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- Birthday 02/19/1992
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I'm pretty sure besides burst building over time (with the recovery rate being higher on low HP), burst recovery while taking dmg is a function of the amount of hits of a combo. If you want to see what I mean, go into pmode with May or Jam, empty the opponent's burst and hit them with their reversal supers
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Biggest reason to not do relaunch is because of the burst it builds for the opponent. On average a normal bnb builds around 1 letter, while doing a relaunch builds 2 letters in total. Since Millia is so good at forcing damage after knockdowns it's more worth it on average to not do relaunches and go for oki after the bnb. Rule of thumb for me: Only do relaunch if the opponent has burst (even then I won't normally do it), or if it wins you the round even if he builds burst with it, or if you get an extremely good starter so the extra dmg is worth it (built up risc, CH 6H for example)
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Forward dash, they can't do anything since they're still in disc blockstun. Yeah you can just do a short bnb and end with j.H turbofall (flowers spawn), backdash H Tandem and run normal disc oki.
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Nakamura does CR > TK turbofall > backdash H Tandem > 5K roll if at any point the opponent mashes, if you did it properly all of this should combo into each other. The TK fastfall creates roses that prevent jumpout. The backdash disc gives you time to confirm if the opponent blocked or did blitzshield. It also builds a tiny amount of risc. After roll you can do a variety of things, the most common ones are raw TKBM, dash 2S into TKBM, dash 2S haircar or raw haircar. The dash 2S variations create a flower inbetween the 2S and the following attack, which means if they got hit by 2S the following TKBM/haircar will combo (as opposed to lets say, the opponent just blocking high and being able to block TKBM after 2S because of a gap that is normally there).
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Yes haircar still travels all the way to the corner if the opponent jumps over you. As for the 236H change, I guess it was simply unintentional behavior and they fixed it for consistency's sake. It wasn't a very well known bug since noone used 236H RRC. Here's what it looked like:
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Previously if you did haircar and the opponent didn't get hit by it but also kept you from reaching the corner, the move would never end, essentially resulting in a timerscam unless you have 50 tension to prc. This only happened against a Faust on Pogo who holds upforward. In Revelator if Dizzy dashes forward she can't get hit by haircar either, which was probably their main incentive to fix the bug.
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I finally got to finish my CMV which I started doing back in ~April 2015. Hope you guys like it!
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oh yeah, discord is here https://discord.gg/0fzWmoA2f5aCfLn6
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Millia's universal combo route goes like this: launcher > filler 1 > j.D > iad > filler 2 > j.H you change the fillers depending on character, height, how deep into the combo you are (pushback/gravity/hitstun deterioration). In general you want to maximize the damage while still finishing the combo, so in most cases j.S as filler 1 and 2 are the most optimal, but sometimes these won't work. For example if I antiair Sol with 2H and he's very high, I'll do j.K j.D instead because it's more reliable on his hitbox. Or on a character like Leo, Potemkin or Ky, I often opt for j.K j.P as filler 2 because they are heavy and tend to fall out of j.S if they are low. You can also implement various delays to compensate for height, like delaying j.H after j.S to get them higher in the combo. Millia's combos in Xrd really aren't as character-specific as previous iterations anymore, it just takes some experience and feel for the moveset. Hope this helped.
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sdisc yrc isn't really a substitute for hdisc, it's more a way to force them into blocking a meaty and being able to confirm if they blocked/got hit/mashed/reversaled. so you dont get usual hdisc setups. midscreen it's best imo to mixup between throw and low/anti jumpout. you usually dont get anything from 6k and tkbm is risky but you can throw it out once in a while. in the corner you can do the usual 2s/6k into sdisc to confirm, or go for throws as well. if you want to practice j.k iad j.k throw combos, start with this one on faust: throw 5k j.kpk iad j.ksh land 5k j.ksd iad j.ph fastfall this will give you more time between launching with 5k and having to do j.k iad j.k i can't really give you a tip for executing it, you have to get a feel for it. try buffering the iad asap before the j.k actually hits (hard to describe).
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I'm sure most of you have seen goldenrody's GG compilations. They're almost 5 years old now and I think it's time for another sequel. For this reason I want to compile a bunch of clips and put them together. I feel like I need help though cause I'm sure as hell do not watch the majority of GG match videos. So if you think you know a cool clip, send me a pm (you can also post it here ofc but I think it's more interesting if people don't get to see anything until the finished video) Clips I'm looking for: Basically the stuff that has been featured in the first 2 videos. Cool combos/unusual conversions that you barely get to see in matches, weird stuff that happens once in a blue moon (I'm looking at you Faust), noteworthy/hype commentary etc. Rules: It should be from a matchvideo. Which game doesn't matter, so anything from GG The Missing Link to GGXrdR goes. Just no TAS runs, combo vs practice dummies or anything like that. It should be somewhat highlevel, unless something really extraordinary happened. It can't be a clip that has been featured in one of the first two compilations. It can also be non-game footage but it should be guilty gear related (take for example Pachi wearing the Faust paperbag during tougeki 2003). I'm looking forward to hearing from you guys! Cheers. Requests: 1) I'm like 99,9% sure I've seen a match of Roi (or maybe someone else) in AC or AC+R where he does reverse sidewinder loops on some poor dude. If someone can find this I'd appreciate it.
