!DIABLO GTR!
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Everything posted by !DIABLO GTR!
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I hate the pad... The stick is superior when it comes to fast set-ups. Even the keyboard is better than the pad... LOL... Strange how the default setting for #R on PC causes the keyboard to lock up...
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Some matches on gamechariot featuring yukinose using Millia. http://gamechariot.com/06frame_main.html
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Zappa in a 3 on 3 match, wasting the opposing team's 3 players. http://game41.web.infoseek.co.jp/movieroom.htm last link of the 4 guilty gear links. watching Dizzy try and run away from Raoh = lol...
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I don't know... Ninjas don't go splat on the ground when they end their moves...
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Anybody seen the latest gamechariot vids of Zappa VS Sol and Ky? The ghost are so bloody awesome.
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Strange, I just go 'save target as' and save it... It's still working for me...
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I'm suprised no one has posted these vids yet... http://www15.atwiki.jp/miyoshi_syokudo/
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http://www.ko-hatsu.com/ CPO (PO) vs Takuan (MA)
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Just watched the poeye vid. the 236S FRC is bloody fast... LMAO at the accidental Winger. 50% tension gone plus you're gonna get r@ped... edit: Millia VS Testament CH 236S caused an upwards wall bounce, LOL...
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WTF? Definately... But I reckon it is more useful as a countering tool to turn the tables on who is on the offensive. edit: basically the same thing if you take into account of the holes in her pressure game, disregard what I said.
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Zato is not Millia's brother...
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It's easy. Run, pause for a millisec, execute move for momentum... Same applies to all special moves such as tandem top, TK badmoon and TK quickdrop. Most of the time, we see, running, pause, TK FB disc crossover.
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Wasn't the one hit FB disc the one used in the Millia VS Potemkin vid where she FRC'd Iron Saber and went into an aeriel FB disc which allowed her to crossover? As the guy above stated.
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Most of the time I happen to play against Sol, and he is actually not too hard if you know what you're doing. But it depends on the player. In my experience, Sol players love to end pressure strings with Gunflame, Bandit Revolver and Bandit Bringer. If they end the string with gunflame, j.S them and combo them. If they FRC gunflame, instant airdash over them and faultless defense as they will most probably go for Volcanic Viper or 5K. If you think they are too close or that they'll most probably go for an air throw, 5P and quickly block or jump away. This way, you can check them and slow down their attack. If you know that they're going to use Bandit Revolver as the ender (usually when you're at a range where close moves don't reach), use 6P or backdash depending on the positioning. You can go for an instant block, but bandit revolver recovers quite fast and you might end up eating volcanic viper or 2D. Do not jump, as Bandit Revolver will own you. For Bandit Bringer, I find myself just instant blocking or jumping up to counter and combo. 2HS might work if you're fast enough as it'll most probably be a CH and you can launch them again for meaty damage (to tell the truth, I haven't messed around with using 2HS against bandit bringer much...). Basically, learn to instant block strings (or 2D in strings for that matter cause players usually use that before going into above follow-ups when you're blocking). Watch out for the occasional Riot Stomp if they attempt to change the tempo of the pressure strings or catch you off guard. As for using Silent Force for defense against pressure characters with funky hitboxes and happened to be moving a lot, NO... (unless the character has a big hitbox like Dizzy) It's more of an offense tool for locking down the enemy while you keep moving on them. When Sol runs, his hitbox gets really funky. Avoid using high moves when this happens. Tandem top seems good to keep him away. But also go for 5S, 2S, 6HS or 2D and follow up accordingly. Watch out for possible Volcanic Viper while he runs across the screen. If you happen to be in the air while a Sol player is chasing you down, don't use j.D or Silent Force if they are under you. Sol's hitbox while running will avoid these moves. Go for j.P, j.K or j.S. Badmoon is also good as it'll crossover and it hits Sol while he is running. Not to mention the change in tempo can throw the Sol player off. But if you know that they will attempt anti-air moves, use faultless defense and wait for an opening. Sol's far range moves can be countered with 5P (I love watching Jam players kill themselves when I'm going PPPPPPPPP ), 5S, 5HS and 2D. With 5P, I usually follow up with 6HS or 2D as the Sol player is bound to start moving after being poked at a distance. 