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Everything posted by blitz
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well, the reason you are doing the 2369D is because it instantly shorthops her to the other side of them faster than a roll or tk turbofall, and is safer than either. You don't have to worry about them blocking both casually, since when you do it, you are instantly vaulting yourself to the other side while the 236H meaties them (green hitting first, since the FB disc isn't active till you've already crossed). That's why you set it up after 2D -> 236S -> FRC dash, so it's a meaty 236H. Meaning, you could do a knockdown into 236H -> FRC, 2K otg, then 662369D for the cross up as well. Yes, some characters can duck it (zappa, millia can just duck it if she doesn't block, faust, yada yada). So it's not the FB disc that is crossing them up, it's the green one. Same idea behind the 236H, roll or airdash over at the last second to cross them up. Also, badmoon rushdown just became staple. being able to pin and airdash out of it means ADC mixup can be started from a ground string with only the smallest gaps for 25% tension. Not bad.
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it's like i said in the very beginning of the thread, longinus can be used for knockdown. It also stuns enough to create a fun situation after the opponent blocks it =) Basically, if you test out when 214S would catch an opponent, it can go into longinus for a little damage (that goes a long way) and knockdown. So the big thing here is: lust shaker -> knockdown, which is one of the biggest reasons that before, millia couldn't use the move on either defense or offense (it usually killed your momentum because of the lack of follow ups). And broken dust, check the validity of your FB disc cross ups. Record the cross up with a the memory button in training mode, and then try out blocking one way, and then try it the other way.
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just some matches of me and 040488 while stoned, LOL https://www7.sendthisfile.com/d.jsp?t=bsAJBNCmEBG5X6HX7lQq9Qwa&mf=BuVrrKp1YV02Ima5oKN9NfRc Me and 040488
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Thanks for clearing that up.
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right then, just a misunderstanding =P
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lol, fun vs. millia combo, fullscreen relaunch + knockdown (and actually.. very easy to do): S©-2H -> j.K-D -> ad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D the interesting thing here is... the first pauses is actually between the 2H and the j.K. You JC the 2H as soon as you can, but hit the j.K-D late, allowing you to combo the ad.D after. And it allows an easy relaunch which leads to knockdown =D So it's safe to say... anytime you could alter when a j.K and j.S connects is a possible way to alter the shape of the combo, not just during the ADCing part. Nhur: fb disc don't cross up. Test it out, set your memory to do a point blank 2D -> 236D, iad over. Now, have it go, let the 2D knock you down, and then block left or right. .... now do it again, but block the other way. if that doesn't kill your spirits, i don't know what will =)
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rewatch the original glitch vid. That's exactly what happens. He screws up the lockdown in the beginning like that and continues. Though I'm probably just seeing things...
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just a quick post because i <3 this throw combo: fullscreen on millia throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D if you really are fullscreen the combo ends there, since the pin will hit millia right in the corner and really late, the falling j.D will be really low. If not, it continues -> ad.H -> ad.D I also want to note that for throws... j.K-D stops connecting after the first relaunch (after the ad.S-H, land, j.K-D, that is). They tech even if it would hit, so continuing from that j.K-D with j.K-D is not something that will happen. also, you can do the dash j.K after throw on quite a few characters, and the combo is burst resistant to an extent (moreso than dash S(f)-2H)
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I've got 3/4'ths of the cast so far for that, was about to post em =)
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vs. millia S©-2H -> j.D -> ad.K-D -> ad.S-H, land, j.K-D -> 214S, j.D -> ad.D -> ad.D (knockdown) S©-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, j.D -> ad.D -> ad.D (knockdown) S©-2H -> j.K-D -> ad.K-D -> ad.D, land, S©-2H -> j.D -> ad.K-D -> ad.D (knockdown) S©-2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (knockdown) more combos to come also, new mixup! knockdown from an air combo: dash 236D, j(8).K(whiff), reaaaaallly low falling j.K, then either: A) cancel into dj.K -> 214S -> combo or B) land 2K, disc's 4th hit connects, run and combo dash 236D, 214(7)P -> FRC, j.K, then either A) cancel into dj.K -> 214S -> combo or B) land 2K, disc's 4th hit connects, run and combo dash 236H -> FRC, 23698D (green disc cross up) ...and now something fun =D the 236S -> FRC kind ^_^ 5K-5K-2D(CH) -> 236S -> FRC, dash 5K -> j.K-D etc 2D(knockdown) -> 236S -> FRC, dash 236H, 2369D(can be done to cross up or not cross up), land, dash and combo 2D(knockdown) -> 236S -> FRC, dash 236H, 214P(whiff) -> FRC, j.K, combo blockstring to mixup: dash 5K-2D -> 236S -> FRC, then either A)6K -> 214S -> 214D, dash S(f)-2H or B) 2S -> 214S -> 214D, dash S(f)-2H or C) dash throw =D
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Millia vs. Order Sol: This match is even more S.O.L. than the other one...
