Jump to content
Dustloop Forums

Teyah

Moderators
  • Posts

    997
  • Joined

  • Last visited

Everything posted by Teyah

  1. Oh ok. Though Millia's only decent ground poke that could fit that description ("the reward for millia is pretty big if her poke leads into knockdown.") is 2D, which is not very useful against Chipp due to its slow startup and lengthy overall animation time, coupled with Chipp's high mobility that can get him out of the way / in a position to punish a whiff 2D fairly easily.
  2. Millia won't be in position to land that poke most of the time as it's very range-specific (Chipp must be directly in front in the air, not in range to connect with j.H/D, and also must get CH) - whereas Chipp just has to land j.H(2) so he can Alpha FRC afterwards. Risk/reward heavily favours Chipp here. If Chipp does a j.H so that it goes active around head-height, Millia 6P will lose or clash every time (you can test this if you like). And if Chipp baits it out by doing a dj/tj, he gets a free punish into j.H -> land -> combo, since her 6P has horrible recovery. If you watch match vids of Millia vs Chipp, you will very rarely see a Millia try to AA Chipp because j.H is simply too hard to reliably AA.
  3. I was testing out TKing using various delayed timings, and found that you can fairly easily extend the 'TK window'. Since I haven't seen it posted yet, this might be helpful to people who are struggling with getting TKs to come out at all. As you may know, you can't delay a button press for too long, or your special move input gets erased from the game's memory. So trying to do 2369S for someone like Robo who has a long jump startup, can be tricky. To make this much easier, simply extend your command so that you're still inputting directions during the time you'd normally be 'paused'. Eg. 2369...S -> 23696S The extended commands make TKing much easier in general, but some characters, such as Millia, can make very good use of this for controlling TK height. Her TK Bad Moon will crossup if done fairly high, which is easily achieved via a fairly slow 23696P input (or even 236969P!). Or you can input a quicker 23696P for a low, consistent TKBM.
  4. In short: Chipp's movement, better priority and risk/reward on poking, and Millia's inability to keep him Pinned down (horrible pun intended) for mixup makes this a tough matchup for her. Regarding Millia's AA, Chipp's j.H should cream just about any AA she has, except possibly airthrow (not that good of an idea anyhow). But generally, Chipp can come down with j.H at any time and not have to worry about being punished for it. At worst, the first hit will clash, and the second will CH. His j.D is also good, provided you don't come in at more vertical angle. Really, there's not much a grounded Millia can do against aerial Chipp aside from random FB Disc, block, or just try to get out of the way. It gets even worse for aerial Millia. Air to air, Chipp's j.H will just destroy her normals, and lead to Alpha FRC -> big damage. Her j.P is good, but often a nonfactor due to Chipp being above her most of the time. Her j.K is nice, but unless both characters are quite low to the ground, it leads to no real damage or setup. j.D is okay at farther ranges, but generally too slow to be of much use. The only decent option Millia has is a max-range j.H, which on CH can net her a nice unteched fall into ground launch -> aircombo -> corner knockdown... but the opportunities for this should be quite rare. Either way you slice it, the risk/reward for a Millia to go air-to-air with Chipp is not worth it, outside of a very few specific situations. Air-to-ground is the only place where Millia shines, and that's only if Chipp stays on the ground long enough to get mixed up. In dealing with Pin, the standard stuff applies (don't AA, use FD jump to escape), though after a blocked Pin, Chipp can use the threat of Beta (FRC) to get out of mixup. Without Pin, Chipp's 6P should be beating everything of Millia's, but then again she shouldn't be approaching without Pin too often anyhow. And on the ground at neutral (ie. where Chipp won't be if Millia has Pin), Millia has no real answer to Chipp's 5H, 5Sf, 2S, 2D, or 5Sc. If she tries to FB Disc, most of these provide escape options via jump-cancel, or if not, teleport. Throw is the thing to watch out for here, as it can give her the damage and setup she needs to potentially win the match.
  5. Forward OS throw
  6. I really doubt that Fafnir is active for 17F, seems like another one of the translator's famous 'typo's. 17F is a very long time.
  7. Teyah

    Eddie Q&A's

    I think your problem is that you're using the command [236H, 22D] for the entire unblockable, which does not have both hits connect at the same time. Instead, make sure you press and release D before doing 22D to get the ball out earlier, so your command should look like this: [236H, -D-, 22D] So you do 236H, then press and hold D while Eddie is in the summoning animation, release D partway through, then do 22D moments later. Both parts of the UB should hit meaty this way.
  8. In terms of protecting you, sure - 236D is a better option than anything else, but OTG 2K-236H/D allows for a free forward tech -> airdash away to escape. Which is exactly why it is terrible to use in the corner, where a meaty mixup is almost always guaranteed to begin with - giving the enemy a chance to escape just to add a few frames (if any) to your setup is not at all worth it. The risk/reward at midscreen, where mixups are far from meaty, is much better, though it's still not all that great.
  9. Unless you performed an air special that has recovery or j.D, there should be no landing recovery from jumps for any character.
  10. I don't see you K2! I am up here because of school if you were wondering
  11. Added. I appear to be the northernmost player in the world
  12. Her j.D, along with every other j.D in the game, has 5F or 6F of landing recovery (can't recall which); all of Millia's other air normals have zero. And of course, some of her specials (Bad Moon, Turbofall, air FB Disc) have landing recovery as well.
  13. In the corner yeah, but at midscreen combo -> 2D, OTG 2K gives you time to actually set up a reliable Disc mixup, whereas regular 2D -> run Disc usually is too slow. In a corner kd situation (from aircombo) you would have enough time to set up a Disc as well as move into whatever position you want anyway, without the risk of the enemy teching out. Also, good to hear the guide will finally get started on. You could probably start with writing up a basic gameplan and descriptions of normals/specials while you wait for your stick to get in, as that can get lengthy and take a good chunk of time to get down in text form.
  14. Teyah

