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Rele

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Everything posted by Rele

  1. Fighting games don't require an arcade stick. There have been plenty of players in plenty of games who have been successful with pad just like there are players who are successful with stick. It just comes down to personal preference. The biggest reason to learn stick imo is that you can play on any console afterwards (and cab if you get the chance). With that being said, 170€ for a stick is alright. Hori vs Madcatz... I won't get into too much detail here, but both have their advantages. In general you won't notice too much of a difference unless you start going into the technical details, but that shouldn't bother you as a beginner. Both are fine.
  2. Rele

    Millia Vs Axl

    Airdash in, throw a pin. Easy win. DP is annoying but iirc the easiest way to bait it was to just avoid it altogether during disc oki (eg with straight junp) and let him get tagged by the disc. Secret Garden oki should also help. Reversal Super can be baited the same. It's also worthless against secret garden and it's throwable. All in all, Axl has a pretty hard time keeping you out due to the hairpin. Abuse that like there's no tomorrow.
  3. IB then dash 5S 2H if he's very far, IB 5S 5H RC dashup into bnb
  4. I've struggled with this matchup lately too. Basically she's the Blanka of this game and I got destroyed by lots of randomness. I'm not sure if this is even useful advice but I think it's a good idea to try and stay above May because she really likes to jump on top of you so I thought it might be a good idea to take her out of her comfort zone. Pin definitely helps with coming down again. Then again it was a fairly low level match. If they jump at you with j.2H from very high then 2H is a fairly reliable AA and you can convert into the normal bnb.
  5. I'm just lurking :E
  6. it's throw 5k j.k iad j.k etc. but it's char specific and incredibly tight, not something I'd attempt in a high stakes match
  7. -1 = opponent gets the advantage yrc = you keep momentum while having the chance to stuff certain things with the disc
  8. @dirtymagic you're really overthinking this. I have spent like 3h max so far practicing the bnb in pmode (mostly playing versus offline) and I rarely drop it now. Really all I just think about is: Is the opponent too low? Add airnormals/delay slightly. Is the opponent too high? Leave airnormals out/delay less or not at all. And it's mostly working. My combos aren't optimal concerning damage but they get the job done and always get the knockdown.
  9. If you just defend Stun Dipper, why not just run up 5S into bnb though...
  10. It reduces blockstun (by 3f if I'm not mistaken) and pushback. Faultless Defense is the opposite, more blockstun and pushback.
  11. think about it this way, if you could chain both 5K and 2K into 5H, would there ever be a situation where you'd want to use 5K? Since 2K is low and gives frame advantage it would outclass 5K in almost all situations. It's just a way to balance her moves. Note how most other characters can combo into their 2D directly from a fast P or K button while Millia can't. That's because a knockdown is just that much more powerful for her so it would be pretty ridiculous if she could do that.
  12. jumpcancel then airdash
  13. It's something you can use if you set a midscreen disc and dashed too far into them so you're in throwrange. Most people will be tempted to throw you so they will be standing. Just jump forward and immediately hit j.K for a counterhit. Disc hits, you can land and continue your bnb. Once you conditioned them to not press buttons you can mix in a 6K from time to time.
  14. You cannot meaty throws in Guilty Gear if you don't have a throwinvincible normal or special. Ky 5K just has long enough range where he can stand outside of throwrange and still meaty you and get a full combo. Millia can do the same but won't get anything from it unless you spend tension. Your best bet to stuff wakeup throws are instant j.K (midscreen) and tk badmoon/haircar (corner).
  15. I still think that that's not correct. 2S is also listed as 9f startup and those two moves can't possibly be the same speed.
  16. MYSTERY SOLVED
  17. Why only after pin knockdown btw? I just use it after a normal j.H knockdown in the corner. I can't really think of a way the opponent can retaliate against that. Maybe you know of something I don't?
  18. I mostly yrc if i want a proper high/low mixup midscreen. But teyah's right when he says it's not really worth it so I do that rarely now. I'd rather stick to his advice and save tension for RC confirms or flower install.
  19. Use pin to snipe Eddie. If he's not good at guarding Eddie with drills, snipe Eddie with haircar. Your pokes > his pokes except for maybe 2S. So once little Eddie is gone you only have to worry about that and drills. Basically any time he has the shadow out avoid blocking anything at all costs and try to snipe Eddie (not Zato). If you hit Eddie his bar will turn red and recover much slower giving you more time to get in. If you hit Zato or make him block something the Shadow recovers almost instantly. On the plus side once you get a knockdown on Zato he's basically done. He doesn't have an answer to Millias oki other than burst and maybe deadangle if he can block once. Amorphous is invincible but hits so far in front if him that it will pretty much always whiff on the slim Millia :x
  20. Zato vs Millia = Don't get hit: The Movie: The Game for both players :x
  21. This forum is far from dead. If there's no matchup thread yet feel free to open one. Ky has better pokes so you'll have to pick your openings instead of trying to force one. Ky's oki isn't that strong, Greed Sever is a pretty visible overhead so try to look out for 5D overhead and low block with FD his blockstring to push him out of throw range. If he's doing srk/rtl on your oki bait it. That's pretty basic stuff right there. If he doesn't have a reason to respect you then he won't. If he whiffs it he can't rc it so that's a free punish. Vapor Thrust has very short range too so you can sometimes even outhitbox it with certain lows. 2K should work well for that. If he's using srk during neutral and you get hit by it for some reason rethink your approach cause that shouldn't really happen.
  22. Can you record what you're doing? Phone camera would be sufficient as long as one can tell what's going on. Would help with diagnosing the problem.
  23. 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.
  24. The j.S after the airdash looks very delayed. You can probably also delay the j.H after the J.S a bit to further adjust the height.
  25. 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.
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