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Teyah

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  1. Hey thanks - and cool that you already know about FGCC, it's a good place for newer players to level up together. If you're serious about getting to high level, I'd recommend practising blockstrings and combos first - if you don't know them for your character, check out your character forum here and also check out match vids on youtube. It takes a bit of work to get into GG if you're new, but it's very rewarding once you start seeing yourself improve.
  2. Hey we don't really (ever) play online in Calgary since the netcode is really bad. But we do have casuals on Thursdays at UofC in Mac Hall via the FGCC club. Some of us would be there tomorrow if you're interested.
  3. Post videos of (decent) Zato players here! VS Sol: http://www.youtube.com/watch?v=UkvENUnN83M#t=61m47s https://www.youtube.com/watch?v=aaffcsHR2N4#t=38m22s x2 VS Ky: http://www.youtube.com/watch?v=KqIUb2KOegs - Ogawa (Zato) vs Machaboo (Ky) - Part 1 http://www.youtube.com/watch?v=15of53SksIo - Ogawa (Zato) vs Machaboo (Ky) - Part 2 http://www.youtube.com/watch?v=3jontEx44r4#t=5m25s - Ogawa (Zato) vs Machaboo (Ky) - Part 3 http://www.youtube.com/watch?v=o16HNAPMXss - Ogawa (Zato) vs Machaboo (Ky) - Part 4 http://www.youtube.com/watch?v=p7jSBcX9IX0#t=5m17s http://www.youtube.com/watch?v=p7jSBcX9IX0#t=9m41s VS May: http://www.youtube.com/watch?v=UkvENUnN83M#t=6m53s http://www.youtube.com/watch?v=UkvENUnN83M#t=10m30s http://www.youtube.com/watch?v=UkvENUnN83M#t=52m13s http://www.youtube.com/watch?v=UkvENUnN83M#t=69m9s VS Millia: https://www.youtube.com/watch?v=aaffcsHR2N4#t=63m36s x5 VS Zato: VS Potemkin: http://www.youtube.com/watch?v=UkvENUnN83M#t=19m53s https://www.youtube.com/watch?v=aaffcsHR2N4#t=13m41s x2 https://www.youtube.com/watch?v=aaffcsHR2N4#t=52m16s x3 VS Chipp: VS Faust: http://www.youtube.com/watch?v=kgiXB2MXLP0 - Ogawa (Zato) vs Nemo (Faust) - Part 1 http://www.youtube.com/watch?v=3jontEx44r4 - Ogawa (Zato) vs Nemo (Faust) - Part 2 VS Axl: VS Venom: http://www.youtube.com/watch?v=x-MD9QNxmlM#t=18s VS Slayer: http://www.youtube.com/watch?v=p7jSBcX9IX0#t=2m44s VS I-No: http://www.youtube.com/watch?v=UkvENUnN83M#t=14m18s VS Bedman: http://www.youtube.com/watch?v=p7jSBcX9IX0#t=15s https://www.youtube.com/watch?v=aaffcsHR2N4#t=3m23s x3 https://www.youtube.com/watch?v=aaffcsHR2N4#t=21m21s x4 https://www.youtube.com/watch?v=aaffcsHR2N4#t=46m44s x2 Bonus: Story mode - with subs: http://www.youtube.com/watch?v=ioqhGF-CbzM There is also an index of videos located here: http://horibuna.web.fc2.com/GGXrd/GGXrd_ZT.html You'll need a nicovideo account to watch most of these, though - or use mmcafe's nicovideo redirector here: http://www.mmcafe.com/nico.html
  4. Okay let's get this forum moving. Zato looks pretty strong in Xrd, so let's get some basic info about him out there! Basically, Zato (formerly Eddie) is a 'puppet' character who needs to summon his shadow, which acts as a secondary character you control, to be effective. With the shadow, you're able to control a large amount of space and set up pressure and mixup on your opponent. Since Zato's basic moveset is based heavily around his #Reload incarnation, you can check out poon's guide to check out what to expect in terms of gameplay, combos, and the mindset you'll need when playing Zato in Xrd. Here are the changes I've noticed in Zato, compared to his AC+R self (with Shadow Weiss, aka. #Reload shadow): General changes - Name has changed back to Zato - Health remains on the low side of average, possibly slightly lower, but still higher than I-No who is in turn higher than Millia and Chipp. - Still has the downward angled air hitbox that can cause issues with certain moves to whiff when Zato is being comboed (eg. Sol's VV knockdown kick at some heights). - Air dash can no longer be aimed downward or upward and is back to XX/#R/Slash status. - Blocking animation reverted to pre-AC - wings are no longer spread out in the air, possibly smaller hitbox. - Can air block while flying without FD. - Shadow now stays out after the SLASH screen - it doesn't have a win pose unfortunately. Normals - 5P, 5Sc, 5Sf, 5H, 5D, 2P, 2K, 2S, 2H, 6P, 6K, j.P, j.K, j.S, j.H are unchanged for the most part. Some moves have gotten slightly smaller but no huge changes on these moves at first glance. - 5K now animates a little differently, he kicks with the inside of his leg similar to Ky's 5K. Functionally seems the same as before though. - 2D looks visually different, almost looks like a shorter 2S now. Range seems slightly nerfed from older games. - 6K slowed to ~24F startup, from 18F. Now causes stagger, similar to in #R. Unsure if this is special cancellable like in #R. - 6H looks somewhat slower on startup, but retains lots of untechable time on CH. - j.D has a new animation - now starts up faster (~9-10F), looks like it has more active frames, and hits slightly higher vertically. If j.K-H hits on an air opponent (no matter how high), it looks like j.D should now always connect too. Specials Invite Hell (22S / 22H) - Now leaves behind a puddle, which you can use to summon the shadow from via 214H. - Visually different, they now have a second colour in the inner spiral of the drill (red by default). Previously this was just a darker shade of whatever colour the drill was. - Can not YRC 22H in blockstrings for continued pressure, need to RC. - YRC 22H IAD j.S unblockables may not be possible due to old airdash. Shadow (236H / 214H) - No longer has access to AC shadow attacks, just pre-AC. - Shadow can be summoned from puddles that are left behind from Invite Hell drills (214H) - Shadow move speed is greatly increased. Easy to move the shadow behind the enemy and poke with -P- between Zato's normals, and move the shadow back in position during Zato's attacks. - Shoukougeki (Shadow P) appears to have faster recovery - Mawaru (Shadow K) looks mostly the same - Nobiru (Shadow S) is a new animation, starts up about the same or slightly slower than before. Hitbox now has no horizontal reach, so the shadow has to be directly under the enemy for it to hit. Has what looks to be the same untechable time as #R Nobiru on air hit, which allows for a simple hitconfirm with j.D from high up hits. Still has huge untechable time on CH. - Drill Special (Shadow H) looks to be the same as before - although it is not known whether it is low, low, mid (old shadow H) or low, mid, mid (FB Drill Special) for the 3 hits. - Haneru (Shadow D) is now completely different - instead of being a slow overhead attack, it now hides the shadow for a short time, after which it reappears. Looks useful to make the shadow evade certain death situations, or to allow you to release buttons without having the shadow attack. Uses about the same gauge as a Shadow P attack. - Deadman's Hand (63214D) - New move - command grab. Have yet to see it used, so no info on this. Damned Fang (623S) - Recovers much faster after the explosion, allowing Zato to do midscreen Shadow -H- unblockables. You even have enough time to run up and fly j.H to UB at midscreen now. - Looks visually different on whiff and on hit. Two arms sprout out of Zato's body and grab the enemy. Break the Law (214K) - Looks similar to #R and AC, where startup is fast and recovery is slow. Can be made much more safe with YRC to cancel the recovery. - No longer has Shadow Gallery followup. Shadow Gallery (Air 41236S) - 2nd hit now knocks down again, similar to pre-AC - but only at midscreen. - 2nd hit causes wall stick if close to a corner and is techable after the enemy slides down the wall a bit. More to be added as more videos surface.
