-
Posts
1,994 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Lord Knight
-
Throw combos are here: https://www.evernote.com/shard/s330/sh/cc9f800a-b787-47a5-8189-2ee0e2d723e9/889cec84af02baf856d16461e23b1b84 To do 5K > JK iad JKPH, I suggest you try to get 5K as early as possible, and then buffer the IAD after you hit JK. This combo is very possible, I do it in tournaments! I think, at the least, you should get throw combos on Faust, Pot, Millia, Axl, Sol, Slayer, and Elphelt. Those characters are the easiest imo. After S Disc I don't necessarily do a mixup (unless it's in the corner), but as other's have said, you can't really do the same kind of thing as H disc - consider it a safe way to set up pressure.
-
To build a bit on Rath's post (and for simplicity's sake): Basically, once you reach certain points in Margaret's combos, her combos become burst safe. With the above in mind, you can segment it as such: Standard combos are not burst safe. Her main CH/High damage combo route (xx > 2C > 2D) can be made burst safe many ways, which Rath outlined (which is, generally spacing yourself to stand outside of the opponent's burst range). Death combo parts (with Hassou) can be made burst safe. C > SB Tornado > etc is almost always burst safe. OMB > Hassou parts can be made burst safe. Some examples: Corner - CH > 2C > 2D > (adjust spacing) 5D > (adjust spacing) 5A 5C > J2C > dj jC J2C > J236C > fastest special cancel SB Tornado > [2C > Hassou or Hassou] This combo is burst safe once the 2D connects. If you're far away enough at the start, the whole thing is burst safe. Midscreen - 3 hits > SB Tornado (from this point it's burst safe) > 2C > 2D > J22C > land 2C > Hassou Corner - 3 hits > OMB (burst safe point) > 2D > (adjust) 5D > (adjust) 5A 5C > J2C > dj JC J2C > J236C > fastest SB Tornado > [2C > Hassou or Hassou] Sorry for the messy formatting.
-
[CF] Nine the Phantom General Discussion Thread
Lord Knight replied to Monarch's topic in Nine the Phantom
sea moss gate is amazing -
[CF] Nine the Phantom General Discussion Thread
Lord Knight replied to Monarch's topic in Nine the Phantom
Hello, this has been investigated This isn't mentioned in the wiki, but there are actually 2 types of "projectiles". Actual projectiles (think Hazama's chains) and "projectile strikes". I actually don't know how to translate this properly, it's 飛び道具属性 and 弾属性, respectively. Platinum's Persia has invulnerabilty vs projectile strikes, but Hakumen's sword only cuts projectiles - so Hakumen can't cut Nine's normals, but Platinum can hop through them. More at 11. -
@Synyster - first off, congrats on your win. Nice job getting the IK at the end too, lol. That being said, I think there is a lot of stuff you can work on even though you won. Again uh, I watched this last night, so I might have forgotten stuff. The real top of mind for me was that I noted that your neutral awareness is quite lacking. As in, I don't think you consider space in your movement/placement of normals. There are a bunch of examples of this - A) Airdash JH - Why? All of May's aerials beat this. B) Whiff ground normal > press another normal - While this can be situationally OK, you pretty much did this everytime C) Whiff air normal > throw mash/4H - When it works out, it's cool because you get the knockdown. When you get the trade, honestly, that's OK too since 5H is attack level 4, so it'll probably trade in your favor. However, you're leaving yourself vulnerable to people who are willing to wait for it. Also, if your air normal connects (thus, you won't be able to throw them when you knock them down) you get 5H on block, and your gatling options are incredibly limited. On top of that (and this happened), if for some reason you land on the wrong side unexpectedly, you get 6H - which has massive recovery. I think your defense was a bit shaky too, but he didn't get many opportunities + you won 3-0, so I can't say too much about that. @Jackal - You don't need to relaunch or dj to get optimal spacing for Garden. It's a combination of jumping straight up or away (which is character dependent) and making sure you do a certain amount of hits to force pushback, thus giving you the proper positioning when you land. You'll know you did it right if Millia is standing on the pin when she does SF > land > Garden. For example, you can do (knockdown) > H Tandem > Bad Moon > cS(2) > j8SD > dj iad JKSH(3) > Silent Force > Garden and that should give you perfect spacing 100% of the time on the majority of the cast.
-
IIRC, Pin > 6H > Garden is most definitely minus, so I think it's only applicable against characters with very slow face up wake up speed (with the exception of Chipp). Even then, I can't recommend it if they have the meter for blitz.
-
Just for clarification's sake, I think Secret Garden is (rightfully) amazing, but it's more the way you set it up I disagree with. As I mentioned on the stream, optimally you want to be spaced at least one character length away so that you don't have to waste frames jumping/backdashing away from the opponent. Also to add to Jackal's mention on how to set up disc - dashing and doing H Tandem should be enough to fulfill the "delay" that's mentioned.
