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Teyah

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Everything posted by Teyah

  1. Believe me, in long Millia aircombos it's very easy to get confused as to what combo is being listed when the other guy is using different notation than you. Particularly when all of her enders use similar commands with the same two buttons. To me, HS just looks sloppy. Why choose to give one button a second letter, particularly when that second letter is already being used? For naming purposes, I wouldn't mind (ie. "HS Vapour Thrust"), but it doesn't seem to have a place in the technical lingo.
  2. Please use "H" instead of "HS" for heavy. I have no idea why "HS" is the standard, as it can get awfully confusing to write, whereas there is absolutely no way to confuse a lone "H". Some examples of possible confusion: Eddie: [PHS] -> hold P+H+S? hold P+H only? Eddie: 22[HS] [PKS] -> Drill FRC, or impossible motion? Millia: j.HS Pin -> j.HS, Pin? j.H, S Pin? j.214H (HS Pin)? Anyone: 6+PHS -> Option select throw, or random Roman Cancel? Anyone: 6+HS -> Option select throw, or 6H? I could probably come up with tons of other examples, but my time would be better spent getting to work on some of this stuff. I think you get the idea anyhow - one letter per button is the way to go. Also, GCC used "H" for heavy, and I don't think anybody complained about it back then.
  3. Quick note: I'm fairly sure that 'Stun Raise' is the correct English name. GB - Do you think the AC character portraits would be more suitable to use on the select screen/profiles? Just noted that's how Akira had done it on his Ky page, and it does seem more appropriate. Anyway let me know, I wouldn't mind cropping the rest of the char portraits to fit the 72 x 72 boxes.
  4. Beginning Eddie, as nobody has volunteered to translate his stuff yet.
  5. Yes, the minimum height requirement is pretty low, as I've sen TK BM used often enough int he same circumstances as in #R / Slash. According to the notes, air FB disc doesn't allow to use projectlies after air FB disc, that is correct.
  6. GB - Nice job with the front page. A bit odd of a choice though, considering AC doesn't use the character wheel anymore, but looks great nonetheless. By spacing issues, do you mean within the html code itself? If so... then yeah, I'm guilty of that, I just do the bare minimum to ensure that the page will display correctly. Since most people don't bother checking the source, keeping it clean isn't a huge priority for me. (Lazy, I know) At any rate, I'm not a fan of tabs and don't use them - so any that you may have found in there were probably originally in the template files, I would think. For your second comment, I don't really understand what you mean there. On my copies, all of the framedata info is still in the millia.htm file - the only thing in the millia_files folder is the gif and the .css file that contains background/table info and the like. I doublechecked the source of my copies with the version you put up just now, they appear identical (spacing issues aside).
  7. Millia data is reformatted to fit your template: http://www.megaupload.com/?d=C4K24S6K Thanks go to POscrub yet again, for helping out with the changes.
  8. Axl Slash Data: http://www.megaupload.com/?d=GP8GA270 Some suggestions: Move: Use "H" instead of "HS" - Less potential for confusion there, while easier to write. Guard: Use "HLF" instead of "H/L/AF", which unnecessarily extends column width. Specials: Include move names, just makes it a whole lot easier to navigate. Sound alright?
  9. AC Millia English frame data: http://dustloop.com/guides/ggac/data/ac/millia.html Following is a list of confirmed changes for Millia from Slash to AC, taken from the Guilty Gear XX Accent Core Break Encyclopedia. Normals 5P - Startup: 5F -> 7F. 6P - No proration -> Prorates 90%. 6K - Startup: 17F -> 18F, Recovery: 12F -> 8F, Frame Adv. +3 -> +5. 1~18F -> 1~19F lower body invul. 19~20F -> 20~21F leg invul. 6H - Tension gain: 3.84 -> 7.68. No longer floor bounces on CH. 2H - (Almost) untechable on CH -> 48F untechable time on CH. j.K - Lv 1 -> Lv 2, tension gain: 1.44 -> 2.68. j.S - Air dash cancellable. j.H - Lv 2 -> Lv 3. Floats on grounded hit. Air dash cancellable. Note: Untechable time is same as Slash (20F). j.D - Wall bounce on CH removed. Untechable time: 14F -> 20F on hit, 80F -> 84F on CH. Air dash cancellable. Throw - Damage: 65 -> 55. Frame Adv: +2 -> +15 (followups now possible). Air throw - Range: 110 pixels -> 88 pixels. Full untechable -> 60F untechable time. Specials Lust Shaker - Damage: 18*n -> 12*n. Recovery: 6F -> 8F. Cancellable to follow-ups (Longinus, Iron Saviour, Roll) from 8F on. Tandem Top (S) - FRC'able on ~3-4F. Turbo Fall - Landing recovery: 9F -> 12F. Silent Force (S) - Tension gain: 1.20 on hit -> 2.40 on hit. Untechable time on air hit: 40F -> 28F. Silent Force (HS) - Startup: 14F -> 16F. Tension gain: 1.20 on hit -> 2.40 on hit. Untechable time on air hit: 40F -> 28F. Secret Garden - Cancel: 20F -> 21F. Now in CH state during cancel. Force Break: Pretty Maze -NEW MOVE- Command: 236 + D Floats on hit and pulls them in, untechable time: 35F. On block, pulls them in. In CH state till end of recovery. Projectile appears after frame 4. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc dissipates. Force Break: Pretty Maze (aerial) -NEW MOVE- Command: 236 + D (in air) Wall bounces on hit, untechable time: 40F. In CH state until Millia lands. Projectile appears after frame 6. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc dissipates. Force Break: Longinus -NEW MOVE - Command: 214D (during Lust Shaker) Causes (untechable) sliding state: 55F, opponent slides for 37F. Inflicts 20F of guardstun on block. Forced proration: 80%. Winger - FRC'able on 23~24F. Iron Maiden - Now invincible to strikes on frame 5. If anyone notices any omissions / incorrect info, please send the corrections over via PM and they will be edited in.
