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Everything posted by AKA
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Can I get a source on that music? Hook me up.
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Thanks to meeeeeeeeee~
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Eddie - IB the first hit, then dashing Damned Fang.
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Great job. The Eddie vid was one of my favs and this did not disappoint! I'll bite though. What's the name of the song? I keep hearing different versions of it but I have no clue wtf it is.
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As expected, very nice work. Great song, great combos, slick editing. Very entertaining.
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Since everyone is throwing theirs out, so will I! S+: ED, TE S-: SL, PO A: JA, BA, MA, MI, AB, AX B: VE, ZA, OR, FA, RO, DI C: SO, KY, CH, JO, AN D: BR, IN And with no explanation, I am away! Woohoo tierlists!
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- crazy larry
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Funny thing: J.T. was the GGX (that's right, one X) Zato-1 innovator. He played Eddie all the way through Slash, I think.
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Nice vids Alex, very cool. Great music selection and demonstration. Axl hurts.
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Actually, about the music, how about a source? It's pretty bumpin. KY vs ED was close.
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If you're using FB disc against her on wakeup, it's harder to do because the FB disc will hit first. Baiken takes enough damage that building guard bar against her on wakeup isn't really necessary (or recommended, due to GC's). Your best bet is to be using HS Disc FRC or vanilla HS Disc okizeme. That way, YOUR attack connects before the disc does, so you get much safer and easier ways to bait her shit. Let's break it down move by move. TK Bad Moon - On block against most characters, you can't continue pressure off of this move normally. If Baiken does Ouren to avoid this move, it's no big deal really. Ouren can't hit TK Bad Moon, so you're not down any points and you're faster than her, so her position isn't terrible for you. 2S, 2K, close S, 6P, j.K after FRC'd 214P - If she blocks this move and does Ouren, you can let the move recover and run after her and punish her in recovery for around 200 damage and a corner knockdown (Combo I used: far S, 2H, j.K->j.D, ADC j.K->j.D, ADC j.D or j.H xx 214S, 6H). If you weren't expecting her to do Ouren, you can still react to it and do 214P in retaliation. The hitbox on 214P extends almost instantly, and happens to have a maximum range of around where Ouren will end up landing. You can option select this followup by buffering 236P out of any grounded attack you do, because if she does Ouren your inputs will be crossed up and get you an instant 214P going the other way, which she'll land on. Otherwise, since Millia has no 236P move, you'll be able to react and block any other counter she does, or perform another mixup if you have her scared. EDIT: This is extremely inconsistent and impractical. You're better off using the energy you're expending on OSing by try to react to the counter instead. If you can't do EITHER of these, you get a 50/50 after you see it come out. She's down so many frames after it's whiffed that a running option-selected forward throw is pretty much guaranteed. Option select with 6P+H, which will get you either a clean CH launch, catch her jumping or backdashing, or you'll throw her. I know this is jumbled, but just post back up if you've got any questions. It sounds to me like you know when this move is coming but can't do anything about it. If that's the case, you shouldn't have much trouble implementing the high damage launch punishers when you guess correctly. If Millia didn't have ways to punish Ouren, this matchup would be MUCH harder. Good luck! EDIT: Many of these punishments have to be done at different timings depending on when the Baiken in question executes Ouren. Punishing it is hard, but there are ways to do it consistently.
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2P was 6 frames, 5P was still 5. In AC, that got switched around so that 5P is now 6 frames and 2P is 5 again. The refill rate was toned down from #R, so it took about 130% of the time it did from #R to fill up. The biggest nerf was actually the addition of FD pushback. Because of this, if you FD'd the first j.K in Eddie's fuzzy guard setup, you were not in range to combo Nobiru into shadow gallery off of a 2D without guessing and doing an IAD afterwards. Because of this it became easy for people to IB the Nobiru and gold burst or do a low-to-the-ground airthrow to you after you've done the IAD. It's tough to explain, but it did become harder to kill someone because FD played a major role even in the corner. If someone didn't FD your mixup though, he still did 100% to almost every character off of fuzzy guard, even if they had no guard bar built up. The criteria was something retarded like full meter, corner knockdown, non-FDing opponent. You could do it but...haha. (CH Gold Burst + Retard = 100%) His dash startup was increased too. He reaches full momentum from dashing almost immediately in #R and XX, but not in Slash or AC. FD pushback and increased dash startup made it much much more difficult to close in on an FDing opponent. The new Mawaru actually solves the problem both nerfs present, so that's a big reason why he's good again.
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Eddie can make doing D-step as an escape method very very risky and almost impossible anyway. All he has to do is space the puddle properly behind Slayer, where he will get pushed into the puddle by a string of multiple air attacks for a guard break. If Slayer does reversal D-step, the puddle is triggered before he gets to the FRC point, but after the invincibility has worn off. You could start talking about SBing the second, non-meaty air attack that will push him into the puddle, making it easier. I could also start talking about the Food Network, but that's not important.
