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Everything posted by Mitsurugi
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Practice on Dizzy, she is by far the easiest character to 1-hit. Simple corner throw, j.KSDE works fine specially in order to get accustomed. Just do corner throw into 1-hit a lot of times until you do that consistantly. Then you can try other chars/category. Same thing, a lot of training, that may take some time. You will eventually begin to get the feeling of it, to know when you must delay or not, if you are too high, not deep enough and so on. Reading dash jump, KJ FRC IAD into 1-hit etc. is just going to confuse you if you begin. Just stick to the basics first and don't give up. "Keep the faith alive" mate.
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Invincibility Vs Invisibility, duel 1, Let's ROCK ! Well, maybe we can fix this last sentence of yours then : Just joking, no offense meant Darkhonor.
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Millia vs. Zappa: Random! Random! Random! Mamamamama...
Mitsurugi replied to zer0kage's topic in Millia Matchups
Wow Blitz ! Not a constructive comment here but as a reader and not an active actor in this debate, AKA is polite. Perhaps you took it too personally when he said that Zappa was impatient but again, that was just his point of view he clearly expressed politely and with arguments to back him up. As highlighted by Luigi-Bo, the conversation was nice and interesting, don' let ego consideration , misunderstandings, random insults and such tarnish it. -
Xaphiel > Huuuug ! Mitsuomi does not come here but yeah he is a pretty good Johnny. Can't watch vids right now but I saw some of his casual play matches live. He missed some combos but according to him, he was a little rusty not having any comp in a while. Thanks for the feedback mate ! Yup "/David 'Shinjin', THAT STRONG BAIKEN-PLAYER" ! You came for the free hug, you scoundrel ! I already copy-pasted Steph's announcement in Chemical-Love to various French forums few hours ago so that almost every players knows about it : http://console-league.com/forum/viewtopic.php?t=3978 http://gnouz-corporation.com/phpBB2/viewtopic.php?t=216 http://www.ffjc.net/forums/index.php/topic,1629.new.html#new http://forum.3hitcombo.fr/viewtopic.php?t=1618 http://www.swga-fr.com/forum/viewtopic.php?t=1663 http://tougekiforum.free.fr/viewtopic.php?t=1061 Sad thing is at the same time Neo-Empire (UK) organize their Super Versus Battle Opera 2008. It is really a hard pick specially since I was interested in both of them. Destiny can be ironic sometimes. Two great event, too much awesomeness, the world will collapse, that has become obvious now. Don't know yet which one GG French players including myself will go to. Maybe see you there.
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New batch : --> Gnouz Ranbat #6 [27/01/2008] <--. Once again, constructive criticisms are welcome. Free hug to the first people to do so.
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BV > Finally watched it, thanks ! Poor ABA, looks like you have a grudge against her. Awww, after your Youtube account, now it is your HD's turn. Damn you cursed technology. Random note : the frame data states that the first hit of Ensenga causes knockdown. That unfortunately is not true as depending on your combo/setup/timing, successfully land a 1-hit high in the air (some dust combos or MF-S(2) combos including KJ FRC + triple jump) don't always guarantee a knockdown against some chars, Baiken for instance. They can tech right before touching the ground. It has a long untechable time making it looks like Ensenga-1-hit does KD most of the time but it doesn't causes knockdown as a property. This is no big deal but good to know. Or good that your opponent doesn't know this.
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BV > Thanks, good to know. Is is character specific ? I tried a few times yesterday but could not manage to do it. It would be the best tensionless dust combo damage wise (no re-coin, 1-hit or knockdown) midscreen, wouldn't it ? Camo > Maybe you are talking about another dust combo but I saw a good friend playing a nice Johnny perform this one : "In corner : D > [9] D D -9- (wait a bit) > IAD > j.HS > j.D > Land > Powerful Combo"
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Tensionless Dust combo with very good 1-hit potential (corner or not) : 5D ^ [9] D, D, -9-, KPKSDE. No Jump cancel. I delay ALL the hits but granted it depends on the character AND on the distance. KPKPSDE may be used too. If you want a scrubby Dust combo for your bro, he can use the very easy : 5D ^ [9] D, D, D, Ensenga (41236HS). It is important to hold up-forward so that you get 3 Dusts in a row after the homing jump. Burning Vigor, are you sure you can perform 4 Dusts during the homing jump ?
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Random tip, when a coin does not connect after a sweep, try 2D > coin > dash to push them a little so that the coin hits. For Johnny's dash being JC into an attack, it was discussed here with TK Ensenga and an OD in the > "Johnny AC Discussion" thread, starting with 4r5's post (#18) <. Hope that helps.
