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Everything posted by Teyah
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It's in the YouTube description lol I still play a lot locally here in Calgary, the scene is good. Millia is really awesome in Xrd so lately I'm just having fun figuring out new stuff with her. I played Kazunoko last week in winners/grand finals of the (small) Xrd tourney at Canada Cup, and I got wrecked but learned a lot!
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"Untouchable Maiden" - GGXrd Millia Rage Practical Instant Kill Combo Movie http://youtu.be/53WdneLsQSk (link updated) So I've been meaning to get around to posting about this practical IK setup tech that I've been finding, and then decided to make a guide... somehow it turned into this. Enjoy, detailed thread to come later!
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Same startup, but 2P is +2 on block instead of 5K's +1 on block (not a huge tradeoff). Helps with frame traps or tick throws though. I use 2P as a meaty against certain 9F reversals, like I-No's reveral super, Ky's DP, or Axl's DP. If they did a reversal you can recover in time to block, and if they didn't then you can do a late gatling to 2K. You can use 2K in these cases too, but it's a 1 frame window rather than a 2 frame window so I opt for 2P instead.
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I almost never use 6K midscreen unless I really notice the enemy is conditioned to sit in down-back and not press anything while a disc is on them. TKBM is faster, unthrowable, and leads to either a combo or another disc setup everytime, so I prefer this. 2K (which is 5 frames, not 9) is your best midscreen low for oki because of its speed and recovery, allowing you to convert from any decent setup.
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The answer is simply to not poke with 2K unless you're willing to commit to the full dash in (which should not be very often). Instead use far 5S into 5H then 2D if possible, otherwise you can roll or simply let it recover. 5S into 2S into jump cancel (pin+AD, IAD+pin, or IAD j.P) is also a good choice from a far 5S poke.
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Using pin lets disc hit meaty, which means the enemy is forced to take your mixup and can't reversal DP. The setup I use lets me backdash to pick up the pin while the enemy is stuck blocking disc + backdash rose, so I get the pin back afterwards. Basically if I'm going to spend 50% and forego meter gain for the next 10 seconds, I want guaranteed lockdown and the best potential setup. Using it on its own is fine too, I just like the added setup time and cover.
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I wouldn't say I'd never use YRC mid screen - there are some cases where you might want to, like if you have a lot of meter. That's still my main issue with YRC disc: it almost costs 50% tension (-25% from the YRC, -15% from heavy meter gain penalty on the followup combo). And in the end it's still able to be wakeup backdashed for little risk by the enemy. Despite all this I still think it's worth learning/doing because there will be times where you have the resources for it. Chroming Rose I mainly try to use when I can get a pin knockdown, the enemy doesn't have burst, and the enemy doesn't have 50% meter... unfortunately this situation doesn't come up all too often.
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To get the freeze during IK startup, it must be match point (meaning you've already won one round) and you must have 50% tension when entering IK mode. Also the enemy needs to be either below 20% health when the combo starts, or your combo needs to bring them below 10% health.
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A bit late, but if you guys are still having issues with this input can you post here? I was messing around with this today and was able to do Throw -> RC -> whiff 2K -> 66 PKSH (slide) -> 236236H and the IK still connected, so it seems like there should be at least 14F of leeway in doing it this way.