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Throw. Avoid Bad Moon in general. Poke just outside her sweep range with far s/sweep. Watch for chain and roll through it. Run under air tatami's when you predict an IAD backwards. Use H disc and it's FRC as oki, as SG or FB Disc are much more prone to counters (the projectile hits before you do). Crossups are good in general due to counter commands being reversed. Otherwise don't be greedy and move safely. Once you're in you can win pretty easily. Your biggest threat is j.S in the air (beats every useful move but j.K. j.K must be done up close to CH j.S), far S/2S on the ground), and 2S/far S on the ground. Match is even. Damage is in Baiken's favor, relying on predicting your movement and punishing your poor decisions on mixup. Mixup/movement is in Millia's favor, damage off of a setup with meter approaches a standard BnB from Baiken. Throw.
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Millia vs. Zappa: Random! Random! Random! Mamamamama...
AKA replied to zer0kage's topic in Millia Matchups
I was referring to SG against Dog, nothing else. I wasn't referring to it as oki either, only as a spacing tool against dog. It's inferior to LS. The fake will do what? Force the dog to move and you then have...nothing out? Full screen is the only safe time to use this, but no good Zappa will allow you to set that distance up. LS forces a reaction out of Zappa even if he has the dog, because it neutralizes it. You use it when he does a raw summon with dog after stalling for the timer to get it (much like the SG with proper distance situation). It sounds to me like the Zappa you play against is too impatient. -
Millia vs. Zappa: Random! Random! Random! Mamamamama...
AKA replied to zer0kage's topic in Millia Matchups
Zappa can react to your sacred garden attempts. All he has to do is keep you at a certain distance, and it's easy to do with his dash speed and backdash speed. He can run under sacred garden before you can move it down at this distance as well (blocking low at sweep range). Zappa reacts to you when he has Dog, because he literally has nothing to fear from you running away. The best option is usually closing the gap with him and putting him into blockstun with lust shaker. He can't control the dog because it will vanish, but you're still gaining tension and guard damage through attrition. You also have roll/iron saber options from it, or using the +5 it grants to run in and bait dog by...doing it again or throwing him. Lust Shaker is the only move that you can use to force a reaction when Zappa has dog. Running away only ensures you'll run out of tension (Zappa will not), and prolonging the match (which is only good if you have a lead on life). Which, really, just gives you more time to make mistakes. Ghosts, you can run under his main bufferable poke (far S). Very important, as once you FD him out to its max range, it's the only move he can do safely if he wants to re-establish pressure with a ghost FRC. Nothing else makes contact except jumping (AA bait) and low HS to control the space in front of him (roll bait). Sword, yes, is all about superior movement. Normal disc is an excellent tool to use on oki, but if you want your overhead to combo you must use Bad Moon. Zappa's crouching hitstun is too low to the ground to get a combo off of a meaty 6K from HS disc oki. -
722 was referring to Chipp's actual throw, not his command throw.
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The IAD pressure is actually pretty good if you want to close the distance on an FDing opponent and want to corner them, but doing only 1 IAD in the string before going into a mixup with Mawaru is the best way to go. It's easier to escape, but it takes brain-power to keep someone in lockdown with Eddie if the opponent knows the escape options, which is why mixing this in isn't a terrible idea. It's still Eddie. Doing multiple reps though, that's SB bait. Even with the shadow out, it's too susceptible to SB->throw due to the large frame gap that occurs. You can compensate for a SB, but you pretty much have to know it's coming and do a sub-optimal pressure sequence that allows for more escape opportunities because you're guessing they'll SB. If you expect to get SB'd, well...it's self defeating, why do a setup that's easy to SB in the first place? Still, pushing to the corner and doing IAD j.S, j.H, -p- into 1) Drunkard Shade or 2) Damned Fang is a pretty good mixup on one rep. If they guess right on Drunkard Shade, you still have enough guage left to do another "escape-based" mixup, another hit/throw mixup, or mixing an end-string unblockable in at the last second. I'd pretty much only use it on opponents who are assuming you'll do a Mawaru mixup and won't anticipate another type. It's usually enough deception to land Damned Fang. But yeah pretty much not needed. Looks cool, but I suspect this is why it's taken people so long to come up with really "interesting" Eddie videos, because there's really not a lot there anymore. Most of his best shit is bread and butter by itself, so there are probably no big surprises on the horizon.
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Great video. Definately my favorite Millia video in terms of presentation, very top notch. Reminds me of Dr. Koo volume 6. Again, top props.