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Yep, as Kurumster said, sorry for not getting into details previously. Blitz covered Millia's AA in one of his post. I'll try to dig that but I think the one that beat me was mainly 6P. It has been a while since I played them, unfortunately. Until your JO opponent decides to use KJ FRC, you won't have trouble to AA him. And even so, unless you always blindly AA his jump-ins, making KJ an appropriate answer for him, it should be kinda easy for you in my humble opinion. It also beat me a few times where I tried a shady cross-up with iad.K or iad.S (not as okizeme, hence maybe why it failed), thinking his 6P will whiff but it turned around during its animation, hitting me while it first whiffed. Found it in the "AC Millia: TGS's Random Stuff..." thread :
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Personal experience as a Johnny players. Others Millia and Johnny players can agree or not, pinpoint obvious mistakes in it, inputs are welcome. Millia can beat Johnny's j.HS used as a jump-in. It may be because either you time it bad, are not properly placed or use the wrong AA as she has more than one and is really good at it. I know two Millia players and tried numerous times a j.HS to jump-in with different timing, it was always beat (or most of the time, but the only time it worked can be because my opponent screwed the timing). Remember you can also dash and jump > airthrow since Millia runs fast and has a kinda low hitbox during it. It may be because I poorly time it but I don't think so. Anyway, it should be easier for you to successfully AA him than him to j.HS you. My only way to beat her is to trick her to use an AA and then whip out a KJ FRC instead of j.HS. This is if your are too AA trigger-happy since anti-airs works like a charm against JO (and likely other characters). To counter it, you can run > airthrow, backdash depending on JO's distance etc.
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It happens when he is next to a Gear. It may mean Valentine is a Gear. Or her balloon is.
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Random pointers that work for me : OS - 5K is my main ground based poke. It beats his poking Rock It. You can do it on reaction pretty easily. You don't have any damage, knockdown or coin after it but it gets in his nerves, makes him lose the pace. If you predict it or have enough time, you can also 6P it and maybe IAD > little combo depending on your distance. - When you wake up, do not try to throw him, his 6K is throw invincible and you'll get CH'ed into combo. Learn to block his Gunblaze cross-up when you wake-up or you'll suffer pain. - 2S poke can stop his rushdown. Beware of his 2D. - 5H can be used as a poking tool and as an anti-air thanks to Order Sol's small jump. Knowing how to zone him is really important. He has to come right IN you, to be very close while you don't. When he is in, it does not mean loss. Keep blocking and when you see a real gap (not a frame trap), escape or counter him (the risky 2H for instance). - 3H on his wake up and with a certain distance and timing will beat any of his reversals, including his Storm Viper (shoryu). - While zoning, do not let him build his level up to 3 by staying helpless in your corner. See below. - When across the screen he charges manually and he likes to Charge burst, I often IAD KJ FRC to trick him into Charge Burst. The KJ should miss due to OS being invulnerable but he will be in recovery while you "fall" after the FRC. For instance falling j.HS into ground gatling then whatever (j.HS > land > 5K > 2D > coin/214P, j.HS > land > 5K > 5H > MF(2) combo etc). - As already mentioned by LM_Akira, still across the screen, if he does his whiff Blockhead Buster (the "flaming ball") special into Action Charge, you can KJT~KJ to punish him on reaction if he does not FRC it. - Keep an eye on his level meter and know how his specials are affected by it. For instance, don't rush after a whiffed Lv 3 SV since after the actual shoryu, it has an ending part hitting downward with his feet. - When blocking, do not mash button since he has really good frame traps. Be aware he can Charge Cancel, kinda like Mist Cancel but for Order Sol. - Use FD to gain extra space between you and him when guarding his attacks. That will make his pressure more difficult and expose him some more. Do not mindlessly hold the FD as he can run and throw you. - 2H can kill his pressure game when you see gaps but you'll get eaten alive if he baits it. Risky but useful nonetheless. - When if whiffs a special, he can Action Charge (AC) it and FRC to trick you. For instance, SV AC FRC, 2D. The AC makes you think he is airborne, waiting him to "normally" fall without the ability to block but then he FRC immediately (or almost) making him land, catching you offguard and he hits you with a low. - When you are cornered, he is likely (not necessarily) to throw you since he has good combos there. Learn his tick-throw games. - You can yourself throw him using string > MC > hop > Throw or Wave Dash > Throw. As silly and obvious it may be to repeat it since it is viable for everything, do not get predictable. - His FB is a low hit ! It may look weird at first but you'll get accustomed to it. As soon as you hear FB noise or see the FB sparkle, either block low (safest choice most of the time) or escape if you are far enough. Careful as it may be a low, it can still hit higher than it seems, specially when close. - When jumping in, do not perform a slow hit too late (mistimed j.HS is a common mistake) as his 5H will welcome you to hell with a CH. But if you do it too early, he'll GB you for the same treat. Feel free to correct, complete or discuss.
