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Everything posted by Teyah
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If you're close enough to hit with 5S into 5H(both hits) then you are always better off going for an air combo via 5S 2H j.S j.D IAD j.S j.H, or something similar. If you can't do this combo yet, I recommend hitting Challenge mode and going to Challenge #27 until you're comfortable with this combo. This is your basic bread and butter combo that also serves as a go-to punish, and sets up your mixup as well. Once you're comfortable hitting this combo, learn how to delay the j.H and cancel the first hit into Silent Force (j.214S), then relaunch the enemy with 6H or 2H into another rep of the same combo. If you're farther out and get the chance to punish something from afar, like a blocked Axl DP, I pretty much stick to 2D to get the knockdown, unless I have 50% meter to burn and the enemy doesn't have burst (or 75% if they do have burst), then you can do 5S 5H RC into the above combo.
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Secret Garden is actually what you want to be doing whenever possible against Potemkin, it's what made the matchup really ridiculous in the older games. Pot doesn't have a way of getting out of SG oki safely, he's huge and even if he flicks the ball on your oki, it stays active and Millia can just superjump right over it and punish. Also the move is not negative or punishable in any way when used after a pin knockdown, which is how to use it against Potemkin. It's roughly +0 to +3 on hit, which means opting to backdash to pick up your pin is very safe and lets you mix up afterwards while also catching wakeup PB/throw/mash. Pin -> 6H xx SG is slightly negative a few frames, so you shouldn't really use this against Potemkin, but it should be fine against everyone else.
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Merged Sol-related posts from the main gameplay thread into this one. And wrote up a quick summary. Discuss the matchup here!
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5P is not really a legit antiair in this game, I rarely see it and every time I try it as I would in AC/+R, I get beat out. You can use it if you really need to get a hitbox out there and beat a low air movement option though, like a really low airdash. Go to j.KSD IADF etc from there. SG is fine when done close and arguably even better since making it move in the 1 direction first cuts off both vertical and horizontal escapes. 1646 is a very strong pattern if you can set it up such that it can combo on its own, which can give you time for up to 3 mixups (6K/2D).
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Millia vs. Venom: Pitching and catching V.2
Teyah replied to Stellarcircle5's topic in Millia Matchups
This matchup has gotten more annoying in some ways. First, antiairs. Millia's best AA against Venom was reactionary 5P, which is pretty much nerfed to the point of not being a viable AA against Venom air normals now. 6P still remains a bad AA due to Venom being able to change his air trajectory of flat out beat it with j.H. 2H can work, but also loses to j.H sometimes and can be avoided and punished with MS, so I don't go to this either. Instead, it's probably best to use IAD j.K just before you think Venom will land: if it whiffs, backdash immediately or try for instant rejump K depending on what Venom was doing. I would avoid challenging Venom ground normals or rolling your way in. Instead, you have to rely on air movement and pin to get close. Venom's 6P is still really good (more so in a game with nerfed 6Ps) as it will beat all of your air normals, but will lose (CH) against Silent Force. So use the threat of pin to get in. Jump forward and use pin just before landing if you anticipate a 6P. Mix this up with just j.S (which he can no longer low profile) when he starts respecting it, or air dash back/forward if he uses movement to get out of the situation. You can also try a max height pin, then low AD immediate j.K-S, if you're close enough. Or if you're within his sweep range, try an occasional IAD pin (land on other side) > dash. Without pin, if you see Venom not charging a stinger and no balls are set up, you can attempt a (backdash) Secret Garden to clear a path in. Finally, as a desperate measure you can try a super jump or double jump Turbofall YRC to get in fast, but then you'll have to be ready to airdash to avoid throws or normals if you end up too close. Speaking of throws, you shouldn't be getting thrown on the ground - if you are, it means you're running in too far or jumping or air dashing carelessly. You don't need to get to point blank range at neutral to be effective in this (or any) matchups as Millia. Air throws are a real possibility, but if you can see the common setups that are getting you thrown, you can air dash backwards at that time to cause a whiff j.H, and then potentially punish the whiff with a 5K AA into corner carry. If he's YRCing to help him land throws, you can always start baiting it with early air dash back and be safe, or if you were doing something you could YRC in response and then airdash back and go for a whiff punish. There's a lot to consider in this match and I've only played it a handful of times, so I can't say much on it for now. -
You'd basically do 236S YRC as a high priority poke, to read and counter an enemy's attack. It's also useful to control your level of tension (to keep it between 25-49%) to retain access to YRC OS when the enemy has burst available. The other way to use it is to gain frame advantage, from a blocked lvl0 attack like 2K or 5K. And you can also use it to meaty after a mid screen knockdown where you don't have time for 236H YRC.
