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Teyah

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  1. Silly TGS, you forgot the most important info! Here's the rest of TB's Millia update post from the main thread: -------------------------------------------------------------- Rumors/fake info: Jump HSlash is like Reload’s, with alternate command for Slash’s version. Normal throw is like Reload’s, with guaranteed knockdown. BGM is like X. Both versions of Silent Force can be used at the same time. Dust version of Tandem Top which works like X’s version. Possible in the air. Two different air versions, one green and one blue. Possible to have Tandem Top and Secret Garden on-screen simultaneously. Forward roll can be cancelled with throw. f+Kick has no damage scaling. Can combo after DAA anywhere. -------------------------------------------------------------- Most important stuff in bold. With no #Reload j.H or Slash Pins, Millia loses any way of getting knockdown off of her aircombos, or any damaging combos in general. Her most practical damaging combo suddenly becomes a 6K/Iron Saviour mixup in the corner into either 6K -> Emerald Rain or an Iron Saviour FRC loop into 6H knockdowns, which do all of like 140 damage and require 50-100% tension. :\ Imagine a Slash Millia without combo opportunities from CH j.D or CH 6H and that has no untechable time on Pin - and see what you can come up with as far as a gameplan goes. I'm not seeing much there, honestly... unless one of her (aerial) Force Breaks grants knockdown or her basic pokes get major priority/speed boosts. Hopefully more info gets revealed / something gets revised in the next location test, 'cause as of now I can't see Millia anywhere above mid-low/low tier in AC.
  2. Other changes I noticed from the Ky vs Millia vid: - H Pin (214H) untechable time has been decreased significantly - Forward airdash seems to go somewhat farther Supposedly some of her normals have been beefed up also, which is long overdue I would say. And yeah, she does seem to have potential for brokeness judging by a few things on there (more specifically, points 7/13, 8, 12, 14). Return of #R j.H should mean that awesome relaunches are back via sj.S-P-S-H + optional Pin and/or Bad Moon... haha.
  3. 5s,2h,js,h,pin(h),AD,h, land,2s(pickup pin) Whoa wait hold it right there. 2S as Pin recovery should pretty much never be done. If you ever need to recover Pin for relaunching with a move that's not 2H, it's going to be 5S©, and most likely at midscreen. In the corner you'll most always just go straight to 2H for relaunching, so stick with that only. Secondly.. the way that combo is written with the added 2S, there's no way that'd work on Baiken. (Edit: Okay it might work) She's so light that something would whiff there in around the 2nd Pin (probably the second H Pin itself) so... try starting with something else, maybe this: 5S-2H, j.S-H, H Pin, early AD, falling j.H, land 2H (Pin Recovery), j.S-H, H Pin, land 6H xx Roll This also works: - 5S-2H, j.S-H, H Pin, early AD, falling j.H, land 2H (Pin Recovery), j.H, H Pin, early AD, falling j.H, land 2H (Pin Recovery), sj.Pin (knocks down) For your questions: 1) You'll have to explain that a bit more since an AD cannot whiff, 'cause it's not an attack. Did you mean AD j.H? 2) Yes js = j.S = jump Slash
  4. Driving opponent to corner has been explained in the other two threads (and now all three!) See here and here. If people can figure out some more damaging variants then I'm all ears, too. Let's get some more discussion going eh?
  5. Not sure on whether it's smaller but it definitely is further back. Random stuff whiffs for no reason like Millia S© and Sol 2D (Sol 2D feels like it has the range of Hoss's 2D when Dizzy crouch-blocks). Some whiffs capped within a single round: Then again I do recall Eddie's drills not really hitting properly when behind her either, so who knows.
  6. 2S is not really a good poke since it doesn't lead into anything (at the range you'd want to use it at). For close to mid-range general, quick anti-poke and baiting purposes I tend to favour 2H, 6P, or even Slash Disc, but that's mainly because my opponents don't adapt to punish Slash Disc hard enough to make it not worth using. 2H goes to loop on hit, 6P goes to either 2H, (non-CH) 5H(hit two)-2D, or (CH) 6H depending on distance, Slash Disc CH goes to loop from anywhere but point-blank. IAD j.D can be good when mixed up with IAD j.S, IAD S-Pin, and IAD-AD-back j.D depending on the situation. From farther distances it's mostly safe, but any character who is short or has a lower run can just run under it and hit you for free during the j.D's landing recovery. Many other characters can just run forward and FD break their dash, and do a ranged crouching attack to avoid it and hit you as well, so be careful not to get predictable with it. :o IAD S-Pin is great if your opponent constantly mashes out the AAs since Pin hits CH and staggers and you can just land and 6H -> roll over for decent damage + wakeup pressure. After CH S-Pin you can also AD forward again with j.S -> land 2H to aircombo, but it's a bit tricky to time the j.S deep enough so you don't just get thrown as well as time the 2H immediately afterwards. In my experience, AD j.S, land 5S-2H causes 2H to whiff on many characters but if you find it working for you in certain matchups, then by all means go for it!
