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Teyah

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Everything posted by Teyah

  1. The game is extremely lenient on inputs and from my experience, never discards parts of the input, but rather discards the entire input string all at once. So long as you keep inputting new directions, the old inputs never just 'fall off' (this is why stuff like 23696969...69P, will still get you a Bad Moon). Anyway about the Emerald Rain problem! If you're failing the overdrive, it's most likely because you're hitting S too early, as with Silent Force. That, or you don't have the 50% tension needed to do the move. Another thing to note is that you want that last Lust Shaker (214S) to connect while Potemkin is still in the air. If it hits him when he hits the ground, you'll get pushed back pretty far and won't get more than a couple of hits in; if you do it properly, you should be able to get at least 13 hits from the Lust Shaker part alone.
  2. Hey, don't worry about asking what you think might be silly questions. We're here to help after all! If the notation is a bit confusing, just check out this conventions chart. 1. j.K is indeed jump kick. 2. Air dash cancel (ADC) is done by double tapping forward (66) during any ADCable move - these being j.S, j.H,and j.D. 3. xx is an old method of writing 'cancel' and is typically used for special or super moves. 4. When you try to do Silent Force in the air, what comes out when you fail? If you just get a j.S, then that means you're probably hitting S too early, before you're finished the 214 motion. It could also mean that you don't have the Pin (it's somewhere on the ground; you need to pick it up before you can use it again). Btw, I just messed around and came up with another 20+ hit combo that is probably much easier to perform than the one above: Potemkin near (1/3 to 1/4 screen away) from corner: r.2K-5Sc(2)-5H(2) xx 236236S, r.214SSSSSSSSSSSSSSS (23 hits) In plain language, that is: Running low Kick, standing close Slash (both hits), standing Heavy (both hits) cancelled into Emerald Rain overdrive, then run in and quickly do a quarter-circle back + mash S as hard as you can
  3. Here's a standard relaunch aircombo that will do the job: Running 2K-5S-2H, jump forward j.K-S-H, ADC j.D, ADC j.S-H, land, jump forward j.K-S-H, ADC j.D, ADC j.H xx 214S, land 214SSSSSSSSS (24 hits)
  4. Moved into the General Gameplay Questions thread - please ask single / direct questions in here. The best advice I can give you for those #Reload and Slash backgrounds, is to just play through the game a lot (Survival & Arcade). If you're really desperate, I'm pretty sure that you can get them via time release by leaving your PS2 on in Training Mode for a couple of days.
  5. A bit overdue, but all matchup-related posts have been moved into the amazing Millia Matchups subforum. Please post there for any queries and comments on any particular matchups. Locking this thread for now to preserve the more useful posts.
  6. Vs a blue burst: If grounded, you can do a Damned Fang from in close (IB helps here), or dashing 5P j.K-H-D, corner j.D. While in the air, depending on how high/close you were, from closest to farthest: you can land and do a 5P j.K-H-D corner j.D, or simply just land and throw a meaty attack which they can block into pressure, or just summon on top of them. Vs blocked gold burst: Similar to the 'unpunishable blue burst' situation, just throw a meaty or summon directly onto them. It is possible to Damned Fang a gold burst on landing as well, but the timing is extremely tight and I'm not sure if you can do it without a convoluted setup like IB chickenguard (jump into the burst) into landing DF.
  7. Some more against Rip2ya with Sol: http://www.sendspace.com/file/z6y698 Note that neither of us really try for combos due to the variable 40-50 fps speedup/slowdown that is caused by my Great White North internet connection
  8. I believe it was sarcasm. Either way, there isn't much posting going on around here. If vids of basic Eddie mixup are needed, I can do that. Although, one could just as well look at any Eddie match vid out there to see these things in practical situations, which I believe would be a better learning aid.
  9. The text in the picture that you have circled should be: www.nurupodensetsu.com/ggn/delay4/ggnlobby.cgi If you want to chat with the people you're playing, the IRC room that you listed is where most of them hang out. You will need find some way of getting on IRC (most people use mIRC); once you're on, just specify the server as irc.chatspike.net, and the channel as #reloadonline, then join it.
  10. Teyah