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I've found a couple practical 50% tension (more like 35% tbh) IK combos that I'm trying to refine before I post, they're a bit too tight to be practical at the moment. Anyway, IK combos are definitely practical and useful, when facing high defense or Non-Chipp high guts characters. You normally wouldn't be able to kill characters like Sol, Faust, Slayer, Pot, Bedman at their last 15-20% from several common starters, but with IK you can. I'll have more info on this coming soon.
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Chroming Rose is Millia's new super in Xrd, and it can be pretty ridiculous. Use this thread to discuss potential applications for this new install. Move property changes: Turbofall: Causes a large trail of roses to cover your descent, putting your enemy into blockstun or punishing them if they try to attack you. Be careful not to land in throw range. Run: Roses activate every 6 frames of your run, beginning on frame 13. Great way to lock down enemies who take to the air to avoid you when CR is active. Also serves as a shield of sorts when running at the enemy, as they are fairly likely to run into a rose if they stick a hitbox out. Iron Saviour: Same idea as running, a trail of roses appears behind you. Also provides you with a way to hit people while you're moving, but leaves you open to being hit as well. Haircar also goes from -13 on block / knockdown on hit, to +21 on block and +33 on hit (in corner). There is a small gap between the haircar hitting and the rose appearing, though. Bad Moon: Your primary go-to for Chroming Rose oki. With Chroming Rose activated, TK Bad Moon goes from -15 on block / knockdown on hit, to +15 on block / +39 on hit. This lets you set up repeated TKBM for lockdown, and you can opt for Iron Saviour for a mixup at any time. Both options covert to full combo. Throw: After throwing the enemy with CR active, 3 roses appear and launch the enemy allowing for followup. Your max damage option from this is to simply loop TK Bad Moon over and over. From a full timer of Chroming Rose, you can deal roughly 160 damage on Sol, which is pretty impressive for a throw combo. Or for a traditional air combo, you have more than enough time to do a running 6H and go to the standard corner carry combo from there. For a combination of both, I would recommend doing 2 reps of TKBM (3 reps is tougher, as j.K will no longer combo to j.S), then converting to a corner combo from there. This nets ~130 damage and a corner knockdown. Roll -> Digitalis: At the correct spacing (round start and a bit farther back), Digitalis and its followup rose becomes a true blockstring, turning this from -8 on block to +5 on block. You can attempt to repeat this sequence if you have the enemy scared, as it does good chip damage and is pretty low risk. Uses for combos: Bad Moon Loop: - Your bread and butter, max damage tensionless Chroming Rose combo (~175 on Sol). In close range, simply repeat TKBM ad infinitum. Since you get pushed out slowly, after the first couple TKBMs, you can start doing normal jump BMs to continue; this will often knockdown as well, as the last rose should appear low to the ground. Meatier Secret Garden: - Any combo ending in Silent Force, land, backdash, 5K xx 214H. Backdash activates a rose, which combos after 5K and causes a knockdown, allowing for SG to hit more quickly and allows for Millia to recover faster. Uses for mixup: Run up 5Sc -> TKBM/2S/Haircar - Allows for a 50/50 that lets you combo afterwards for no meter. If you choose to go to TKBM, you can repeat the mixup since TKBM is inescapable and +15 on block; knowing this, your option should be TKBM the majority of the time. Just don't get too predictable. IAD, late AD (j.K > j.S) - This can be used after a blocked 2S when the enemy is cornered, or on its own after a corner knockdown -> activate Chroming Rose. The idea is to bait the enemy to pressing a button with the late IAD, and if they don't press anything, you get huge frame advantage from the roses that appear. Corner setups: Air combo to Silent Force knockdown -> activate Chroming Rose -> TK Turbofall - Pin knockdown gives you the most setup time. TK Turbofall floods them with roses as they get up, and you can begin TKBM/low mixup immediately. Air combo to Silent Force knockdown -> 236H Disc -> activate Chroming Rose - Similar to the above. Leaves