  7. Well I have been playing a bit of CT and FF6 on the PSP in my spare time these days. :o Almost right - but anyhow, I was pretty much messing around with the BMRC to see what I could do after it, and I soon after found that 5P wasn't the best thing to do since you can just as easily 2H + pick-up Pin and do an easy knockdown from there. Slash Sol is ridiculously boring to play for me, so he's a no go (even if I would do better with him in the end). Eddie makes people hate you and curse profusely! So this's a definite yes. Millia kills silly gimmicks for free, so this is also a yes. Now to the vids... which I couldn't view since school computers = lame. But I'm sure they were good stuff, I think? Will comment on them if I can watch them at JOFan's place or something.
  8. Hm, that sounds possible given Johnny's larger horizontal air hitbox, as well as the fact that Disc was FRCed. If the timing on both the TKBM and launching 2H is too tough to be worthwhile, I'd probably rather try for something like Disc (no FRC), then TKBM RC or 6K RC -> loop... but I don't know, I've never seen the combo done anyhow. If it's not too much trouble, could you post the vids up somewhere?
  9. Sure, not a problem: 5H-2D (xx Roll, Disc) is always good to go for when you're unsure of 2H's spacing. Unless I'm 100% certain I'll get a launch from 2H I'll always do something simple like 6P(1)-5H-2D or 2K/5K-5S-5H-2D for more mixup after laying another disc. Another thing I think would be useful to you is that sometimes you'll notice that you can connect 5H but your followup 2D will miss at farther ranges... in these cases (learn to recognize them well) you can do 5H xx Roll and go into some 5K mixups from there. For the second part: To me, reckless kind of refers to running around, throwing out moves randomly because you know they're very safe / high-priority and have good damage/mixup potential... Millia doesn't really have anything like this, aside from maybe 2D in certain matchups done at maximum range. Since Millia can be more easily CH out of anything and everything than other characters, you really have to have choose your normals wisely; I try to work her quicker pokes into some sort of guessing game whenever possible to maximize mixup potential whenever I do get a normal out. Millia can definitely be aggressive, you just have to be really safe about it at the same time.
  10. j.D spam can be beat in a number of ways, easiest of those being running in with FD dash break into crouch (most chars can avoid the j.D entirely by crouching), then hit Millia for free as she suffers j.D landing recovery. Many characters can also outprioritize it even from mid-fullscreen with their 6P or other high-priority moves and get a free knockdown on CH on Millia. Of course j.D is still a good move overall.. it's just not something you should be able to spam mindlessly and get away with. I find Millia's ability to land ground CHs is very poor, so when you mentioned "if you feel like your lock down game is faltering relax and try for more counter hits", which moves did you have in mind? Just seemed a bit vague... are there any specific examples you can give?
  11. If you can react within 25F to a BR after a mid to far-range 2D, you can just punish it with 6P into an aircombo, which is better than an iffy grab attempt at that range anyhow. If Sol notices you're a bit too jumpy, he can try for 2D XX Gunflame FRC/Feint, then safely hit 5K if he sees you forward-jump to do a few things: - 5K (clash) -> 5H CH -> Bandit Bringer -> 50% of your life, if you did j.H - 5K CH if you did any other attack - safe 5K whiff if you didn't attack or air backdashed away
  12. 1) You can only follow this up when you are nearing corner or in the corner itself. Follow up with 5P jc.K-S-H, H Pin -> loop works on many characters. 2) The FRC on Disc is not actually required to be able to combo after TKBM, though timing is kinda strict without it and followups only possible when very close to corner without FRC. And yeah, motion is just 236H, timed 2369P as soon as 236H recovers (or as soon as you FRC it), no special input needed.
  13. Update: 10 new Slash match videos up. JOFan(Johnny) vs Teyah(Eddie) x3 JOFan(Johnny) vs Teyah(Millia) x5 Teyah(Eddie) vs halftooth(Order-Sol) x1 Teyah(Millia) vs halftooth(Order-Sol) x1 Get the complete .rar file (77 MB) over at RapidShare: http://rapidshare.de/files/22512121/BC_Vids_-_June8-2006.rar.html Or, Megaupload: http://www.megaupload.com/?d=ICU3W48V CC always appreciated as usual, we are still in the improving process. Thanks for viewing! PO - My #R Sol (as well as #R Millia) vids are still up on RapidShare I believe, check the first page. Though sadly, nobody plays #R anymore, there's still some decent gameplay there that may be worth checking out.
