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Everything posted by Teyah
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If by SA you mean Slayer, and by Koichi you mean the sexy Millia player who beasts everyone, then I may be able to help~! http://s27.yousendit.com/d.aspx?id=2ETCLMJC4BP5K2901VFL715M44 Had to go through a bit of trouble to get these to work. Installed Asian language support first, but that didn't do the trick. Then went and installed Japanese WinRAR, and renamed the files after extracting through that. Now my system seems to be stuck in Japanese mode. :sad:
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That sounds like it'd work well for TK Bad Moon as you have some amount of time to perform it, generally. I found that delaying the j.P helped me to get it down when I was having major problems with it. But, any advice on 5P - sj.K? Do it too slowly and the opponent can tech out. Too quickly and you may just flub the inputs. It almost feels like you have to do 5P - 1489K at times, especially on japanese sticks where inputs are very sensitive.
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Okay, I've got a pretty big request here. Hopefully someone can help! I need every single Slash match video posted at GG_GIGS2. Not including what they've got up today, however (MI vs IN to CH vs JA). Here's hoping that someone's actually been downloading them all this time. Otherwise I will end up a sad j.D. ;( Edit: Just saw Sir Plus's post on previous page, much thanks to him. Looks like I am set for awhile, but there still are some missing files it seems. Anyone got them? :o
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Okay, six new match videos are up. This time it's Teyah (that's me~) vs JOFan. I use Sol and Millia in three matches each. JOFan... only uses JO. ;( Posts would be cool too. >:E (Edit: Links are on the main page, if it wasn't clear)
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Yes, a recent Slash match of Isa's Sol vs Domii's Anji (060128_GGXXS_02.avi) has this happen about a minute in. Sol does Slash VV, first hit clashes, second is autoguarded, Sol cancels to FD (possibly through button priority). On the subject of Sol oddities, I've also seen a Sol randomly do sj.Sidewinder much like people do the "1-frame" (lol~) FDC superjump. Sol does sj.SW and no dust cloud appears. It was at full screen however, and done for no apparent reason. Maybe just to show it could be done? ;( Edit: Ah, I see Dark Man X. You were doing something like: Lv.2 MF -> 6H, 6239(JI) S FRC -> stuff? In that case, yeah, you can only do either double jump or airdash... not both. Unless you're Millia or Dizzy, who can do dj / AD in that order, or Chipp, who can AD / dj in that order, in addition to their regular double AD / triple jumps.
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Eh...? I think you've got the meaning of JI mixed up with something else, maybe with JC (Jump Cancel)? You say you're JI'ing into a combo'ed 6H... which is impossible. The only normal that combos to 6H is a CH 5S(f), which is not jump cancellable (and hence can't be JI'ed from). The only way to JI a 6H is via 5P (JI) 6H... which neither combos or is useful in any way. ...Unless of course, you're doing a self-JI 6H (6H, then tap up, down, up, very quickly). You should be able to double jump off of this without any problems, and of course airdash as you could do that anyway off sj. And who knows, it may be useful in some odd situations (CH j.D? Upper MF CH or Lv.2?). I don't play Johnny though, and I've never seen it done in match videos so I'd say it's usefulness is pretty nonexistant.
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It is just a timing issue, as far as I can tell. Seems to me to be about a 2F window or so to cancel the jump into the special during the TK motion. I used to have major problems with TK Bad Moon until I started really practicing the timing at the arcade, only a month ago. I'd just go in and try to TKBM an abusrdly high number of times between challengers (usually 50-100). I started out only getting it 35% of the time, but this gradually increased over a week's time. The last I checked I was hitting it just over 80% of the time, and haven't really been able to go much beyond that yet (though I've also stopped practicing it). I'd imagine that doing sj.K instead of TK Turbo Fall is kind of a similar situation... except that you don't want the TK motion to come out. And it's actually an input issue here, not a timing issue - I find it tougher to sj.K consistently than to TK Bad Moon consistently, but that's just me.