5HS can beat out moves with funky hitboxes like Sol's 6HS, the close hit of Millia's 5HS can beat Sol's 6HS even at a distance in some cases, but Sol's 6HS can do the same so it's a double edge situation. Hopefully someone else might give you better strats as my style is quite reckless in some situations. And I know sh!t about combos, I was never good at combos... (FRC tandem top, instant Badmoon, run, 2HS, sj.S, silent force, ADC j.HS, tandem top in #R, wow...) I uaully get the opponent into a corner and then set them up for FRC tandem top, instant Badmoon, 6HS, Tandem Top, etc. just a little tip since the guy mentioned anti-air, don't use 5P or 6P against Slayer's j.HS for anti-air, the hitbox is too weird and your timing needs to be strict or you'll get destroy by Slayer. If you see it coming, go for a j.D in the early stages. As for Eddie defense, IB and use 2K instead of 5P in the corner. 2K has a smaller hitbox and Eddie throw attempts seem to whiff more and you won't get hit by the occasional low as well as the possibility of Eddie ducking since 5P whiffs. BTW, what do you guys do against Venom's Dark Angel? I usually normal block and let the tension build up. When he comes close enough, I DAA and watch Dark Angel happily roll away without attaining additional hits. If he sees this coming, he'll have to be more careful, and it'll allow you to escape with a sh!tload of tension. I'ld rather have the tension with some lifebar gone than an empty tension guage. edit: If you're talking about defense in AC, all you need to do is FB disc and watch them kill themselves... LOL...
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I was always under the impression that Millia's 6HS had the same range in all XX versions... wow, the FB disc looks ever more fearsome. And I thought baiting people into dragon punches when using tandem top mix-ups was demoralising for them... LOL... Secret garden appears to travel at the same speed as the previous versions... Looked like the guy in the VS Sol vid did it by accident... And the Chipp player in the VS Chipp vid completely avoided it... It'll be interesting to see if the hit rate is any faster... j.S, ADC, j.K, j.S is a natural combo, yay... so far, the biggest problem seems to be the obvious fact that no one can really land Millia's combos... which was same problem in the first batch of Slash vids... (I'm sh!t at /Slash combos, thank God we're still running on #Reload here in New Zealand... LLOLLOLOLOO... )
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Two new match vids from joybox 33 MI vs SO 62 MI vs SL http://ghakojoybox.fc2web.com/ggxxtop/20070102/20070102ggxxactop.htm Teyah: It'll be awesome if you megaupload these as well, cause I have no idea how to use filebank...
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That was possible in /Slash.
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Observations from the Millia vs Potemkin. FB from Lust Shaker knocks down. The enemy can be picked up for a combo from the knockdown. FB blue disc thing seems to have significant lag while recovering. The Potemkin player didn't seem to counter afterwards so I presume it must have a pretty decent stun when it is blocked. Using it to crossover after a FRC Iron Saber was interesting. j.D seems to be better on normal hit for getting the opponent to the corner since it pushes a lot better now. But I'm disappointed that the counter hit doesn't wall bounce anymore... Wasn't exactly a great video to observe new stuff. Everything else seems the same. edit: LOL. looks like Teyah did an observation 100X better than mine, but I still found this vid kinda boring. But that's just me...
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I think it's a good thing as they'll have less time to react and counter. Good for people like me who love to pull out a winger from a knockdown but screw it up when the opponent doesn't react like predicted. edit: LMAO...
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Bloody Hell, her new combos are insane... And definately more entertaining than her /Slash combos... The winger FRC is alright I guess. S tandem top FRC might prove to be very useful considering the limited mix-ups following HS. Anyone know if her aeriel tandom tops made it into the release? I was actually hoping to see EX type combos... But apparently it was too much to hope for