    Eddie Q&A's

    5K as a tickthrow during -K- mixup can be tricky, as the opponent is usually paying attention to which way to block at the time. Definitely one of the better ticks. ju.nothing is indeed a good grab mixup, but requires that you actually jump between the two hits of -K-, and a skilled opponent can see the option to backdash safely escape at no risk when they see you jump. If you're asking whether it's possible to IK someone who's simply stuck in the puddle, the answer is that you can't. That would be too easy, now wouldn't it? You have to stun the opponent (or in A.B.A's case, get her bar to 1/3 or below) during or before the puddle. The puddle doesn't help you execute an IK any more effectively, but it does allow you to stun the enemy much more easily, which then leads into the IK. In A.B.A's case, you can get her down to 1/3 or less Moroha bar with a puddle unblockable, then charge your IK while she's stuck in the puddle, then trip her for the short stun and follow with IK.
  11. Iron Saviour needs to be jump-installed to get a double jump afterwards. After a JI you cannot airdash afterwards, as Millia is too low and won't meet the minimum height requirement for airdashes. While Iron Saviour FRC double jump is possible, it's tricky to set up. It's extremely difficult to do from a self-JI, as it requires a 2147P JI + first-frame j.K. It's quite a bit easier and actually practical to do a deep jumping attack into immediate 214P on landing (auto JI), and from there you can do a j.K into a double jump, or a double jump IAD. Might find some use against Potemkin if you can hit him with falling j.K dj.K-S, I doubt anyone else would be large enough to fuzzy guard with the dj.K and continue a combo.
  12. Terribly low-quality SBO6 vids can be found here. Lots of top-level Eddie play there.
  13. I believe most people would call this being analytical and not just accepting something as fact because somebody on the internet stated it to be true. I'm sorry if this offends you. Incorrect, what I asked of you was to prove that your beliefs about tiers being irrelevant at the top level of play, is also backed up by the majority of top players as you claim. How you get there is of no relevance to me. If you've cornered yourself into relying on a form of proof that isn't easily obtained, then perhaps you should find another way of gathering evidence for your viewpoint. Since I'd rather not go in circles at this point, I'll try to give some advice to you here. It would be helpful to define exactly where "there" is, in the above statement. URLs of "the threads" that you've referenced earlier would also be a good place to start. Also, if discussion in several threads dropped off regarding tiers, I'm sure you can find a few conclusive posts before that happened, that indicate why tier discussion is not relevant anymore. It would be especially useful to your cause if some of these posts were made by respected top players. I don't question your translation of the article or the attitudes of the unknown author, but rather their credibility. If you read carefully, you would have seen that I was requesting for the names of top players in order to determine if the information that was translated was useful as an authoritative source. Of course I expected the wiki to be edited anonymously, as is generally the case (I even stated this in my last post). Judgment of a thread's success is a much more subjective matter than saying something concrete like "tiers don't matter at top level play". I'm afraid your analogy doesn't apply here, and I would appreciate if you'd try to be more mature in the future and post without resorting to personal insults.
  14. What? Please point out some evidence that doesn't include your opinion (note: this isn't evidence) or just stop posting altogether on this, as you've already reiterated your viewpoint several times. In fact, this is pretty much all you've done. And yes, if you want to prove a point, you usually have to bring evidence to back up your point. Not just assume that the other party will go out there and meticulously hunt it down to support your case. The wiki is a start, but since (traditional) wikis can be edited anonymously and by anyone, one can't really consider that an authoritative source. How about quoting some statements made by some of that 'majority of qualified players', regarding their opinions on your asserted irrelevance of tier lists. Uh... why exactly would I need sources? I'm not trying to enforce my point onto the others in this thread, but simply questioning yours. Asking for support for your statements is not trolling in the least. It really sounds like your perceptions of my comments towards your argument is not in line with anything I'm actually asking of you.
  15. Since it's your assertion that the Japanese are saying these things about tiers, it's your duty to go out and bring forth supporting evidence, not mine. Please come back when you have some records of several top players saying these things, otherwise all you have is personal speculation that supports your views. Regarding the wiki: as far as I know, that article could have been uploaded by a less experienced person who does not want to take a strong position on the subject of tiers. Please quote which, if any, top player(s) collaborated in the posting of that wiki article.
  16. How do you know this? Right now you're just telling us what you think Japanese people are thinking regarding this subject, which is not objective at all. Please provide some proof if you can. That is, actual records of several Japanese top players stating that tiers are irrelevant and not worth discussing. I would say that discussing tiers is useful, because unlike the game engine, combo system, etc, tiers are not set it stone and change as players find optimal ways of playing each character. This thread is also a good way to outline the strengths/weaknesses of each character relative to the rest of the cast to newer players, and to answer related questions.
  17. You've just explained what happens as a game ages. Those top players who remain active in the scene are in the best position to tier the characters and so they do, while those who drift away from the game decide not to (and don't have the ability to do so accurately).
  18. Dizzy (#5) & Sol (#8) bumped from the top 8 to strictly mid-tier (with Venom/Faust moving up to take their places), Slayer demoted from #2 to #4, Millia rising from #6 to #3, Robo moving down a bit as well. The gap between S&A (Eddie, Jam, Millia) & the rest became much wider. And then all that 'low tier characters moving around a bit'. I thought you were around for this. Anyway, this is an AC tier thread not a #R tier thread. As we can see from the latest tier list changes are still happening and it'd be quite silly to assume that the tiers are set in stone, so long as the game is still being played.
  19. GGXXAC has been out for 1 year and 10 months. There was plenty of shifting between years 2 & 3 of #Reload, the same may happen for AC. We'll just have to wait and see.
  20. The timing is actually pretty lenient for running in with a 2P. You've got a 15F window to hit the enemy before they can tech, and 2P is her fastest followup at 5F, which gives you a huge 10F to run in. Just make sure you're dashing in as soon as possible and you shouldn't have much trouble (training mode helps a lot here). As far as positioning, so long as you're somewhat close a 2P-5P j.K is doable, but the most damaging and versatile throw combos tend to start with 5S-2H and 5K-5K, so be sure you can time those as well.
  21. Any decent Millia won't usually be setting up the Disc within your throw range, and if she does it should be at midscreen only and covered by a throw-bait or throw-evading mixup.
  22. Care to give any examples? For standardization, let's define "good damage" as 40%+.
  23. High reliance on setups, poor neutral game without Pin, among the worst abare (ability to score damage from random hits) in the game, and overall low damage output. C rank seems accurate enough for now, though I could see her hovering around the B rank as well.
  24. Great site! You've clearly put a lot of work into the gameplay sections. The writing style feels really familiar but I can't quite place if or where I've read this stuff before, but it clearly demonstrates a very good understanding of Millia's playstyle. I especially like your matchup analysis, and the notable players list is a nice trip down memory lane. Of course, the art section is nice too. I just have one question for you, Silent Force: Who are you, and where do you play?
  25. Just downloaded the vid to check out the rest of it, and was very impressed all around. Eddie combos are pretty hard to innovate with, but you did a great job here (especially with that Johnny loop). And Bahamutt_Zero again provides top-notch editing, you guys make a great team. Really looking forward to more in the future from both of you!
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