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blitz

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Everything posted by blitz

  1. Okayama Fantasista 20130607岡山ファンタジスタGGXXAC+R東西戦そ Millia Vs Eddie http://www.youtube.com/watch?feature=player_detailpage&v=wm0uDiM9k0Y#t=277s Millia Vs Dizzy http://www.youtube.com/watch?feature=player_detailpage&v=USUFihd9Ko0#t=615s
  2. ^ What he said. I'll be there for GG.
  3. Yo SFX and Sanchez, awesome sets tonight. And maaaann has it been a long time! D: Crazy. Sad news about +R delay, hope it doesn't kill the hype.
  4. GGXXAC+R Okayama Fantasista 31.05.2013 - 20130531岡山ファンタジスタGGXXAC+R東西戦 Millia Vs Johnny http://www.youtube.com/watch?feature=player_detailpage&v=BOLqzwnM1UE#t=270s Millia Vs Jam http://www.youtube.com/watch?feature=player_detailpage&v=c-xzTF2aJiQ#t=186s Millia Vs Venom http://www.youtube.com/watch?feature=player_detailpage&v=c-xzTF2aJiQ#t=379s Millia Vs Chipp http://www.youtube.com/watch?feature=player_detailpage&v=c-xzTF2aJiQ#t=594s
  5. Yeah, she does, but she is rather limited in that respect since she can only combo into 2D from 5H, and can only combo into 2H from S©, S(f), or 6P. 'When' you can combo into 2H from these will vary greatly from character to character, and things like range and momentum and crouching versus standing matter quite a bit. Generally, you'll either be close enough to combo into 2H, or too far away, and have to combo into 5H-2D. Most times, you'll phone it in aka: Use setups where 2H is guaranteed. There's really no reason to lengthen her ground combos if you can go for an aircombo, and in any case her ground normals push her back too far to do much more than 2K-S©-5H-2D or 2K-2S-5H-2D or 2K-5K-S(f)-5H-2D, and being close enough for disc okiseme to work is more important than a sliver of extra damage before knockdown. TL;DR: Millia spends very little time comboing people ground to ground. IIIIIIIIIII~ just wanna flyyy~~
  6. just to put the other vid here from that guy recording off of Vita (I think) in case people missed it: GGXXAC+R - Millia D-Loop, 25% Tension, Corner http://www.youtube.com/watch?v=qhzyYpcAasA And also now, the B group of matches from the 5v5: AirMac Susasori(Millia) Vs Bonanza(Dizzy) http://www.youtube.com/watch?list=PLhsXh_3znPcfo9ldD6lJECfRL37oHlIOm&feature=player_detailpage&v=JBC7CY3uv6w#t=193s ^ =< Kuon(Millia) Vs Nichiyou8 Jihan(Slayer) http://www.youtube.com/watch?list=PLhsXh_3znPcfo9ldD6lJECfRL37oHlIOm&feature=player_detailpage&v=x6uKegpHkbc#t=16s ^ditto Jun(Millia) Vs OSCA(I-No) http://www.youtube.com/watch?list=PLhsXh_3znPcfo9ldD6lJECfRL37oHlIOm&feature=player_detailpage&v=1rcB4tHIfSU#t=233s Jun(Millia) Vs Kuma(Testament) http://www.youtube.com/watch?list=PLhsXh_3znPcfo9ldD6lJECfRL37oHlIOm&feature=player_detailpage&v=1rcB4tHIfSU#t=381s Jun(Millia) Vs Kishitaka(Sol) http://www.youtube.com/watch?feature=player_detailpage&v=sQZd1LdbQmI&list=PLhsXh_3znPcfo9ldD6lJECfRL37oHlIOm#t=594s Kuon(Millia) Vs Fino(Venom) http://www.youtube.com/watch?feature=player_detailpage&v=sQZd1LdbQmI&list=PLhsXh_3znPcfo9ldD6lJECfRL37oHlIOm#t=594s Woshige(Millia) Vs BoB(Kliff) http://www.youtube.com/watch?v=A-qFzYURNy4&feature=player_detailpage&list=PLhsXh_3znPcfo9ldD6lJECfRL37oHlIOm#t=335s Woshige(Millia) Vs Kiisha(Faust) <-- o.o http://www.youtube.com/watch?v=A-qFzYURNy4&feature=player_detailpage&list=PLhsXh_3znPcfo9ldD6lJECfRL37oHlIOm#t=548s Woshige(Millia) Vs Konsome(Potemkin) http://www.youtube.com/watch?v=A-qFzYURNy4&feature=player_detailpage&list=PLhsXh_3znPcfo9ldD6lJECfRL37oHlIOm#t=662s ^Woshige, cleanin' up. Nice to see names put to some of these other Millias. Before this, I had no idea who they were D:
  7. Mikado pre-ARC REVO 5v5 tourney Daibakushou Kora(Millia) Vs Haaken(Potemkin) http://www.youtube.com/watch?list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR&v=2hU6p2oSD_c&feature=player_detailpage#t=175s Daibakushou Kora(Millia) Vs Satou(Johnny) http://www.youtube.com/watch?list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR&v=2hU6p2oSD_c&feature=player_detailpage#t=370s Nakamura(Millia) Vs U-Zen(I-No) http://www.youtube.com/watch?list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR&v=6HwO3GlEoWo&feature=player_detailpage#t=487s Woshige(Millia) Vs Nekomimi(Axl) http://www.youtube.com/watch?feature=player_detailpage&v=lt4cosuDIn8&list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR#t=1s Woshige(Millia) Vs Kabegiwa no