-
[CF] Nine the Phantom General Discussion Thread
Lord Knight replied to Monarch's topic in Nine the Phantom
They use kanji for the elements. -
We watched this on stream last night. I didn't watch the whole thing, just 3 games of WF. Sorry that I don't have specific timestamps, I'm just going on memory from last night. 1) You should be more aware of your ground whiffs. For example, there is a part of the match where you dash past him and whiff 2K, then hit 5K anyway. You lucked out and got the hit, but you should consider judging the situation whenever you whiff a normal. 2) You should assume JP is going to hit when you do it. For example, if you're jumping towards the opponent, do something like JPKP or JPPP, if you're airdashing you should JP > JH. You miss a bunch of crucial conversions because you didn't set yourself up for a conversion properly. 3) If you're using 2H, use JK to confirm. You have more time/it's easier to confirm. 4) Establish your round start more. Let him know that you're willing to fS (which Faust has to go out of his way to respond to) before you do other stuff. 5) I agree with Jackal, airdash pin is a little risky. If you're going to do that, it should be because you think he's going to AA, 2H or throw an item. If he dashes deep with 6P or uses JH, he can tag you. I feel like you were a little to liberal with it. 6) The commitment to low profiling his normals were good, but don't be afraid to stop and judge the situation. 7) Try using 6P and 2H for ground vs ground as well - they are active, they beat scapel pull/fS/other moves, and it trades in Millia's favor. They also beat drill, which you got hit by a bunch from over committing to low profiling pokes. 8) When Faust's back is to the corner, try to space yourself so that you can threaten his pokes. As in, it should be outside 2D range. If you think drill is coming, dash 5P. If you think any ground poke is coming, use fS. 9) Maximize your conversions. There was a point where you did 5H > RC > dash 2KKS 2H > JKSH > ETC, which really drops your damage. On another note, even if you can't do dust loop, just hitting mixup > H Tandem (hits) > 6H(1) > JSD > iad JSH does a significant amount of damage.
-
Jump Install - http://www.dustloop.com/wiki/index.php?title=GGXRD/Movement#Jump_Install Try 2K > cS JI 2H > SJ JPKSD > dj iad JSH on... Sol, I think? Doing IAD after 6H is fine, doing a jump and throwing Silent Force is fine too. The important thing is varying your offense. For example, there are a bunch of ways for opponents to defend against 5K > whatever options. Good luck!
-
Just want to add to everyone else's answer: As far ad-lib combos go, you pretty much want; 5P/5K > (filler) > JD > iad > (filler) JH And in addition, you can replace 5P/5K with a lot of things. In regards to JH > Turbo Fall - I personally only do it when I'm truly uncertain about how many hits of JH will connect. You get a feel for how many times JH will hit, and it tends to vary by character. For example, usually you don't have to worry about all 3 hits of JH connecting (assuming you're trying to make all three hits connect) on Sin/May/Elphelt pretty easily.
-
No clue, but as long as I have my colour 3 and 11, I'm good.
-
I pretty much only use 2 rose setups: -Purposefully ending my combo out of throw range + meaty disc > Rose -Rose > tk turbo fall Nakamura's setup is really good for characters with fast wake up times, imo. And additionally (according to the wiki), Rose has no (probably 1F, I'll confirm later) recovery, so you can punish OTG burst easily just by doing it. I use backstep after activating to bait DAA though. Going to try that backstep > disc > 5K 6H though, that's a pretty good idea. Rele, I use the dust loop except when I'm nervous. I find it good (especially the more health he has), but if you can't do it, it's fine to do xx hit > H disc > 6H(1) > JSD > iad JSH. If you go for dust loop off a low or a grounded hit (so 6K, 2S, 2D or hair car), do xx > H Disc hit > 6H(1) > small delay JSD > the rest. I find the main way I drop it is that I don't get Faust to the correct height.
-
Hi guys, What's up? Really. I know not a lot of people play this character (or at least, that's the impression I'm getting). But it would be great if this thread was less question/answer, and more open discussion. What are people having problems with? What are you researching? What are you doing with the character? Etc etc. Let's chat!
-
Can't say I can give a specific answer on why that works from a systems perspective.
-
See the frame data - it's only strike invul, not full invul. The game (to my knowledge), has invul by section of body (as in, upper body, lower body, feet), strike invul, projectile invul, and full invul. So for example, Bedman's clock super is only strike invul, so you can throw that too. Winger (Millia's reversal super) is full invul.
