Jump to content
Dustloop Forums

Teyah

Moderators
  • Posts

    997
  • Joined

  • Last visited

Everything posted by Teyah

  1. Teyah

    Eddie Q&A's

    Yes, hold up during the first two j.Ds, or just all throughout. The first j.D needs to come out immediately after you leave the ground, just keep practicing and you'll get the timing down eventually.
  2. Teyah

    Eddie Q&A's

    Don't mash j.D, just time the first one to come out immediately after you launch up, then do the rest of the combo as a regular dust combo. Although if you fail j.D-D, you can always confirm that you didn't get the first j.D out in time, then transition to j.K-S-H-D or something for at least minimal damage. In this case you can use sword super for knockdown if you're in the correct position for it.
  3. Yeah, every single one of your matches was recorded (vs VE, AN/BA, MI, then ED). The pack of vids actually only has matches with you or me in them, and we're just messing around until it comes down to the finals anyway. So no need to critique them so heavily eh?
  4. Okay, singles vids are now uploaded. They consist of whatever from the singles tournament was unfortunate enough to be caught on tape, plus the finals between myself and DW which I guess was alright. These are abysmal in comparison to teams, so watch at your own risk. Download links: http://www.megaupload.com/?d=428F7VLA or http://www.sendspace.com/file/kgud6n
  5. If he is always using 2H after you summon, just summon into delayed -P- into 22S, then -H-, unblockable. You can also delay your -S- and go for the CH into stun combo.
  6. Teyah

    Eddie Q&A's

    Oh, so you're not even bothering with the button holding at all? I definitely don't recommend that since while your Eddie combos may still be possible in a watered-down form, maneuvering the shadow and controlling space with its/your attacks is impossible to do properly. Anyway... lucky for you, a good standing followup does exist that you can probably do: -K-(1), 2P, -K-(2), 6P(2 hits), -K-...
  7. "You mean.. Johnny can throw coins??" Anyone who's ever played or seen those characters played even once would know of those abilities, so they wouldn't really qualify as 'lesser known'.
  8. Emerald Rain is good in a lot of situations other than 6K for extending combos. Prime example being a connected j.K-P-K, land 5H, instead of going with 5H(1)-2D, you can do 5H(2) xx Emerald Rain, launch into single rep aircombo into corner knockdown. Or even just a basic running 5Sf-5H into ER. You can also use it in place of S Disc or LS -> Longinus after something like 5K-(2K)-2S in the corner. Roll is used after a close 2D to close the gap and lay a Disc quickly, or on its lonesome to manuever around. Rolling when the opponent is in the air is usually pretty safe so long as there's some distance between you. And of course, Roll -> throw is alright on occasion. Winger is a 75% tension DP... meaning it is absolutely terrible, unless you are psychic like this guy:
  9. Vids are pretty bad, but not because of single elim... moreso because everyone played like huge scrubs in singles. Anyway, vids of that will be up either tomorrow or on Monday. Since I am almost out of bandwidth at home for the month, I'll have to head to the school labs to throw these ones up.
  10. Teyah