  10. Renamed and merged with AC Discussion thread. This one will be kept more active and updated, hopefully. Let's have at it!
  11. AC Millia framedata is finished. Will be posted up along with Slash -> AC changes in the Millia forum, shortly. Many thanks to POscrub for the translation, and of course Alt for providing the scans.
  12. I haven't practiced since July. (If anyone's seen my match vids, there's my excuse) Though I'll definitely have to, once AC hits. And yeah, a couple of hours a day of practice upon Slash's release is how I became consistent with knockdown combos and the like.
  13. If j.S, S Pin isn't connecting in Slash, there could be a few things wrong: - Are you practicing against Sol? After the 2H, you have to delay the j.S just a bit, due to Sol's quirky air hitbox (hitbox being the area that Sol is able to be hit in), otherwise the S Pin will whiff. - Are you launching from the air, or ground? Doing something like Disc + 2K, running 5S-2H into j.S simply doesn't work on all but the heaviest characters. However, running 5S-2H, j.S should work on everyone. Soon after you correct this problem, you will probably want to make a post describing your troubles in picking up the pin after Turbofall. The only answer to this problem is to practice - picking up the Pin again requires fairly tight timing, but is easy enough to get down once you start having some success with it.
  14. Don't feel stupid for asking questions - we all had to learn at some point! ADC = Air Dash Cancel. Millia's j.S, j.H, and j.D air normals can be cancelled into an airdash, allowing for better mixup/combo opportunities.
  15. It's not that Pin loop is possible, it's just that that particular Millia was playing as if it were still Slash... still going for Pin loop, and not taking advantage of ADCs. You'll notice that on the hit after the H Pin, the word 'BEAT' turns dark - meaning, the combo is techable before that point. To answer your previous post, Pin loop is no longer possible in AC. However, you can still use the pin to relaunch or go for knockdown. It's just not possible to pick up the pin again during combos... at least not without some creative setups, like ending with Bad Moon RC -> pick up Pin, immediate 5P/2H to launch, j.K-D etc.
  16. Forgive me for saying this IP, but alot of what you posted is already basic Millia knowledge. Points 1, 3, 5, 6, and 7 have all been true from XX onwards... A bit funny that you mention Bad Moon knockdowns though - we haven't seen those since the early XX days. If you can keep an opponent low enough (which more than likely means they are heavyweights; edit: nvm, just saw vid), I can see this becoming sort-of useful if you don't have/don't feel like using your Pin. Thanks for the Woshige link; seems that he's already got a very good handle on how to optimally play AC Millia. He's the first consistent player I've seen of her. One thing I can say with confidence after watching that Woshige vid: j.D ADC delayed j.K-D (ADC j.H/D) or j.D delayed ADC j.K-D (ADC j.H/D) ...will be key to correct positioning for Pin -> 6H knockdowns - on some characters at the very least, if not most. 4-frame j.K is fast enough to allow for some delay to position the opp correctly... I'm actually surprised nobody else had thought of this until now.
  17. I recall that Sol's IK attempt had full invul frames from start to finish. You could just P+K through Gamma Ray à la CvS2 dodge.
  18. Except without Jam's stupid priority (or any kind of priority for that matter).. as well as trouble with gatling to knockdowns to reset of pressure. Getting any sort of decent followup from non-point blank, midscreen lows has always been one of Millia's biggest weaknesses. 2K-2S-Emerald Rain sort of fixes this, but at a huge cost - and even that has its problems. Needs to be done fairly close so the first disc doesn't miss, and even closer on lights so the third disc doesn't miss. Annoying, considering that if Millia could even do 2K-2S-2D again, she'd be so much more of a threat at midscreen. 2K xx LS, Longinus.. is this a knockdown? I've heard that you can tech after sliding state, but have yet to see it happen in any vids. Anyway, this could become a sort-of useful midscreen followup, if so.