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Ok, here's my take on this matchup in Xrd. Millia vs Chipp is in Chipp's favour because he controls the pace of the match and is extremely tough to land a clean hit on. He has multiple normals that Millia simply has no answer to outside of "don't be there", so you have to stay mobile: Chipp's 5K is faster than Millia's far S, and has much better reward on hit, via 2D (to gamma blade or FD stop crossup j.H). Then there's j.H which for all practical purposes cannot be anti aired on reaction and grants him momentum at very little risk - you can deal with this by doing an early j.P, attempt to avoid it by backdashing, or by running under and pressing 5P or 5K to antiair him from the back. Absolutely do not try to 6P this move, there's good reason why Millia's 6P isn't ever seen in this matchup - Chipp has the mobility to make it whiff, and his priority will beat it out way more often than not anyway. He also has 2S and j.D which are both super high priority, however these have significant recovery on whiff so as long as you stay mobile you'll be able to punish these. Millia's only real ground pokes in this match are 5S and 2D, and these require room to use otherwise Chipp will beat it out with any of his 5K/2D/2S. If you're using 5S, you'll want running momentum behind it so you can slide into its maximum range where it can still combo to 5H 2D. For 2D you'll want to do it at maximum range as well. Generally it's not a great idea to challenge Chipp from the ground, but these options are workable. Since Chipp controls the air to ground and ground to ground game so well, Millia's best risk/reward is to stay in the air and attempt to fish for a j.P into knockdown, a low airdash j.K to j.S, or a well placed pin to approach. Due to the nature of the air to air approach, you're unlikely to get a full corner carry without burning meter on an RC, since you'll probably use up your pin trying to get in. Once you eventually get a knockdown, it's true that Chipp melts like butter. But still, you have to deal with the potential DP, which means you need to use Secret Garden setups (pin required) for oki, or by giving up oki entirely to bait it if you don't have pin. So even if he's not using his DP actively, the threat of it is enough to water down your mixup at times. On the plus side, since Chipp takes longer to wake up from the ground on his face up (your j.H) knockdown, you can get better mid screen setups on him. If Danger Time ever occurs.. For the love of god, stop hitting buttons. Chipp in Danger Time is probably the scariest character in the game, hell I'd rather face a Dragon Install Sol than Chipp in DT. His normals are too fast and have too much priority to challenge, he's super mobile, and he still has his DP on top of everything else. The only time I'd consider pressing a button is during the freeze if Danger Time triggers in the air, since Millia's 4 frame j.K will beat whatever Chipp throws out (DP aside). So in a nutshell... - Chipp controls the pace of the match since he dominates the neutral game - Chipp's ground pokes carry much better priority than Millia's, but Millia can stay out of range and poke to challenge him - It's tough to hit Chipp clean and once you do, you need to be wary of burst and DP, meaning your mixup often suffers if you're not able to use Secret Garden - j.P, Pin, far S, and backdash -> 2D are your best attack options most of the time - Never try to challenge Chipp's air normals flat out; instead, use your movement to avoid them and attempt to pressure after they whiff So overall it's a tough matchup, but I'm not versed enough against strong Chipp's to be able to put a number to it just yet.
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The TV details are posted in my original comment in the Xrd thread as well as the linked thread above, and it's pretty obvious to see it's a CRT from the type of screen refresh the pictures show. I'm not getting into a technical discussion here, I'll save that for when I get real results out Yes I could use a higher fps camera; but I'm not buying one specifically to perform one test where a 60 fps camera and a large number of trials + averaging will suffice. The input in my pictures occurs on 0, so for it to be lagless the full output would have to be on +1. I suppose you can consider PC #R and Naomi XX series to be lagless in a sense, but since there's always some time where the camera will be out of sync with the CRT, I've used the result where the full image is displayed instead (+2).
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That's some pretty solid week 1 advice, Himura_Rage. Just watch out, you actually can be thrown out of meaty 2K if you're within the enemy's throw range, since throws activate instantly. This is only really an issue at midscreen knockdown, where you often need to be within throw range to hit with 2K and be able to follow up if it hits, but once you condition the enemy to stop wakeup throwing (by doing rising j.K or jump/IAD across) then you can start using point blank meaty 2K as a mixup tool. Most everything else you mentioned is correct for the most part. Here's something simple to mess around with when learning Millia: Roll mixups! Any blockstring into 5H, on block, follow with 214K... 214K -> H - Simple frame trap that hits people trying to mash or jump out immediately 214K -> K - Double roll into throw, good occasionally. Eventually people will learn that there's a timeframe where they can mash, after they would block Digitalis (H followup) but before they can be roll thrown. When this happens... 214K -> D - Counterhit dust setup that can catch people trying to stop your roll throw with mashing 214K -> S - Similar to above, but leaves you more open to getting hit, and a strong followup isn't possible unless you burn 50% for RC. But gives big advantage even if they block, so you can do a small dash back in and continue pressure. There are a lot of little mindgames you can play with the roll and its followups, and they're more likely to work at lower levels since your enemy won't know the universal counters, and since your pressure game isn't developed yet. Eventually you'll want to stop stringing to 5H on block and instead stop at either 5K or 2S since these moves have more viable options available than 5H, which pretty much limits you to just roll or 2D on block. But this stuff is good to try out, to see how your opponents deal with each option.
