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Everything posted by blitz
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http://www.youtube.com/watch?v=184j7XPlvS4 i lawl'd XD neat trick with the lustshaker though =3
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oh, hold is great for that. I also use it to fake out and bait for a CH quite a bit. And despite the hold itself lasting so many frames, you can psyche your way into a favorable mixup situation with it.
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eh? hold, 6S (CH), release, 6S -> aircombo is surprising?
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^ sometimes, you can bait out a CH with the whiff string i mentioned (2K-S©-2S-5P(whiff), 6H), or you can use 2S as a center, and just abuse the frame advantage for other mixup purposes... 6P, i haven't really tried anything with (don't own slash yet), but it seems from the few vids i've seen to be more a bait type thing or a safety measure.
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there are different followups you use for different characters, watch some combovids like blackfire and fugitive to get some insight on what's possible and on who.
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sorry, just woke up was a bit grumpy =_= trying to figure out someones personal lingo less than 5 minutes after waking up is apparently a horrid way to start ones morning. I get the lingo now though, it just didn't make sense for a few seconds there.
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in slash, i find myself using yoyo hold oki more and more. Roger get I just use to control space or sometimes do an unblockable like off CH 6S, but outside of that? nah.
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HSB? HSS_4? You use very strange and uncommon lingo, which doesn't suit a thread that calls itself "basic".
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yeah, that's the midscreen disc-less setup. It's been around for awhile. Do it late, the 214P hits, and then the j.k, land, 5P etc Do it early, the 214P whiffs, FRC, j.K for high, land, 2K into a ground combo or S© into aircombo if you are quick enough.
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214S? i meant 214P, my bad. it was late =_= and as for the otg, i meant when you otg with 2K. You can either airthrow their tech (usually a pretty good knockdown), or guess that they won't tech, and the OTG hit sets them up perfectly for the hotness (hotness because I can't remember what the heck AKA called it...) and you can use tension when you nail say, an S(f), you can hit confirm with 5H and then super or do something else after 5H.
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er... i'll clarify a few things, i guess... vanilla H disc into 6K/badmoon = yes, you can RC either if you have the meter. The combo after isn't so hard to imagine, but if they are high enough and in the corner, you can follow with 6H -> S disc usually. H disc FRC to badmoon at midscreen, and vanilla H disc to badmoon in the corner are both mixup staples that have been concrete for a long time. The followup for the former is to dash after and S(f)-2H or just 2H. If they are too far (due to a fudged TK badmoon), 5P into aircombo on reaction to screwing up is fine. As for pokes... millias best ground poke is 2D as max range, obv. But to compete with other characters on the ground, you have to make use of her S(f) as well. It's not very synergistic with the rest of her game, but it fills her huge mid-range gap somewhat. And no, flying around the stage hoping for a CH isn't the best way to play her. Look at the 2 millia vids that have been posted above and analyze what she does, how she positions herself, and the utility of those things. There's something to be said as well for the actions that weren't taken when the opportunity presented itself... after a grab? In slash, wait and airthrow/CH/force a blocked airstring into a mixup (j.k-p-k-p-k-p-ketc into land, 2K vs. TK badmoon). You can also combo off regularly if you manage to put the fear of an airthrow into them (2P isn't such a dangerous commitment). Ways to access the old hotness after knockdown (214S -> FRC, jk): - dash OTG 2K -> 236H, 214S -> FRC, j.K (or, airthrow the tech of the OTG) - dash 236H -> FRC, 214S -> FRC, j.K, land, 2K (you have more time to start it, so it's easier to setup in slash than the vanilla version) - dash 214S -> FRC, j.K (just as is, if you still have 50%, you can combo into disc super to push them to the wall and then get a knock down as well) just thought I'd add something to the topic...
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yes, on CH, it will work, but without? not a chance. for reference... air hit stun durations: LV1 | LV2 | LV3 | LV4 | LV5 10F | 12F | 14F | 16F | 18F <j.P> DM | TG | LV | Guard | Cancel | EX | AC | RE | SD _10| 1.4| _1 | ___HA| ___cCR|_5 | __6 | _8 | -4/+1 and <j.D> DM | TG | LV | Guard | Cancel | EX | AC | RE | SD '36 | 2.6| _3 | __HLA | ___CR | 11 | _7 | _9 | -1/+4 so... if P to D hits someone, its their own damn fault for not teching.
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Even if the player is just mashing their recovery (which is never a good idea), they'll still be able to tech out of the gap between the P and the D in that air combo.
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... P does not combo to D. Please go to the training mode, put teching on (back or forward, as neutral tech is actually a frame or so slower), and THEN test combos. I guess I'll contribute to a wiki if it's ever put up... edit: okok, i didn't mean to sound cold... P DOES go into H. what you have though, is a rather obsolete combo. instead of 6P-2H -> JC, j.P-P -> DJC, dj.K-P-P-H(3), do this: 6P-2H -> JC, iad.S-H, land, S©-2H... or this: 6P-2H -> HJC, hj.K-S-P-H(3) or something similar... more damage, and the high jump/iad momentum carries over better (you'll be closer after the knockdown).
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FRC with PSH (thumb, middle finger, ring finger), and then stagger the K (pointer finger) very slightly. You basically want to get a kick right out of the FRC. If you are a pad user, just put your thumb horizontal for PSH (square, triangle, circle), press, and then roll to the kick (x) as soon as physically possible. If you do it right, you should see a flash of millia's j.K frames (foot out in front).
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Heck, I think fighting games in general need their own wiki.
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Heck, I think fighting games in general need their own wiki.
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crap, totally forgot about this thread...
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crap, totally forgot about this thread...
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variations work on other characters, who can still fall ONTO the 5H -> s tandem, and lots of characters can get hit by 6H -> 236S, but only on testament and eddie can it be done in succession.
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variations work on other characters, who can still fall ONTO the 5H -> s tandem, and lots of characters can get hit by 6H -> 236S, but only on testament and eddie can it be done in succession.
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dude, i live in irvine (northwood area) which is about 20 minutes away from uci on side streets (literally just take culver all the way past the 405 and the 5, and you are at my place) :grin: If you have the tools (PS2 + #R), I'd be willing to go down to there for a few games :china:
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well yeah, I was just citing the easiest example to duplicate =) you can get 2 reps on pot, may, and zappa/baiken i think...not sure. The HJ variations are easier to set up, since it's simply about timing on the falling j.H so that they skip off the top most part of the hitbox.