  5. Post any new Xrd Millia vids here! Just make sure that it is a player-controlled Millia, and not just a CPU dummy. If anyone has any Millia player match videos from the 2nd or 3rd loketests, I would appreciate some links to those as well. Loketest #1 - Aug 9 - 11, 2013: Millia vs Chipp - VS match Millia vs CPU Venom, CPU Potemkin Aug 11 2013 First Loketest - Millia vs CPU Ky Aug 11 2013 First Loketest - Millia vs CPU Ky | CPU Sol (dual cab) Loketest #2 - Nov 2 - 4, 2013: No player videos released Loketest #3 - Dec 6 - 7, 2013: No player videos released Loketest #4 - Feb 2 - 6, 2014: In progress! Pre-release - Feb 7 - 20, 2014: GGXrd Jaepo 2014 - Millia vs Potemkin GGXrd Jaepo 2014 - Millia vs Bedman Extra: Sol, Slayer, Faust, Millia match intros Sol & Millia win poses Sol, Millia, Potemkin, I-No hit by Faust scalpel super Combo Videos & Other: Millia basic combos by Daiji [02/20/2014] Okayama Fantasista: Millia Arcade Mode practice -------------------------------------------------------------------------------- Vs Sol: [02/19/2014] Arc Live 3: Millia vs Sol [02/23/2014] Urban Square - Daiji vs The World: Sol vs Daiji (Millia) [02/23/2014] Urban Square - Daiji vs The World: Sol vs Daiji (Millia), continued, x3 [02/23/2014] Urban Square - Daiji vs The World: Sol vs Daiji (Millia) x2 [02/23/2014] Urban Square - Daiji vs The World: Sol vs Daiji (Millia) x2 [02/23/2014] Urban Square - Daiji vs The World: Sol vs Daiji (Millia) x2 [02/23/2014] Urban Square - Daiji vs The World: Sol vs Daiji (Millia) [02/24/2014] Port24 Issha: Daiji (Millia) vs Sol [02/24/2014] Port24 Issha: Sol vs Daiji (Millia) [03/01/2014] Central Hachiouji Random 3 on 3: Ichigomaru (Sol) vs AGF (Millia) [03/01/2014] Central Hachiouji Random 3 on 3: Kyaro (Sol) vs JUN (Millia) [03/03/2014] Port24 Issha: Sol vs Daiji (Millia) [03/07/2014] a-cho casuals: Koro-chan (Sol) vs Eki-chan (Millia) [03/08/2014] Freedom Yokohama singles tourney: Sol vs Millia [03/09/2014] Game Center Technopolis 2 on 2: Sol vs Millia [03/10/2014] Port24 Issha casuals: Uki (Sol) vs Daiji (Millia) [03/10/2014] Port24 Issha casuals: Uki (Sol) vs Daiji (Millia) 2 [03/10/2014] Port24 Issha casuals: Uki (Sol) vs Daiji (Millia) 2 [03/11/2014] Sasashima casuals: Millia vs Sol [03/11/2014] Sasashima casuals: Millia vs Sol x3 [03/14/2014] Central Hachiouji Singles Tournament: Sol vs Millia [03/14/2014] Central Hachiouji Singles Tournament: Millia vs Sol [03/14/2014] Central Hachiouji Singles Tournament: Millia vs Sol x2 [03/17/2014] Port24 Issha: Sol vs Daiji (Millia) [03/17/2014] Port24 Issha: Sol vs Daiji (Millia) x2 [03/29/2014] Amusement Park Neverland 2 casuals: Millia vs Sol [03/29/2014] Amusement Park Neverland 2 casuals: Sol vs Millia x2 [03/30/2014] Game Center Tecnopolis: Sol vs Millia [03/31/2014] Port24 Issha casuals: Daiji (Millia) vs Sol [03/31/2014] Port24 Issha casuals: Daiji (Millia) vs Sol x2 [03/31/2014] Port24 Issha casuals: Daiji (Millia) vs Sol x3 [03/31/2014] Port24 Issha casuals: Daiji (Millia) vs Sol x4 [03/31/2014] Port24 Issha casuals: Daiji (Millia) vs Sol x5 [03/31/2014] Port24 Issha casuals: Daiji (Millia) vs Sol x6 [03/31/2014] Port24 Issha casuals: Daiji (Millia) vs Sol x7 [04/01/2014] Sasashima Leisureland casuals: Sol vs Millia [04/05/2014] A-cho 2on2 Tournament: eki-chan (Millia) vs Dogura (Sol) [04/05/2014] A-cho 2on2 Tournament: eki-chan (Millia) vs Korochan (Sol) [04/05/2014] A-cho 2on2 Tournament: eki-chan (Millia) vs Dogura (Sol) x2 [04/07/2014] Port24 Issha casuals: Sol vs Millia [04/07/2014] Port24 Issha casuals: Sol vs Millia x2 [04/07/2014] Port24 Issha casuals: Millia vs Sol x3 [04/07/2014] Port24 Issha casuals: Millia vs Sol x4 [04/11/2014] Kouhatsu 3rd Tournament: Sol vs Azuo (Millia) [04/14/2014] Port24 Issha casuals: Komochi (Millia) vs Sol [04/16/2014] Monte50 Tournament: C.R. (Sol) vs eki-chan (Millia) [04/19/2014] G-Com Wajiro Singles Tournament: Shuu (Millia) vs Yamato (Sol) [04/19/2014] G-Com Wajiro Singles Freeplay: Yamato (Sol) vs Shuu (Millia) [04/19/2014] G-Com Wajiro Singles Freeplay: Yamato (Sol) vs Shuu (Millia) x2 [04/19/2014] G-Com Wajiro Singles Freeplay: Yamato (Sol) vs Shuu (Millia) x3 [04/27/2014] Takadanobaba Mikado casuals: Satou (Millia) vs Roi (Sol) [05/03/2014] Takadaonobaba Mikado casuals: Shuri (Millia) vs Roi (Sol) [05/03/2014] Takadaonobaba Mikado casuals: Shuri (Millia) vs Roi (Sol) x2 [05/03/2014] Takadaonobaba Mikado casuals: Shuri (Miliia) vs NOB (Sol) Vs Ky: [02/23/2014] Urban Square - Daiji vs The World: Ky vs Daiji (Millia) [02/23/2014] Urban Square - Daiji vs The World: Ky vs Daiji (Millia) [02/23/2014] Urban Square - Daiji vs The World: Ky vs Daiji (Millia) [02/23/2014] Urban Square - Daiji vs The World: Ky vs Daiji (Millia) [02/24/2014] Port24 Issha casuals: Ky vs Daiji (Millia) [02/24/2014] Port24 Issha casuals: Ky vs Daiji (Millia) x2 [03/10/2014] Port24 Issha casuals: Hosshii (Ky) vs Daiji (Millia) [03/11/2014] Sasashima casuals: Ky vs Millia x2 [03/12/2014] Monte50 tournament: Eki-chan (Millia) vs Oppia (Ky) [03/15/2014] Miracle Dome singles tourney: Jiino (Ky) vs Renji (Millia) [03/31/2014] Port24 Issha casuals: Millia vs Ky [03/31/2014] Port24 Issha casuals: Millia vs Ky x2 [04/07/2014] Port24 Issha casuals: Ky vs Millia [04/11/2014] Kouhatsu 3rd Tournament: Ky vs Azuo (Millia) [04/14/2014] Port24 Issha casuals: Komochi (Millia) vs Ky [04/19/2014] G-Com Wajiro Singles Freeplay: Shuu (Millia) vs Kazu (Ky) [04/19/2014] G-Com Wajiro Singles Freeplay: Shuu (Millia) vs Kazu (Ky) x2 [04/26/2014] Urban Square 2on2 Tournament: Hoshi (Ky) vs Komochi (Millia) [04/26/2014] Urban Square 2on2 Tournament: Hoshi (Ky) vs Nabe (Millia) [05/17/2014] G-Com Wajiro Tournament: Shuu (Millia) vs Sho (Ky) Vs May: [02/24/2014] Port24 Issha casuals: May vs Daiji (Millia) [03/07/2014] a-cho casuals: Maruyama (Millia) vs Kedako (May) [03/10/2014] Port24 Issha casuals: Takuan (May) vs Daiji (Millia) [03/12/2014] Monte50 tournament: Eki-chan (Millia) vs Kedako (May) [03/17/2014] Port24 Issha: May vs Daiji (Millia) [03/29/2014] Amusement Park Neverland 2 casuals: May vs Millia [03/31/2014] Port24 Issha casuals: Millia vs May [03/31/2014] Port24 Issha casuals: Millia vs May x2 [03/31/2014] Port24 Issha casuals: Millia vs May x3 [03/31/2014] Port24 Issha casuals: Millia vs May x4 [03/31/2014] Port24 Issha casuals: Millia vs May x5 [04/01/2014] Sasashima Leisureland casuals: May vs Millia [04/01/2014] Sasashima Leisureland casuals: May vs Millia x2 [04/05/2014] A-cho 2on2 Tournament: eki-chan (Millia) vs Efute (May) [04/07/2014] Port24 Issha casuals: May vs Millia [04/11/2014] Kouhatsu 3rd Tournament: May vs Azuo (Millia) [04/11/2014] Kouhatsu 3rd Tournament: May vs Azuo (Millia) x2 [04/11/2014] Kouhatsu 3rd Tournament: May vs Azuo (Millia) x3 [04/14/2014] Port24 Issha casuals: Komochi (Millia) vs May [04/14/2014] Port24 Issha casuals: Komochi (Millia) vs May x2 [04/16/2014] Monte50 Tournament: Kuro (Millia) vs Efute (May) [04/26/2014] Urban Square 2on2 Tournament: Takuan (May) vs Nabe (Millia) [04/26/2014] Urban Square 2on2 Tournament: Nabe (Millia) vs Kou (May) Vs Millia: [03/11/2014] Sasashima casuals: Millia vs Millia [03/14/2014] Central Hachiouji Singles Tournament: Millia vs Millia Vs Zato: [02/19/2014] Arc Live 3: Millia vs Zato [02/24/2014] Port24 Issha: Daiji (Millia) vs Zato [02/24/2014] Port24 Issha: Zato vs Daiji (Millia) [02/27/2014] a-cho casuals: Millia vs Zato x5 [03/03/2014] Port24 Issha: Zato vs Daiji (Millia) [03/03/2014] Port24 Issha: Zato vs Daiji (Millia) x2 [03/17/2014] Port24 Issha: Zato vs Daiji (Millia) [03/17/2014] Port24 Issha: Zato vs Daiji (Millia) x2 [03/17/2014] Port24 Issha: Zato vs Daiji (Millia) x3 [03/17/2014] Port24 Issha: Zato vs Daiji (Millia) x4 [03/17/2014] Port24 Issha: Zato vs Daiji (Millia) x5 [03/17/2014] Port24 Issha: Zato vs Daiji (Millia) x6 [03/24/2014] Port24 Issha: Zato vs Daiji (Millia) [03/24/2014] Port24 Issha: Daiji (Millia) vs Zato x2 [03/24/2014] Port24 Issha: Daiji (Millia) vs Zato x3 [03/29/2014] Amusement Park Neverland 2 casuals: Millia vs Zato [03/29/2014] Amusement Park Neverland 2 casuals: Zato vs Millia x2 [03/29/2014] Amusement Park Neverland 2 casuals: Zato vs Millia x3 [03/29/2014] Amusement Park Neverland 2 casuals: Zato vs Millia x4 [03/29/2014] Amusement Park Neverland 2 casuals: Zato vs Millia x5 [03/29/2014] Amusement Park Neverland 2 casuals: Zato vs Millia x6 [03/30/2104] Goi Gamechariot casuals: Shadow (Zato) vs Kaqn (Millia) [03/30/2104] Goi Gamechariot casuals: Shadow (Zato) vs Kaqn (Millia) x2 [04/01/2014] Sasashima Leisureland casuals: Zato vs Millia [04/01/2014] Sasashima Leisureland casuals: Zato vs Millia x2 [04/01/2014] Sasashima Leisureland casuals: Zato vs Millia x3 [04/01/2014] Sasashima Leisureland casuals: Zato vs Millia x4 [04/05/2014] A-cho 2on2 Tournament: eki-chan (Millia) vs Pon (Zato) [04/07/2014] Port24 Issha casuals: Millia vs Zato [04/07/2014] Port24 Issha casuals: Millia vs Zato 2 [04/11/2014] Kouhatsu 3rd Tournament: Millia vs Zato [04/26/2014] Urban Square 2on2 Tournament: Tights (Zato) vs Komochi (Millia) Vs Potemkin: [02/20/2014] Okayama Fantasista: Millia vs Potemkin x2 [02/23/2014] Urban Square - Daiji vs The World: Potemkin vs Daiji (Millia) [02/23/2014] Urban Square - Daiji vs The World: Potemkin vs Daiji (Millia) [03/15/2014] Miracle Dome singles tourney: Guri (Potemkin) vs Renji (Millia) [03/15/2014] Miracle Dome singles tourney: Toyo (Potemkin) vs Renji (Millia) [03/27/2014] Kouhatsu 2nd Tournament: Millia vs Potemkin [03/29/2014] Amusement Park Neverland 2 casuals: Millia vs Potemkin [03/30/2014] Game Center Tecnopolis: Potemkin vs Millia [04/19/2014] G-Com Wajiro Singles Tournament: Shuu (Millia) vs NON (Potemkin) [04/19/2014] G-Com Wajiro Singles Freeplay: Yukki (Millia) vs NON (Potemkin) [04/26/2014] Urban Square 2on2 Tournament: Bonus Stage (Potemkin) vs Nabe (Millia) Vs Chipp: [02/19/2014] Arc Live 3: Millia vs Chipp [02/23/2014] Urban Square - Daiji vs The World: Chipp vs Daiji (Millia) [03/11/2014] Sasashima casuals: Millia vs Chipp x2 [03/11/2014] Sasashima casuals: Millia vs Chipp [03/11/2014] Sasashima casuals: Millia vs Chipp x2 [03/20/2014] Port24 Issha: Chipp vs Daiji (Millia) [03/29/2014] Amusement Park Neverland 2 casuals: Millia vs Chipp [03/29/2014] Amusement Park Neverland 2 casuals: Chipp vs Millia x2 [03/29/2014] Amusement Park Neverland 2 casuals: Chipp vs Millia x3 [03/29/2014] Amusement Park Neverland 2 casuals: Chipp vs Millia x4 [04/19/2014] G-Com Wajiro Singles Freeplay: Chipp vs Shuu (Millia) [04/19/2014] G-Com Wajiro Singles Freeplay: Shishiyo (Chipp) vs Shuu (Millia) [04/26/2014] Urban Square 2on2 Tournament: Komochi (Millia) vs Moteyama (Chipp) Vs Faust: [02/20/2014] a-cho casuals: Faust vs Millia [02/23/2014] Urban Square - Daiji vs The World: Faust vs Daiji (Millia) [03/03/2014] Port24 Issha casuals: Faust vs Daiji (Millia) [03/08/2014] Freedom Yokohama singles tourney: Millia vs Faust [03/08/2014] Freedom Yokohama singles tourney: Millia vs Faust [03/09/2014] Game Center Technopolis 2 on 2: Faust vs Millia [03/15/2014] Miracle Dome singles tourney: Kirin (Faust) vs Renji (Millia) [03/17/2014] Port24 Issha: Faust vs Daiji (Millia) [03/17/2014] Port24 Issha: Faust vs Daiji (Millia) x2 [03/17/2014] Port24 Issha: Faust vs Daiji (Millia) x3 [03/17/2014] Port24 Issha: Faust vs Daiji (Millia) x4 [03/17/2014] Port24 Issha: Faust vs Daiji (Millia) x5 [03/24/2014] Port24 Issha: Daiji (Millia) vs Faust [03/25/2014] Sasashima Leisureland casuals: Faust vs Millia [03/27/2014] Kouhatsu 2nd Tournament: Millia vs Faust [03/29/2014] Miracle Dome Singles Tournament: Renji (Millia) vs Intai no Hito (Faust) [03/29/2014] Miracle Dome Singles Tournament: Kirin (Faust) vs Renji (Millia) [03/31/2014] Port24 Issha casuals: Millia vs Faust [04/12/2014] Official Sega APM Tourney at Sega Akihabara: OsakaB (Faust) vs Nakamura (Millia) [04/12/2014] Official Sega APM Tourney at Sega Akihabara: Nage (Faust) vs Nakamura (Millia) [04/27/2014] Takadanobaba Mikado casuals: Satou (Millia) vs Nage (Faust) Vs Axl: [02/21/2014] Okayama Fantasista: Millia vs Axl [02/22/2014] G-Stage Singles tourney: Axl vs Millia [03/03/2014] Port24 Issha: Axl vs Daiji (Millia) [03/03/2014] Port24 Issha: Axl vs Daiji (Millia) [03/13/2014] Takadanobaba Mikado: Yumegiwa (Millia) vs Etarou (Axl) [03/27/2014] Kouhatsu 2nd Tournament: Axl vs Millia [04/05/2014] A-cho 2on2 Tournament: eki-chan (Millia) vs Katsukatsu (Axl) [04/19/2014] G-Com Wajiro Singles Tournament: Garou Hazumi (Axl) vs Shuu (Millia) [05/17/2014] G-Com Wajiro Tournament: Kuon (Millia) vs uregis (Axl) Vs Venom: [02/22/2014] G-Stage Singles tourney: Venom vs Millia [02/23/2014] Urban Square - Daiji vs The World: Venom vs Daiji (Millia) [02/23/2014] Urban Square - Daiji vs The World: Venom vs Daiji (Millia) [02/23/2014] Urban Square - Daiji vs The World: Venom vs Daiji (Millia) [02/23/2014] Urban Square - Daiji vs The World: Venom vs Daiji (Millia) x4 [02/23/2014] Urban Square - Daiji vs The World: Venom vs Daiji (Millia) [03/01/2014] Central Hachiouji Random 3 on 3: Hayashi no Yubi (Venom) vs JUN (Millia) [03/01/2014] Central Hachiouji Random 3 on 3: Hayashi no Yubi (Venom) vs JUN (Millia) 2 [03/24/2014] Port24 Issha: Daiji (Millia) vs Venom [03/29/2014] Amusement Park Neverland 2 