DC(Johnny) http://www.youtube.com/watch?feature=player_detailpage&v=lt4cosuDIn8&list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR#t=217s Woshige(Millia) Vs Kishitaka(Sol) http://www.youtube.com/watch?feature=player_detailpage&v=lt4cosuDIn8&list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR#t=369s Woshige(Millia) Vs Taka(Anji) http://www.youtube.com/watch?feature=player_detailpage&v=lt4cosuDIn8&list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR#t=548s ^ Taka, why so good at mindgame? Woshige legit scared here D: Woshige(Millia) Vs 012(Sol) http://www.youtube.com/watch?feature=player_detailpage&v=lt4cosuDIn8&list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR#t=734s Nakamura(Millia) Vs Fino(Venom) http://www.youtube.com/watch?v=q94te0tbSaY&list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR&feature=player_detailpage#t=32s Nakamura(Millia) Vs Ruu(Bridget) oh god... http://www.youtube.com/watch?list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR&feature=player_detailpage&v=a-hGJMIdvAk#t=448s Nakamura(Millia) Vs Satou(Johnny) http://www.youtube.com/watch?list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR&v=lHLyXvcE37o&feature=player_detailpage#t=53s Nakamura(Millia) Vs Haaken(Potemkin) http://www.youtube.com/watch?list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR&v=lHLyXvcE37o&feature=player_detailpage#t=309s Woshige(Millia) Vs Kazuki(Dizzy) http://www.youtube.com/watch?list=PLhsXh_3znPccLZR5hFlJA3t-pAFo0SHsR&feature=player_detailpage&v=U0sOkxKsncs#t=431s a-cho GGXXACPR ARC関西前哨戦2on2(2013.5.11) Millia Vs Sol http://www.youtube.com/watch?feature=player_detailpage&v=-YLN_gVcnu0#t=4164s Millia Vs Zappa http://www.youtube.com/watch?feature=player_detailpage&v=-YLN_gVcnu0#t=5466s Millia Vs Slayer http://www.youtube.com/watch?feature=player_detailpage&v=-YLN_gVcnu0#t=5629s Millia Vs Testament http://www.youtube.com/watch?feature=player_detailpage&v=-YLN_gVcnu0#t=6456s Okayama Fantasista 20130524岡山ファンタジスタGGXXAC+R東西戦 Millia Vs Zappa http://www.youtube.com/watch?feature=player_detailpage&v=Kr0dmyFPwP0#t=424s Millia Vs Anji http://www.youtube.com/watch?feature=player_detailpage&v=Kr0dmyFPwP0#t=607s Millia Vs Dizzy http://www.youtube.com/watch?feature=player_detailpage&v=Kr0dmyFPwP0#t=751s http://www.youtube.com/watch?feature=player_detailpage&v=Kr0dmyFPwP0#t=928s Millia Vs Axl http://www.youtube.com/watch?feature=player_detailpage&v=xzbHAD18ixc#t=466s
  8. That jam recovers from your S-H before you can rejump into j.K-D probably has more to do with how you are doing the S-H, and how high in the air she is when you do it. You have to let her fall a bit in the prior sets of hits leading up to the ad.S-H. It might be just your timing of the rejump itself, as it comes sooner than you might expect, but for the most part it becomes easier the lower you can get her. With jam, there's also a certain amount of a delay you can induce between the S and the H if it's early on in the combo(like it is here), since she has the kind of hitbox that lets j.H hit her at nearly any height as long as you are close enough to her sprite. I think I actually explained this at one point in this thread, but can't remember off the top of my head. If you really have a hard time with getting the timing on it, just stick to j.D -> ad.K-D -> ad.D. If it ends in the corner, jam is light enough that (K-)S©-2H will catch her, and you can do another set of j.D -> ad.K-D -> ad.D right after (though the damage is bad, it's a much easier combo) or even just K-S© -> j.(P-)K-D -> ad.K-D -> ad.D to play it safe. As for the 6H ender after the 2nd airdash in an air combo, it can be used for meaty disc (like rele mentions), which is good for low airdash mixup (disc, immediately iad, then either low airdash (K-)S / low airdash K-P-K or land 2K/2S just after the disc hits). Doing this really tightly is important, and it's not something you should do all the time against certain characters with good wakeup options. Just a simple IB can ruin the setup if it's not perfect. As for me, I only really use 6H ender in 2 specific situations: 1) When it ensures the knockdown after a 2nd airdash D -> pin or 236D. In this case, I generally just roll into ground 236H/D afterwards. It's standard, you'll have the meter, and it still allows some pretty good options, including (for 236D) corner cross-ups. 2) after the first ad.K-D in specific setups for it where I can get a meaty or near meaty SG off the higher altitude 6H. <-- My favorite use. Especially fun against Pot, Testament, Eddie, Venom, and Axl.
