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Teyah

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Everything posted by Teyah

  1. Another update - finished the normal moves section, wrote up the remaining 8 (of 19) normals. May not seem like much, but writing these things is probably the most lengthy part of the guide, timewise. More to come very soon!
  2. Bad Moon has 16F startup, 13F of which can be seen (once she jumps), which is borderline unblockable on reaction. BM is generally done via TK, with either 2K/2S as the alternative. When done from a JCed normal such as 5K or 5Sc, remember that Millia can always go to 2K/2S as well. 6K does have slow-ish startup at 20F, but it is tough to react to since it has 10 distinct individual frames of animation before the attack hits - meaning that there's no 'key frame' for you to pick out to react to, unlike most overheads in the game (Sol 5D or Testament 6P are 2 good examples of this). I'm just curious, but what examples can you give of 'Millia's overall stronger game'? In my view (and those of most Millia players from what I've heard about this matchup) it's actually the reverse of what you said, Millia only holds the advantage in certain areas (oki, ATG game w/Pin) while Order-Sol has the advantage at all other times. Also j.P almost completely shuts down Millia's air game, you really should be giving that move more credit. There are plenty of OS vids out there that show how effective it can be. Keep in mind that it's almost no risk to toss out in this matchup, will beat out or clash and then beat out Millia's air normals 90+% of the time, and leads to 25-30% on hit or guard-gauge jackup + pressure on block. Lack of knockdown after isn't a big deal because OS is so strong at neutral in this matchup anyway.
  3. There is no 'setting of the disc' in 236S, it's basically a one-shot, high priority attack that acts like a normal move. It won't beat out SV since SV is invincible: the best you can hope for is a dodge, which would have happened anyway, had you done the 236S or not. If you're talking about using S Disc as oki, that's one very expensive bait (you give up a rare chance at corner oki) that's not really worth doing unless your opponent is extremely predictable. It beats backdashes and sloppy jumps on wakeup, but nobody should be doing either of these two things when cornered against Millia.
  4. It's 236H, or H Disc. :P Millia's 6K and 2K will both recover in time for her to block Lv1 or Lv2 SV, if done meaty. Hitting meaty with these moves (particularly 6K) is not as simple as it sounds, given that you need to set up your Disc first, and you only have so much time after a knockdown. I'm not sure (and can't test atm), but ending aircombos in the corner with ADC j.D should allow Millia time to land and go directly into 236H + 6K while still remaining safe from SV. Ending with j.D xx Pin, land 6H xx Disc, also allows for meaty normals, so watch for these setups when deciding whether or not to risk an SV.
  5. I am transplanting my post to this new thread, as the Media thread probably isn't the right place for this sort of discussion. On Hoss vs Millia: Honestly, this matchup is not that balanced - it's easily one of Millia's worst and probably one of Order-Sol's best. It's true that Millia does best in the air, but she has to contend with Order-Sol j.P which is arguably the best air normal in the game in terms of risk/reward. It's not wise for her to throw out j.K, as it's very laggy on whiff, leaving you open for potential j.Ps. Millia can use her own j.P to similar effect, but it's much harder for her to convert into anything meaningful since a gatling to j.K-D requires extreme closeness (j.P CH j.H is possible though). Order-Sol can of course, easily convert to 25-30% damage on Millia via j.K djc. whatever -> SV, or get free pressure on block. Another problem for Millia players lies in that she can't run her usual long range game, as even that stuff is risky vs OS: he can dash under j.D and punish her on landing recovery, or IAD/jump/running 2S to beat her 2D. 2S in general seems to beat a lot of her pokes, and nets easy, safe damage via 2S CH 6H. One similarity both characters share is difficulty in AAing: Order-Sol j.H cleanly beats all of Millia's AA if it hits directly above her head, while the same can be said for Millia j.S. Both characters have other options: OS can Gunblaze or j.P for AA, while Millia generally blocks or backdashes for distance. Millia's 6P is decent as AA, but it is very laggy and gets her killed on whiff. A good portion of this match is generally spent jockeying for air position, with Millia looking for an opening to start ground -> air pressure and mixup, while Order-Sol shuts her down with j.P, leading to either ATG pressure or a basic aircombo -> SV for decent damage. If Millia isn't successful in scoring a hit, she's forced back to the ground and Order-Sol is free to run his superior neutral game.
  6. Teyah

    Jam Vs Eddie

    As long as you time the UB perfectly, a parry is not gonna get you out of the puddle; you need to block both hits. Yes, but delayed Mawaru catches backdashes and non-1fjs extremely well (In this case, it could also result in Jam walking into the first hit). Eddie can also just use -S- and then throw an attack on you, which would likely result in a CH out of your attack into -K- -> big dmg
  7. Teyah