casuals: Millia vs Venom [03/29/2014] Amusement Park Neverland 2 casuals: Venom vs Millia x2 [03/29/2014] Amusement Park Neverland 2 casuals: Venom vs Millia x3 [03/29/2014] Amusement Park Neverland 2 casuals: Venom vs Millia x4 [03/29/2014] Amusement Park Neverland 2 casuals: Venom vs Millia x5 [03/31/2014] Port24 Issha casuals: Millia vs Venom [04/05/2014] A-cho 2on2 Tournament: N-O (Venom) vs eki-chan (Millia) [04/12/2014] Sega World Kaita Tournament: Kisaragi (Millia) vs Murphy (Venom) [04/19/2014] G-Com Wajiro Singles Tournament: Yukki (Millia) vs Shirosagi (Venom) [04/19/2014] G-Com Wajiro Singles Freeplay: Yukki (Millia) vs Shirosagi (Venom) [04/19/2014] G-Com Wajiro Singles Freeplay: Yukki (Millia) vs Shirosagi (Venom) x2 [04/19/2014] G-Com Wajiro Singles Freeplay: Yukki (Millia) vs Shirosagi (Venom) x3 [04/27/2014] Takadanobaba Mikado casuals: Satou (Millia) vs Sanma (Venom) Vs Slayer: [03/03/2014] Port24 Issha casuals: Slayer vs Daiji (Millia) [03/03/2014] Port24 Issha casuals: Slayer vs Daiji (Millia) [03/09/2014] Game Center Technopolis 2 on 2: Slayer vs Millia [03/10/2014] Port24 Issha casuals: Nanore (Slayer) vs Daiji (Millia) [03/17/2014] Port24 Issha: Slayer vs Daiji (Millia) [03/17/2014] Port24 Issha: Slayer vs Daiji (Millia) x2 [03/24/2014] Port24 Issha: Slayer vs Daiji (Millia) [03/24/2014] Port24 Issha: Daiji (Millia) vs Slayer x2 [03/29/2014] Amusement Park Neverland 2 casuals: Slayer vs Millia [03/31/2014] Port24 Issha casuals: Millia vs Slayer [03/31/2014] Port24 Issha casuals: Millia vs Slayer x2 [04/12/2014] Sega World Kaita Tournament: Manji (Slayer) vs Kisaragi (Millia) [04/12/2014] Official Sega APM Tourney at Sega Akihabara: Taka (Slayer) vs Nakamura (Millia) [04/16/2014] Monte50 Tournament: Yousei Ou Eternal Teshita F (Slayer) vs Kuro (Millia) [04/19/2014] G-Com Wajiro Singles Freeplay: Slayer vs Shuu (Millia) [04/19/2014] G-Com Wajiro Singles Freeplay: Slayer vs Shuu (Millia) x2 Vs I-No: [03/15/2014] Miracle Dome singles tourney: Sonata (I-No) vs Renji (Millia) [03/17/2014] Port24 Issha: I-No vs Daiji (Millia) [03/17/2014] Port24 Issha: I-No vs Daiji (Millia) x2 [03/24/2014] Port24 Issha: Daiji (Millia) vs (I-No) [03/24/2014] Port24 Issha: Daiji (Millia) vs I-No x2 [03/24/2014] Port24 Issha: I-No vs Daiji (Millia) x3 [03/24/2014] Port24 Issha: I-No vs Daiji (Millia) x4 [03/24/2014] Port24 Issha: I-No vs Daiji (Millia) x5 [03/31/2014] Port24 Issha casuals: I-No vs Millia [03/31/2014] Port24 Issha casuals: Millia vs I-No x2 [04/04/2014] Goi Gamechariot casuals: Kaqn (Millia) vs I-No [04/04/2014] Goi Gamechariot casuals: Kaqn (Millia) vs I-No x2 [04/07/2014] Port24 Issha casuals: I-No vs Millia [04/07/2014] Port24 Issha casuals: Millia vs I-No [04/16/2014] Monte50 Tournament: Yousei Kenbunroku (I-No) vs Kuro (Millia) Vs Bedman: [02/22/2014] G-Stage Singles tourney: Bedman vs Millia [02/23/2014] Urban Square - Daiji vs The World: Bedman vs Daiji (Millia) x2 [02/23/2014] Urban Square - Daiji vs The World: Bedman vs Daiji (Millia) [02/23/2014] Urban Square - Daiji vs The World: Daiji (Millia) vs Bedman [03/30/2014] Game Center Tecnopolis: Millia vs Bedman [03/30/2014] Game Center Tecnopolis: Millia vs Bedman x2 [04/12/2014] Sega World Kaita Tournament: Kuroko (Bedman) vs Kisaragi (Millia) [05/03/2014] Takadaonobaba Mikado casuals: Shuri (Millia) vs Tsubu (Bedman) [05/03/2014] Takadaonobaba Mikado casuals: Shuri (Millia) vs Tsubu (Bedman) x2 [05/03/2014] Takadaonobaba Mikado casuals: Shuri (Millia) vs Tsubu (Bedman) x3 [05/03/2014] Takadaonobaba Mikado casuals: Shuri (Millia) vs Tsubu (Bedman) x4 Vs Ramlethal: [04/12/2014] Sega World Kaita Tournament: Gorilla (Ramlethal) vs Kisaragi (Millia) [04/14/2014] Port24 Issha casuals: Komochi (Millia) vs Daiji (Ramlethal) [04/19/2014] G-Com Wajiro Singles Tournament: Ren (Ramlethal) vs Shuu (Millia) [04/19/2014] G-Com Wajiro Singles Freeplay: Shuu (Millia) vs Nagasu (Ramlethal) [04/19/2014] G-Com Wajiro Singles Freeplay: Josephine (Ramlethal) vs Shuu (Millia)
  6. Completed these sections of the guide: 4) Advancing With the Pin ----- 4.1) Pin Patterns ----- 4.2) Enemy Reactions to Pin 5) Advancing Without the Pin ----- 5.1) Ground Movement ----- 5.2) Air Movement ----- 5.3) How to Get Your Pin Back I do plan to finish this off and include +R in the guide now, as I've done in those sections above. I'll probably end up cutting out the combo parts of the guide and just reference the combo threads, since Millia combos rightfully deserve an entire guide of their own.
  7. Sure, I've re-uploaded it here: https://www.dropbox.com/s/biqxo8ja7co29at/MilliaBlocker_v0.3.swf Replacement website to be coming soon.
  8. I've played quite a bit on the PS2 GG stick. It's a stock Hori stick (iirc) which means that doing special motions is going to require excessive force, and the buttons aren't the greatest either. It's also not really usable with other games due to the layout. It's a cool collector's item, but not something I would recommend actually playing on if you're serious abiut the game.
  9. The way I practice disc mixup and follow-up combo/mixup depending on if they get hit/block, is just through recording the dummy alternating between high and low block very quickly. Basically going from [4] to [1] to [4] to [1] very quickly, this allows you to simulate the random guard function from #R. Then I play it back and do a knockdown setup from a throw, or a string into 2D on hit or if they block, go into instant K pin -> falling j.S -> high/low mixup into 2D. From there on you can just set disc and run your mixup.
  10. Shadow P -> Teleport -> Command throw is workable if you have them scared of pressing buttons. Shadow P (AC) is invulnerable and brings the shadow closer, letting you in for the throw. The other Eddie player here uses this on turtly people and it works (way more than it should). But against other people who know there's very little risk to jumping back once Eddie's out of range, I doubt this would see much use.
  11. Closing because of the incredibly misleading thread title and thread's lack of value.
  12. Overall this is supposed to just be based around the concept of reaction time. Of course if it were to be a real match mixup simulator there would be a disc above Sol and I'd have to have added other variants of mixup like IAD high/lows, throws, haircar FRC j.K which are either not practical to add in or offer no value for reaction time testing. As for blockstrings, that's not really something to be overly concerned with since that type of mixup is much less safe and much more limited than her oki, which this app is supposed to approximate.