you at ~+10 to +15 frame advantage. The great thing about this setup is that during the post-super freeze of Chroming Rose, the disc continues to appear while you and the enemy are still frozen. This causes the disc to hit meaty, so the only danger here is a perfectly timed reversal throw, but all you have to do is avoid it and the disc will take care of the rest. Air combo to Silent Force, 6H knockdown xx Chroming Rose -> run up -> backdash -> run up -> 5Sc - A really versatile starter. Builds lots of meter before the install, backdash can be used to bait wakeup mash / wakeup DP / wakeup jump. Run up close 5Sc(2 hits) will antiair them if they tried to jump and got caught by the first rose, which you can confirm to a combo. Otherwise you can confirm that they've blocked, and go to repeated TKBM/low mixup. Downsides to Chroming Rose: - Requires a knockdown to be most effective; using it at neutral is mostly a waste unless time is running low or the enemy has very low HP. - Meter gain is nearly eliminated when Chroming Rose is active. - Is absolutely not a comeback mechanic / can only be used when at advantage. Avoid using it when you are losing, as it halts your momentum heavily (no meter gain, opponent gets burst back quickly during combos). - Setups and execution need to be tight to make the most use of it. Make sure you're able to TKBM with at least 80-90% accuracy, as you'll be doing this move - a lot.
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May can be antiaired by 2H, but you need to throw it early and can't just do it on reaction. Even so, May's j.S can beat out 2H, so I often opt for pre-emptive rising j.K to AA her instead. More commonly, I backdash or run under her to avoid her jump in or if I'm forced to block, do an early IB and aim to backdash, since May players like to time their air normals early which can give you time to backdash before they can land and follow up. j.P used to be godly at A2A vs May but sadly that's no longer the case in Xrd, but it's still worth using at closer ranges I've found. Chipp has always been A2A only, I don't know how that matchup works in Xrd yet. I suspect you'll have to stick to j.P/j.K though. In all matchups, the only time I ever use 6P is to catch very obvious low airdashes on reaction, or to use its high amount of active frames to read backdashes and punish with running 6P-2H. I've almost given up on using 5P for anything but reading the enemy jumping out, or vs I-No 66. It might be okay against characters with worse air to ground normals like Millia and maybe even Zato. The nerfs to hitboxes are real.
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I'll chime in given that I've mained these two for the past few games. Millia is a character that must aim for the knockdown in order to be effective. Her normals have limited range and low priority, and at max range do not offer much reward, except for 2D. As such you'll always be aiming to do certain, low risk attacks such as 2D, j.K/j.P, or Pin + airdash, until you score a hit or get 50% tension, where your combo options really open up via (anything -> hitconfirm) RC into corner carry. Once you gain your knockdown, Millia gains access to repeated corner mixups via 236H or 214H, all of which lead back into the same setups if the enemy guesses wrong in one of the 2-3 mixups that occur after the corner knockdown. The downside is that her damage on a correct mixup is fairly low in comparison to other characters like Zato. Zato, especially moreso in Xrd, is a character who excels in zoning and has strong oki & pressure in more limited situations. Like Millia, his normals have low priority, but due to their range most characters do not have normals that can contend with them at their maximum distance. Zato is a designed to be able to control screen space exceptionally well with his own normals (2S, 2H, j.D, 6H) in conjunction with shadow attacks (mostly using -S-). If you get a knockdown as Zato, either via drill, RC 2S into far drill, or otherwise, the pressure you get is longer but much less ambiguous than Millia's, and it does not loop back into itself like Millia's does due to the shadow gauge being emptied during the pressure/combo that occurs during mixup. Zato does have the option of ending the combo early to refill his gauge/pressure ability, but he trades off damage for it - Millia has no such tradeoff for the most part.