    Jam Vs Eddie

    No it doesn't, puddle tags you low after the parry. You can parry the spit (10 less damage!), but the drill will still hit you into -K- or -S- -> combo. Yes, but only if Mawaru is done meaty; if it's delayed a bit then you still have to block it (though that opens up more mindgames). All drills (except FB) do disappear once Eddie is hit. If your hitbox is on a drill when your attack hits Eddie, then of course you're still going to get hit.
  8. Yup, 6P beats most of May's attacks, aside from those that hit very low or hit directly on top of Eddie's head. Unless it's very obvious, I wouldn't risk going up for airthrow since May can slightly change her air hitbox by hitting a button such as j.H and getting a free CH on you. It's not realistic to react to a whiffed 2H and punish with a drill, as you don't have nearly that much time. Instead, running up with a 2P-2D for knockdown -> UB or oki would work just fine. Again, 6P works great to beat non-lows such as 5S, 5K, and probably 5H (clash, if not). Just watch for 2H/3K, but these are risky if whiffed so you can always use FD break to bait those out if you notice their usage. Yes, not pressing buttons (especially in the air) is generally a good idea when you don't have the shadow out and your enemy can realistically CH a lot of your pokes for big dmg. I wouldn't compare this matchup to either Slayer or Axl, as those characters, while having the ability to beat most of your attacks similar to May, have totally different pressure sequences and holes. Against May, she basically has to blow tension to keep up the pressure, and even then, BD or 1fj is relatively safe since May's strings don't lead to natural big damage punishment combos of these two escape methods, unlike the other 2 characters listed above. Yes, I would agree that 1fj (as well as backdash) is a great way to escape May's mixups. If you 1fj, don't forget to hold the FD in the event of a dolphin. 5P may work as anti-dolphin on reaction; safe use of 6P leads to good dmg + big stun punishment combos as well. While May does have an above average stun of 70, stunning her is definitely possible in a B&B, especially if you have landed a 6P CH against air attacks or dolphins at a recent point in the round. As for her hitbox, it doesn't affect the difficulty of any UBs so far as I've noticed. Actually, her crouching hitbox (once hit) is quite fat as it's quite easy to end crouching -K- combos with both hits of 6P into 5S-2D + puddle. This works great, you can either throw or 2P upon landing. Another option I prefer to do is backdash once I see May go up, and then 6P - which should net you a nice CH, since you have changed May's angle of attack from directly on your head to just in front.
  9. A-cho matches and Gamechariot match here: http://www.filefactory.com/file/15399d/n/a-cho_Slayer_rar yawata-ace and Roz vids still needed.
  10. Teyah

    Sol vs Axl

    I've noticed you mention a few times that Axl's slow jump results in him being easier to grab, which technically isn't the case! All jumps are unthrowable from frame 1 of jump startup, so you can always just hold up to escape tick throws. (If this wasn't the case, Robo-Ky would be extremely screwed without 1fj) However you're not considered off the ground until your jump startup is over, which is the main reason the 4F jump startup is a problem. That extra frame gives Sol all the more time to 5K you on your way up on a baited jump, if you don't 1fj.
  11. Yeah seriously, any Canada rep here or is this the tourney only? Can't wait to see my 1000th recorded match vs DW
  12. Hey DeathAwaits, welcome to Dustloop! Glad to see you're enjoying yourself here so far. (Btw since you're from Saudi Arabia, do you know Latif?) About those combos you posted up: they're not actually 'combos', but more like 'strings' of attacks you can do. A combo is something that will always connect, but strings like j.214S -> j.236K -> land 2S, will not actually combo, unless that j.214S Counter Hits the enemy. This particular string is also very risky, since you can be thrown or hit after landing from the j.236K. And in general, comboing into 214S (Lust Shaker) is not a great idea, since it doesn't knockdown and therefore doesn't allow you guaranteed further mixup. All of Millia's best combos are air combos that use ADC (Airdash cancel) on her j.H and j.D to drag the enemy to the corner and knock them down, and you can find a ton of them in the first post here. But hey, it seems like you're just getting used to competetive GG and there's nothing wrong with that, there are a lot of new tactics out there that you'll enjoy learning. I know it's not much right now, but you can check out the AC Millia Guide that I'm working on (update coming soon) for a quick description of Millia's playstyle. If you have any general questions about this stuff, feel free to post them in the Q&A thread. Good luck, and hope you enjoy your stay here.
  13. I was going to offer to help, but it sounds like Ross knows what he's doing. Haven't watched the vid yet, will do so tomorrow and comment once I can actually download it.
  14. Sol is in no way A-tier or close to it.
  15. Teyah