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True, but Millia has even more craptastic air-ground attacks. Nothing gives enough frame advantage to do any real pressure. j.S -> Pin comes closest, I guess.. but even that pushes you too far out to do anything decent, quickly. I do have to learn to spam the Pin more, but you've also got to be careful with it. Doing it randomly off bad AD/IAD angles will cause you to land close to opponent, leaving you open for a throw, on block. And Dizzy has sick throw range / damage / lockdown off of throw, so... yeah. I was killing fish because I could get away with it. Had I been punished, I would have stopped. I also should've been jumping / BD'ing the obvious throw attempts (and I normally do), but I wanted to test out how well jabbing out worked during the 5F unthrowable time. That's why you see stuff like Throw x5 hit on Sol and stuff like that. ;( It is very hard for Sol to CH Dizzy, as all his normals lose to hers. Except for a point-blank 2D / 6P, but if you're that close you're either thrown, or about to be. The out of range-ness comes from me (still) not being accustomed to how damn far back Dizzy's hitbox is during her crouch stance. No idea why Arc did this, but it really throws me off. Aside from Sol 6P whiffs, that's also why Millia's 5S© sometimes whiffs (wtf) on crouching Dizzy, whereas against any other character it would be blocked and lead into TK Bad Moon / 2S mixup. It's just something I have to keep in mind. Less autopilot needed, I know. ;( No. This was me trying to do land 2K, which should beat the throw 100% of the time, had my timing been there. You can do this off BR, but not VV knockdowns. I even tell nagai "Don't throw" as I do 2K but he still does. Got him alot with the 2K earlier, but not in these vids.
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Heh, you think that's as bad as my 'refusal to jump' rule I played with? Or how about my ghetto 2D -> empty Bandit Bringer -> VV on landing, because I knew you were going to try to throw (as opposed to hit me during my loooong descent)? Scrub tricks FTW~ Added Rapidshare link for those having problems with yousendit, see first post.
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Okay, new BC vids thread here! Hopefully this doesn't go over like the last one. ;( To start, here are some casual #Reload videos from a recent meetup. Would've included a better selection but nagai came late and was only over for about an hour so vids had to be taken quick. Earlier vids with other people ended up being just EX character play and random stuff, so that's left out. Not overly great matches overall, but have a look if you're interested: nagai(Dizzy) vs Teyah(Millia) x 7 nagai(Dizzy) vs Teyah(Sol) x 3 http://s27.yousendit.com/d.aspx?id=0CM71HOS3C07Z0C1T462E6V63Q -OR- http://rapidshare.de/files/16437599/BC_Vids_-_Mar24-2006.rar.html More to come, in the future. --------------------------------------------------------------- Edit: Six more match videos. Teyah(Sol) vs JOFan(Johnny) x 3 Teyah(Millia) vs JOFan(Johnny) x 3 http://s28.yousendit.com/d.aspx?id=2L4Z0YO64E1Z33299RVSD8ZUV0 -OR- http://rapidshare.de/files/16774496/BC_Vids_-_Mar26-2006.rar.html --------------------------------------------------------------- Edit2: Six more matches. Five Slash, one #R. #Reload JOFan(Johnny) vs nagai(Dizzy) Slash Teyah(Eddie) vs halftooth(Sol) JOFan(Johnny) vs MrDolphin(May) Teyah(Ky) vs nagai(Dizzy) Teyah(Millia) vs POscrub(Potemkin) Teyah(R-Millia) vs POscrub(Potemkin) http://s36.yousendit.com/d.aspx?id=1OAVORS6H98PU34ZNT2H6N8GL9 -OR- http://rapidshare.de/files/18056933/BC_Vids_-_Apr14-2006.rar.html ---------------------------------------------------------- Edit3: Seven new Slash matches of former top/upper-tiers. ;( http://s23.yousendit.com/d.aspx?id=14NGBXIP56MQ90G6Q08GJFX7LV -OR- http://rapidshare.de/files/18396842/BC_Vids_-_Apr18-2006.rar.html Slash Teyah(Eddie) vs sweetvids(Bridget) x4 Teyah(Eddie) vs MrDolphin(May) x1 Teyah(Millia) vs MrDolphin(May) x2 ----------------------------------------------------------- Edit4: Ten new Slash matches of Millia, Eddie, Johnny, Hoss. http://rapidshare.de/files/22512121/BC_Vids_-_June8-2006.rar.html -OR- http://www.megaupload.com/?d=ICU3W48V Slash 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
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Millia has fairly low priority on her attacks, in general. There are a few exceptions however (5P, j.D, 6P, 5S(f), 2D at max range, j.K at 45° angles). The basic aircombo for Millia goes: 2H to launch, then sj.S-P-S-H (then relaunch/Pin from there) I don't think IAD combos are the way to go, as they're generally less reliable for relaunching than the regular superjump aircombos. They seem to be dependent on range, and are also less burst-safe than the sj aircombos. On certain characters they work well enough, on others, not... Anyway, it's only really good to go for a relaunch when you have a clear shot (ie. the trajectory is favourable). You'll be able to judge this better and better, as well as consistently change your trajectory on the fly, the more you practice with it. Remember that at many times, a simple j.H knockdown into Disc is the safest and best option! If you have trouble approaching a Baiken who is spamming Tatami, you can do a few things. If the player is doing repeated ground Tatamis, your 2D at a far range will beat it quite well (you can then cancel to Roll close the gap quickly and lay a disc). If it's a jumping Tatami, you can easily run under it and 6P-2H -> aircombo.