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This isn't exactly a legit mixup, since you can't hit high/low during the same timing window. The j.P (or j.K) will always hit 5+ frames before the low, making it the solution to beat this simply being: block high -> when Millia lands, block low. It's easier than it sounds - you just watch where Millia is and block accordingly. The only way to make this a legit simultaneous potential high/low is to YRC and then do an air dash jump attack / land low attack. But to do Turbofall YRC -> air dash, you need to YRC the move pretty high up, so you can't do a TK Turbofall but instead must do a normal jump Turbofall. So really this isn't much more effective than just jumping and doing this mixup. You could instead save your meter and do: knockdown, (disc) IAD -> as they're getting up, double airdash j.K j.S or land 2K. 5H is good situationally, keep in mind it's only 6 frames when the first hit hits which only happens at point blank. If the move misses it has long recovery during which you're totally open. And since it doesn't hit until frame 12 when at poking range, it's actually a really slow / risky move to toss out there. If you get a hard read on someone doing an unsafe move, you can use 5H to score a CH and big damage, but there are pretty much always better / safer alternatives.
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+R on Ringedge 2 is most likely 4 frames native delay, given how people complained about additional input lag and how Arcsys slowed down reactable moves (dusts and other overheads) by 2F universally to compensate for the increase from delay 2. 4F input delay is common to the great majority of PS3/360/TaitoX2 fighters like the SF4 series, BB series, KoF13, etc, so this makes the most sense. AC versions have been tested here: http://www.dustloop.com/forums/index.php?/topic/6004-ggxxac-input-lag-testing-results/ Xrd delay is unknown at this point. As soon as my PS4 copy gets in, I'm running tests on PS3/PS4 versions of Xrd using arcade sticks. I did a crude test using a dual shock 4 pad which showed 4F delay:
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Sounds like burningvigor is just fuzzy blocking. If you can block it consistently on Millia blocker and score 19F or below (you have 1 less frame in Xrd since it's 1F faster but the game has 2F more input delay than AC which the blocker is based on) then I'll believe you can do so in Xrd.
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You typically can't react to the strongest set play characters offline, so playing them online offers little to no improvement. Meanwhile characters with reactable/bad set play (who are often strong at other things) suddenly become good to great in that area once you introduce a few frames of delay.
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You pretty much hit the nail on the head. It's why #Reload online Ky was so amazing - good luck getting out of meaty 6Hs and dealing with Greed Sever into full combo in delay 4+. Meanwhile he still has access to his great array of normals as well as a very useable late AA 6P.
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PS3 vs PS4 GGXrd Graphics/Sound Quality Comparison?
Teyah replied to HGhaleon's topic in Guilty Gear General
Circ - I'm waiting for my PS4 LE to arrive so I can run some PS3/PS4 game and arcade stick lag tests. You can blame Canada customs and/or the California shipping strike for the delay. FWIW, for now I'm practicing on the PS3 version on my HDCRT with input delay set to 1, and it feels roughly the same as playing +R on an LCD. -
There aren't matchup threads open for every character since they would just be empty/placeholders and not provide any value; this doesn't mean the forum is dead. Actually I think this is one of the more active places on dustloop at the moment! Some tips against Ky: - Don't go into the air and expect to land on Ky without being anti aired, until you condition him to fear getting CH by the pin. Use a late j.pin or IAD pin to achieve this early on, this will earn you free (pinless) jumps later in the match/set. - Poke with 2D, a lot. Sure you might lose and get hit by his far S or 2D, but he won't get anything significant off of his hits, while you will get a disc setup mid screen into a low/crossup/unsafe high mixup. - If you don't get any clean hits early on, save up for RC and turn any random 2-hit chain into an RC corner carry combo. - If he's using DP a lot when you have him in corner oki, you can just safe meaty it with 2K (you'll recover before his DP hits) and punish. Alternatively if your tension is between 25-49%, you can input a YRC just as your mixup attempt (TKBM, haircar, etc) hits, and the YRC will activate if he DPs and causes the mixup to whiff, then you can block and punish. Another answer is to simply backdash after doing 236H, then do a 6K/2D after he gets up and the window for reversals has passed - your attack should hit in between hits of the disc, allowing you to still combo.