    Eddie Q&A's

    Sure, not a problem Kyle. I'll have a more detailed look at it when I get back from my trip this weekend.
  16. r.2P gives you more time to run forward since it's faster than r.5P by 1 frame, which isn't a big deal on most characters, but might help you get closer to those you're having trouble on. Also, some tight combos like 5K-2S -K-(1), must be followed with r.2P, since r.5P is too slow to come out and connect in time.
  17. Run really close for that r.2P! It does work, just needs momentum and close distance. If you're really having trouble or at the end of the round, you can end it simply with r.2P-5S-2[D], then -D- + 22D/22S for wakeup UB. But I'd really recommend just practicing dashing back in far enough to get this combo, as it works on everyone but is harder on thin or strange characters like Millia and A.B.A.
  18. Millia's IAD forward dodges wakeup VV if done properly. Also, no, the Sol cannot VV in that setup between blocked Disc and 6K, unless he IBs (which he didn't in that vid). You can see this in how the 6K hit fuzzy, meaning that Sol was still in blockstun from the Disc beforehand - this also had the positive effect of making the 6K hit earlier than usual (18F startup instead of 20F, seen by how high up the 6K hits). Looks like a useful setup against Sol, though the IAD forward leaves other escape options such as 1fj/airthrow. There was an RC, you can always check the tension bar if you're not sure.
  19. Teyah

    Eddie Q&A's

    I wouldn't use 6P(1)-5S Mawaru on a consistent basis, and only actually use it occasionally when you've noticed the enemy likes to try an IB/SB -> BD or 1fj out of your strings. If they aren't doing this then that 6P(1)-5S-[K] is basically just sacrificing one of your two mixups into UB for a slightly increased guardbar for the followup 4-5 (weak) hits before the next UB. The most common followup for the BtL SG loop is a running -D- + 22D (into whatever) or 22H (no FRC, into IAD j.H-D, land rejump combo), when you're almost out of shadow meter. Before the UB with -D- + drill, you typically get 1 rep if started from a blocked Mawaru mixup, 2-3 if started from something like CH 2H xx Summon. In the corner, BtL SG loop becomes much more worthwhile due to cheaper shadow gauge cost (only -S- is needed) as well as how it can also go into a puddle UB. Anyway to get back to your original question, doing a BtL SG loop is mainly done for damage purposes, when the enemy is a high-stun character and isn't likely to be stunned from a 2D-puddle or j.SG FRC-puddle. Although, puddle is still good for building tension against high-stun characters (but not from SG FRC) while retaining knockdown at the end of the combo.
  20. Ah you're right, poor wording on my part - I was referring to hitstop on the main character and other projectiles (ie. things that could make an unblockable easier to block).
  21. If your definition of 'really fast' = 60 times per second, then yes, you would be correct. However, humans generally max out around 10-15% of that level so that's not very realistic (and even then you'd have to block the right way on each frame). The hitstop never turns the 1F to more than 1F, since projectiles keep moving / stay active during hitstop (in the event of an Eddie normal hitting before a projectile), and projectiles themselves never cause any hitstop (in the event of projectile hitting before an Eddie normal, or 2 projectiles hitting).
  22. Another update: wrote up a bunch more of the normals. Yeah it may not look like much but it took me two full hours. Though I probably wrote too much on the last few. I've really got to stop doing these 5 am updates Hey np blitzy. I've added that to the preliminary layout, and I also want to add one more section in there at the least, on the topic of general gameplay tips that covers stuff like knowing which sets of mixups are more immediately effective against different player types (which would hopefully help for tournaments where you often run into unfamiliar opponents). A summary on basics stuff like anti-airing would also be good but I'm not really sure where that should go, probably in the 6P description that i have yet to write.
  23. Millia doesn't really have any good use for the +2/+1 she gets from 2P and 2K, since she needs to be super close to combo, and all of her damaging options are one-shot attempts that don't flow / hitconfirm well to decent pressure on block, unlike Jam. She can still use broken pressure maybe once or twice with quick moves (generally 2K), but nothing to the extent that Jam can. I've seen broken 2K/throw used in a few vids. But yeah, keeping up pressure with Millia usually involves her basic string to jc'able normal, then generic "jump back, insta-forward AD, Pin" stuff. If it's setups you're after, broken pressure doesn't really help since you can do that off the first string in the first place.
  24. Few combos actually start with 5S, but it's a good 'measuring stick' of a combo's damage relative to other combos, which is why most combos are listed as starting from a 5S. Most combos will be starting from 2K, air-to-ground stuff, throws, or (FB) Disc + *insert normal here*.
  25. Said scans are still available exclusively on guiltygear.ru. (Many thanks to them for still having these hosted)
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