    Eddie Q&A's

    To really start with Eddie from scratch, you should start with these first: - How to summon the shadow safely - How to control space well (I haven't really talked about this in the guide, but it comes with experience) - How to apply your mixups and combo off them If you can do these with any sort of consistency, you're well on your way. I wouldn't worry about FRC during blockstrings just yet, the more fundamental parts of Eddie's game as listed above are more important. First, I'd like to say that if you're still starting off with Eddie, I wouldn't bother too much with aerial mixups (section 7) just yet, but stick to ground mixups first (section 6) until you can consistently combo to knockdown to unblockable. Once you get a feel for the basic grounded mixup and combos (especially standing combos), you'll be able to use aerial mixup much more effectively. Also, your setup that you posted: 2P, 5H, 236K, Mawaru(2), ju.K, land, 5K-2S, -K-. ^ is not really valid for a flight mixup. There is way too large of a gap between 5H-236K and j.K, so this is very easily escapable. Anyway, see 7.1 in the guide for what setups are available for this sort of mixup. Also, some general tips for ju.K, land, 5K-2S, -K-: This is a very, very tight link to do. You have to follow the -K- with a standing combo, as I'm pretty sure I mentioned earlier on in the guide - so after the first hit of -K-, you have to dash in with a 2P to allow the second hit of -K- to combo. Since 2S has somewhat long recovery, you have to time this just right. See section 9.1 for more detail on how to link the two hits of -K- together on standing enemies. However, there is an easier way to go low with 5K from a jump mixup. Just don't do the j.K (use j.- instead), then land and do 5K-5S into -K-(1), then your standard standing combo that uses 2P in between -K-(1) and -K-(2). This is a little easier for the enemy to react to, but it's a whole lot easier to perform.
  15. Yes, Disc takes 60F to go active so the enemy will either land and block before it is active, or on land top of you, in which case you'll be blocking/getting hit. Tandem Top (H): Guard: All
  16. Pros: Gives you more time to setup Disc oki Cons: Can be teched out of and you can be hit afterwards It's a decent option to go for so long as you don't do it too often. Edit: The enemy will almost always have landed from their low tech before the disc goes active. Also, the disc does not have to be FDed in the air to be blocked.
  17. At least half the cast have regular throws that can lead to 25%+ damage, not to mention an advantageous situation (corner KD in this case). Backdash -> throw/attack can be viable against certain forms of pressure, moreso for those characters with more invul or faster backdashes.
  18. If you suspect your opponent listens for your inputs on occasion and you've got loud/clicky/American buttons on your stick, you can try hitting two buttons really hard during an obvious B&B combo starter. The recognizable sound of your loud buttons may cue them off to block an incoming burst.. but if you hit something like P+K instead of D+S, you get nothing, then you can tech away to safety. I used to do this on rare occasions (with mild success) on my old Happ stick against some people I suspected of said cheating. ...
  19. BDC was used because it had 19 (or 17?) frames of invul instead of FDC which only had 11. Not sure on fullbody / non-fullbody invul status though. Villainous: In #R, forward dash into stuff did carry its invul after canceling, so FDC bite was definitely very invincible (and very scary). I think the change to FDC and canceling came about in Slash.
  20. Blitz/I were supposed to do it awhile ago, but blitz never got around to it and I was busy with the Eddie guide. Now that I'm finished over there, I have time to start writing this thing up - but if any knowledgable person wants to help I'd welcome that. Millia's basics are pretty simple to observe, so accuracy in writing a basic strategy guide isn't a huge problem in this case.
  21. The best players don't need to ask what they're doing wrong, they already know. And so it should be true for you too - pay attention to every mistake, every opportunity you pass off to your opponent during tournament play, and shift your gameplan to avoid that particular situation the next time around. Most newer/inexperienced players are so stuck in autopilot mode that when they take hits and keep on losing, they don't stray too far from their comfort zone, or try anything too drastically different in their playstyle to change the way the matchup plays out.. and so they keep losing to the same tactics. For decent but relatively inexperienced players who go up against higher level players, continuous adaptation (yes, this means paying constant attention) is the fastest form of improvement.
  22. Definitely wait and try the command only once. Mashing at best gets you something like 6-8 attempts per second, which up to an 8 frame margin of error. Most things you need to practice timing in this game are 2-4 frames, so mashing won't do you any good.
  23. A method that worked for many people in #Reload is to time the airdash as you see Baiken's sprite half on / half off the bottom of the screen. Try starting with that, and adjust as necessary - eventually you'll get the timing down without needing this visual cue.
  24. That doesn't contradict what I said in any way. You don't have any control over which voice set you receive. I-No is simply a case where she only has two possible voice sets, apparently.
  25. What in blazblue are you talking about It's a rumor that you can select certain voice sets consistently by holding down certain buttons. Any small amount of testing would reveal that you can't.
×
×
  • Create New...