  19. Hey, great to see you were able to play AC, blitz. :P You mentioned that "Pin, falling AD j.K-S, ADC j.H" (don't think j.S-H would work that low) is able to be followed up anywhere, by 5P to j.K-D ADC combo, I'd presume. Are you certain on this? A bit odd that I've yet to see this in any Japanese AC vids yet, but it'd be good to know if it's possible. Also - any other minor changes your were able to note? In particular, I'm wondering if those early rumours of beefed up priority on some of her normals was true. And with j.K being Lv2 now, does it still feel like it has its awesome 4F startup? j.H still has nearly the same untech time as in Slash, yeah? Haha.. sorry for all the questions, but I've wondering about these things for awhile. I'm also a bit worried about relying so heavily on ADC mixup, since it's hard to set up, and the low options from it are generally not that great. j.K-j.S requires considerable height to setup due to j.S's slowness.. and it's alternative, a single j.S, is slow/low priority. Unless you have full momentum and maximum closeness going into your landed 2K or 2S, one shouldn't be able to followup with a launch. In Slash anyhow, I can't count the number of times I've done an AD, land into 2K-5S-2H (whiff) or semi-deep AD j.S to 5Sc-2H (whiff)... Though, going low with 2K xx Lust Shaker, hitconfirm FB Longinus would work well when nearing or in the corner, I'd imagine. IP - that combo followup you posted is just a bit off: - j.K to j.S will almost never combo from an aerial launch outside of sj or heavy chars; j.K-D or j.K-H ADC is pretty much standard fare now, it seems. - H Pin doesn't have time to connect after j.D ADC.. another j.D (11F) barely makes it through, so no luck there. (j.D ADC to S Pin will also always whiff at midscreen due to S Pin's downward angle) [End megapost]
  20. Hm ok.. just the way you said it sounded like it was something new you were introducing. j.D knockdown will probably be tough to get/unreliable on anyone not with a wide hitbox such as Axl/Johnny/Pot. More than likely, FB Disc will be a requirement to get Slash-style 6H knockdowns, which is pretty lame, considering midscreen Slash knockdowns are pretty terrible as they are. Blowing 25% on them now isn't terribly exciting...
  21. ? I just mentioned that above, IP... Disc, Jump/AD over, backwards AD j.S, land 5P, j.K-D AD etc etc seems like it'd be fairly standard fare after a successful crossup. On another note - Tritone, you mentioned seeing more consistent knockdowns in recent Millia vids. I checked the recent vids out, and apart from some aircombo -> FB Disc -> reverse direction 6H knockdowns, didn't really see anything too promising. There was also one knockdown after throw using AD j.D... but that was against Axl of all people. Is any of this what you were referring to?
  22. Hm, I'm almost positive that wouldn't work out. When you crossup, your opponent will be knocked the other way - not the way of the FB Disc. You'd also be hard pressed to get that kind of setup-time from a (rare?) midscreen knockdown... Might be possible from double AD, but I don't think that FB Disc's startup/recovery is fast enough to allow that to work. The basic "lay Disc, jump/AD over and back crossup, falling j.S, 5P -> aircombo" works well enough, in any case.
  23. You make perfect sense there, blitz. No point in extending a combo and possibly failing to knockdown if your next successful combo would kill either way; you're absolutely right. Momentum outweighs damage, to a reasonable degree. But yeah, I was mistakenly referencing a different vid, where the Millia did a 5S© after Disc then stopped the combo short. ABA had no Burst, and wasn't even in Moroha IIRC. Anyway, I'll try to dig up this vid shortly - I'd like to see if there's something I didn't catch there. Also, I've moved some posts around between the AC vid/discussion threads, to keep the discussion separate from the vid posting (as TGS had intended).
  24. Slash Disc isn't going to work to counter shadow pressure due to slow startup (CH state hurts as well). FB Disc may work if it activates in the first few frames, but even then Eddie could just use Shadow to hit you while he backs away or possibly keeps himself above the Disc via dj.. still risky though, especially since FD jump seems a faster/safer way to escape.
  25. Surprised that nobody has mentioned it yet, but I would like to add that this: ...is not at all correct. Eddie's j.K leads into the natural dj/land+low mixup. He's not simply doing it to not allow the enemy to jump away - grounded moves such as Shadow P, 2K, and 2D are most commonly used against potential jumpers. Also, gaps in (Slash) Eddie pressure are short and generally well-covered by the shadow, and by no means long enough to escape via slow specials like Millia's 11F Slash Disc or hittable Roll.
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