    Eddie Q&A's

    I'm not sure what you mean by tapping - you have to hold down the correct buttons (generally all but K), then release K after you hit. For your example, let's say you did the basic 6[K]-214 into -K- on a crouching character, you would then want to follow with 6P(2)-5 (hold S), -K- (press and release K), 6P-5-2[D], -H-. Then IAD or jump in with a j.S for the unblockable. For the SG loop, you just have to catch the enemy very low in the air with a -K-, then you perform { 214[K]41236, -K- } repeatedly. A practical way to set this up would be to do (or combo to) 2D -K- on some characters, or land a 214S CH. You can end the SG loop with an unblockable by doing a running -D-, 22D -> aircombo instead of your last -K-. Or for less damage, you can do that last rep of -K-, but end with a running 2H xx 22D into aircombo.
  11. Lies. 2D -> Emerald Rain only works if you are close enough, and if the opponent's hitbox/weight is favourable. Still, at the range you normally do 2D at it is probably impractical to hitconfirm it from a sole 2D so that ER hits in time, which is why you won't see it used much by the better Millias out there.
  12. It's a hollow victory unless you land at least 1 IK per match
  13. Single character tourney, and I've been maining Eddie since AC was released. You guys do know that I play Eddie, right? :8/: Though I do have vids of another Millia player facing DW in the singles tournament, those will go up probably over the weekend.
  14. Here are some videos of the recent Vancouver tournament held on Jan 19. Lots of Eddie, Axl, Sol, Dizzy, and Anji play in these, here's what's included: Losers' Semifinals (1 set of Best of 3) nagai (DI) Teyah (ED) vs Michael (SL) Sytha (KY) Winners' Finals (1 set of Best of 3) Jason (AN) Eric (SO) vs ghostgoodboy (SO) Digital Watches (AX) Losers' Finals (1 set of Best of 3) nagai (DI) Teyah (ED) vs Jason (AN) Eric (SO) Grand Finals (2 sets of Best of 5) Teyah (ED) nagai (DI) vs Digital Watches (AX) ghostgoodboy (SO) Filesize: 245 MB Download links: http://www.megaupload.com/?d=7GE7NBL0 or http://www.sendspace.com/file/99avdw Videos from the singles tournament will be coming up shortly as well. I can also put these on youtube if you guys want. Enjoy!
  15. Very nice vid, I like how you broke the gameplay up into phases at the beginning. Later on it got a little less streamlined and would be tough for newer players to pick up on your meanings IMO, but it was good nonetheless. Music also did a good job of building hype And am I the only one who thought that this vid could use more voiceover? Kasou's voice is quite clear (come on guys the accent isn't that strong), and there was a bit too much text towards the end. The latter sections could be better explained while doing the stuff onscreen (in slo-mo), that way the viewers know exactly what moves/inputs to watch for.
  16. Too much shadow gauge use for low mixup / damage potential, and is far more safe for the enemy to try to escape than standard Mawaru stuff. Not really worth doing in match play I would say.
  17. Ghost Zappa is a bitch to deal with, as I found out c/o Zeero at T8. Eddie's 2K within ghost poke range and Far Drill are your best bets of hitting Zappa, but even then it's very tough. For all summons other than ghost, I've found drills to work extremely well due to Zappa's tendency to stay grounded (if he jumps you can 6P him pretty easily). Guardian - If Zappa is blocking low he still has to block 5P, although you are right in that if he is doing nothing or throwing a crouching move out, he avoids it. At least it was this way in Slash, but I doubt it has changed since. Either way, 2P/2K are the pokes of choice in this matchup in AC so it's not such a huge deal now.
  18. But if Eddie is anywhere near you during a puddle, there is a 0% chance of you escaping via Fuujin as per the reasons mentioned above. Your best bet (as usual) is to watch the timing of the shadow placement and try to block correctly. Hell, even 1F low autoguard is a better idea than Fuujin since at least you should have a 1F chance to hit that as opposed to no chance at all. Backdash also usually doesn't work because you'll just end up bd'ing into the puddle again.
  19. You can't wakeup Fuujin through the puddle. Fuujin's invincibility runs out long before it activates, and since Eddie should be right on top of Anji it's not like Anji's Fuujin can move him out of the way like it can against the (FB) Drill unblockables. I also have my doubts that Fuujin can escape FB drill unblockables perfectly if Eddie is close enough to Anji, but there are other, less risky ways of doing unblockables to beat Fuujin anyway. I have a lot more to say about this matchup actually but I'll do it in the Eddie forum instead. LOL
  20. You're probably going to smack yourself for not realizing this, but... 2366H :P
  21. Old matchup chart: http://kayin.pyoko.org/GuiltyGear/actiers.html Some tiers have shifted since then. See front page of the big tier list topic.
  22. I actually haven't played against an I-No in AC yet, so I'm pretty limited as far as my own experience goes (the only I-No I've ever played is 9TNine, which was back in Slash). Hopefully this will change after this coming weekend, where one of our guys has apparently gotten himself to a decent level with her. So yeah, I'll throw up a writeup of this matchup within a week or so.
  23. I wouldn't recommend picking up Millia in AC unless you have a lot (and I do mean, a lot) of time to dedicate to learning her nuances. Your execution must also be well above average to make full use of her mixup tools, and you need to have a good sense of positioning and timing so your pressure actually flows together. If you've got all of this or are willing to develop these skills, I say go for it.
  24. Eddie's 2K will CH almost anything Dizzy tries as an opening attack (including Icespike) which he can then combo to 22H for knockdown -> shadow summon -K-. Except for her 2H, which trades with 2K, but Eddie can deal with that by doing anything other than 2K and then punishing Dizzy on whiff. Not really a good idea for Dizzy to try to be beating Eddie's normals without some cover or frame advantage. Icespike is actually pretty slow and it can't beat out Eddie's normals up close, but it can be used from farther away as a poke provided you can FRC it. If you don't FRC, Eddie can punish it with a 22H on block. Most Dizzys backdash or jump back at the beginning, and so Eddie can either choose to follow her, or just back off a bit himself so he can summon the shadow and then advance. Also just tested some stuff out, found that Eddie can deal 100% damage to Dizzy from anywhere on the screen if he gets one knockdown w/50% tension, and Dizzy has no Burst: ...2D xx 236H, -D-, 22D, -K-, j.SG FRC, -H- j.H + puddle (UB), 6P(2), 6P(2), r.6P(2)-5S-6P(2) - stunned r.5S-2H xx 22D, rsj.K-S-H-D Dizzy should die somewhere in the third combo (from full health).
×
×
  • Create New...