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blitz

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  1. blitz

    Bridget Basics

    with MAMKM, the best option for mixup is to jump really deep j.K, and then cancel into dj.K, or land into 2K/2D, as this mixup cannot be anticipated by pattern(the airdash K hits exactly when the land, 2K would hit), nor can it be reacted to in time. Only works on the characters that can be hit by that style of mixup though, so shorties are out of the question. What I mainly use (cuz it works on everyone) is... after MAMKM, run jump into low airdash oki (either low airdash with K-P-K, or land into 2K), and then follow with late2D vs. 6K (which is hidden behind the super at that point, and the timing of 2D vs. 6K can be synced, so no anticipation). In some cases, you can run up and throw them just as the MAMKM comes off of them. An easy setup for this is in the corner after 236K~P, you set6, MAMKM, back dash, run in, FD throw or FD back dash again. You can also preemptively dash jump FD if they were planning on any funny business like DAA or burst to get out. THere are other setups which are trickier, like if you have them hugged after a max distance S(f)/6S, you can cancel into MAMKM (they can get out I THINK, but I haven't met anyone that has where i cancelled it at the earliest point). But that distance gives you just the right amount of time to dash in FD throw (even more fun if you dash jump from just the right distance away, and land exactly right next to them as it comes off, and get a throw vs. hit which is gaurded by the super incase they dp the hit or counter throw). What is also good is using the MAMKM while you crank their gaurd meter, and then do low airdash oki just as the super dissipates. If you have the tension, tragedy can do some major damage after a successful hit. If the guard bar is flashing, you can get away with low airdash 2S for your high, and 2D for your low, and still combo into tragedy. You can even cancel into a set for iad combos, which will do around 250+ I think with the gaurd gauge raised. and jais!!! ...5P glitch FTW.
  2. whoops, totally forgot about that, sorry for bringing it up again.
  3. I wonder which #R guide... Because I made a millia #R guide, with the same data, and posted it to gfaqs, which was then used for an #R guide by a poster on THIS forum.
  4. well, the idea is that it conveys all the inputs, without taking up too much space (much like actual computer languages try to do). And uses a small amount of keywords, and a large amount of directional numbers, meaning the primer for understanding it would be small. However, it has a learning curve because of the density of the commands involved. Once learned though, you won't have to explain in words certain aspects of a combo that can't be explained with symbols. Or atleast, that annoying task will be minimized to very special cases.
  5. i just use it because that's the system that was used for the GCC old frame data/combos/character analysis site for xx, and provides the most information ^_^ (in that, all inputs, cancels, and state changes are clarified in a condenced way... ie, here's a jam combo: d.S©-6P-6K(2) -> JC, iad.P-P-H, LAND, S©-5H(3) -> 236S~K~236K -> RC, LAND, 236S~H, S©-8(JI)-S(f) -> SJC, sj.S-P-S -> DJC, dj.S-H -> 236K~623K~214K). But meh, i've always wanted some "staple" language to be set so that people coming to the site can just read one primer, and then know exactly what everyone is talking about regardless of who is posting or where they are posting on the site, instead of having to figure out every individuals personal variation just so they can "earn their keep" or whatever bullshit some people here like to put newcomers through. But it's pretty much impossible, sigh.
  6. to me, ~ will always mean a follow up inside a move. Like bridget 236K~P (kick start my heart, skid stop followup), or slayers 214P~P for pile bunker, anji's 236S~H, millia's 214S~214K (or 214S~214P), etc. either or is just / as in 2P/S©/2H just thought I'd ramble for a moment, now for food...
  7. pretty much. Also note that S(f) works anywhere where they might burst. S©(2)-S(f) instead of S©(2)-2H can bait people trying to burst your 2H, and you can get followups off of it. Also, to get a really good punish off it, backdash before the burst would be blocked. When it misses completely, run in and 2H. oh, and this(corner): S(f) -> 236S, 5P -> JC, j.K-D -> ADC...
  8. i've never had to FD before the j.K, it's just a momentum trick. the input is just j.H -> 236K -> FRC, j.K -> (9 + Slash at same time, and hold 9)-H -> Pin, airdash, falling H, land, 2H -> TK pin, airdash, land, set disc. Something like that...
  9. in the corner vs. ky or potemkin, if you get a combo started from the ground in/near the corner, you can do a pinless combo that ends in knockdown and has comparable damage: 6P-2H -> iad.S-H, land, 6H -> 236236S, 6H you can throw a 214P -> FRC in there, too.
  10. that Ruu vs. Shounen series of matches is some of the hawtest bridget action I've seen outside a doujin! Screw joe pesci, I pray to RUU now!
  11. 1) It's actually 2 things... 1 is the freeze frames associated with a moves stun (characters both freeze when a move is connecting, for a miniscule amount of frames), 2 is the j.D didn't connect till late in it's active frames, kinda like slayer 2D okiseme. 2) FB disc loop!!! w00t!11!
  12. daigo wasn't really "one of the best" in japan, it's just a strange american obsession resulting from his placing over here at EVO and similar events outside japan that got people's attention. In japan, there were definitely many other better players. He's still a BEAST =P (... in 3S) as for the current best, koichi is up there, but I don't know for certain who could be considered the "best" gg player in japan/the world at this time. Nakamura is pretty good, haven't seen much of him lately though, cept' for a few random vids on youtube.
