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president

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Everything posted by president

  1. Leaf throw used to be horrible in AC, as pretty much everyone could just jab him out of the air on reaction for free CH. Imagine how it went for Anji and his monster AA 5P convert. AC+R gave it invincibility, now this move is actually fairly strong.
  2. The 6H -> cS link advice is great, thanks. I had most issues converting high wallsticks (ex: raw 236D from midscreen) into wall loops.
  3. What's the deal with Jam combos on ABA? Why does she "stick" to the floor during palm loops like that? She's not heavier than Potemkin, yet this doesn't happen to him. Whenever I play the ABA matchup I get depressed about combo drops because it's so awkward to do stuff on her.
  4. president

    Eddie Q&A's

    Good midscreen combos are either SG loop into -D- 22H unblockable or puddle combo into 22H IAD j.S unblockable, both things you can't do with Weiss. It's mostly the problem that you can't use Weiss' -H- midscreen at all, but that move is the reason why you want to get that shadow out in the first place. There's the wheel flight mixup that has strong corner carry potential (However, you can do flight mixup with the regular Eddie -K- just as well), and that's pretty much all you can do other than poverty -S- launcher into aircombo right away.
  5. #R 6K was not special cancellable, but caused stagger and had an FRC window. This shows 22H YRC. Is that because it whiffs? That's still good enough to have it out there I guess.
  6. nerfed nobiru range is not that bad. worth the trade for the higher walkspeed and drill summons.
  7. I wanted to make a Xrd Zato masterlist to matches, as well as compilation videos of notable matches, but I can't post them in the Zato board because they're closed off and only moderators can open threads? Any ETA on when they're opened up, or could a moderator open a Zato videos thread, please? Excuse me if my lack of information made this post somehow redundant.
  8. This thread caught my attention because I'm a guilty gear player that picked up melee a couple weeks ago, haha. Welcome to GG! Enjoy your stay, this is gonna take a while. The japanese version of PS3 GGAC has the +R update. US/EU versions did not yet receive the update. Welcome to the Arcsys experience, we're kinda getting shit on. I assume that you're still practicing on vanilla GGAC then, and be aware that any matchvideos you watch of the +R version has a drastically changed Millia. Any aerial combo routes from AC do not carry over to AC+R. Answering your questions: 1. That's pretty good, actually. You can probably expect a little less damage on average from more practical starters during matches. Millia is overall a low damage character to counteract her other strong aspects, so don't be shocked if you compare her values to some basic combos of other characters. Keep in mind that in GG every character has the same health, but takes different amounts of damage. Practicing combos on extremes such as Chipp or Potemkin can give you the wrong idea of combo strengths. 1.5: Combos in GG are extremely character specific. You will have to approach your combos not only depending on corner distances but also on what character you're against. Practice on different ones and you will quickly realize what I'm talking about - try to combo Anji and then apply it to Johnny, depression quickly follows. You will just have to gather a lot of experience for this. 2. This is mostly just you having to get used to stick execution, but Millia can also buffer her airdashes. That means you can input the dash before the j.H even connects and she will still cancel it by herself later. 3. Nothing you have to concern yourself with! The basics are covered, don't waste too much time on the complicated techniques you're probably not going to use for a while anyway. This goes into the territory of picking up Melee and the very first thing you do on day 1 is to practice the waveshine infinite. 4. This is the GGAC wiki, with framedata to all characters (ex: Millia(GGAC)). On the left dropdown you can access the wikis for other games like ACR. 5. There is no set situation to apply RC/FRC. This is where you have to learn meter management and judge situations individually. Millia does not have any real crucial FRCs to learn, the most common one would probably be the Bad Moon FRC. If you don't have a disk going along with it and you have the meter to spend you could use the FRC to combo off it, or to make it safe on block. 6. Millia is pretty straightforward. Some might disagree, but I would judge her to be on the easier side of the cast. Combos are relatively easy, there is no crucial FRC grind before you can even start playing, her normals do the work for her and she's also a really good character without any real disadvantageous matchups. Life is easy. 7. Again, please take the AC/AC+R differences into account. As for Woshige, he's a very big name and one of the overall best GG players of all time. If you see him doing stuff you can assume it's pretty good, but don't stress yourself if you can't do it yourself quite yet. 8. The main use of Bad Moon is as a high option in your basic disk okizeme. Some characters, on some heights and some starters might require Bad Moon as a combo ender to guarantee knockdown. This is the case in AC because it has higher untechable time than her j.D, so on very long combos with a lot of proration going on this will be the only thing working. 9. Secret Garden is used to force opponents with strong defensive tools (such as Sol with his Volcanic Viper) into several layers of ambiguous guessing, where they would otherwise be able to beat your standard disk okizeme more easily. On a majority of the cast (and even on Sol, for now) you want to get really good at using the disk before starting to experiment around with Secret Garden. Using the disk takes some getting used to, and you will probably get thrown a lot because of bad spacing and timing. Practice this first! 10. Experience. See question 1.5. 11. Yes, for several things. One example would be Millias legendary haircar FRC j.K. You're doing a low move, abort the startup, and go into a high instead. Anything regarding 214P FRC might as well be completely unblockable, but maybe that's just me. 12. Slashback is a strong tool, but it's very difficult to use. Go back to this when you've played for a while, seriously. /Edit: If you want, I can add you Skype if you need help with anything else. Maybe you can help me out with my smash progress too! Haha.
