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AKA

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Everything posted by AKA

  1. AKA

    Eddie Q&A's

    Actually, doing the final -P- into SG is definately worth it because of the timing when the mine is set. If you just blatantly do -S- + SG into mine, they have plenty of time to IB your far drill and air-throw you for your trouble way before the mine explodes. Doing -P- + SG with that SAME setup however, basically guarantees 80-95% total damage output (depending on character). Check the timing on this and compare the two, as shadow -P- recovers MUCH faster than nobiru does. Eddie still kills half of the cast with this setup, and the other half has between 5% and 20% left. With a little guard gauge build on a single rep of drill pressure, it still kills everyone. His other tone-downs and FD pushback are actually what made him worse in this game, and his damage on okizeme is still very strong if you set it up optimally.
  2. Latest gamechariot vids, Kaqn does a Millia exhibition match. In it, he throws Chipp and misses the run up far S, and Chipp was able to tech before he hit the ground. In short: you HAVE to do the combo in order to get a knockdown off of a throw.
  3. Hey, you're right. I just didn't notice that the mist actually vanishes a LOT faster in this game.
  4. Game looks great, very promising. People should remember that after every new game iteration, people bitch because it's not what they're used to. The bigger the changes, the more bitching. The only way I wouldn't play this game is if it turns out to be the Tekken 4 of GG. Fortunately for us, Arc Systems isn't Namco, and we won't have to worry if it's broken and shitty to play, they'll fix it. This game is the future of GG, and if it's not certain people's cup of tea, then that's really not the problem of people who like it. Eddie looks good, Millia looks much better, and Robo easily looks top tier. Later timing on HS disc FRC sucks, but throw combo being back is fantastic. Eddie actually looks much better designed than before, in all respects. I also saw ABA blocking MF while inside of mist. Yet, I saw Buri get hit by it without a problem. I wonder what the deal is on that?
  5. My friend has a matchup chart of this game somewhere. Petshop is the best character in the game followed by Kakyoin and Jotaro. Petshop can tag you with a JAB and do 80% with one super, and then he can just hold up/back the rest of the round and there's only one character who can do anything about that (Shadow Dio, up-knives or something). He beats an entire third of the cast 9-1 and another third of it 8-2. The only character can beat him, is again, Shadow Dio at I think 6-4? And even then, Shadow Dio is a pretty shitty character from what that matchup chart would lead you to believe, he's bottom tier. Dunno why though, exactly. This game eludes me! ...still would like to play it.
  6. AKA

    Bridget Basics

    Mucho props for the excellent breakdown. I'm sure a lot of players will eat it up and ask for desert on top. Perhaps if I were the mod of the Millia board, I would suddenly get motivated to post everything I know....mmm, nah. I'd still be way too lazy. Good job bro.
  7. AKA

    Eddie Q&A's

    From what I've noticed, the SG loops are just as easy to do as they were in #R. However the only time you're going to be doing them is if they guess wrong off of the first rep of a saw guessing game in the corner. High option is saw, j.K, they duck, guard break with immediate j.K, j.H into combo, or low option. If they guess right on your first rep, but guess wrong on your second rep, you'll be doing guessing games that go straight into a combo into 5D for the UB setup so you can get your mostly free damage. No guard guage build with the familiar means you need to go for the guaranteed damage every time. No more pressure with saw, run in 5H, saw, guessing game into 350 damage easy anymore either. It's all nullified using FD.
  8. I have never ever in my life had a problem doing sj.K after anything I do. I'll get instant turbofall maybe 1/100 of the times I try it, even when I first started using her. For that, I think there's a method you're overlooking, and it isn't magic or brute force practice either. I honestly think it has something to do with when you're inputting your gatlings, and how well you can feel the delay between the hit-stun of a move, and performing a followup. I generally go from 5P into 159K, without any problems. Or 1259K. But I also delay it for a moment, I input 5P, then I input the SJC, then I input K. Steps 1, 2, then 3. I don't try steps 1, then 2+3, which is what I think you might be running into. Wait as long as possible and try it, go slow and work your way up, that way you understand just how long you have to buffer in your next command. Hope that helps!
  9. Testament and Eddie. That's it.
  10. Testament and Eddie. That's it.
  11. You break it because, like you said, the sprite's hitbox remains in standing animation. So you can do a move like, say, immediate j.K in a situation where they started blocking a string standing, and the j.K will connect as if they were standing. If they happen to duck when you do it, you'll break their guard, as you'll see their hitstun animation is that of them crouching, but their hitbox is standing. However, if they start blocking a string low, then you can't do this.
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