  13. I have an odd question... what about, against pot and ky, 2H -> iad.S-H, land, j.K-D -> etc? or against some other folks like anji or testament, 2H -> iad.H, land, 5P -> JC, j.K-D -> etc? Anyone seen those combos in a vid yet? I have this odd feeling they are possible... (aka: burst safe stuff)
  14. hey, don't get bent out of shape, I meant no ill-will ^^;; The way you presented it would have people confuse it with info you garnered from the vid which was "new" tech, instead of spotting and clarifying the "old" tech present in the vid. Be careful how you word things, and I will do likewise =)
  15. oh, I guess I will clarify: it is, like, "..." as in "...is this guy serious? o.O" So in essence, my thoughts mirror teyah's.
  16. teyah, on the delay: yeah, pretty much common sense even if you don't look at the frame data. Just like her xx relaunches, same idea. IP: ...
  17. i prefer stick... if im given the choice. RCing, FDing, more-than-simple motions like dash splitting or TKing starship/hug/flop, JI'ing, and yoyo holding setups are all very much easier on stick (I don't believe in mapping RC or FD when i do use pad).
  18. i can't practice TT__TT I haven't personally owned a stick or guilty gear since XX...
  19. teyah: It just doesn't work on smaller characters, but a good number of characters can be hit by ad.S-H and ad.K-S when crouching (even more if they chump the S or K, respectively). Also note that an ad.S doesn't have to be a stand alone, it can be followed by P or P-K, and you can land and combo after that. And if you are worried about pushback, you can always combo into Sdisc first, which S(f)-2H will combo afterwards. Millia's options for knockdown off these setups also increases when she has the 50% for 3discs super (which means comboing from midscreen to get a knockdown as well when you'd lose the knockdown or the ability to follow one up at). Noticing the height is the hard part, but there's always a viable airdash string for any height. And the other part I wanted to mention is that longinus tends to cover the gaps in millia's comboability that needed covering up. Plainly put, millia went from a character that didn't care about tension to a character that needs tension. But due to what she gained from it, more is possible than before, abare wise. While this doesn't apply to getting the knockdown (it's about the same power level as it was in reload), her ability to get a combo started off in situations considered dead in reload and even slash makes her an immediate threat, even if the amount of the control she could exert hasn't budged since reload. This is what I meant by "more of an immediate threat". ...Millia just became reload Jam.
  20. well, anything you can airdash cancel can become a mixup. Something as simple and safe as jump up, falling pin, low airdash K-S turns into either land 2K into combo - or - adc, ad.S-H into aircombo Nailing someone with a some poke in the air can lead to magnus type resets thanks to ADC and air FB disc.
  21. Played some AC for the first time in LA the other day... The stun on a ground hit of the pin does seem to be increased, though I can say for myself how it felt (everything in AC feels different). Oh, and airdash combos weren't as hard as I thought they'd be(though I did drop like, 70% of my aircombos), but I still relied on ground combos and airthrow setups more than actual aircombo knockdown attempts. The only part that can be an issue is the correct mix of pin, air FB disc, and the correct moves that will keep the opponent low enough for these things to work. Sometimes though, you are just screwed because they'll be too high for any amount of options to ground them =( oh, and millia's mixup is now even more immediate and effective. just getting an air poke means you can mix them up right there and then. Now, she IS a mixup. Mixup INCARNATE. And, she has the tools to combo off of these mixups (though, getting knockdown, is again, not as likely as even slash, let alone reload). But I guess, the way she plays now, it's really easy to force a mistake in blocking, so she's more of an immediate threat than she was before. Oh, and FB disc during a gap in your opponents block string is so cheating =) Just IB like a maniac to get the tension if you don't have it.
  22. heehee! that looks familiar...
  23. I'm just hoping that air FB disc knocks down at atleast a reasonable height. I'm just not certain whether the airdash combos are inconsistent, or that japanese millia players are just having a hard time figuring out what works...
  24. lol throw, lustshaker hilarious tech! and I was saying that he kept to knockdown until he COULD kill from combo, not in spite of that opportunity. And if you feel you can't reliably get a knockdown off a combo, it's best to simply keep control until you can deliver death from it so that not getting the knockdown won't matter. It's rather fundamental, teyah. Control is more important than damage unless that damage can open up opportunities. Millias has a very low threshold for tactics that are effective only when the opponent is low on life. With millia, they have to be exceedingly low on life for sudden death tricks to work (like a random iad cross up kick, or dropping a dead end combo that won't kill for a throw setup that will).
  25. Oh, i just meant millia's abare took a pretty good hit. And one of the things that took a hit was her ability to use pin as control and rushdown while still being able to combo into knockdown without tension. That's one of the things I meant by loss of synergy. So yeah, she's much worse in slash, but that's really a dead horse and isn't something many would disagree with. Hopefully, the japanese will solidify a way to consistently combo and knockdown with AC millia. So far, I'm seeing really good japanese millia players... dropping combos. It doesn't bode well... but maybe they'll still figure something out.
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