stinkymonz
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Everything posted by stinkymonz
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6P can work if they happen to like tech into it or something. And generally you can delay the P dive or the cancel to P dive to make it work; not sure about Baiken who's kinda weird to P dive but P dive in that combo should work on Anji. It's really quite spacing-dependent; if you're not as close as possible the P dive will probably whiff. Also, there's no reason to UF at that point in the combo, you should either ad. j.H P dive K/S dive or ad. j.H K dive or on some characters you can ad. j.S delayed falling VCL and relaunch. UF has too little untechable time to be able to recombo after it at that height and at that point of the combo, it also doesn't do a lot of damage by that point.
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For the aircombo try to practice it on Millia herself, who IMO are among the easiest to aircombo and still knockdown. Also, looking at the notation that looks like a corner throw combo, so throw such that you end up facing the corner. If you're still having trouble there may be some delays that aren't noted, like perhaps delaying between the first jump and the j.D. Additionally, since you're new remember that you are cancelling the hit and not the recovery; thought to mention, since my friend had this obstacle initially when trying out her aircombos.
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You should also practice your I-No in real matches against other humans to make sure you can do those combos under pressure.
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Millia vs. Sol: This match is S.O.L. Well, not really...
stinkymonz replied to X-Sapphire's topic in Millia Matchups
Off an aircombo KD on Sol, you have more than enough time to disc (FB or normal) and bait the uppercut while still mixing up, or at least applying pressure. Off HS disc, you should have enough time to do whiff 214P FRC j.K, holding 4 the entire time; you'll land in time to block the VV. You can also do any sort falling air normal oki which like the former, it'll keep them in blockstun if he doesn't VV but if he does you'll land in time to block it. FB disc can be a lot easier, as it's easy to confirm the FB disc hits on block and mixing it up after that. As for punishment, it can be a bit tricky at first because he can do the followup and delay his landing. I usually do a short dash to keep yourself close, if he didn't you can just 5S©; otherwise, just wait till he lands to 5S©. -
No you're not. However, the FB disc touts other advantages as well, like raising guard gauge and being 1 hit level higher than regular discs. It also goes active faster and you recover faster setting an FB disc than a HS disc which means you can set a disc at some instances you may not be able to regularly. As for your current problem of mixing up using an FB disc, there are still plenty of ways to mix up. You can go for the immediate low/high, or jump mixup (jump, falling j.S either into land 2S or adc j.K), or Turbo Fall FRC mixups (iAD back, TF FRC j.K or TF FRC 2S; 50% tension total), btw). Also if you do set it in time you do have time for *a* crossup, either an immediate iAD or with a TK FB disc (50% total also). Remember so long as you've broken their guard once using a mixup you've already set a precedent so build your mindfucks around it.
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Sorry for the horrid lossiness. My internet sucks, I couldn't upload to my Photobucket account.
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Um, ok. Whiff 214P FRC j.K is only something you'd do on oki, and usually with a disc. If it hits, then they're launched so just aircombo (5S 2HS, lone 2HS or 2-hit 5S and jump cancel). Without a disc, you should be in range for 5S© 2HS, although it's a bit tough to link. TF FRC -> ad.K depends. If you have height you can do j.K j.S; without much height you'd do j.K j.P j.K and land into ground string, optimally 5HS 2D or 5S 2HS for the juggle. If you're using with SG then you don't really need to do anything past the initial j.K, unless they had blocked it.
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Also keep in mind the safety and combo ability of your oki. Safety here meaning its susceptibility to bursts (more importantly, reversal gold bursts) or DPs or supers. Combo ability of course meaning how easily you can combo after, should it hit. To clarify, I never use 6K at midscreen on a normal HS disc oki because you'll never be able to run and combo in time. Of course, everything works in the corner. Also to contribute, remember Turbo Fall FRC mixups! To start there are two basic mixups off it: - TF FRC j.K (works up to iAD height) - TF FRC 2S And there's still airdashes and fuzzy guard stuff you can still mix in there. I've also found it useful for midscreen SG stuff. As the ball comes to them just jump and TF FRC and 2K for the low or airdash back j.K. Airdashing after TF FRC is a bit hard to control so practice that first before doing it in a match.
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What is that sign for delay anyway? I can't seem to find it anywhere on my keyboard. :/
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Axls have to deal with TK DPs commands and so do Baikens. It ain't impossible, it's just a matter of readjusting.