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You watch, you copy, you understand. It takes a while in the beginning, but it's what helps you build your fundamentals. There isn't ever really a point where watching videos becomes detrimental, however you can get stuck looking for things that aren't there. That's a result of being good enough to recognize that the players aren't playing on the same level you are and it's literally a waste of time (speaking from a perspective of "watching to learn").
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Millia is nothing but autopilot hitchecks and safe 50/50's. If you make a mistake in your movement patterns, you'll get snatched and lose a lot of life. Otherwise, no character in the game can catch her unless it's on a big guess move and you were an idiot (pretty easy to do if you get greedy). The amount of damage she can do off of a mixup in the corner is preposterous for how difficult it is to get out of. Any connected hit except for a straight-up knockdown leads to that mixup. As far as Millia vs. Baiken, Millia can run away all day. Guessing j.K's as pre-emptive AA, then reacting on whiff to a safe retreat stops Baiken from jumping forward. The only way to beat that is if she does a j.S on the way up in HER jump, and if you happened to not do anything, she's 6P bait on anything she does except airdash back tatami. The pin mixup (throwing it or not) is as strong as it is against any other character. First-generation mixup is all Millia needs because her lockdown isn't exceptionally strong, and Baiken is susceptible just like anyone else. Counters shouldn't even be an issue because on block she gets killed, and most of the time they're guess counters. 6K is your primary overhead because of the bufferability (counter-safety), 2D is your primary poke at max range (beats all of Baiken's moves due to invincibility window, range is an issue), and you throw a lot. You throw a LOT. Unless the Baiken in question has pefect knowledge of where she can option-select counter and do it without thinking, forcing her to make mistakes isn't a big deal. Ouren is really the only thing in this match that allows Baiken to "run away forever and do lots of damage", but if she's looking for Ouren you just need to be throwing more (like any other counter). Baiken vs. Millia is dead even, but just like anyone else, Baiken has to out-guess Millia and stay on the ground unless she can safely control the space in front of her (which is basically at full screen without taking risks). Millia doesn't get greedy on her offense (just like anyone else), and if her first-gen mixup is blocked then you need to start mixing in throws constantly. Dash-braking and faking at the range of her far S and sweep are amazing because it gets people to whiff, then to freeze, which is throw bait. My thoughts aren't coming together very well because I'm nursing a hangover today. No hating, but it's not a very good post and I'm seeing a lot of misinformation.
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- crazy larry
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Her DAA is among the best in the game, so play conservatively with your meter to ensure you have a shot of having one when you need it. Dodge high attacks in frame traps by rolling and throwing them in their recovery. She's one of the characters that can most benefit from a reversal gold burst (knockdown, CH, full meter). Some might disagree with this strategy, but gold bursting is more important than ever. Blue bursts don't ever knock down anymore, only gold bursts have that ability. Based on the concept of her character, maximizing your opportunities for knockdowns is essential, and her poor ability to break out of offense with invincible attacks makes gold bursting a very viable and powerful asset. Read your opponent well and make your openings count. FD their pressure, IB a big hit that leaves them farther out, then backdash to safety. If you see them run in after smaller, faster attacks in an attempt to reset their offensive, you can opt to 1f jump out of any attacks, then looking for an angle to throw pin in order to set up your offense. Attacking while you're down frames and up close, well, that depends on the matchup. FD and IB used in tandem will give you some ways to create the space at which she lies dominant. For example, FDing a heavy attack-string that will end with them in a whiffing state or neutral state, pushing them out to your sweep distance, is a good way to accomplish this. By the same token, FD, then IBing a bigger attack they might use to get back inside sets up "just outside of throw range" distance that you can use to throw out a grounded FB disc. With luck, you will trade and get either a combo or a mixup/knockdown. Staying calm and observant of your opponent however, is the #1 safeguard against getting mixed the fuck up. Make them guardbreak you, don't do it for them. Most of these options are risky of course, and can be punished by a smart opponent. However, you should work to make them predict your escape attempts by using the lowest-risk methods possible. If there's a risk associated with guessing wrong on getting out, then you should at least be rewarded for guessing correcntly with that same action (gold bursting, throws, rolls, dead angles).
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Wow, where'd you get THAT time machine? Can I have one too?
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- crazy larry
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Shenanigans has no real "set" definition applied to fighters. In general, I use it, and I heard it used coming up as a term describing a "cute" strategy or gimmick that you really shouldn't lose to. Really, I'd describe it as "bold, inferior, shouldn't work but it did", really more of a result of a clever player...or a bad player losing to shit he shouldn't. Usually only happens when people call flukers on a match though, ie: "I lost to some shenanigan bullshit", or whatever. Same deal. POscrub is being really helpful, lots of kudos, take your time.
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- crazy larry
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