  13. Hm... the red matchups on that spreadsheet appear to be correct.
  14. Yes that matchup chart was from Nov 2012, GGXXAC+R 1.0, before the Kliff supernerfs. Oh it's not from one person, the list is just my approximation based on ~1000 posts on the livedoor BBS in the last few weeks. There's a general consensus I noticed that the top 5 are Zappa, Faust, Millia, Chipp and Dizzy, and the bottom 3 are Kliff, Bridget, Venom. There were some people questioning Kliff's placements but more people seemed to agree. The middle tier rankings are mostly based off discussions in July, since there didn't seem to be much talk on the placement of those characters recently so I left them mostly as is from the older lists. On a general note, people don't really have to put too much stock into the list since it's just a based off of a (large) group of people posting, but I haven't found any other people discussing the tiers on a large scale like this so you take what you can get. Or we could help out Watches and make our own!
  15. Added in Simple Combos lists for the entire cast, broken up into the following weight classes: BASIC NORMAL WEIGHTS ANGLED NORMAL WEIGHTS BASIC LIGHT WEIGHTS HEAVIER LIGHT WEIGHTS ANGLED LIGHT WEIGHTS JOHNNY (lol) And then other misc combos as need to round it out. Hopefully this helps newer Millia players or those who want to look up easy combos to use on the fly.
  16. Recent discussions on japanese BBSs have it as something like: SS: Zappa S: Faust Millia Chipp Dizzy A: Testament Baiken Slayer Axl Jam A-: May Order-Sol B: Potemkin Johnny Ky Anji I-No C: Sol Eddie ABA C-: Robo-Ky Justice D: Kliff Bridget Venom And yes that's in order
  17. Yeah that one's a good starter in +R. You usually want to do it from 2D to 214S~214D, since they float higher, allowing for farther range wallsticks and easier IAD j.D followup. But 5H into Longinus works too for characters with difficult hitboxes (eg. Millia, Jam, Anji, other thin lower body characters). However I don't think it needs its own character specific list since you can treat it the same as any relaunch after j.D. So for characters like Sol, the standard [land, r.(5S)2H nj.H ADF j.H ADF j.2H] ender should apply, while for lighter characters you should probably just end with 6H for the corner knockdown. It is a good thing to point out in the list though.
  18. Yeah, I could see that since 10-30 ms is pretty much just the local city/area, and we all just meet up and play offline. #R online used to be very smooth and playable with guys who lived ~500-2000 km away (50-100 ms range) and AC isn't playable at all with them.
  19. Awesome, I actually use Excel myself for my own personal spreadsheets/tables. It's just so much more useful than these giant lists. If you have any combos for characters I haven't included above, I certainly wouldn't mind hearing about them! Also for those stray air hits, I think that's more like general combo advice. Like how you would typically do IAD j.P j.2H into a relaunch, and then go into your standard Pin/relaunch combos from there, based on the character. Or if they're really high up in the air, I almost always go for j.PK dj.KH ADF j.2H-236D, land, 6H. There are just so many variables based on air height of enemy/weight/hitboxes/positioning that you kind of have to make up combos based on the main ones above.. it would take a really long time to list every possibility.
  20. Another game, another set of Millia combos to learn! I've started working out some reliable, strong combos from common situations. These include: from a ground 2H launch, from a 236H disc hitting, from a 236S disc hitting, and throw combos. I've also added notes to the combos below so hopefully those clear up some issues you may run into. Legend/Notes: ADF = cancel into air dash forwards ADB = cancel into 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.2H - All j.2Hs hit three 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 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. ***Combo difficulty rating scale*** Very Easy = Requires little to no timing at all, very hard to drop. Everything just falls into place easily without practice. Easy = May require a bit of practice but combo is straightforward and contains no overly difficult links or timing issues. Medium = Combo requires some practice but is doable consistently once you understand the particulars. Hard = Combo requires multiple tight timing windows that require a lot of practice to get down. Very Hard = Combo is prohibitively difficult to pull off with any kind of consistency. ----------------------------------------------------------------------------------- SIMPLE/UNIVERSAL COMBOS For almost all of the combos below, you can end in delayed j.2H instead of BM for a knockdown - useful for when you reach the corner and you want the j.2H knockdown instead. BASIC NORMAL WEIGHTS COMBOS - For Sol, Potemkin, Chipp, Faust, Axl, Anji, Venom, Testament, Dizzy (post-disc combo only), Slayer, Zappa, Order-Sol, ABA Throw combo: r.5Sf 2H j.H ADF j.H ADF j.2H-236P Difficulty: Very Easy Notes: For ABA, don't end in Bad Moon as it hits OTG Ground combo: 2H, j.SH ADF j.H ADF j.2H-236P Difficulty: Very Easy Notes: For ABA, don't end in Bad Moon as it hits OTG Post-disc combo: (after 236H hits) r.5Sc 2H j.H ADF j.H ADF j.2H-236P Difficulty: Very Easy Notes - Chipp/Dizzy: Pick them up low with 5Sc Notes - ABA: Don't end in Bad Moon as it hits OTG ANGLED NORMAL WEIGHTS COMBOS - For Ky, Eddie, Johnny (ground combo only), Dizzy (ground combo only), Robo-Ky, ABA (post-disc combo only) Throw combo: r.5Sf 2H j.H ADF j.2H-236P Difficulty: Easy Notes: For the Kys, need to delay the j.2H and Bad Moon slightly. Ground combo: 2H, j.SH ADF j.2H-236P Difficulty: Very Easy to Easy (notes) Notes - Ky: Delay j.2H and Bad Moon Notes - Dizzy: Do the combo as early as possible but delay the Bad Moon Notes - Robo-Ky: Do j.S early, then delay j.H, then end with delayed Bad Moon Post-disc combo: (after 236H hits) r.5Sc 2H nj.H ADF j.2H-236P Difficulty: Easy Notes - Ky/Eddie: Delay j.2H and Bad Moon Notes - I-No: Needs low launch with 5Sc Notes - Robo-Ky: Needs high launch with 5Sc, do 2 hits if needed Notes - all: If you push them to corner you can get another rep of j.H ADF BASIC LIGHT WEIGHTS COMBOS - For May, Millia (ground combo), Jam (throw & ground combos), I-No (ground & post-disc combos), Kliff, Justice Throw combo: r.2P-5P j.KH ADF j.H ADF j.2H Difficulty: Easy Notes - May/Jam: Slightly delay the j.2H for the knockdown Ground combo: 2H, j.KH ADF j.H ADF j.2H Difficulty: Easy Notes - all: Jump after the 2H right away but slightly delay the j.K Notes - Millia/Kliff: Can also end in early j.2H into delayed Bad Moon Post-disc combo: (after 236H hits) r.5Sc(2) nj.SH ADF j.H ADF j.2H Difficulty: Easy Notes - Kliff: 1 hit of 5Sc only Notes - all: Slightly delay j.2H or do early j.2H into delayed Bad Moon HEAVIER LIGHT WEIGHTS COMBOS - For Millia (throw & post-disc combos), I-No (throw combo) Throw combo: r.5Sf 2H nj.H ADF j.2H(E)-236P(L) Difficulty: Easy Post-disc combo: (after 236H hits) r.5Sc(2) j.KH ADF j.H ADF j.2H-236P Difficulty: Very Easy ANGLED LIGHT WEIGHTS COMBOS - For Baiken, Bridget, Jam (post-disc combo only) Throw combo: r.5K j.PKH ADF j.2H-236P(L) Difficulty: Medium Notes - all: Need to start with deep running 5K, then delay Bad Moon at the end. Notes - Bridget: You're better off going with the relaunch combo below, since it's more damage and equal in difficulty. Ground combo: 2H, j.KH ADF j.2H-236P Difficulty: Medium Notes - all: Delay first jump K, do j.2H early, end with very delayed (last frame) Bad Moon Post-disc combo: (after 236H hits) r.5Sc(2) j.KH ADF j.2H-236P Difficulty: Very Easy (JA), Easy (BR), Medium (BA) Notes - all: Launch low with 5Sc, delay j.2H, delay Bad Moon at the end Notes - Jam: Only let 5Sc hit once, no Bad Moon at end THE OTHER JOHNNY COMBOS Throw combo: r.5Sf 2H j.KH ADF j.2H-236P Difficulty: Easy Notes: Slightly delay both the j.2H and Bad Moon Post-disc combo: (after 236H hits) r.5Sc(1) j.KS2H(2) Difficulty: Easy Notes: Hit the running close S as low as possible, and the rest of combo as early as possible - j.2H should whiff the 2nd hit, 3rd hit will hit and knock down DIZZY THROW COMBO: r.5Sf j.PKH ADF j.H ADF j.2H-236P Difficulty: Very Easy ALTERNATE JUSTICE THROW COMBO: 2H j.H ADF j.2H-236P Difficulty: Very Easy ----------------------------------------------------------------------------------- OPTIMAL CHARACTER-SPECIFIC COMBOS SOL ------------- Corner Combos Into 2H: j.SH ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (157 damage) (Very Easy) j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF(L) j.2H (163 damage) (Easy) j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (166 damage) (Medium) j.S(L)H ADF j.H(L) ADF j.H land 2H j.H ADF j.H ADF j.2H (169 damage) (Medium) Into 236H: S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (149 damage) (Very Easy) S2H j.H ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (156 damage) (Medium) Into 236S: 6P j.SH ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (148 damage) (Easy) 6P j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (153 damage) (Medium) Corner Combos with 25% Tension Into 2H: j.S-236D dj.D ADB(L) dj.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (200 damage) (Medium) j.S-236D dj.D ADB(L) dj.D(E) land IADF j.D(E) land 2H(L) j.SH ADF j.H ADF j.2H(-236P) (218 damage) (Hard) Into 236H: S2H j.H-236D(L) dj.D ADB(L) dj.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (177 damage) (Medium) S2H j.H-236D(L) dj.D(E) ADB(L) dj.D land IADF j.D(E) land 2H(L) j.SH ADF j.H ADF j.2H(-236P) (177 damage) (Hard) Into 236S: 6P j.SH-236D(L) dj.D ADB(L) dj.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (178 damage) (Medium) Corner Combos with Pin Into 2H: j.SH-214H ADF j.D ADB j.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (183 damage) (Medium) j.S(L)-214S dj.D ADB dj.D land IADF j.D land 2H(L) j.SH ADF j.H ADF j.2H (202 damage) (Hard) Into 236H: S2H j.H-214H ADF j.D ADB j.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (170 damage) (Medium) Into 236S: 6P j.SH-214H ADF j.D ADB j.D land r.2H (n)j.H ADF j.H ADF j.2H(-236P) (169 damage) (Medium) 6P j.SH-214H ADF(E) j.D ADB(L) j.D land IADF j.H land 2H(L) j.SH ADF j.H ADF j.2H (177 damage) (Hard) Midscreen Combos without Pin Into 2H: sj.KSH ADF j.H ADF j.2H(L) (99 damage) (Very Easy) j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H(-236P) (120 damage) (Easy) nj.S(L)H ADF j.H ADF j.H land 2H j.H ADF j.H ADF j.2H(L) (124 damage) (Medium) Into 236H: r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H(L,2) (148 damage) (Easy) r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H (158 damage) (Easy) Throw: r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H(2) (106 damage) (Very Easy) r.S2H j.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H (108 damage) (Easy) Midscreen Combos with 25% Tension: Into 2H: j.S-236D dj(L).D ADF dj.D land r.2H j.SH ADF j.H ADF j.2H (148 damage) (Medium*) Into 236H: r.S2H sj.H-236D land rj.D ADB j.D land r.2H j.H ADF j.H ADF j.2H (181 damage) (Medium*) (not fullscreen) Throw: r.2H j.S-236D dj.D(L) ADF(E) dj.D land r.2H j.H ADF j.H ADF j.2H (121 damage) (Hard*) Midscreen Combos with Pin: Into 2H: j.SH ADF j.H(L) ADF j.H(L) land S j.SH ADF j.H ADF j.SH(E) land j.KSH ADF j.H ADF j.2H(2)-214S land 6H (130 damage) (Medium) j.S-214S ndj(E).D(L) ADF dj.D land r.2H j.H ADF j.H ADF j.2H (136dmg) (Medium*) Into 236H: r.S2H j.H ADF j.H ADF j.S2H(1) land S j.SH ADF j.H ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214S land 6H (163 damage) (Easy) r.S2H j.H ADF j.H(L) ADF j.H(L) land S j.SH ADF j.H ADF j.SH(E) land j.KSH ADF j.H ADF j.2H(2)-214S land 6H (169 damage) (Medium) Overall combo difficulty: Very Easy Notes: Sol's hitbox is perfect for landing Millia's new combos. A great character to practice on to learn the basics. * - timing of this is variable. If it's the real wall, it's a later adf. If it's a fake wall, it's an earlier airdash (but still some delay). If it's fullscreen or close to fullscreen, the dj.D after 236D is really really late (almost touching the ground) and the airdash into dust afterwards is early. The 2nd j.D will wall bounce really low, but you can still r.2H. I'm putting this here, because this same difference in timing goes for everyone this combo works on. KY ------------- Corner Combos Into 2H: j.S(L)H(L) ADF(L) j.H ADF(L) j.H land S(2) j.SH ADF j.H ADF j.2H Into 236H: S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H (150 damage) Into 236S: 6P j.SH ADF j.2H land S j.KSH ADF j.H ADF j.2H (144 damage) Corner Combos with Pin Into 2H: j.SH-214S, ndj.D, land, 6H-214K j.S(L)H(L) ADF(L) j.H ADF(L) j.H land 2H j.H ADF j.SH land j.KSH ADF j.H ADF j.2H(2)-214K land 6H (180 damage) Into 236H: 5S 2H j.S-214H ADB j.D, land, r.5Sf 2H (j.S) j.H, ADF j.2H-236P Into 236S: 6P j.SH-214H, then same as 236H combo above Midscreen Combos without Pin Into 2H: j.SH ADF j.2H, land, S(2)2H j.H ADF j.2H-236P (116 damage) j.SH ADF j.H land S j.SH ADF j.H ADF j.2H (118 damage) Into 236H: 5S 2H j.H ADF j.2H, then same as above Throw: r.5Sf 2H j.H ADF j.2H, then same as above Overall combo difficulty: Easy Notes: Comboing Ky requires a lot of on-the-fly adjustments, due to his finicky weight and hitbox. If he is too low, 2H j.H will often miss on the relaunch, so make sure you add in the extra j.S there. If the corner Into 2H combo is too tough, you can simply end it with a 6H into roll, after the ndj.D. MAY ------------- Corner Combos with Pin Into 2H: j.SH-214H, ndj.D, land, 6H-214K Into 236H: 5S 2H j.H-214H, then the same as the above combo Into 236S: 6P, then the full 2H combo Midscreen Combos without Pin Into 2H: j.KH ADF j.2H, land, 5S 2H, j.H ADF j.H ADF j.2H-236P Into 236H: 5Sc(2), then the full above combo Throw: deep r.2P 5P, then the full above combo Overall combo difficulty: Easy for corner pin and midscreen combos, Medium for throw combos Notes: It's fairly straightforward to combo May once you know to never use 2H j.SH on her due to her light hitbox. Throw combo is a bit tricky due to timing the deep run into 5K or the first j.K if you miss the deep run. MILLIA ------------- Corner Combos with Pin Into 2H: j.H(E)-214S, ndj.D, land, 2H j.H ADF j.H ADF j.2H-236P Into 236H: 2H, then the full Into 2H combo above Into 236S: 6P j.SH-214H, ndj.D, 2H nj.H, ADF j.2H-236P Midscreen Combos without Pin Into 2H: j.H(E) ADF j.SH, land, j.KH ADF j.2H-236P Into 236H: 5Sc(1) j.SH ADF j.H ADF j.2H(-236P) Throw: r.5Sf 2H nj.H ADF j.2H-236P <- could be improved Overall combo difficulty: Easy Notes: There are a lot of combos to memorize! Millia is light and also fairly large in the air, which means that 2H j.H works on her fairly easily, you just have to time it early. EDDIE ------------- Corner Combos with Pin Into 2H: j.SH(L)-214S, ndj.D, land, 2H, nj.SH ADF j.2H-236P Into 236H: 5S 2H j.H(L)-214S, then the combo above Into 236S: 6P j.SH-214H ADF j.D(L), land, backdash, 2H nj.SH ADF j.H ADF j.2H-236P Midscreen Combos without Pin Into 2H: j.SH ADF j.2H land S j.KSH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H Overall combo difficulty: Easy Notes: Need to delay the j.H before firing j.214S, in order to get closer to Eddie so the pin won't miss. POTEMKIN ------------- Corner Combos with Pin Into 2H: j.SH-214H ADF j.D ADB j.D land S2H j.SH ADF j.H ADF j.2H Into 236H: S2H j.H-214S dj.D(L) ADB j.D land S2H j.SH ADF j.H ADF j.2H Into 236S: 