-
This is a very character specific question. To be honest, I want to start by mentioning that by nature, Millia is a character that requires research. That being said, thankfully the shell for Xrd is or seems to be GGXX#R, so there is plenty of footage of Millia against the classic cast available for review. You should definitely refer to the wiki or the chart that I made for character specific face up/face down wakeups. It really helps determine and organize how you handle knockdowns, to the point that you don't really have to think about it. Anyway, there are a couple of things you need to keep in mind: Midscreen/Corner - Corner knockdown, in general, is safer than midscreen knockdown. Mostly because you have more time to set things up and the opponent has nowhere to go.Wake up time - see above. Wake up time is crucial for selection.Type of knockdown - Just making sure you know exactly what to do off different types of knockdown. Things like JH(3), sweep, Pin, 6H, etc. Character - this is important. For the most part, there are multiple ways of dealing with character reversals, but in the first place, you have to break down the options available. In general, you'll have to examine their backdashes, properties on reversals, get up speed, and their supers.From here, you can start to plan on what to do. For example: Repeat above process for every character.
-
Pin usage is really broken down by matchup. To be honest, I feel like a lot of people really fetishize the pin - in the matchups where it's a crucial tool (like Faust) it's an obviously important tool, but there are some matches where it's better to have a solid mid-range ground game and threaten the opponent with whiff punishing. Er, that being said, if I had to summarize it, I would say I use Silent Force the following ways IAD approach, as you've mentionedBeating Anti-airsAir vs Air (character specific)Beating specific moves from an enemy characterDelaying/changing air movementClashing projectilesSetplayCombo extension
-
Selection: 1K - Low, anti-jump, anti reversal gold burst Bad Moon - Overhead, loses to OS air throw Rising JK - beats throw 2D - low, hits later that 2K IAD - Crossup. Delay the IAD to make it a little trickier Turbo Fall - also cross up All of the above except for Bad Moon can be converted the same way (chase the opponent after the disc hits, 5K or cS > aerial). Bad Moon, you generally will have to do - Bad Moon (hits) > H Tandem (hits) > dash JKSD > IAD (JS or JP) JH It's not too hard. Practice it on Ky, as it's moderately difficult on him. If you can get it on Venom, then you can do it on any character. Also, if you're near the corner, against some characters you can just do dash fS 2H and get some extra damage. I know for sure it works on Millia and May... I'll test on the cast later.
-
The input buffer is bigger in 1.1, so you can buffer it. Of course, off a single JK it's a little tough, but the Faust combo below gives you plenty of time. In the end, you have to grind it out.
-
Uh, the short answer is yes. Long answer: The general mixups you use will mostly be the same. When selecting your mixup, you should look at the following factors: Type of knockdown: Face down/face up. As you might know, character's wake up speed varies by the type of knockdown. For details on this, see this post - http://www.dustloop.com/forums/index.php?/forums/topic/10082-millia-basics/&do=findComment&comment=931023 Location of knockdown: Midscreen or corner. For the most part, you get stronger mixup in the corner than midscreen. As in, the opponent tends to have more escape options midscreen. Enemy tools: Whether or not the enemy has some sort of reversal or special property that helps them escape from set ups. For example, you can't really do Secret Garden to Chipp (unless it's meaty) because he can reversal Alpha Blade out. Enemy resources: If they have meter for blitz or Dead Angle, you should be paying attention and be ready to counter accordingly. Miscellaneous Notes: Some gimmicky mixups only work on specific characters.
-
This was good to read. I think one thing people really should keep in mind is that the strong Arc Sys players are accessible. I can't really comment on cliques or player circles, but I really do want to help people out and talk about the games, especially whatever I'm focusing on at the time.
-
Suggested Tweaks and Oversights
Lord Knight replied to Sol Badguy Z AC's topic in Guilty Gear General
Suggested Millia Tweaks/Oversights: fS and 5H - please let her convert into knockdown at max range, I think she needs that. fS - very puzzled on why this is not jump cancellable on block Lust shaker - please let her convert this on hit into knockdown. 6K - please change this to attack level 4 so that she can convert off of this attack easier. JP - please change the attack level to "1" from "0". Secret Garden - needs a YRC point once the bubble comes out, in my opinion. Silent force - please add the K and H versions of Silent Force, as she had in previous versions. Chroming Rose - please make it so that there is no sound when it is over. Turbo fall - please enable the special cancel on landing that she had in previous versions. 2S - please add a 5P gatling to this move, as she had in previous versions. -
Suggested Tweaks and Oversights
Lord Knight replied to Sol Badguy Z AC's topic in Guilty Gear General
I think something that you need to understand is that Sol is very good at using tools to discourage the opponent from doing things. If you look at it from that lens, a lot of the balance decisions make sense. -
On DAA EDIT: I believe Millia's current DAA is -14. That bit of information is entirely based on hearsay.