen or that I was generating a lot of it lol.
Pen_Ninja Posted December 29, 2014 Posted December 29, 2014 It's probably because the blockstring is taking them to more than 50% R.I.S.K. http://www.dustloop.com/wiki/index.php?title=Damage_(GGXRD)#R.I.S.C._Level When Over Half Full (Flashing) Normal damage scaling does not come into effect and all hits will be considered Counter Hits - even throws and mid-combo attacks! The R.I.S.C. Level will slowly empty while the character is in a neutral state. Initial Proration and Forced Proration are still applied.
heavymetalmixer Posted December 29, 2014 Posted December 29, 2014 New corner mixup (maybe): After setting 236H > TK Fastfall (j.236B) > YRC There's only one overhead available: j.P, but it's very fast. 2K is also a very fast low in this situation, I think we can even do throws in this mixup.
Stellarcircle5 Posted December 30, 2014 Posted December 30, 2014 New corner mixup (maybe): After setting 236H > TK Fastfall (j.236B) > YRC There's only one overhead available: j.P, but it's very fast. 2K is also a very fast low in this situation, I think we can even do throws in this mixup. Does the j.P really make that much of a difference? I've tried using this with j.K and it has been completely useless and reactable. I think the YRC just gives it away entirely. Mixing it up with 2K sounds decent enough, but I'm not sure its as good as it sounds.
waifuaddicted Posted December 30, 2014 Posted December 30, 2014 I agree with Stellar, 2k would be the best option. In my opinion it's best to do 236H>YRC in that situation otherwise it's kind of ballsy. if you havent trained the opponent to block tandem loops you can be punished or have and unfavorable trade for leaving too much air in your mix up the way you have it set at the moment.
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