6P j.SH-214H ADF j.D ADB j.D land S2H j.SH ADF j.H ADF j.2H Midscreen Combos without Pin Into 2H: j.SH ADF j.H ADF j.H land S2H j.SH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.H ADF j.S2H land S2H j.S-H ADF j.H ADF j.2H Throw: 2H j.SH ADF j.H ADF j.SH land S2H j.H ADF j.H ADF j.2H CHIPP ------------- Corner Combos with Pin Into 2H: j.SH-214H, ADF j.D(L), land, backdash, 2H nj.SH ADF j.H ADF j.2H Into 236H: 5S 2H j.H-214H, then the above combo Into 236S: 5P j.KH-214H, then the above combo Midscreen Combos without Pin Into 2H: j.SH(E) ADF j.H ADF j.2H(L) land S j.KSH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.H ADF j.2H(L) land S j.KSH ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.H ADF j.2H(L) land S j.KSH ADF j.H ADF j.2H Overall combo difficulty: Easy Notes: The only timing issue here is the ADF into delayed j.D, then the backdash. Quite easy with a practice, and this combo grants you a valuable j.2H knockdown too. FAUST ------------- Corner Combos with Pin Into 2H: j.SH-214H ADF j.D(L) ADB j.D land r.2H j.H ADF j.H ADF j.2H Into 236H: S2H nhj.H-214S(L) ADF(L) j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H Into 236S: 6P j.SH-214H ADF j.D(L) ADB j.D land r.2H j.H ADF j.H ADF j.2H Midscreen Combos without Pin Into 2H: nj.SH ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H BAIKEN ------------- Corner Combos with Pin Into 2H: j.SH-214H(E) ADF(L) j.D ADB j.D land IADF j.H ADF j.2H Into 236H: S2H nj.H-214H(L) ADF j.D ADB j.D land IADF j.H ADF j.2H Into 236S: 6P hj.S-214S ADF(L) j.D ADB j.D land IADF j.H ADF j.2H Midscreen Combos without Pin Into 2H: IADF j.2H land S2H j.H ADF j.H ADF j.2H Into 236H: r.S2H (n)j.H ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H(-236P) Throw: r.S2H (n)j.H ADF j.2H(L) land 2H j.H ADF(E) j.2H-236P (Screw Baiken. All midscreen combos without pin or tension are medium to very hard.) -Blitz JAM ------------- Corner Combos with Pin Into 2H: j.SH ADF j.2H, land, 5S 2H j.H-214S, ndj.D, land, 6H-214K Into 236H: 2H j.H ADF j.2H, then same as the above combo Into 236S: 5P j.KH-214S, ndj.D, r.6H-214K Midscreen Combos without Pin Into 2H: j.K-H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H Into 236H: r.S©2H bj.H ADF j.2H(L) land 2H (n)j.H ADF j.H ADF j.2H Throw: r.KK j.KH ADF j.H ADF j.2H (easy) Throw: r.S2H (n)j.H ADF j.2H(L) land 2H (n)j.H ADF j.H ADF j.2H (medium) Overall combo difficulty: Easy Notes: JOHNNY ------------- Corner Combos with Pin Into 2H: j.SH(L) ADF j.2H, land, 5S 2H j.S(E)H-214S, dj forward, j.D, land, 6H-214K Into 236H: 2H, then the full above combo Into 236S: 6P, then the full above combo Midscreen Combos without Pin Into 2H: hj.SPS2H land S2H j.H ADF j.2H-236P (what is this I dont even) Into 2H: j.SH ADF j.2H land S j.KSH ADF j.2H Into 236H: r.S2H j.SH ADF j.2H land S2H j.SH ADF j.2H-236P Throw: r.S j.KSH(L) ADF j.2H land S(1,L) j.K(L)S(E)H(E) ADF j.2H(E) Overall combo difficulty: Easy Notes: Once you learn the specific late/early moves, the corner combo isn't very tough to pull off consistently. Throw combo difficulty: Hard (needs practice, not so hard once you learn it) Throw combo notes: The key to this combo is getting as close as possible to Johnny for the relaunch S, without side-switching. Then you have to delay the relaunch close S so it hits as low as possible. At this point in the combo you're in one of two scenarios: 1) You're as close as you can get. All you have to do is delay the j.K by a little bit, then immediately do the rest of the moves in the combo. 2) You're pretty close, but not as close as possible. You have no choice but to aim for Johnny's face with your j.K (to make it hit as late as possible, so you move closer to Johnny). Then finish the rest of the moves without any delays. In any case, if your j.2H only hits twice at the end, it means you delayed another move in the combo, so make sure you hit the other moves as early as you can. AXL ------------- Corner Combos with Pin Into 2H: j.SH-214H ADF(E) j.D ADB j.D, land, r.2H nj.H ADF j.H ADF j.2H Into 236H: 5Sc(2), then the full above combo Into 236S: 6P j.SH-214H ADB j.D, land, r.5S 2H j.H ADF j.H ADF j.2H Midscreen Combos without Pin Into 2H: j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H Overall combo difficulty: Very Easy Notes: One of the easier j.D combos in the game - just remember to launch with both hits of close slash after a corner disc mixup. ANJI ------------- Corner Combos with Pin Into 2H: j.SH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H Into 236H: S2H j.H-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H Into 236S: 6P j.SH-214H ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H Midscreen Combos without Pin Into 2H: j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.H ADF j.2H land S2H (n)j.H ADF j.H ADF j.2H General combo difficulty: Very Easy VENOM ------------- Corner Combos with Pin Into 2H: j.SH-214H(L) ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H Into 236H: S2H nj.H-214H(L) ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H Into 236S: 6P j.SH-214H(L) ADF j.D ADB j.D land r.2H j.H ADF j.H ADF j.2H Midscreen Combos without Pin Into 2H: j.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H Into 236H: r.S2H j.SH ADF j.H(L) land 2H j.SH ADF j.H ADF j.2H Throw: rK6P j.SH ADF j.2H land S j.KSH ADF j.2H TESTAMENT ------------- Corner Combos with Pin Into 2H: j.SH-214H ADB j.D, land, r.5S 2H nj.H ADF j.2H-236P Into 236H: 5S 2H, then the full above combo Into 236S: 6P, then the full above combo Midscreen Combos without Pin Into 2H: nj.SH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.2H(L) land S2H j.H ADF j.H ADF j.2H Overall combo difficulty: Easy Notes: Just needs a bit of timing on the ADB and the running slash. DIZZY ------------- Corner Combos with Pin Into 2H: j.SH-214H, ADF(E) j.D(E) ADB j.D, r.6H-214K Into 236H: 5Sc(2) j.SH-214, then the above combo Into 236S: 6P j.KH-214H, then the above combo Midscreen Combos without Pin Into 2H: j.KH ADF j.H ADF j.H land S j.SH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H Throw: rS2H j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H Overall combo difficulty: Medium Notes: It may take a fair bit of practice to get down the timing of the two airdash j.Ds so that you have enough time to get the running 6H for the knockdown. SLAYER ------------- Corner Combos with Pin Into 2H: j.SH-214H, ADF(E) j.D ADB j.D, r.2H nj.H ADF j.H ADF j.2H-236P Into 236H: 5S 2H, then the full combo above Into 236S: 6P, then the full combo above Midscreen Combos without Pin Into 2H: j.SH ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Throw: rS2H j.H ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H Overall combo difficulty: Medium Notes: The two j.Ds aren't too tough to time, but getting the running 2H just right along with the j.Hs will take a bit of practice. You can always opt for ending in r.6H instead of the relauch, for the easy knockdown. (to help with the j.H's, delay the 214H's, and when you end out with the ADF j.2H, do early airdash, late j.2H and it'll drop him. Gives more leeway on the running 2H)-blitz BRIDGET ------------- Corner Combos with Pin Into 2H: j.SH-214H ADF(L) j.D(E) ADB(E) j.D(E) land r.2H nj.H ADF(E) j.H ADF(E) j.2H-236P (Hard) Into 2H: j.S2H-214S fdj.D(L) land S(L)2H nj.H ADF j.H ADF j.2H-236P (Easy) Into 236H: S j.S2H-214S fdj.D(L) land S(L)2H nj.H ADF j.H ADF j.2H-236P Into 236S: 6P j.S2H-214S fdj.D(L) land S(L)2H nj.H ADF j.H ADF j.2H-236P Midscreen Combos without Pin Into 2H: j.SH ADF(L) j.2H(E) land 2H j.SH ADF j.H ADF j.2H(L) Into 236H: r.S2H j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H Throw: r.S2H j.H(E) ADF j.2H land 6P j.SH ADF j.H ADF(E) j.2H(L) Throw: r.S2H j.H ADF j.2H(L) land 2H j.H ADF j.2H(L)-236P (so far it seems almost not even worth using the pin. It's barely any more damage than her non-pin combos)-blitz I-NO ------------- Corner Combos with Pin Into 2H: j.SH-214H ADB j.D, land, r.5S 2H j.H ADF j.H ADF j.2H-236P Into 236H: 5S 2H j.H-214H, then the above combo Into 236S: 6P, then the full above combo, but with one less [j.H ADF] rep at the end Midscreen Combos without Pin Into 2H: j.SH ADF j.2H land S2H j.H ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H Throw: r.S2H nj.