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Everything posted by Teyah
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Yeah, Eddie's IK activation pose has considerable invincibility, so that's not too out of the ordinary. Also, this is way out of date: "22S-BD-22H FRC IAD down j.S" is actually a perfect unblockable, provided you time every single command at the earliest point. The window feels like a total of ~3-4F for the three commands that must be done in quick succession (the BD, 22H FRC, and IAD down j.S), so it is very tight on timing but still doable.
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Combos section added. Unblockables will be finished very soon, along with the rest.
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None, really. But here are some that come close: - 2D at maximum range is the most 'abusable' normal that Millia has, because of the short amount of invincibility on her foot. Although it's damn near the slowest sweep in the game, this shouldn't matter too much at the range you'll be using it. - j.D beats stuff, but loses to fullscreen 6P just as often. Still a good poke though. - 5Sf actually has pretty good priority, but at the range you'll want to do it, it won't combo to anything meaningful (not even 5H-2D will reach, most of the time). Some people used to RC this move in #Reload to get inside easier, but that was more of a #R Millia thing since once she got one setup and connected, the match was yours to screw up. - 6P is a good AA and high poke stuffer, but gets you killed if you whiff it or if your opponent goes low. - 2H is great for creaming jump-ins but requires time to start, so it isn't all too useful. - 2K is a pretty high-priority move as far as 5F pokes go. But you'll usually be doing this up close, where priority doesn't matter since your hitbox is in their face anyway. But the real answer? PIN. Moves Millia's hitbox up and back, making it very difficult to hit her out of its startup. On hit / block, it allows you to move in safely and combo / mixup.
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Which 'initial launch'? If it's 2H you're talking about, if you hit them from the ground you should follow up with j.S-H ADC into stuff. If you hit them with 2H while they are airborne, either j.H or j.D into ADC should do on most characters. Air launches involving any of 5P/5K/5Sc should be followed up with j.K-D in most cases.
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This wasn't so much an accidental failed unblockable attempt (though it certainly looked like it) - I actually did realize that it would be far from meaty and hoped that DW would stay put and try to block an incoming mixup. But yeah, the reason for that missing so badly was that I failed to hitconfirm 2P-2D into 236H quick enough. Not too surprising on that night though...
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Sorry about the confusion, I was certain that I explained the "r." in the opening post because I usually do get a lot of questions about that term. But it looks that I did not. Anyway, r. = running, in that you run before you do the move. jf. and jb. are easy - jump forward and jump back. And you are right about the delay lines (|s); you just delay the following action (ADC or j.something) by the amount of lines between the two actions. Edit: 5Sc = close slash 5Sf = far slash 5S = either close/far slash (should not effect the combo) But most likely, you'll be getting far slash from a r.5S in those throw combos.
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The combos section will be shortly (probably after my final exams), but you can read up on some earlier discussion on comboing from Mawaru: http://dustloop.com/forums/showthread.php?p=145161#post145161 The basic idea is to get the opponent to block Mawaru, then go for your high/low mixup. When that hits, react and combo accordingly. If your mixups don't hit, you can go for a semi-unblockable with 2H(-2D) xx 22D.
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I thought the intro was nice, flashy, and well put together. This combo vid was amazing, congrats to everyone involved in making it happen. Which does not include me, though the credits may state otherwise... unless you guys are still taking submissions for Hell side. :P
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Back to the earlier AX vs ED matchup, here are some vids of what transpired last last weekend, between myself and DW: http://www.sendspace.com/file/p0rtln Haha, we were both pretty sleepy that night so there's a lot of 'wtf' stuff I'm catching as I watch these vids. Anyway, I'll have to consider that and a couple other Axl-specific combo quirks for the next time we play...
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If Eddie is doing 2P, 2K, or 2S when Axl does a 6H, he will be hit crouching. Not saying that Eddie should do this often, but if you manage to connect in close on any of these it can be devastating for Axl. Same goes for his 6H, really. Also, I don't ever recall seeing DW fail a post-6H combo when I got hit crouching by Axl's 6H.
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Moving into the match-ups thread. You should be able to Slash Back the 3rd hit of the 2H if he keeps using that same string over and over. You can also IB the last hit of 2H and then FD jump away, backdash (usually not a good idea), or even try to poke if you think there's a big enough gap to sneak a 2P in. If you really want Baiken off you, you can safely DAA on reaction to seeing her 2H come out. But honestly, there is nothing wrong with just blocking. A Baiken standing over you with minor frame advantage isn't much of a threat unless you're cornered or she has 50% meter for high/low mixup, so being patient and waiting for a gap pays off, especially since you don't want to have to be in close to Baiken without your Shadow out.