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It really depends on what you want to do for your followup sequence. Here are some common scenarios: a) you're getting too high or it's deep into a combo and you want to avoid whiffing by going over the opponent - IAD j.KPH is usually a safe bet here vs normal to heavy enemies, or j.(P)PH vs lighter enemies. b) you want to do a pinless relaunch - in this case, you want to stay close, so you can choose to do IAD j.S j.H (delayed) into 5K or 5Sc c) you want to end with a high pin knockdown; IAD j.PPH works against most light characters, while IAD j.S j.H (delayed) works against normal weights, or IAD j.KSH against heavies
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You said "any random f.S" so it didn't occur to me that you would be talking about Emerald Rain. You can't hit Emerald Rain from any far S; you need to be closer than optimal poking range and be pushing the camera towards the opposite edge of the screen, and even then it won't work on certain characters. It's a good option if all the conditions are met, but it's not all that often compared to the chances you get for 5S 5H RC.
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You can't get 200+ off any far S, it's more like 140-160 since RC scales subsequent hits to 80% of their original damage. Even if it didn't scale to 80% I don't think she'd be able to hit 200 off of a far S opening. Millia absolutely needs meter to get momentum going at neutral. Random hit -> RC on confirm -> corner carry and corner mixup has potential to win the round. If I don't find an early opening I save up to 50% (or 75% if they have burst) to force one through safe max range poking with single hits. Millia is probably the lowest damage character (and is definitely the lowest in proportion of damage dealt to damage taken) but this doesn't mean much due to the high number of openings she gets to deal damage throughout the round, compared to other characters.
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Yeah Millia isn't super execution heavy, though some of her stuff can be. But she does require a strong knowledge of the neutral game, being able to analyze risk/reward options (ie. who you can get away with pressing buttons against), and being able to work with her limited normals to create openings. For keeping the pressure on from non-corner knockdown situations, you need to be comfortable with the concept of giving up potential frame advantage to punish the enemy's escape habits or vice versa (playing Zato teaches you this skill really well too). So in a nutshell, here's what you need to know to play Millia at mid-level and above: Knowing your moveset very well, to be able to choose from the best of several mediocre options (at neutral) Having the ability to perform tight mixup strings with minimal gaps when you get that corner knockdown Being able to execute her basic tools at least 80-90% consistently - these include being able to use Silent Force for relaunches by delaying j.H, executing TK Bad Moon consistently, being able to do IAD combos, proper Secret Garden control Being able to adapt to people who decide to mash out of things when logic dictates that they shouldn't At a higher level you'll want to do things like: Hitconfirm from various situations into an RC to corner carry combo (using pin if needed) Use Secret Garden instead of 236H after pin knockdowns, and learn strings that allow for a mixup between each hit of SG Use burst bait YRC option select strings to bait enemy bursts while comboing
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Did some calculations on average effective HP, after considering guts and defense modifiers. The way I did this was by calculating three scenarios, where each attack deals an average of 20 damage (heavy hitters), 15 damage (average hitters), or 10 damage (light hitters), then averaging the results. Since I'm too lazy to format, here's an image: The rankings are pretty arbitrary, ignore those if you wish. I just like to rank things. And the spreadsheet itself for those interested: http://www.teyah.net/xrd/GGXrd_Standard_health_calc.xls