  9. You could also get a pad layout similar to a sega saturn and use claw style. I don't think there's any handicap at all compared to a stick.
  10. That's not a combo, that's a blockstring. You do that on block, and you use 236H -> -S- to be able to move the shadow a few steps closer to the opponent before activating the -S-.
  11. This might be a bit late, but if there's still interest I have a lot (I mean A LOT) of personal Toki notes (Combos, setups, matchups, bounces) and videos I can hand over for you to slap on that wiki.
  12. Cancel the 2D into 22D.
  13. 2366H. Use the buffer and wait between the dash and the HS to let Anji gain some momentum from the dash. Same thing for dashing Shitsu.
  14. They increased the FRC window on 6H and gave it special cancel. You can FRC now during the startup, allowing for sick throw setups. I also believe it has gotten some throw invul? Not sure if it was there before.
  15. Nothing wrong with fuujin in blockstrings. Look at random matches of known Anji players and you see it all the time. The invul itself is great for catching people mashing, and all the fuujin followups serve blockstrings purposes as well. Getting away with fuujin just recovering is also very common because eating a raw nagiha ch/frc is a pretty strong combostarter.
  16. Where did you start with Ibuki? Play matches and think of Slayer as your new Chun and you're set.
  17. I saw AGF (I think it was AGF, anyway.) use a couple air combos ending in FB-On specific tech traps that hit really high up. Definitely not BnB material, but the use for tech traps where regular On won't reach is out there.
  18. That's a button release. If you need to release a button without getting the move on Zato, you'll just press it during some animation where it won't come out. It's not always listed in notation because you're free to use whatever you find. You could already be pressing D during the 22H input of the far drill, for example.
  19. Not mentioning his godlike backdash? This one's really hard for Jam to deal with from what I experienced. (I only played this matchup in AC, but there are no changes.) 6H traps are one example for a backdash on reaction. 10 frames of recovery aren't that much, but still enough for a 5P or buster. As an early meaty however, Jam recovers fast enough to punish the backdash. Other stuff thats backdash fodder: Any sort of gekirin. (Not sure how the new 214D interacts with his backdash considering how early he would have to do it.) IAD-jumpins depending on spacing/timing on landing in case of whiffs due to backdash. All the 236S followups in general. Dust, obviously. -- Pot's j.D (I believe the hitbox is unchanged as well.) is unbeatable, even for Jam's ridiculous j.S coming from below. It will either lose or clash from my experience. But as usual, parry is the best anti-air. Waking up into Potemkin is horrifying, and I would recommend always keeping cards for that situation. Going apeshit and throwing cards around just to get out of there is not all that wrong of a thing to do against him.
  20. Hows 2D 623D and 6H 214D launchers damage-wise? That's one lazy way to get around the issues of 2D 236D not connecting. 2D 623D also has the situational use of getting to dash under and choosing which side to go, but I fear it might prorate too hard to bother planning cards for.
  21. The new Jam is the most beautiful thing. I hope she forgives me for not playing her that much in the last couple months of AC. - Gekirin nerf. This wasn't as big of a deal as I thought. We lost the gacho with the fb puff changes anyway, and instead of the old stuff (midscreen 2d -> airdash mixups) I'd rather get cards now. Never enough cards. - 6H nerfs. This was the only really negative thing I noticed. I got thrown a lot trying to be AC Jam still. - 6H groundbounce. The new combos didn't even require seriously looking into and worked right away, this is much easier than the old version. Not being able to go 6H, 5S for midscreen juggles felt awkward, but this is not even needed anymore. - FB puff "nerf". Enemy eats it and, with a card, loses all purpose in life. Business as usual, Jams gonna Jam. - I thought the super puffball was really good now due to the pushback on last hit. Could punish a couple predictable things without getting into too much risk. - 3H was worse than I thought. It being 1hit only on crouchers made confirming harder than it should be as the second hit can't be whiffcancelled. Small crouchers get hit only by 623D afterwards. This thing could have been really good if the first hit forced standing, oh well.
  22. The untechable on his 6P is rather huge, actually. It's a wallbounce after all. I did a quick shakycam recording here if this is of any help showing the step forward.
  23. Take a step forward between the 6P frc and the 5H (assuming your notation was a typo there), you'll be at absolutely point blank after the j.K and that will make the PB connect.
  24. On is mostly noteworthy for it's knockdown. If you combo after On, you really want to make sure you're not giving up the knockdown. Post-On combos are character and position specific, and to get another On or 5H knockdown you might need meter or specific positioning, and if you can't get another knockdown it will probably result in more damage to just let it drop and go for Shitsu oki instead. Against most characters (light&medium) you can link a H Fuujin after On and go from there into the usual ~D or ~K to get another On or 5H, against Potemkin the only way to combo after that I'm aware of is with an iad j.K and getting a shitty j.H knockdown which is not worth it. You're probably gonna get more detailed help with optimal combos if you tell us what character you're fighting against.
  25. Voluntary resets are generally bad to aim for. You lose out on combo damage to bring yourself into a guessing game of run up 5p 623h (If the opponent neutraltechs and airblocks the bird) or a vertical jump airthrow in case of a forward tech. If the opponent refuses to tech you lose out on everything and can't even do proper oki because your butterfly is still on cooldown, screwing yourself over. That's so much less scary than an actual knockdown into butterfly.
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