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I actually was trying to SB that 6H most of the night, but apparently my SB timing is absolutely terrible... DW: It was the 5H -> 6H/Rashousen/fake Rashousen that was tripping me up, I think. As I talked about above, Eddie can't really poke out with anything meaningful and IB doesn't help much in that regard either. There are likely much better solutions for Eddie than what's been discussed, but due to my inexperience in this matchup I've yet to find them. About 5K- that's strange, I actually don't recall having much trouble with 5K -> unblockable stuff that night. Except in a few cases where I went for fly mixup: If I would do a j.K and then go low, I would have to do 5K-2S (due to Axl's narrow hitbox as you mentioned), which leaves little time to get the next 2P in to connect with the rest of the series. The thing with the puddle un-unblockables was me trying to be fancy sometimes and using fly + j.H, which I didn't have the timing/spacing down for. Later on I switched back to just regular j.S, which worked fine enough. Anyhow, matches were played well enough for the most part by both of us. I'll see what I can do about getting some of those vids up sometime when I'm not too busy with school.
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That's an aerial launch combo, meaning that it should be used after something hits them into/out of the air first. Such as a throw, or FB Disc, or 236H Disc. If you try to start with j.D from a grounded opponent that is hit with 2H, it will whiff on all but the lightest characters (and even the lights require some delay for it to hit). For that same variation on a grounded opponent, you'll want to start with j.K-D instead of just j.D.
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Yeah. Though, I found that oftentimes the 6H wouldn't hit on its first active frame, meaning that it gives extra frame advantage. Coupled with the fact that Axl has quite a few ways to avoid Eddie's poke of choice (2P) at neutral, poking out doesn't always work out so well. For instance, 5K and 2K both move Axl's hitbox out of range of Eddie's fast pokes, and you likely get CH. But IB would definitely help, I agree.
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Robot 5H can work against midscreen Disc -> Bad Moon, or slower corner knockdowns -> overhead/haircar mixups. However, Millia can opt to block or backdash instead, and you're getting combo'ed. Also, since most of Millia's aircombos in AC should end with you in the corner and eating a very close to meaty Disc (unlike in Slash), 5H doesn't really become an option on wakeup anymore. The only time it's really feasible is at midscreen, but Millia shouldn't often be going for slow-ish oki at midscreen anyway, since she can't follow it up well. Btw Kurumster - the Iron Saviour FRC shenanigans you're alluding to are still just 50/50s, and in no way unblockable. Also, non-knockdown FB Disc is easily escapable on reaction via jump / FD jump, so if it is done anytime outside of a knockdown it's pretty easy to escape from.
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Wish I had read this earlier. And not posted so much earlier. What DW said about rushing Eddie can actually work, as I discovered last weekend when he made the trip up here. I couldn't find a great answer to Axl's 6H in close - it goes over all of Eddie's best pokes. Eddie's other pokes such as 6P, 5P, 5S, are either too slow to fill the gap between blocked attack -> 6H, or they lead to nothing useful if they hit (ie. no knockdown), which leaves risk/reward on Axl's side. If that 6H hits, or one of the following hits connect, that's a high damage Bomber Loop you'll be eating, into a corner knockdown. Other annoying things I found were the low and back hitbox on Axl's 2K - even Eddie's 2P had trouble hitting that move - and frame advantage off of seemingly everything, in-close. Stuff like 5P(2) and TK Downbomber, which one wouldn't otherwise expect to give advantage...
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If I had custom art on my stick, it would say "LOOK UP AT THE SCREEN YOU NUB" in big bold letters.
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There's a 3-frame gap between both hits of the Shadow K attack, 6F if you IB. Some possible and practical solutions to get out of a straight 2 hits of Mawaru include: - IB, backdash - 6F timing, time it late so you don't get caught by the tail end of the 2nd hit - IB, 5K (should kill the shadow) - 3F timing - Regular block, backdash - 3F timing - Regular block / IB, Storm Viper - 3/6F timing - IB, FD jump - 5F timing (~2-3F timing to actually get out of range) - SB - 2F timing to Slashback successfully, 13F to do whatever you want after
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Thank you Bio! It's so much easier to work with .psd when making wallpapers / backgrounds.. with .jpg you still need to clean up the 'white edges' due to compression, but not with .psds. :P
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Just AD right after you FRC. I find the easiest way to do it is 6, FRC, 6 to get it out as soon as possible.
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Ah, but the GGFankit.zip file was apparently 104 MB, while the AC artwork that is on GG.ru only accounts for 25 of that 104 MB. So I'm looking for the entire contents of the zip, as well as the zip in its original state. Surely, somebody from dustloop must have downloaded the original?
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Can somebody reupload the Aksys GGAC fankit? The link on their site has been dead for months now...
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Gj at reading guys Seriously, this didn't need to be posted three times by three different people.
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I'm a good 8 hours / 800 km away from any kind of competition, so... yeah. I'd kill to have comp within an hour's distance again.
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Silly EX Order-Sol Slash vid Pretty sure his dustloop still works in AC.