  14. If you land a non-corner knockdown at close range and can go directly into Disc FRC without running in closer, then yes, it works well enough. But oftentimes this isn't the case, the best you can get is running Disc FRC pressure from farther ranged knockdowns like 2D / aircombo to land 6H. Just make sure you know well in advance which setups give you enough time to make the TK Turbofall crossup worth doing. =)
  15. HRAP and HRAP2 come with quick disconnects for every version, though the special versions do not. (See: http://www.shoryuken.com/forums/showthread.php?t=95713) Though the QDs on the HRAP1 version2 (model without the mirror finish) are very hard to snap off and don't hold as well as the others once you do get'em off, as they've come off during mid-play for a friend of mine who's pretty forceful on the buttons.
  16. ^ I threw a bat-top on my RAP for increased height and manueverability; no more missing random 2/4/6 directions due to the low mounting height of the stick, now. Sanwa buttons just overall 'feel' better than the stock buttons, but the stock buttons aren't really that bad. I don't use a ton of force when I hit buttons so I did notice a very slightly quicker response with Sanwas.
  17. If you can do it consistently, and that's a 6H or low AD j.H at the end, it's a good place to start. But, you can build on that. Here are some notes as to how: - The way you listed it, it looks like you're doing it on a heavy (due to 214S and not 214H). On mediums/lights, always use 214H after the first j.H. - You can add an extra rep in your combo. (See linked post below for general specifics) - You generally do not want to be using 2S in loop/juggle combos as it is a funky move, causes extra pushback and may be harder to time! So just omit that part. I listed the general corner loop combo in my post here. Try to work something out that starts with that as a base and go from there. And always keep in mind that you need to vary your loop combos according to weight class.
  18. Seriously, major props for this. If HnK ever gets another revision and/or is ported over to PS2, I'll be putting alot of this info to good use (well, whatever still works anyway). It's also good to finally know why none of us could ever get Jagi's "Say my Name" super to work - it's not even in the North American release!
  19. I don't think Dreaded Fist makes sticks anymore, last I checked his thread. Anyway, my old stick's a DF stick (Happ Competition) and it served me well for like a year and a half. DF really does know what he's doing, and so do many of the stickmakers over at SRK. After getting my RAP, I still preferred the Happ stick over the RAP's Sanwa (only because it was mounted very low in comparison to the Sanwas at my local arcade). Now I use a bat-top on my RAP along with Sanwa buttons - that's definitely the way to go, for me at least.
  20. Note that the weights listed on there don't include 'practicality', again. There are actually some huge differences that you can't tell just by reading a weight chart. Some examples: - Bridget behaves far more like a 1.10 weight character than a 1.05, as he tends to float higher, and more quickly. - Testament, and to a lesser extent Ky, behave more like a 0.98 like Johnny, due to their low hitboxes/lack of floating in the air. - Eddie, Venom, and also rarely Chipp/Anji are also stubborn when it comes to floating - they don't launch up as high as others and some combos can miss, so you may have to use 'heavy character' combos on them depending on your character. - Millia behaves closer to a 1.00 than a 1.05 in many combos (again, character-specific). - Sol and Faust share a somewhat similar, funky horizontal air hitbox. Some 'average weight' combos may not work on them. - Jam's air hitbox (and hitbox in general) is farther back horizontally than most characters, so it feels you get pushed back from her far more than others. - Dizzy should really have her own 'class' due to her own giant hitbox - however it's large enough so that both light and average-weight combos work on her anyway.
  21. Oh crap. I was thinking of it in the terms he mentioned mainly, but yeah, he does have his very useful FDC j.2K. As does Chipp have his FDC j.2K. Notes for SynikaL: Faust can FDC j.2K to take him airborne really quick and keep him low enough to do things like j.K as an instant overhead. Chipp can FDC j.2K to halt his forward momentum during jumps. Very useful during running jumps since you can FDC drop right on top of opponent and hit j.H to crossup / fake-crossup. Some others can FDC air moves too (ie. May FDC j.2H works similar to Chipp's FDC j.2K), but it's generally not too useful for them.