blitz replied to AKA's topic in Millia Matchups
yer right, it's a a frickin slaughter in his favor =\ What she has on him is pin, you have to bait the shit out of his AA with the pin at the correct height (where his 5H will whiff if you do a pin). And then, plan your game around getting that advantage and maintaining it, like a low strong =3 you have to get creative, pin -> turbofall -> FRC, j.K, land, TK badmoon and such, keep em guessing, and always makes sure you have the tension to keep it all safe. The riskier side is that roll will dodge quite a few of his moves, so as long as you aren't being predictable with it, it can be a powerful check on his stupidly good normals. -
yeah, that's what was happening in the glitch vid
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go ahead, that would be nice (since I'm too lazy to do it =P)
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hahaha, FB discs remember which side they were executed on anyway =)
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meh, people naming things after themselves bugs me. Serious dashing, aka loops, bullshit like that. There are too many people discovering things simultaneously for anyone to claim anything as "theirs". It just strikes me as something a cocky person would do. Oh, and I've never seen mine used in vids (though unlike you, i would never call it "blitz oki" in any way but a joking one), likewise you've never seen yours in any vids. That doesn't mean it hasn't been used or even discarded already by some japanese kids who've had the game a lot longer than you. Maybe their use of it never got into vids, maybe they only used it in casuals. It IS a very tension hungry setup, and isn't really all that much more useful than other similar FB disc + cross up setups. How would you know that you came up with it first? Food for thought, enjoy. anyway, fun loops on axl from midscreen: S©-2H -> j.K-D -> ad.S-H -> ad.D, land, 2H -> j.S-H -> 214H, falling j.D -> ad.H -> ad.D(knockdown)
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i don't think you can call it yours, since a lot of us had the same idea around the same time lol but do as you wish =P personally, I'mma call this one "blitz oki" just for you: 2K-S©-H-2D(knockdown) -> 236H(FRC might be needed depending on how far away they are), dash 2369D(crossup), land, Hdisc combos, run after and do an air combo for massive damage. too fun =D
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5 so far for me... it IS hard. You aren't imagining things.
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hey josh, does you posting here mean you are gonna stop playing WoW and start playing AC?! =D
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yeah, i was freaking out not being able to get the HSR -> HSB to hit the first day I got ac, and got pissed when kumiho said you (jais) said it was easy =P But after that, me and hellmonkey dissected it... and managed to figure out the exact things that need to happen. You need to HSR -> HSB 1 to 3? frames after the first frame of collision during another moves hitstun. That's all it is. Knowing that, you could do this on any normal, special, or super, as long as you time it right. Also, if you use the HSR -> HSB and buffer the roll, you can get a DP safe Oki into the Rebuffer lockdown.
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I think that vid is just trying to illustrate that you can combo off a low airdash H =)
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hey yall, throw combos on jam =P throw, dash j.K-P-K-D -> ADC, ad.S-H, land, j.K-D -> ADC, ad.K-D -> ADC, ad.D (knockdown) what also works (and is a tiny bit easier) is throw, dash j.K-P-K-D -> ADC, ad.S-H, land, j.K-S-H -> 214H, j.D -> late ADC, ad.K-D -> ADC, ad.D (knockdown) fun stuff regular throw combo: throw, dash S(f)-2H -> JC, j.D -> ADC, ad.D -> ADC, ad.S-H, land, j.K-D -> 214S, j.D -> ADC, ad.H -> ADC, ad.D (knockdown)
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yeah, i cant get a match either =(
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ice likes her just fine =) ADC mixup is scary. It can come out of nowhere!
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hey! I remember you <3
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LOL makes me want to do one =P