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Midscreen mixup is definitely very different than corner mixup. Only after knockdowns such as throw or close TKBM, do you have time to do things like tensionless disc + 6K/TKBM into full combo. After a j.H(1) xx Turbofall knockdown midscreen, or after a 2D knockdown, there are few ways to safely mixup without YRC and convert to a full combo; two common setups are via disc + rising j.K (anti-throw) or via 2K; the high options in these setups are very escapable since you don't have much advantage. You can also do running 5K -> TKBM for a safer midscreen high, which doesn't give you a combo but does give you another setup. And in all midscreen setups, haircar basically isn't an option unless you want to burn meter on YRC, which often isn't worth it at midscreen due to the power of RC hitconfirms for Millia. After throw, you get a legit meterless 50/50 as you can do running disc into TKBM -> rj.KSD etc for a corner carry. Also from practical tensionless midscreen setups, you will almost never be able to launch with dash up 5S-2H, it's either r.5K or rj.K to start your combo.
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[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
Just tested via HD capture @ 60 fps on Quality setting. It's 60 fps. It would be very obvious with high movement specials like Millia's Turbo Fall or Sol's Riot Stomp, if it were running at 30 fps. -
[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
PS4 vs PS3, both at 1080p: http://imgur.com/a/1x8tX PS3 speed vs quality setting: -
[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
It would take more resources to render in 1080p over 720p in all situations, either online or offline. Potential for dropped frames and inputs is there no matter how you play. -
[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
Not sure if it's been mentioned already, but the PS3 version has been coded to allow for output in 1080i and 1080p in addition to 720p. And it's not just an upscaling filter up to 1080p, but legit higher resolution 1080p. You can see a marked difference in the character models, they are much less jaggy and look closer to the PS4 demo. (Edit: Nvm, after viewing it on PC it does seem to be an upscaling filter that's applied. The poor visuals at 720p that I noticed seems to be dependent on the display, as my 1080p HDTV has really poor downsampling to 720p) To do this, simply change to Display settings on PS3 to exclude 720p from the list, and it will display at the highest available resolution. However doing this has potential to cause lower performance, so be warned! -
(How many times are we going to have to do this?) General GG notation chart Specific Legend/Notes: IADF = jump cancel into instant air dash forwards IADB = jump cancel into instant air dash backwards r. = running ndj. = neutral double jump (j.S) = the move inside the brackets is optional or dependent upon height j.S(E) = do the move preceding the (E) early or ASAP j.S(L) = do this move preceding the (L) late j.H(2) - the number inside of the brackets indicate the number of hits of a multi-hitting attack j.H = j.H(3) - ...however, for ease of reading, assume all multi-hit attacks hit the maximum number of times unless specifically stated Into 236S - These combos start from about outside of throw range for the initial high/low into 236S. I won't list any running or point blank normals into 236S since this would be clearly in throw range and wouldn't be very useful for real match situations. Into 2H - The standard distance I used for this was as follows: - In the corner: pressing up against the enemy, connecting with 2S 2H into full combo. - Outside of the corner, pressing up against the enemy, connecting with 2K 5S 2H into full combo. ----------------------------------------------------------------------------------- WARNING: Untested combos below! To be updated and expanded after release. ----------------------------------------------------------------------------------- SIMPLE/UNIVERSAL COMBOS Ground combo: Into 2H, j.SD, IADF dj.SH Difficulty: Notes: (to come) Into 236H: 236H hits, r.5Sc 2H j.D IADF dj.SH Relaunch: 5Sc 2H j.SD IADF j.PH(3) Difficulty: Notes: (to come) Into 236S (corner): 236S, 5P j.KD IADF dj.SH Relaunch: Not possible (?) Difficulty: Notes: (to come) Throw combo: ??? Difficulty: Notes: (to come) Dust combo: 5D j.D j.D jf.SH Difficulty: Notes: (to come): Side dust combo: 6H(1) 236S 6H(1) j.SD IADF dj.SH Difficulty: Notes: (to come): ----------------------------------------------------------------------------------- CHARACTER SPECIFIC COMBOS Faust Ground combo, corner: Anything into 236S, 5H xx 236S, j.K... ----------------------------------------------------------------------------------- More coming soon!