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Pin relaunches are a bit iffy on Johnny, but regular 5S© relaunch is actually fairly easy compared to the rest of the cast. See my relaunch mini-guide part of the Millia guide HERE. Covers a lot of situations for all characters.
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5. Combos iv. Relaunch Combos v: Double Relaunch Combos These have been grouped together because they are very similar. Single relaunches are listed, with the double relaunch parts in brackets. Double relaunches generally put you into the corner where you are able to pick up your pin immediately, so you may as well go for them whenever you have Pin. To make this part of the guide simpler, I'll define the weight classes first. Note that I've put Millia, Johnny, I-No, Jam and Dizzy into the Average class, as they fit more into that category with regards to Millia's aircombos. Light: Bridget, May, Baiken Average: Sol, Ky, Axl, Anji, Eddie, Millia, Chipp, Faust, Venom, Slayer, Dizzy, Zappa, I-No, Johnny, Jam Heavy: Testament, Robo-Ky, Potemkin Along with a list of possible Enders for your aircombos: rj.K-P-P-K-P-K, rdj.K-P-H. Useable only at far screen, due to pushback if you have already reached the corner. Highest possible damage, by a few points. Note that you'll have to reduce the number of P's/K's for the lighter characters. rj.K-P-P-H. Good if you are already in/near the corner after throwing the pin, as you won't get pushed away. r.5S©-2H, sjc.S-P-P-H. Best used when guard bar is high, or if Pin was used for the first relaunch. In these instances, this would do more damage than the above enders. Useable only outside of corner range, otherwise the sj.H may whiff on some of its hits and/or become techable. After 1-2 hits of (relaunch) sj.H, Pin, AD j.H. Easy, quick knockdown. Convenient if in corner already and still have Pin. 6H, Secret Garden. Best used in corner only. 6H, Roll. Easy way to get knockdown, gives you extra time to lay disc and whatnot in corner. Lust Shaker (214S)? You may get this randomly when you were trying to Pin too close to the ground after a j.H. But sometimes this does not hit OTG, and gives you ~8-10 extra damage + knockdown for no effort. Flashy~ Relaunching Without Disc Light + Average weight characters: 2H sjc.S-P-S-H, land 5S©-2H sjc.S-P-P-H, (Pin, Ender). Notes: On certain characters, you will have to change up the timings of the 2H sjc.S and the first sj.H. For these characters it's also more practical to end in something simple like rj.K-P-P-H, as they have strange air hitboxes. You also may need to add a third sj,P after the S© relaunch on the slightly 'heavier' characters (Ky/Eddie/Axl/Venom). Chipp/Anji: Delayed sjc S, delayed sj.H. Hitting the initial hits on these two are a bit tough, it's easy to miss the sj.S on Chipp, while Anji often falls out at the first sj.P. The way to time this combo is to watch the hit freeze, and sjc out of 2H just as Millia starts retracting her hair back. Eddie/Axl: Delayed sj.H. Venom: Very slightly delayed sjc.S, slightly delayed sj.H. Ky: Immediate sjc.S, delayed sj.H. Millia: Input the sj.attacks very quickly to ensure that sj.H hits three times instead of two. Johnny: Throw the Pin after the second hit of the sj.H, as you may be too close to the ground to do so on its third hit. Heavy characters: Testament/Robo-Ky: 2H sjc.K-S-P-P-H, land 5S©-2H sjc.S-P-P-P-H, (Pin, Ender). Potemkin/Robo-Ky: 2H sjc.K-S-P-S-H, land 5S©(2)-2H sjc.S-P-P-P-H, (Pin, Ender). Potemkin (easy): 2H IAD j.S-H(2), land 5K-5S-2H sjc.S-P-P-H, (Pin, Ender). Robo-Ky (easy): 2H sjc.K-P-S-P-H, land 5S©(2)-2H sjc.S-P-P-P-H, (Pin, Ender). Robo-Ky (best): 2H sjc.S-P-S-H, land 5S©(2)-2H sjc.S-P-P-P-H, (Pin, Ender). Notes: Testament: Majorly delayed sjc.K. Wait until the animation of Millia pulling her hair back is almost complete before doing the sjc.K, or the following sj.S will whiff. Potemkin: Slightly delayed sjc on combos starting with it sj.K. On the IAD combo, the j.H will only hit once if the 2H hit at or near its maximum range. Robo-Ky: Is a bit tough to aircombo with sj unless using the easy combo. In the best aircombo, the sj.S must be as low as possible, and the j.H must be delayed by a fair amount. If it looks like you mistimed the j.H to not allow for a 5S© relaunch, a 5K-5S-2H relaunch will almost always work. Relaunching With Disc I find this a bit tougher than regular relaunching, but the combo is mostly the same for all characters, heavies aside. The only thing is that you have a short time to adjust your sj.H timing to allow for relaunching with 5S©. You also have to watch out that you don't get Tigerknee Turbo Fall when you sjc.K. Average weight characters: (Disc hits), r.5S©(2) sjc.K-P-S-H, land 5S©-2H, sjc.S-P-P-H, (Pin, Ender), OR (Disc hits) r.5S-2H sjc.S-P-P-H, land 5S-2H, sjc.S-P-P-H, (Pin, Ender) Light characters: (Disc hits), r.5S©(2) sjc.K-S-P-H, land 5S©-2H, sjc.S-P-P-H, (Pin, Ender). Heavy characters: Testament: (Disc hits), r.5S-2H sjc.S-P-P-H(3), land 5S©-2H, sjc.S-P-P-P-H, (Pin, Ender). To get the sj.H to hit three times, you can delay the sjc.S by a small amount. Potemkin: (Disc hits), r.5S-2H sjc.S-P-S-H, land 5S©-2H, sjc.S-P-P-P-H, (Pin, Ender). Robo-Ky: (Disc hits), r.5S-2H sjc.S-P-S-H(2), land 5S©(2)-2H, sjc.S-P-P-P-H, (Pin, Ender). Anti-Air Relaunch Combos Using 6P-2H as AA It can be very tricky to combo off this AA, as the height will vary depending on how high the opponent is before they are launched. Unless you can sense a clear shot at relaunching with 5S©, it's best to stick to 5K for this instance. If they are a ways in the air already, you'll have to change up the combo accordingly, and will probably have to use Pin to relaunch even once, assuming it's at a convenient angle. Light characters - Closer to ground: 6P-2H sjc.S-P-P-H, land 5S-2H sjc.S-P-P-H, (Pin, Ender). Average weight characters - Closer to ground: 6P-2H sjc.S-P-P-H, land 5K-5S-2H sjc.S-P-P-H, (Pin, Ender). Heavy characters - Closer to ground: 6P-2H sjc.S-P-S-H, land 5S©(2)-2H sjc.S-P-P-P-H, (Pin, Ender). Light + Average weight characters - Fairly airborne: 6P-2H sjc.S-P-H, (Pin, Ender). Heavy characters - Fairly airborne: 6P-2H sjc.S-P-P-H, land 5S©(2)-2H sjc.S-P-P-P-H, (Pin, Ender). Using 2H (non-CH) as AA Again, it's easier to relaunch with a 5K, but a 5S© is not out of the question if you can vary your j.H timing well enough within the short window you have with the j.P-H gatling. If you do use the 5K to relaunch, use one less sj.P in the second air string. Note that When using a sole 2H as AA, it's best to 'hit-confirm' to see if you've landed a Counter Hit or not. You do this most easily by listening to the announcer's voice, as he'll yell out "COUNTER" immediately. If you don't hear this, launch up with your sj.S: All characters - Closer to ground: 2H sjc.S-P-S-H, land 5S-2H sjc.S-P-P-P-H, (Pin, Ender). Light characters - Fairly airborne: 2H sjc.S-P-H, land 5S-2H sjc.S-P-P-H, (Pin, Ender). Average weight