  22. The RC guide just has basic general data, for more detailed and practical info you'll want something else. Check out the old Gamecombos GGXX guide which still mostly applies to Slash. You can find it here: http://web.archive.org/web/20050306060047re_/www.gamecombos.com/games/ggxx/ The GG 101 / 201 / 301 series is really, really good stuff to know. Just ignore the 'Option Select' part of 301, as Option Select throws have been removed/made less practical in Slash. For your specific Q's, I'll try to explain what I can: Tech System: Each move has its own unique 'untechable time'. It's not a general system like in other games like SFA3 where untechable time was determined by your ability to move/act, or anything like that. Generally... P < K < S < H < D in terms of untechable time. But if a move launches / knocks away as a general property, there's a good chance it has greater untechable time to help with that (ie. Baiken's j.K / Sol's j.D, respectively). Untechable time increases considerably on Counter Hits, with certain specific moves (usually D and H attacks) being mostly/completely untechable on CH. Techs are invincible for the first some frames (during the white flash), but are completely airthrowable at all times. Jump Install: Generally done by inputting an up motion after a jump-cancellable move, then performing a move that takes you airborne within your current chain of attacks. Since you're asking about Ky, I'll list a couple practical uses of JI. Throw FRC -> 5S©, Greed Sever, 5S© (tap up to JI), 2H, sjc.S, sdj.S-H-623H. - Your Jump Install here lets you double jump during your super jump, allowing for a better followup after your launch with 2H. After midscreen Greed Sever or midscreen Slash DP Counterhit: 5S© (tap up to JI), 2H, 623H RC, Airdash, land a) 5S© (tap up to JI), 2H, sjc.S, sdj.S-H-623H b) 5S©, 2H, 623H for knockdown. - Uses JI to allow you to airdash after your Hardslash DP. You then land before the opponent and can followup with another JI combo similar to the one possible after Throw FRC, or just simply DP with H for a knockdown. Faultless Defense Cancel... doesn't exist in Slash! Only time where it did was in GGX, where you could cancel your 2D into FD to cut recovery to zero. Maybe you were thinking of FD option-select aithrow, which is gone in Slash (though there is a new way to do it now supposedly).
  23. 6H CH can be pretty devastating, yup. From midscreen I try to go for 6H CH, launch with 5S©-2H, sjc.S-H, H-Pin, land, 6H for knockdown. Does nearly 200 damage on average health chars, and allows for followups with Roll -> running Disc (FRC) or SG or what have you. Pin loop is kind of weight-specific, but it's pretty generic in most cases. Just stick with it for a few days of practice / playing and you'll get it soon enough. Here's the general way it goes: (launch), j.S-H, H-Pin, early AD, falling j.H (somewhat late - but can be a bit early), 2H (delay for just a moment so you can pick up Pin), j.S-H, H-Pin, early AD, falling j.H (requires good timing here), 2H to pick up and launch as soon as possible... Then you can end it in a few ways like with sj.S-H, H-Pin, land 6H, or even another rep of j.S-H, H-Pin on some chars (H-Pin hits late enough for an untechable knockdown). For heavies, use S-Pin when you start the loop and make that first AD very early. For lights, omit the j.S's in the middle. Just play around with it and you'll get it. After TK Bad Moon FRC you can technically do some damage, seeing as how the AI does it often enough. However, the FRC timings are different on hit and block, so if blocked you'll end up getting killed since your FRC/RC window has passed. When there's not enough time to lay Disc after a far away knockdown, sometimes I do TK Bad Moon RC into running 5S, if that hits I launch into midscreen knockdown combo / Pin loop. It's very safe, which is nice when you have excess tension. It doesn't deal a whole lot of damage (TKBM kills the guard gauge), but hey, damage is damage with Millia, considering you won't be doing alot anyhow unless you land that magical 6H CH or manage to get that increasingly-rare corner knockdown.
  24. Using Secret Garden as a shield against turtling Dizzys who just keep throwing crap works decently. But if your opponent (any char) has any sort of reaction time and aren't full full-screen away, then can just run up and grab / hit you out. So maybe Secret Garden -> D cancel -> 6P CH would be something to try. Or not. ;( I use 2D XX SG, 2828 in the corner almost always (if I'm using SG that is), covering myself with 2P as I come out to CH and push opponent back into corner if they come running out. If I ever get a chance for midscreen SG, I just do 2666 (or 1666) as I'm usually full-fullscreen away, and I want opponent to jump and land in my nice AAs and not own poor zero-priority Millia on the ground.
  25. Church: I think the reason why low blocking seems so different is... almost nobody uses analog sticks to play 2D fighters so the developers probably spent like zero minutes testing the function out! Seriously, why use an analog stick when the game itself is digital and only has the standard 8 directions? It's probably just different coding of the 'Analog' function for each game is all... and it amounts to nothing in the end since 99% of everyone uses either stick/pad to play, which are both digital. Btw "hair wagon" is pretty creative~
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