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Everything posted by Stellarcircle5
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Your main overhead option is TK Badmoon. You do this by inputting 236P into a jump (Also known as a Tiger Knee), so the input looks like 2369P. It's completely unreactable and leads to your BnB off of a disc setup. Learning how to tiger knee consistently will take some time I can assure you, but it will greatly benefit you overall as far as execution goes across all fighting games. 6K is also an overhead option, though its more reactable than TK Badmoon. You can use it to throw people off every now and then. It is also your only standing overhead that can be comboed without a disc setup by using 6K > 236S! Note that you can only combo meterlessly in the corner. Your main low option is Iron Saviour, done with 214P. Obviously, you don't have to TK this one. What makes it good is that the startup animation is nearly identical to that of Badmoon, so your opponent has no way of telling which is coming. As with Badmoon, it leads into your BnB off of disc oki. For more advanced mixups, you can go for empty jump mixups. This is done by placing your disc after a knockdown and jumping/IADing. You have 2 followups off of this: You can land and use 2K or 2S into a combo, or you can late airdash j.K > j.S for a double overhead! These are the most basic mixups Millia has, but you can get creative with them once you learn more. Have fun!
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For those having trouble comboing Venom off of midscreen Badmoon. tk.236P > Disc hits > 66 > j.K > j.P > j.S > j.H Nets you halfscreen corner carry, but it's REALLY tight, but I just wanted to show that it is fact not impossible to combo this guy mid screen. Probably good to grind this out.
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With Millia, punishing all comes down to the range you are at and the resources you have available to you. For example, if you don't have 50 meter, you'll want to do whatever the most optimal route into 2D is, as a knockdown can win you the entire round. This means that if your opponent whiffs something, you wouldn't be wrong to run up 2K > 5S > 5H > 2D into oki. If you are at f.S range with 50 meter, you can f.S > 5H > RC into a full combo to put your opponent in the corner. j.214S can punish whiffed anti airs and other ground normals from the air with a stagger state, and although its a bit harder to do now, it allows you to run up and carry them to the corner. If you are looking for damage with your punishes, you should know that Millia does not really get anything like that. A solid knockdown and an oki setup is far more powerful with her. Hope this helped a bit!
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This combo only works on Sol. Not sure if any other specific hitboxes allow it to work, but it's definitely not universal.
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That's just something you have to get used to. Valkenhayn has some of the worst defensive options in the entire game. I can recommend 2 things for you. 1. Learn to Instant Block. It's an invaluable skill, and will give you openings to mash out against even the most oppressive of characters. 2. Counter assault. I cannot stress how important this is. Sturm Wolf is good, but can be pretty unreliable. Your CA can get you out of sticky situations and back to neutral where you can start baiting/punishing/poking. h.5B, h.5C, w.5C and w.5A are all very solid footsie tools. Valk has great footsie normals, so learning to space them is very important. As for improving your neutral, look at improving your wolf movement. Wolf can't block, so you have to rely on baits and punishes to get in. A good example of a movement technique is jump > j.D > 66D. It will cover a ton of space and works as a fullscreen human jump in! Also, abuse w.jA. It will stuff most air normals outside of Koko j.A and Carl j.A. It's amazing, so use it! Hope this helped you out a bit!
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Up to 3 mixups? Holy shit. I guess I've just been opting for the wrong pattern, which was 1828. Thanks again dude!
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I've been reading more and more about the benefits of Secret Garden oki, and I've been trying to apply it to my play. The problem is I can't seem to space myself on knockdown to make it work. I do my basic corner confirm into pin ender, but I'm always far too close for Secret Garden to come out and work properly (it appears offscreen and doesn't meaty in time). What's the deal? Should I be adding an extra rep to my corner combos for added pushback? I see how good this move is on certain characters, and I'd love to be able to make it work.