characters - Fairly airborne: 2H sjc.S-P-P-H, land 5S-2H sjc.S-P-P-P-H, (Pin, Ender). Heavy characters - Fairly airborne: 2H sjc.S-P-S-H, land 5S©(2)-2H sjc.S-P-P-P-H, (Pin, Ender). Using 2H (CH) as AA Fairly straightforward, as 2H CH gives knockdown, and therefore a ton of time to time your attacks properly/setup your aircombo. All females + Bridget: 2H CH, 2H sjc.S-P-S-H(2), land 5S©-2H sjc.S-P-P-H(3), (Pin, Ender). Note that on Jam and I-No, the first sj.H will usually hit three times. Average weight characters: 2H CH, 2H sjc.S-P-S-H, land 5S©-2H sjc.S-P-P-P-H(2), (Pin, Ender). Heavy characters (+ Johnny): 2H CH, 5S-2H sjc.S-P-S-H, land 5S©-2H sjc.S-P-P-P-H(2), (Pin, Ender). Note that both Average/Heavy combos can be done on Testament, but it's far easier to time the Average combo on him. Using 5P as AA Throw this out twice to hit-confirm so you don't go sailing off with your sj.K. If you use this AA at a longer range, relaunches may not be possible without the use of Pin. Light + Average weight characters: Generally the same combos as if you had hit them with a Disc first. (See 'Relaunching With Disc' section) Heavy characters: 5P-5P sjc.K-P-P-S-H, land 5S-2H, sjc.S-P-P-P-H(2), (Pin, Ender). Testament: 5P-5P sjc.K-S-P-P-H works better. 6) Advanced Techniques An IAD -> pin from about midscreen will create a situation where it's hard to tell if Millia will crossup or not. Delay the pin by a fraction of a second and it will not, otherwise it will, if timed properly. Also, if the crossup is done at the right range, you will land out of throw range and can try directly for a 5S©-2H (into either aircombo on hit, or 2D/236H FRC on block). 9. Random Info Since Millia does not really rely heavily on tension (but builds alot of it), you can, on the rare occasion, blow 50% of her tension on an odd tickthrow or rushdown setup. Examples: Running 5S(f) RC, run in: 1) if CH, launch with 5S-2H 2) if not, throw 3) if not, pressure with 2K into highs and lows A blocked gatling into Lust Shaker (214S) RC -> run in, will also put you at a major frame advantage for mixup opportunity. Again, blowing tension in this way is not really recommended, but can be useful towards the end of a round or if you find yourself landing a Gold Burst. ---------------------------------- Well, that's all for now. If I've left out some important stuff feel free to add to or correct this. I'm no AKA / Def1n1tely so don't be surprised if some of this stuff is off, this is just what I've gathered from testing and experience. I'm still learning things myself, so don't hesitate to fix any errors. Thanks. Edit 1: Added more detailed info to 'Anti-Air Relaunch Combos' section.
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Saiten: Before suggesting combos, it's always a good idea to head to Training and test them out. -P does not combo to 2H (unless you meant 6P?) -j.S does not gatling to j.D.. and regardless, you'd want to be ending your aircombos in j.H to get knockdown -j.P -> j.S is not always good to do, since once the hit counter goes beyond 8, it becomes techable (the j.S no longer combos) For the guide, I think I can add a decent amount to: 5) Combos iii. Situation Launch Combos iv. Relaunch Combos v. Double Relaunch Combos vi. Throw into Launch Combos viii. Random/Flashy/Rarely Used/Nice to Know Combos ix: Corner Combos! :D 6) Advanced Techniques 7) Millia's Fight Plan I'll post up a bunch of stuff on the weekend, and hopefully TGS can add whatever he finds useful to the guide. ::