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Teyah

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Everything posted by Teyah

  1. Reversal timing on wakeup is 2 frames (some say more), wakeup backdash timing is 1 frame. In the corner you can't use Dandy Step FRC to move out of range, so go for either the BDC jump or try to block the UB properly (low-high, for the puddle UB).
  2. That has never worked before, and doesn't work in AC. Just a rumor. The voice sets are randomly assigned, though you can get stuck with the same one if you don't change your character (seems to happen in Arcade mode mostly)
  3. Just want to add that the info in italics is a translation done by POscrub many months ago, from Arcadia magazine.
  4. The sj. variant of the FDC fake/crossup j.H would barely nick Slayer's head if done close to meaty, but I'm not too sure on the regular rj. variant. I don't know about AC Slayer's invul during forward dash, but in #Reload I am pretty sure it was full body.
  5. You can actually block all of Eddie's UBs in theory, so he doesn't have any 'true' UBs. Practically speaking, it's very difficult to do so, so they're labelled as UBs anyway. And far drill FRC + IAD j.S is actually a more guaranteed UB than the others aside from the puddle (ie. it's harder to escape) - it's just much harder to perform as a perfectly meaty UB. Not - really Perfectly executed UBs are never guaranteed because they can still be blocked, even if the success rate is very low. Evading them is generally easier since you have more options. It's not very likely that your opponent will block/dodge the UB correctly (outside of wakeup attacks), but it is possible, and that's the point I'm trying to get across. Anyway this isn't really the place for this debate, but if you want to discuss this further I'd be happy to in the Eddie forums. Ontopic: Slayer's best bet to escape UBs is reversal Dandy Step FRC. Wakeup BDC jump is safer, but tighter to time.
  6. Ky's early j.K is very tough to beat out, so the answer to this would generally be to just not be in the way of it. Let it whiff, and if he follows it in with another attack or AD, just 6P him for the CH into 2H -> aircombo. If Ky always air dashes backwards after whiffing it, try following him with a running 6P or rj.K, or get ready to go for an AD -> Pin approach as he lands.
  7. Not sure on this, but can't Slayer just dash to escape FDC crossups? Backdash would probably be preferable, but if you get crossed up you get a forward dash which also has invul at the beginning. From what it looks like, the fake/crossup doesn't hit perfectly meaty after a 2D knockdown, so this should be fairly doable.
  8. Moved to General Q&As as this is a fairly basic question that doesn't need its own thread. The Secret Garden sphere is controlled by performing 214H, then hitting any direction + H, up to four times. The first direction the sphere appears in is always forward, but after that you can control the last 4 directions with your inputs. You can also 'fake' the attack by hitting D midway through the animation to stop the sphere from appearing. The move does not prorate at all, but it's very unlikely that you'll connect with all 5 hits of the attack in a single combo. Hitting with it 4 times is very possible in corner situations with the 2828 formation, but you must link a quick attack between the 2nd and 3rd hits.
  9. No unblockable is absolutely guaranteed - they can all be blocked if you change your blocking accordingly. The closest thing Eddie has to a guaranteed UB is a meaty Shadow Hole UB, as the only way to escape that is via reversal (which Eddie can block) or proper 1F blocking (which is very tough). All other UBs are partially or fully avoidable by one or more of reversal backdash, reversal attacks, proper blocking, or reversal throw, depending on which UB is used.
  10. Okay guys: another massive update today. All incomplete parts from sections 4 - 8 have been written, section 9 has been expanded to include the Shadow Gallery loop and Shadow Hole combos, section 10 (unblockables) was written up, and the CH Nobiru guides were added in section 11. So for all intents and purposes, the guide is basically finished - I'll focus more on adding Misc things and re-explaining some parts as necessary. Though the Millia forum needs a guide too... It's been listed under 6.3 for awhile now, but I just now added some details. Though I actually haven't seen this crossup used in match play so I'm not sure if I'm visualizing it properly, do you have a link to the vid where you saw it?
  11. The CPU also goes black beat around the 3rd rep. It's much easier to do air BR loop via 2H, such as WT, 2H, jb.BR, land 5K-2H, j.BR, land 5K xx BR You can probably add a 4th (5th?) rep in there by using 5K jc.BRs instead of the 5K-2H j.BR but I haven't messed around with that much.
  12. The thread with the GGXX Slash customization guide (if that's what you're thinking of) got deleted awhile ago because of inactivity. The newer thread that talks about AC music customization is here.. hopefully a mod will get around to changing the name of the new thread.
  13. Teyah