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[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
I actually think she feels harder in Xrd compared to AC. Her new routes are super height and character specific, plus neutral is a whole different beast with pin and anti airs being nerfed. -
[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
Don't worry, people will realize she doesnt equal free wins and switch. Let the bandwagon crash and burn, it always does. -
(Reposted from gameplay thread because relevance. And we should probably get matchup discussion going as it is.) What am I supposed to do against Venom? Pin isn't reliable against him anymore as it gets stuffed by balls and his 6P. Neutral feels like a real (mad) struggle. And if if he sets up ball spam I can barely get in now that roll gets wrecked by projectiles. Anti airing him with anything that isnt j.K feels really hit or miss. Finally, it feels nigh impossible to win a poke war against him, he has the range advantage, and H-Stinger RC confirms REALLY hurt. It feels a lot harder than it was in +R, although Venom is definitely a stronger character now. Also throws. THROWS! What can I do against a Venom who is adept at reactionary YRC > air throw? It makes jumping a really scary decision.
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When it comes to reversals ad jump outs, punishing that is on you. If you smell a DP, down back. If they want to jump, use Secret Garden or air throw them. Dealing with throws comes down to the timing and spacing of your disc and the followup. Both Badmoon and Iron Saviour automatically punish throw attempts, so those are what you want to opt for if they aren't respecting you. If they are sitting and blocking, you can go for crazier stuff like empty jump mixups. I don't think there much of a difference in doing roll over dash, but dash might be slightly faster(?)
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[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
I'll be really sad when "Leo is X" stops being funny for me. In all seriousness though, he's looking pretty sick. Glad they did something interesting with him. Also looking forward to the inevitable Leo army kappa. -
[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
Wait for the NA version to hit. The majority of people on right now are probably international players. It will get (sort of) better once the 16th hits. -
[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
From what I've heard, the songs are consistently good quality People love to lose their shit over things that don't matter. The game is good. Don't worry about it. Warnings? Not so sure :P -
There's no real trick, you just have to grind it out. It's good to remember the mostly optimal series of followups though (usually done after miscreen air throw or far spaced oki: 3 > 6 > 4 > 6), once you have it committed to memory, it won't be as bad. Don't think you're alone in this though, I'm having trouble with it as well!
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[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
They've always sent them to me instantaneously. Dunno why you're having to wait 0_o -
I didn't know 2366H was a thing. That sounds great, thanks guys!
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Hey guys, I'm getting rocked pretty hard by throws in this game, moreso than in +R. Are there any solid things Millia has to bait throw attempts? Because its making oki pretty hard to do consistently. I'm trying train myself to FD stop my dash before I plant a disc, but it seems pretty hard to do so far. Any advice?
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Usually j.K > j.S > c.S(1) > 2H will work. But yeah, you need to do a pretty late airdash for it to work, and in most cases you'll want to be doing it when your opponent has a disc on them so they don't think to mash. A good way to fake people out in the corner is to do H-Disc > IAD > delayed IAD > j.K > j.S > stuff. It's a good way to learn how to do late airdashes.
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Will we be getting a matchup thread subsection of the forum? Rammy is bodying me hard and I need help, haha.
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Xrd PS3 Performance Issues and Future Tournament Standard?
Stellarcircle5 replied to B.Z.B's topic in Guilty Gear General
I play on quality mode and it runs at a steady 60 FPS. Always. I don't get where all the complaining is coming from. People will use performance mode in tourneys anyway, so we have nothing to worry about. -
[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
That's because you have it set to performance mode. Set it to quality mode and the game will look fine. I haven't encountered any slowdown yet, but it won't make that much of a difference either way. -
Corner: CH 214K~H > 66 > c.S > 2HS > j.K > j.S > j.D > IADF > j.S > j.HS You can omit the j.K on lighter characters.
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This combo theory. Everything works. I doesn't matter. The damage is the same. I'm in heaven.
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[Xrd] News & (Theoretical) Gameplay Discussion
Stellarcircle5 replied to Shinjin's topic in Guilty Gear General
Anyone else unable to open the game on the JP store? The game shows, but it has no avatar, and if I open it I get some sort of error message.... Pls halp. I need this game in my life. I had a friend translate some of it. It said something along the lines of "content can't access."