  9. S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> ad.K-D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.D -> ad.D (189 damage) anywhere on the screen, this works. If you want something without pin, then what you listed is a pretty safe bet. You could replace the initial j.D -> ad.K-D -> ad.S-H with j.H -> ad.H -> ad.S-H, but the former is less of a headache. In most cases, you'll be comboing off of disc anyway, so the combo changes to something else... for simplicities sake: 236H, 2K(low), disc hits, dash (S(f)-)2H -> j.H/D -> ad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D ...is what I use currently as a B&B combo from disc on jam. Depends on where and how I catch them after the disc hits. Sometimes I just do j.D -> ad.KD -> ad.D and leave it at that if I feel like the S-H won't reach.
  10. ^ This is the worst news yet D:
  11. Millia Vs Slayer http://www.youtube.com/watch?feature=player_detailpage&v=PGQAX8_GRcs#t=1951s ^http://www.youtube.com/watch?feature=player_detailpage&v=PGQAX8_GRcs#t=1990s LOL love this throw combo. Arc Revo Cup Last Chance Qualifier: Nakamura(Millia) vs Karun(Jam) http://www.youtube.com/watch?feature=player_detailpage&v=6GSbCSsN2qQ#t=1716s
  12. Anji's FBKO so funny.
  13. Woshige being badass again. Not so much S-H -> 236S -> FRC shenanigans, but... post ranbat gachi set - Satou(JO) vs Woshige(MI): http://www.youtube.com/watch?v=NW99pkEKPmQ Thank you, jinbe! Tournament: Woshige(MI) vs Kaneko(IN) http://www.youtube.com/watch?feature=player_detailpage&v=4zHuRftrIEY#t=1245s Woshige(MI) vs Takuchi(KL) http://www.youtube.com/watch?feature=player_detailpage&v=4zHuRftrIEY#t=1434s (top 8)Ruu(BR) vs Woshige(MI) http://www.youtube.com/watch?feature=player_detailpage&v=4zHuRftrIEY#t=2568s Woshige(MI) vs Ain(KY) http://www.youtube.com/watch?feature=player_detailpage&v=4zHuRftrIEY#t=3145s (finals) Takuchi(KL) vs Woshige(MI) http://www.youtube.com/watch?feature=player_detailpage&v=4zHuRftrIEY#t=3666s ^ http://www.youtube.com/watch?feature=player_detailpage&v=4zHuRftrIEY#t=3791s Clutch. Freeplay: Woshige(MI) vs Izumi?(SO) http://www.youtube.com/watch?feature=player_detailpage&v=tKmbdZzlr5g#t=1s http://www.youtube.com/watch?feature=player_detailpage&v=tKmbdZzlr5g#t=219s http://www.youtube.com/watch?feature=player_detailpage&v=tKmbdZzlr5g#t=424s http://www.youtube.com/watch?feature=player_detailpage&v=tKmbdZzlr5g#t=896s http://www.youtube.com/watch?feature=player_detailpage&v=tKmbdZzlr5g#t=1115s Izumi must be pissed off from the tournament lol Millia Vs Sol http://www.youtube.com/watch?feature=player_detailpage&v=BtiYw6GXBIs#t=162s Millia Vs Axl http://www.youtube.com/watch?feature=player_detailpage&v=-osGzH1b92c#t=813s Millia practicing combos lol http://www.youtube.com/watch?feature=player_detailpage&v=-osGzH1b92c#t=1098s
  14. It's ok, I'll post it here after I've updated the definitions with more useful wording. I like this definition of Pressure, as it is measurable. Watches does a solid job of really laying down some infrastructure for what we CAN define, so far, strictly in mathematical terms. SD, States, transitioning from one state to another, as well as clearly stating operational intent. I'd like to look at those physical definitions of "States" and "Transitions", and try to actually establish as much ground on THOSE things as we possibly can. I'm not sure how much help this will really be, and sorry if it ends up being just a huge waste of time, but anyway... Lets start with a list, why not: Actual States >Frame Advantage (SD+) >Frame Disadvantage (SD-) >Neutral (SD = 0) Implied States >Situational Advantage >Situational Disadvantage >Situational Neutrality (S=Situational, A=Advantage, N=Neutral, D=Disadvantage) To point out, I am defining Situational Neutrality to mean a situation where the exhaustion of options available to both characters is deemed equal in terms of winning the exchange, whether someone has actual frame advantage or not. It's the sum of options available that determines it to be neutral in this situation. Such a definition would be dependent on the totality of known outcomes stemming directly from this situation. To give some idea, I'll entertain a simplified scenario: one character's fastest poke is 5 frames, the others is 3. If the latter were to use an attack that left them at SD -2, both being in their respective pokes effective range afterwards, and if these were the only options either could use at this point, then the situation is effectively neutral and the soonest either could act would, I'm guessing, result in a trade or a clash. Obviously the actual situation would be complicated by other factors in practice. But the concept is that the sum of those options is either mathematically equal, or close enough to it for it to be