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ShibuyaX > Order Sol's Fafnir is his Force Break move (236D) that hits low and gets out kinda fast. Yup, that's a low hit. Animation posted by Blade in the " General Guilty Gear Fanart Thread (probably NWS)" thread. > Link to the topic here <
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Bungiefan > Thanks, that was indeed the Guilty Gear XX Drama CD Side Red and Side Black.
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Hideki > When I first saw it, I thought it was some kind of Japanese term such as okizeme. EDIT : G.Blood was faster to answer. Thanks for clarifying, I thought it was used here as a synonym of "whatever mix-up, cross-up, feints etc.", no loss or luck included.
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No need to get all offended, I agreed. It was more or less a way to put the emphasis on the punishing part instead of the SB one in your previous post, a kind of double check from a Johnny player.
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As a Johnny player, I'd suggest you don't try to SB JO's 6K, it really is not worth it. Not only he can Mist cancel it if you are too slow to punish but he can also FRC it to throw you if you focus on blockin/IB/SB it. Anyway, this normal is so easy to counter on reaction with a fast low poke. That stands for any characters, not Millia specific. Doing so will prevent being feinted by the 6K FRC since you hit him before the FRC point, before it becomes active. You'll gain some damage and/or a knockdown out of it.
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POscrub, once again, thank you very much for all your hard work and time spent translating. Wild guess, 3 or 4 hours ? It seems like a short block of texte but translating it more or less raw then going back and forth into a dictionnary, understanding then fixing it, giving it a sense, making it intelligible, looking for the appropriate words, proofreading and many other stuff, it is all more time consuming than it looks.
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Note that if it gets too messy and the fangirls/boys are too unhappy, there is still the old twist "that was only a parallel dimension, nothing is really officially accepted in the story". There already was a parallel universe where Ky died and Sol cried and mourned for him, don't remember the source. [Fake_spoiler] KK : Sin, I am your father. Sin : Nooooooooo !!! [/Fake_spoiler] So cliché !
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Thank you Theria, I also bursted into laughter. By the way DongMung, in your post just above, aren't you revealing what Theria tried to keep hidden and only readable by highlighting his posts ? Not that I care since I read Theria's spoilers willingly but think of those who don't want to. Haha, "Venom buying groceries" !
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If you can only airdash after a "JI" DBT/KJT it means you didn't JI'ed it but SJI'ed (Super Jump Install) instead. Indeed, after a jump, you can JC or AD but after a super jump, you can only AD. Try inputting the whole JI DBT/KJT slower or tap the "up-forward" or "up-backward" direction later so that the "down" direction is emptied from the buffer hence no SJ. The inputs differ from a player to another as shown in previous topics about JI DBT. I tend to go for 629S/427S (IMHO easier to SJI, harder to JI), 6239S/4217S or 6238S/4218S but I have a friend who uses something like 62369S or 42147S. Whichever suits you. Timing is the key for this JI. Yup, for light cast, MSJH allows either a knockdown or to follow the combo with c.S > blabla (where blabla is coin, JC combo, (JI) HS > DBT~DB etc.). If you don't, most of the time they will be able to tech before hitting the ground or before your juggle connect.
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The direction is down-back so that you have both a down direction (for the j.2K) and a back (for the 4K+S for instance), hence the FDC on Faust's j.2K would be : (air) [1K]~S
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POscrub, once again, thank you very much ! You definitely aren't a scrub. Even as a non-PO player, I really appreciate you taking the time to translate/transcript and share it. I was hoping to see the movie at a friend's I don't know when but really couldn't wait about it, now you bring the transcript and what seems to be a translation of the players notes. Now I can imagine how the combos look like and feel Potemkin's wrath, heh.
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If I recall correctly, given Japanese can be translated in different ways ('L' or 'R' sound for instance), there are few notations that have several names, such as : - FD = Faultless Defense or Fortress Defense - FRC = False Roman Cancel or Force Roman Cancel Don't know if one is (more) official or not. I nonetheless scarcely saw the Force/Fortress version. What is important is being understood, no matter which one you use. Nah, stick to the acronyms, it saves some time.