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[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
Hey thanks - can you say if there's anything mentioned about voice selection / switching between English/Japanese voices on a per-character basis? -
[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
-H- Drill Special was added back to +R and it was LLM just like it used to be in XX/#R/Slash. But yeah in Xrd it's actually been changed (nerfed) to LMM. -
[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
That's the new Xrd buffer. For example, in the 6P 5H j.D dustloop starter, you have to time the first j.D in +R, but can pretty much just hold the D button while jumping in Xrd. To compensate, the second rep of j.D has been made way harder in Xrd. So instead of having to hit 2 links in a ~5F window, now it's one link in a ~2F window.. It's just a different type of difficulty now. -
[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
In the vein of my other lag tests, I did a quick one for Xrd using the Dual Shock 4 pad, PS4 and my HD CRT. This is the same speed as arcade +R as well as the PS2 and XBox 360 ports of GGXXAC, and 1 frame slower than the PS3 port of AC (which ended up being 1 frame too fast when it converted to +R). From what king of heart says, this is accurate to arcade Xrd though. I also tested with a stick using a PS360+ w/1.4 firmware, and found that the PS360+ was just slightly slower than the DS4 pad by maybe 1/3 of a frame or so, as it would occasionally show 5 frames of delay to the Dual Shock's 4. -
[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
I had the English audio confirmed to me at the Aksys booth @ Evo, by two Aksys employees. So it sounds like it is/was certainly being planned, they might just be waiting to make an official announcement on it. -
Funny, I was discussing this locally with some players earlier. We weren't sure if Toruso was a new player in +R, or if he did play earlier (which we assumed since he was using Eddie... I mean nobody comes into +R and picks Eddie, right?) So I did some digging through my old hard drives and was able to find two videos from 2007, posted on the TRF (Tokyo Ranking Fighters) blog. Both are of Toruso using Eddie; in the first one he lost pretty handily to a May, and in the second he beat Kusoru's Sol and Sasami's Jam. His play wasn't very developed and you could see his matchup experience was really lacking compared to his +R run, so I would say it's safe to assume that he has been playing at least somewhat consistently since 2007. But the switch to Millia is definitely a new development for sure.
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[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
Um, what? Why are you mentioning SF4 in this discussion at all? We were discussing how GG is handled across multiple platforms. FYI, BobMan is most likely referring to this thread when giving the 3F delay number for the PS3 version of GGXX. -
[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
From my research, the PS3's input delay is related to the V-sync that is enforced by the console. For PS4 it looks like developers can choose to turn V-sync off, but whether that'll be the case in Xrd remains to be seen. We'll know in just a few weeks how the input delay situation looks on PS4 though. Once the Xrd demo is released I'll run some tests and see how it pans out compared to prior GG titles. -
[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
For worried Canadians: Amazon is now shipping the LE up north, so preorder while you can! PS3: http://www.amazon.com/gp/aw/d/B00NJ07F6K/ref=mp_s_a_1_2?qid=1410847804&sr=8-2 PS4: http://www.amazon.com/gp/aw/d/B00NJ07B46/ref=mp_s_a_1_1?qid=1410847804&sr=8-1