    Eddie Q&A's

    The first j.K here is blocked - it's just used to keep your enemy in blockstun. The j.K is done after both hits of -K- (which are also blocked, since this is a setup). And as another option you have, you can not even do the j.K altogether and go into a low for a faster mixup that is usually harder to react to. So the full sequence is... -K- (both hits) is blocked ju.K is blocked, or ju.- is a feint dj.K is a high mixup, if you choose to go high 5K-5S or 5K-2S are low mixups, if you choose to go low Anyway.. I could put sections 4-12 of the guide into video form, but that would have to wait for a bit as my hands are pretty tied at the moment. Still have to finish up the Misc. sections of the guide and tidy things up a bit, then I'll get to work on that.
  14. I heard that IB'ing has a 9F window for inputs before the attack strikes you. SB'ing as we all know has a 2F window.
  15. Teyah

    Eddie Q&A's

    If that's the case he should have added inputs or explanations as backup, but he didn't so I can only assume it's just a very basic combo vid. As for 1-hit SG combos, there's been alot of discussion on its months back, see these two posts for details on how to hit it on every character: http://dustloop.com/forums/showpost.php?p=185583&postcount=56 http://dustloop.com/forums/showpost.php?p=186130&postcount=59 The setups may differ from CH -S- + 6P to aerial -K- or whatever, but these combos will work in pretty much all situations for 1-hit SG.
  16. Teyah

    Eddie Q&A's

    Lol Guardian. When I get around to doing the Misc combos section there's probably some stuff I'll rip from some of your earlier posts. Also, that is the worst Eddie combo vid I've ever seen. Basic stuff all over the place, 'solutions' to poor puddle unblockable setups, and just generic, non-unique setups to the 22H FRC IAD j.S unblockable. There is absolutely nothing new in that vid, unlike other AC Eddie vids out there (Faint, Amaranth, Phantasm clips). It wouldn't be so bad if it was presented as a tutorial, but it actually appears to be a real 'combo video'.
  17. If you have #Reload on PC, simply set both players' Slash to the same button in the config then go into a match and hit S at the beginning. Ky's 5Sf will win out against Sol's every time.
  18. About summoning on reaction to 6K: The gap in the Shadow K pressure comes between the two hits of Mawaru, not after the last hit / before 6K as you posted. The majority of 6Ks you'll be seeing should have you in blockstun before they connect, so you won't actually be able to summon at all in that time. Even if there is a gap, it's unrealistic to do a reactionary 236P to seeing a 6K, based on reaction and input time alone. But mostly it's not safe to try based on the fact that you will most likely be in blockstun anyway so it wouldn't activate.
  19. http://www.newwavemugen.com/~ggslash/ :8/:
  20. You haven't really fought any Eddies before, have you Oiboi? A lot of this advice is very poor and will get you killed in a hurry against basic textbook Eddie stuff, so I'll help out where I can: If it's not performed late after Mawaru, Eddie 6K will hit while you're still in blockstun, meaning there is no gap between Mawaru (shadow K) and 6K. It's also extremely tough and unrealistic to expect someone to react to a 6K and do a non-buffered 236P on reaction, a command which is much slower than simply reaction blocking the overhead, which is hard enough for most people. If you try to buffer the 236, you'll get tagged by Eddie's 5K (low) if he chooses to go that route. This is not a good strategy at all - the risk of attacking the shadow is far too great given your rewards. At best you'll kill the shadow and then get hit by Eddie or hit Eddie for small damage and a knockdown/summon, at worst you'll get CH by either Eddie or the shadow (more likely) into a combo -> unblockable -> possible dizzy + death. All shadow attacks have partial invincibility as well as good priority in general, so it's simply not safe to try to beat them out. Basic rule of fighting Eddie w/shadow: If you want to kill the shadow, do it with a projectile, a safe multi-hit attack, or an invincible move + RC/FRC. Do not put your hitbox at the risk of getting CH, or you will more often than not lose a lot of life. On this note, Zappa's 5Sf (spit) can serve as a decent way to attack the shadow if done at its max distance, though this can be turned around on you if Eddie activates Mawaru at about the same time. FD jumping can work if you sense the unblockable coming a bit late, but decent Eddies will make sure at least one of the two parts of a UB is timed meaty every time. You're much more likely to escape if you can see which attack to block first, then switch your blocking accordingly. And if Eddie is farther away, you can use a wakeup backdash (1F timing) to move out of range against the FB Drill + Shadow D unblockable. If by FD you meant IB, you would be correct. IB the first hit of Mawaru and then choose between FD jump or backdash (or summon/super) to get out of Mawaru pressure. If your timing is off though, you could eat a low attack into combo -> unblockable. Backdash is generally a much better choice for Zappa since his BD moves him far back and is only vulnerable for 1 frame at the end, meaning the likelihood of getting hit by the tail end of Mawaru's second hit is much lower than it is for other characters. Note that FDing against Mawaru doesn't do much good at all, since it vacuums in on block - all that will do is put Zappa in even more blockstun, which is definitely not a good scenario. I also question why you put such advice as counters to random Shadow Gallery or sword super, since any basic Eddie will never, ever use sword super randomly against Zappa, and will use SG very sparingly and only with FRC. Vs the summons: Of all three, Ghost gives Eddie the most trouble at neutral (by far), then Dog/Raou, then Sword. Dog is annoying in that it can kill the shadow while Zappa is blocking, but Eddie has many moves with long active frames to handle a dog at neutral (eg. close drill, FB drill, 5Sf). Also from neutral, the shadow can beat out all of the Dog's attacks with its Bite (Shadow P), so don't be overly aggressive with it. Not a horrible summon to have out, but I'd still say that it's in favour of Eddie w/shadow. Sword is absolutely terrible against Eddie. Drills and Eddie 2K/2S will take care of a grounded Zappa, while the shadow and Eddie 6P will easily cut out Zappa's aerial game. Once you block a drill (or a normal xx Drill), Mawaru will follow and then it's Eddie's round to win. The sword's lack of range and mixup potential is what kills its usefulness in this matchup. Ghost actually has many ways of dealing with the shadow, unlike the other summons. Downwards bouncing ghosts / triple ghost throw can kill the shadow if it's close enough, and homing ghost throw is a pain for Eddie to deal with at far screen as he must move both himself and the shadow out of the way to avoid giving up momentum to Zappa. Just don't allow yourself to get hit by a random drill into Mawaru pressure, or you'll have a very tough time escaping that without taking damage as Ghost Zappa has no reversal options (outside of super). Raou is not too great against Eddie since he is very susceptible to drills or random hits while throwing projectiles from afar, and he doesn't have a (safe) answer to the shadow when up close.
  21. Teyah