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H Overall combo difficulty: Easy Notes: A pretty lenient combo that might require a bit of practice. ZAPPA ------------- Corner Combos with Pin Into 2H: j.SH-214H, ADF(E) j.D, ADB j.D, land, r.2H nj.H ADF j.H ADF j.2H-236P Into 236H: 5S 2H j.H-214H, then the rest of the combo above Into 236S: 6P, then the full combo above Midscreen Combos without Pin Into 2H: j.SH ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.H ADF j.2H land S j.KSH ADF j.H ADF j.2H Overall combo difficulty: Very Easy Notes: The only thing to time here is the first ADF j.D which is pretty lenient. Zappa's hitbox makes the ending Bad Moon hit once from a bit far away for the knockdown, so follow with running disc. ROBO-KY ------------- Corner Combos with Pin Into 2H: j.S-214S ADF j.D ADB j.D land r.2H j.SH ADF j.H ADF j.2H Into 236H: S(2) j.S-214S ADF j.D ADB j.D land r.2H j.SH ADF j.H ADF j.2H Into 236S: 6P j.S-214S fdj.D ADB dj.D land r.2H j.SH ADF j.H ADF j.2H Midscreen Combos without Pin Into 2H: J.SH(L) ADF j.2H(L) land S2H j.SH ADF j.H ADF j.2H(L) Into 236H: r.S2H j.SH ADF j.2H land S2H j.SH ADF j.H ADF j.2H(L) Throw: r.S2H j.SH ADF j.2H land S2H j.H ADF j.2H-236P ORDER-SOL ------------- Corner Combos with Pin Into 2H: j.SH-214H, ADF(E) j.D ADB j.D, land, r.2H nj.H ADF j.H ADF j.2H-236P Into 236H: 5S 2H j.H-214H, then the rest of the above combo Into 236S: 6P, then the full combo above Midscreen Combos without Pin Into 2H: j.SH ADF j.H ADF j.H land S(2) j.SH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.H ADF j.2H land S(2) j.KSH ADF j.H ADF j.2H Overall combo difficulty: Very Easy Notes: A really easy combo to hit, you can also end with a simple running 6H if you don't want to do the ending relaunch for whatever reason. A.B.A. ------------- Corner Combos with Pin Into 2H: j.SH-214H, ADF(E) j.D ADB j.D, land, r.6H-214K Into 236H: 5S 2H j.H-214H, then the rest of the above combo Into 236S: 6P, then the full above combo Midscreen Combos without Pin Into 2H: j.KH ADF j.SH land j.KH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.H ADF j.2H land S2H j.SH ADF j.H ADF j.2H Throw: r.S2H j.H(L) ADF j.H ADF j.2H land S(2) j.KSH ADF j.H ADF j.2H(E) Overall combo difficulty: Very Easy Notes: Another simple combo, I cut the corner combo short as I didn't find any reliable relaunch enders since ABA's hitbox doesn't really allow for Bad Moon to hit after j.2H. And you'd care much more about the knockdown against ABA anyway. Throw combo notes: Make sure you wait a bit before the first j.H, otherwise your second j.H might whiff due to ABA being too low (this happens if you get a really deep dash after throw). Also do the last ADF j.2H asap to avoid cases where it only hits twice. After the combo is over you should do walk-up disc since ABA rises really late - a dashing disc will hit perfectly meaty and you don't always want this. KLIFF ------------- Corner Combos with Pin Into 2H: j.SH-214H ADF(L) j.D ADB j.D land r.2H nj.H ADF j.H ADF j.2H-236P Into 236H: 6P j.SH-214H ADF(L) j.D ADB j.D land r.2H nj.H ADF j.H ADF j.2H-236P Into 236S: j.KH-214S fdj.D(L) ADB j.D land r.2H nj.H ADF j.H ADF j.2H-236P Midscreen Combos without Pin Into 2H: j.SH ADF j.2H land 6P j.SH ADF j.H ADF j.2H Into 236H: r.S2H j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.H ADF j.2H land 6P j.SH ADF j.H ADF j.2H Notes: To hit Kliff properly with badmoon, your sprite needs to be lower in the air than his at the end of those pin combos. Also, the fdj.D- the jump forward is slightly delayed, and j.D will fall onto him late. JUSTICE ------------- Corner Combos Into 2H: j.H ADF(L) j.SH land j.SH ADF j.2H(L) land 2H j.SH ADF j.H ADF j.2H(L) (171 damage) (Medium) Into 236H: S2H j.H ADF j.H ADF j.2H land 2H j.SH ADF j.H ADF j.2H (155 damage) (Easy) Into 236S: 6P j.SH ADF j.H ADF j.2H land 2H j.SH ADF j.H ADF j.2H (154 damage) (Easy) Corner Combos with Pin Into 2H: sj.H-214S ADF(E) sj.D ADB sj.D land r.2H j.H ADF j.H ADF j.2H(-236P) (185 damage) sj.H-214S ADF(E) sj.D ADB sj.D land IADF(E) j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (203 damage) Into 236H: S2H j.H-214H ADF(E) j.D ADB(L) j.D land r.2H j.H ADF j.H ADF j.2H (171 damage) S2H j.H-214H ADF(E) j.D ADB(L) j.D land IADF(E) j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (180 damage) Into 236S: 6P j.KH-214H ADF(E) j.D ADB(L) j.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (161 damage) 6P j.KH-214H ADF(E) j.D ADB(L) j.D land IADF(E) j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (169 damage) Corner Combos with 25% Tension Into 2H: j.H-236D(L) dj(L).D ADB dj.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (202 damage) (Very Easy) j.H-236D(L) dj(L).D ADB dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (211 damage) (Easy) Into 236H: S j.SH-236D(L) dj.D ADB dj.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (172 damage) (Easy) S j.SH-236D(L) dj.D ADB dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (183 damage) (Medium) 2H j.H-236D(L) dj.D ADB dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (196 damage) (Easy) Into 236S: 6P j.KH-236D dj.(L)D ADB(L) dj.D land r.2H j.H ADF j.H ADF j.2H(L)(-236P) (170 damage) (Medium) 6P j.KH-236D dj.(L)D ADB(L) dj.D land IADF j.D land 2H(L) j.(S)H ADF j.H ADF j.2H(L)(-236P) (179 damage) (Medium) Midscreen Combos without Pin Into 2H: nj.S(L)H ADF j.H ADF j.2H land 2H j.SH ADF j.H ADF j.2H(L) (120 damage) (Very Easy) Into 236H: r.S2H nj.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H Throw: r.S2H j.H ADF j.H ADF j.2H land S2H j.H ADF j.H ADF j.2H ----------------------------------------------------------------------------------------------------------------------- This list is a WIP and the blank areas will be updated over time. Also please feel free to post with combos you've come up with, as well as for any issues you may have with the ones posted. If you're adding combos, try to test for optimal ones first, such as. j.D x1 or x2 into relaunch into knockdown for corner combos, or regular j.2H into 5S 2H relaunch knockdown combos for midscreen. If you can't find any, mention that too - this may help other combo researchers save a bunch of time. Happy comboing everybody
  21. The delay isn't the problem with the AC netcode - that part is understandable. Although the delay is indeed higher (by 2 frames) on console, due to console AC having a higher inherent delay setting (4 instead of 2). The problem is that the game suffers frequent slowdown whenever hit sparks or other visual effects are on screen, at a pretty regular rate. I'm not sure why this happens on console AC but my best would be that it is poorly programmed netcode. In #R PC, there is no slowdown in the gameplay at all when playing players up to ~110 ms. Beyond that it can get a little skippy, but AC slows down significantly even when playing people in the 50-100 ms range.
  22. Oh woah, Mike is now old enough to rent a car without being hit with the youth tax Happy birthday!
  23. Yes, most definitely. From what I've heard the +R patch didn't change the netcode either, unfortunately.
  24. Sadly, people have left for newer games with worse netcode. The irc channel remains open and active, however!
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