indistinguishable from true equality from our perspective. So, for the purposes of keeping things unambiguous, we should define what the difference between "actual" and "situational" means in this context... Actual State: A state that is directly determined (an exclusion of, or lack of, outside variables) Situational State: A state that is indirectly determined or implied (by inclusion of, or existence of, outside variables) We can now separate what we mean by Situational Advantage and Actual Advantage. Situational Advantage may define a state where Actual Advantage exists or doesn't exist, but Actual Advantage cannot be used to describe a Situational State by itself. The attributes of Actual Advantage are merely part of the possible criterion in determining Situational States with the aid of outside factors, such as the options available as a result of an exchange. For a fuller picture, this statement must be qualified by a determination of roles and what an exchange means in this context. An "active" player in an exchange is one who is attacking, Advantage or not. The "passive" player in an exchange is one who is blocking, advantage or not. Two player can be active at the same time, but it's the result of that exchange that determines the situational state. Passivity from both players just means an exchange has not yet taken place. It is physical neutrality. Exchanges are 1 for 1 actions. Since situational advantage is based on utilizing the stun of an attack to alter the game state, all exchange have at least 1 active player. We also need a way to describe the action an active player takes in a given exchange. So now we have some idea of the metrics, lets redefine our initial terms to match our new infrastructure: Actual States >Frame Advantage: The physical determination of an exchange in which an active player retains or obtains the ability to act before the opponent. >Neutral: The physical determination of an exchange in which neither player gains nor retains the ability to act before the other. >Frame Disadvantage: The physical determination of an exchange in which an active player loses or fails to obtain the ability to act before the opponent. Implied States >Situational Advantage: The implied determination of an exchange in which an active player retains or obtains the ability to act before the opponent. >Situational Neutrality: The implied determination of an exchange in which neither player gains nor retains the ability to act before the other. >Situational Disadvantage: The implied determination of an exchange in which an active player loses or fails to obtain the ability to act before the opponent. So with that out of the way, we now have Transitions: A Transition is the movement from one state to another, as a consequence of an exchange. (S=situational, N=Neutral, A=Advantage, D=Disadvantage) A > A..............N > A..............D > A A > N..............N > N..............D > N A > D..............N > D..............D > D SA > A...........SN > A...........SD > A SA > N...........SN > N...........SD > N SA > D...........SN > D...........SD > D A > SA...........N > SA...........D > SA A > SN...........N > SN...........D > SN A > SD...........N > SD...........D > SD SA > SA........SN > SA........SD > SA SA > SN........SN > SN........SD > SN SA > SD........SN > SD........SD > SD If both actual and situational are the same, the S is left out. So what I have here, is complete chart of all possible transitions from one predefined state to another. On an individual basis, some will be more useful than others. For instance, a valuable state would be the transition A>SA. This is the transition, I would think, where "frame traps" happen. Certain other transitions would be pretty good indicators of when momentum shifted in a match as well. Like, if you could just translate a match into a text file that simply generated state changes, would you be able to pinpoint when certain kinds of play were going on? zoning, rushdown, combos, etc. Granted, I'd consider this the "closed" exchanges portion, there should also be an "open" exchanges portion for when space is being controlled without anyone blocking anything. It might also need more indication values to determine constant blockstun/hitstun instead of just frame advantage. Mind you, any move someone puts out that isn't blocked is technically physical frame disadvantage, but you tell that to sol's j.H and tell me how it goes. So yeah, it doesn't take everything into account just yet, it's just a starting point. I'll write up more stuff later, just have to start pinning real examples of these from vids and start building up a psychological profile: perceived A, D, and N to begin connecting the dots between perception and the limits of the game engine/human error.