    Eddie Q&A's

    Hey, not a problem. It's always good to see that people are using this info, even if there isn't a lot of discussion going around this forum. Feel free to ask any more questions here, same goes for whoever else may be browsing around this forum and not posting up.
  22. Teyah

    Eddie Q&A's

    If you score a Counter Hit (CH) with the 2H, they will be unable to tech. Cancel the 2H into a Far Drill (22H), wait for Eddie to recover, then IAD over with j.H-D to followup. Just make sure to aim your IAD upwards a bit or the j.D won't come out. Timing is a bit tight, but with practice you'll get it!
  23. Added section 2.3 - Complete Normal Moves Breakdown. Had to create a new post because it exceeded the character limit This addition is by far the longest section in the guide. Probably won't do something like this for specials since those are already covered in some amount of detail already. Also changed the thread title from 'A Beginner's Guide' to 'A Comprehensive Guide' since some of the stuff that's discussed (flight mixups, extended blockstrings, huge detailed lists) goes well beyond the scope of an introductory guide. I'll be back with more sometime soon.
  24. That's surprising, since Shadow Gallery is so laggy if missed that you can punish with basically any combo you can think of. Also, by blocking I mean.. just not throwing out any attacks and blocking. Also, 2S is a much better AA against Eddie than 6K as it is much faster and you can easily confirm a hit into a big damage combo. So yeah, if you find yourself being baited a lot, just stop trying to AA (and also stop using 6K as a reactionary AA) and just block and punish with a 50% damage combo. If you're talking about the FB Drill + shadow spit projectile, it's unblockable so.. But if you sense that the two moves aren't coming together at the same time, you can try to block it properly (the spit hits high, the drill hits low for the first two hits). If you also think that the Eddie threw the moves a bit late, you can try to FD jump out of the unblockable (2147+FD).
  25. I have this sneaking suspicion that you're talking about CPU Eddie, as he does that all the time whenever you get a bit too close to him. If this is the case, don't worry about it since the CPU reads inputs and knows the exact frames of when to activate the Shadow Gallery (the dive move) to beat your AA. Although you can run or jump up to him and block to get the CPU to do it early, then punish. Against humans, you can just block the Shadow Gallery and then punish him with anything, unless he FRCs. But it is very tough for a human Eddie to consistently perfectly guess when to use the move to beat your AA, so it's actually a very risky move for Eddie to try, and your AA attempts and blocking should win out easily if you vary your timing a bit.
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