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Just for quick reference, I screenshotted all of Millia's moves with Altimor's hitbox viewer. This was done very quick and dirty. If I ever manage to record footage in 60fps I might actually do frame-by-frame animations. Please note that this is the first version of the hitbox overlay mod and things might still be buggy and or inaccurate, so take these with a grain of salt. I included non-active frames for moves where I feel like they matter. Normals: 5P 5K (1) 5K (2) 5K (3) c.S (1) c.S (2) f.S (1) f.S (2) f.S (3) 5H (1) 5H (2) 5H (3) 5H (4) 5H (5) 5H (6) 5D is considered a projectile and projectiles don't show yet. 2P 2K (1) 2K (2) 2S (1) 2S (2) 2H (1) 2H (2) 2H (3) 2D j.P j.K (1) j.K (2) j.K (3) j.S (1) j.S (2) j.H (1) j.H (2) j.H (3) j.H (4) j.H (5) j.H (6) j.H (7) j.D (1) j.D (2) 6P (1) 6P (2) 6P (3) 6P (4) 6P (5) 6P (6) 6P and DAA are identical. 6K (startup completely low invuln) 6K (2) 6K (3) 6K (4) 6H (1) 6H (2) Specials: roll (1) roll (2) digitalis iron savior tkbm (1) tkbm (2) tkbm (3) lust shaker (1) lust shaker (2) lust shaker (3) lust shaker (4) Overdrives: winger (1) winger (2) winger (3) winger (4) winger (5) winger (6) Misc: IK dash (1) dash (2) dash (3) dash (4)
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Runs at a stable 60fps in pmode for me on fullscreen with AA and quality priority, and I have a somewhat weak/old rig (Intel Core 2 Quad Q6600 2,4GHz, Windows 7 32 bit, 4GB RAM (effectively only 3GB), Radeon HD 5750), so this is pretty great. Even keeps 60fps when there's a lot of stuff (can put out 16 oil barrels with Faust without any fps drops). Framerate sometimes drops during loading screen or in character select but that is pretty much irrelevant. I can't record with 60fps but that was expected really. Netplay is bugged for me. Framerate drops to 10fps in the player room, and I constantly get messages of people joing and leaving the room, and nothing really happens. If I go back to pmode afterwards the framerate is completely fucked, and I have to restart the game.
- 111 replies
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- guilty gear
- xrd
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[Xrd] A Strange Bit of Damage Scaling Phenomena
Rele replied to B.P.M.'s topic in Guilty Gear General
Frame data has values for how much RISC gets reduced if the move hits. This is basically your damage scaling (ie you could manually calculate how much RISC is below 0). I do however not know the exact math behind damage calculation. -
Good summary. Some corrections from me: This isn't true. Potemkin suffers from some specific combos. Millia 6K is + on block and she can confirm off it without sdisc on crouching Pot. Midscreen: 6K, 5K 2S iad j.K j.S, land c.S 2H etc. 5K link and iad j.K link are tight but it's very doable in a match. In the corner: 6K, 5K 5S sdisc, 5K j.KSD etc. If the disc setup is done correctly, 5P will lose every single time. Heavenly works against TKBM but not against Haircar due to distance. I'd rather go for Giganter if I were the Potemkin player because it carries less risk. I'm not a great enough player to give a lot of pointers in the neutral game from a Millia POV (other than what dot_Nova already mentioned), I know some "Single Player" stuff though. Throw combo on Potemkin: You can carry him fullscreen from anywhere with a throw: throw, 5K j.K iad j.K j.S j.H, land 5K j.P j.K j.S j.D, iad j.P j.H(1) turbofall, 2366H disc oki. If you don't have meter for disc YRC make sure to stay safe against potbuster because this disc setup is very delayed (eg instant j.K). Secret Garden oki: Secret Garden is amazing against Potemkin because he doesn't have any mobility, it's especially great if he has 50 tension to take away the option of Giganter which would normally always turn the tides in one way or another (as written above). The orb will stay out until it's gone once it had become active, thus removing a lot of options from the enemy. There's some stuff to note though. There's 2 common ways to setup sg: (normal bnb) j.H, pin land 6H sg and (normal bnb) j.H, pin land sg immediately. The second one is better in every way against Potemkin. Problems with 6H sg: It is actually - on hit. If you did a short combo before it, Potemkin gets a free buster on you. If you did a longer combo before it (eg a relaunch), you will be out of range, but it is still suboptimal. Potemkin can ALWAYS flick the first hit of the orb, which will force you to superjump over the missile and give you less possibilities for mixups. If he has 25 tension, he can YRC the flick and sj out to avoid the orb completely (you could still pursue him in the air though but it's still not optimal). pin into immediate sg: If done correctly Potemkin cannot flick the orb and is forced to block. He could theoretically BS but the orb will stay out forcing him to still play around it. If he does Giganter, the orb will hit him anyway, so you can block the mirror and continue afterwards. If he does Heavenly, the orb will hit him. You will be very close to Potemkin so reversal throw is still an option to beat your mixup if it's not throw invincible. Make sure to play around that. 2 cookie cutter setups: 1) 1646, backdash (to avoid reversal throw), crouch (to pick up pin), then do 5K into either 2D or 6K. 2) 1828, then either TKBM or haircar. Crouch to pickup pin before you continue.