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If grounded HCL hit, you'd airdash into j.S j.HS and 5P or 5K to recombo with tension. You can VCL but it won't be the optimal super-duper fast fall one, since most of the time it'd whiff. Against Sol or Axl you're gonna have to VCL anyway. These are all midscreen stuff, FYI; in the corner you can just 5S or 5HS if height permits and then go crazy. IIRC you can get super-duper fast fall VCL in the corner, but I need to check on that. 6P HCL or 2D HCL, you generally have to j.S VCL. Chars like Pot or Testis you can still do j.S j.HS. Can allow for super-duper fast fall VCL and a dashing recombo followup, but I think this is character-dependent. 6P 5HS HCL or post-STBT HCL you can do j.S super duper fast fall VCL easily. And also easily get dashing recombo at midscreen. If in corner, you can even do 5S VCL before 5Sing again to dive comboes. If you were fairly deep in the corner at the HCL (normally spacing of STBT HCL) you can even do j.HS super-duper fast fall VCL which again at this spacing shouldn't push you back too much and still get good spacing for dives. Another alternative is to just HCL airdash fast fall VCL. Both alternatives won't suffer the same guard proration as j.S VCL and still preserve optimal dive combo height/spacing; given that you weren't too far out in the first place. You can seriously rock out in the corner.
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Guilty Gear FAQ Thread - Ask your questions here!
stinkymonz replied to Kairi's topic in Guilty Gear General
Remember the site to vote for the EX colours in AC? Is that site still up? If not did anyone save and archive it? I thought it was cool; something like posterity since it had caps of everyone's colours through each GG iteration. -
I generally double-jump j.HS and then running j.K follow-up to push them to the corner if at mid-screen. If at corner you can just do 2HS; standard juggle protocol thereafter.
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Thank you very much.
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Hey, could somebody please upload the matches from this batch, except for the very first one? Thank you in advance, my internet's been wonky lately and I wasn't able to download much from Filebank.
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Thanks for the comments, I'll keep them in mind. I find straight-up iAD pin usually just gets me thrown on landing, which is why I don't do it very much to get in. Anyway, if you guys are further interested, I've uploaded the OS vids also on my YouTube. More interesting fights since it's actually his main.
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Oh, look a vid of my Millia: http://youtube.com/watch?v=UwoC9Nq7LOo Ky's not really my friend's main but it's the only piece under 10 minutes; once I get it trimmed into < 10 minute bites I'll upload our MI vs. OS matches which is his main. Keep in mind, I had just replaced my stick buttons with Sanwas so I was adjusting to real frame-accurate buttons than the spongy, laggy, almost-broken buttons I had before which also forced me to use a non-default button layout. But enough of that. WATCH AND COMMENT!
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Just to be clear, you should never ever use Emerald Rain outside of comboing after 5HS that's too far to be 2D'ed into or after a hit 6K. Never ever. Save the tension for DAAs or S disc FRCs, or even your other super.
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j.K into 5HS was there before, just it's easier now. And sorry for all the trouble regarding the 5HS stuff. :/ Just thought it'd be nifty if we could KD off any random poke into 5HS with 25%.
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Shit! I've been thinking about 236S FRC combos. I wonder if we can do ...5HS 236S FRC iAD j.K j.S, 5HS 2D, where the first 5HS would be too far away for 2D to hit. I remember in a Slash Millia Koichi match, he did 5HS RC iAD j.K bla bla on a standing Slayer. I'm curious if it can combo with 236S FRC. Doing some calculations; 5HS has 20F hitstun, subtracting 3-4F for the S disc to reach FRC point, jump + airdash startup of 8(3 + 5)frames, and j.K which is 4F and assuming one jumps and iADs perfectly after the FRC we have about a 4-5F window for it to hit. I know doing the Maths ain't enough but I'm unable to test it at the moment, so I'm putting it here so that someone else can pick it up.
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In the corner, the key to comboing Johnny is to aim for his feet. And try to create distance between you and Johnny in corner combos, like jumping backwards instead of forwards or up. And seriously never ever airdash immediately after a hit, especially a j.D. Johnny has very little hitbox vertically after any kind of hit in the air, which is mostly why to keep it simple, at the start of the juggle try to j.D his feet. To expound, after a hit, Johnny's hitbox shrinks drastically vertically, enough that even an immediate adc j.K can whiff. However, after the drastic drop in elevation he falls fairly slowly. So, you have to keep Johnny high enough above ground, and you not too much higher than he, preferably just level with his sprite. Otherwise, you'll have to experiment with pinloop stuff mostly things like 2HS TK S pin, j.HS adc j.HS into relaunch. At midscreen you can usually do a variation of j.HS S pin ad late j.HS, 2HS into relaunch. Can't say anyone has released anything specific for Johnny combos, or did someone do it? I don't recall.
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General Gameplay Questions Thread - POST YOUR GAMEPLAY QUESTIONS HERE
stinkymonz replied to Kairi's topic in Archive
Actually superjumps do have those frames. If you FDC the startup of a superjump you'll just rocket up really high and won't be able to jump-cancel. -
I think you have to delay the j.D as long as possible after the j.HS.
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There isn't really a shortcut, you just have to do it without rushing it or fumbling it. What I do is, I hold the 6 from the airdash and do 32146S quickly at the end of the airdash. You don't have to input it as early as you'd think, just have to know what precisely the window is and complete the VCL motion by then; it's about half-a-second after the airdash. So, transcription of what I do would be: 6695[6] 32146S
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Oh, ja. Forgot about that. Just like a reverse whiff 214P FRC j.K.