  15. People now posting in thread SO HAPPY + mirria dustloop is OP. now, more vids! Millia Vs Slayer http://www.youtube.com/watch?feature=player_detailpage&v=2zXphjqaGys#t=20s http://www.youtube.com/watch?feature=player_detailpage&v=Rzx8iZgjDIg#t=0s http://www.youtube.com/watch?feature=player_detailpage&v=Rzx8iZgjDIg#t=1274s Millia Vs Ky http://www.youtube.com/watch?feature=player_detailpage&v=2zXphjqaGys#t=165s Millia Vs Jam http://www.youtube.com/watch?feature=player_detailpage&v=2zXphjqaGys#t=400s Millia Vs Testament http://www.youtube.com/watch?feature=player_detailpage&v=GWx98ugrL4o#t=148s Millia Vs Eddie http://www.youtube.com/watch?feature=player_detailpage&v=dyiseblorx4#t=233s Oh, and this Nakamura MI highlights vid is bangin! (Thanks Rody!) http://www.youtube.com/watch?v=t6BvvVCTrEc
  16. ^ Thanks!
  17. Woshige (MI) vs Ruu (BR) set: http://www.youtube.com/watch?v=DCervjqt-vI D: --< ... >
  18. Every new thing I hear about these releases is making me more and more depressed...
  19. VS May http://www.youtube.com/watch?v=YgLvblDKGKM&feature=player_detailpage#t=0s VS VS Anji http://www.youtube.com/watch?feature=player_detailpage&v=0JHX-sgMMjs&list=PLGHNoxbVRyOn4olAq4ML5Ul6GlQxPzA_o#t=222s http://www.youtube.com/watch?feature=player_detailpage&v=wkW9jFygYyA&list=PLGHNoxbVRyOn4olAq4ML5Ul6GlQxPzA_o#t=894s VS Faust http://www.youtube.com/watch?feature=player_detailpage&v=wkW9jFygYyA&list=PLGHNoxbVRyOn4olAq4ML5Ul6GlQxPzA_o#t=757s ^ 14:00 - 14:10 SICK! VS Ino http://www.youtube.com/watch?v=sbAA3In7-P8&feature=player_detailpage&list=PLGHNoxbVRyOn4olAq4ML5Ul6GlQxPzA_o#t=194s http://www.youtube.com/watch?v=maPiue1683o&feature=player_detailpage#t=313s VS Dizzy JUN (MI) vs Makki (DI) http://www.youtube.com/watch?v=f5lqERP9Sw4&feature=player_detailpage#t=488s JUN (MI) vs Makki (DI) http://www.youtube.com/watch?v=f5lqERP9Sw4&feature=player_detailpage#t=4116s
  20. Heya, I brought GG over to UCI for the past few weeks, except I missed the most recent one (sorry =< ). I plan to keep bringing it every week though, even if i don't have a monitor to go with it. Darryl himself also has GG on his PS3. I suspect more people would be willing to jump on board once PlusR is released, but it would be nice to see more GG peeps.
  21. ^haha, missed that. GGs a couple days ago to pika ft10, hold da laaaag. And GGs to Chrome, same storrrryyyy. For those who have really good connection with me and are local to my area: I'll be at UCI in Irvine on tuesdays, bringing a GG setup for anyone interested in coming down for some real matches. Just check the UCI Fight Nights thread in the match finder section for the when and where (they have a facebook page also that updates you with all the info on their events automatically). Also, they play hella umvc3 there.
  22. Vs Sol http://www.youtube.com/watch?feature=player_detailpage&v=08hAwPS5kvw#t=237s <--- Huh, I like this faster SG a lot. Last 2 combos are pretty swank.
  23. GGs Brandinoli and Pika. Brandi, solid HOS action there. Notoriously bad matchup for millia, but a fun one.
  24. http://www.youtube.com/watch?feature=player_detailpage&v=iSze5aeS62I#t=4175s ...anyone else notice the 3 rep dust loop?
  25. GGs to rip and pika. You guys <3 Pika, awesome connection the whole time for once. Sorry your d-pad is tsundere =(
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