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Ronove

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Everything posted by Ronove

  1. http://www.youtube.com/watch?v=Is7WdXtLUsU http://www.youtube.com/watch?v=5nnvsAG0i24 http://www.youtube.com/watch?v=PMH4i6sZkB0 http://www.youtube.com/watch?v=vte86UpTfCw http://www.youtube.com/watch?v=a3Aug-0TYrs
  2. I'm tempted to say Slayer too but you should simply try them all, watch videos and see which one clicks better for you. There's really no better method than trying each of them out yourself.
  3. You don't have to do it too quickly, because you might end up doing a superjump instead. Also be sure to press your button AFTER registering the TK motion. Let's say you want to do TK Badmoon, you can find the proper timing two ways: - do 2369 and hold the lever on 9 and then press P - or, do 2369 let the lever come back to neutral and press P Basically you want to do the motion not too fast and press P the moment she's in the air. After that, it's all practice and muscle memory.
  4. Player's name (for all of the three vids) is Ringo
  5. I totally forgot I could fit 2D in that string That said, I tried doing a second relaunch ( IAD jD 5S 2H jH ADC j2H relaunch again) but haven't been succesful, probably because the combo gets too long and everytime the dummy would recover. So yeah, it's just probably safer to to go in the air once and score that knockdown one way or another. You mean doing 6H right after IAD jD? Or just run up 6H?
  6. I've been experimenting with a combo that could be useful when being positioned between midscreen and the corner: 5S 5H 214S 214D IAD jD 5S 2H jH > ender I tested this on Sol and then on Bridget and Jam. On Sol you can end it with ADC j2H j236P/S pin 6H or end it with ADC jH ADC j2H (S pin 6H). On lightweight characters like Bridget and Jam these enders won't work and you'll need to spend another 25% to do j236D 6H I need to test this on other characters but my guess is that it should be working on most of the medium/heavy characters, atleast if you're planning to go for the classic j2H ender. Also, it's worth noting that if you're close to the wall you don't need to IAD jD but you can do run 5S. Of course you'll do less damage. Still the wallsplat caused by Longinus gives really a lot of time to confirm if there's enough distance to a IAD or if it's better to run up instead. It's not a combo that might be used that often but it's a good way to capitalize off air-to-ground approaches if you're not too distant from the corner rather than going for the typical jump in > (2K) 5S 5H 2D oki
  7. Great stuff, I was actually compiling an Excel table with all her current combos and you made me discover some who I didn't know of, thanks! As a suggestion, besides 2H/236H/throw routes I think it wouldn't hurt if we could indicate combos off aerial hitconfirms as well. Though they certainly depend on a lot of factors (height, proximity/angle) it's not a bad idea to give a couple of pointers on how capitalize the most off a jP or jK, for instance. Like doing jP j2H and following with Pin oki, relaunch or j236D depending on the height.
  8. I see. It does make sense for RC to have the most. I guess the PRC could be the shortest one in terms of slow effect, given that it seems to be the closest thing to GG's FRCs.
  9. Was it confirmed somewhere that each of this different RCs have unique side effects? Like... different "slow-mo" duration? There has to be, else there'd be no point in having three different colored versions if the end result is the same.
  10. It's not pointless! Her +R combos are not that different from her AC ones, you can perfectly practice on AC while waiting for the update, specially because outside of the cooldown on her pin her gameplay/approach hasn't really changed at all so you can comfortably learn all the important aspects (neutral, oki, hitconfirms). Not just that, but her +R combos are generally a little bit easier as well so if you can master her AC stuff you'll be totally fine with +R. Back to +R stuff, I'm loving the new opportunity to hitconfirm aerial hits from jP or jK into j2H > relaunch. It's REALLY nice and it's much less of a headache. And if the opponent is too high above the ground we can still use FB Pretty Maze to slam them to wall for 6H oki (without using pin, since Pretty Maze replaces S pin) or even relaunch if we're going for max damage combo. Things like jPx2 jK dj jK jH ADC j2H j236D 6H or you can directly go straight for jP jH which is really good especially near the corner so that j236D allows a comfortable relaunch. Oh and, it might be stupid but I need to get used to her 6p being jump-cancelable. I was so used to buffer 5S or 2H when doing antiair 6P and I forgot that now I should immediately be buffering a jump instead.
  11. Forget what I said, it is still possible to do relaunch combos even when doing jK jH. I just tried it now vs Bridget, doing ground 5S 2H jK jH ADC j2H 5S 2H jH ADC j2H doesn't even really need the pin ender because it almost litterally carries the opponent from one side to the other of the screen. Now off to try this on air hitconfirms and antiair ones.
  12. I need to get back to the lab and do some tests but from what I've been trying so far and by checking out videos I'd say that probably the jK jH route could be the best option when not going for the relaunch, where jS jH is good for that purpose. Also relaunch combos seem to almost need the pin ender else the opponent might tech too early. So given the changes done to the pin cooldown that might also be a reason why I see japanese players preferring to sacrifice damage/corner carry by doing simple j2H ender combos with no relaunch, I guess?
  13. Rather than GG's hitstun feeling short I'd say it's BB's and P4A's one that lasts for a very long time... :V
  14. I'm loving that she's got back wallbounce j.D, because even though it got considerably slower it has become much more of a threat now and a good tool to bait bursts as well, IMHO. And I like the fact that her combos seems to be a tad little more universal and less character specific (though comboing on Johnny still requires to adjust timing). Plus she still has decent corner carry with her new j.2H relaunch combos (which I'd dare saying seem to be almost identical on the majority of the cast). Haven't managed to test FB Secret Garden though. As for the K pin... honestly the only scenarios where I can picture using it is simply during a blockstring or with IAD crossups. S pin is still going to be used way more. Also, regarding her combos: I've seen cases where Woshige (or maybe it was Nakamura) did 2H>jK>jH and I was wondering why given that 2H>jS>jH seems to hit properly (even on lightweight characters) and align the opponent better for ADC j2H.
  15. That's because the game's screen ratio is different, since for Xrd it's 16:9 widescreen rather than 4:3.
  16. Got my hands on +R, and I can confirm (as if there wasn't enough evidence from the videos these past months) that you can't retrieve the pin right away, but there is a cooldown of a couple of seconds(?). Basically you can pick it up once it starts flashing/blinking again. Off to test all new stuff and possibly her new combos.
  17. Thanks a lot ElvenShadow, you're doing the whole community an immense favour, On YRC, I'd like to know if I got it right. Basically you can activate it not only if the move whiffs but also during its recovery frames, correct? Because I'm picturing scenarios where Millia could instead do a meaty Tandem Top followed by a YRC right as the recovery frames kick in. That would be really nasty, provided that Millia's Tandem Top has remained more or less the same in terms of properties, startup, active frames etc.
  18. More or less. Also her pokes are not THAT bad, her 2D is actually a pretty solid ground poke and she does have nice antiair normals.
  19. I've been learning her since the past two months. Execution-wise her learning curve is actually not that steep. She does have character specific things (though more like different timing on the same combo depending on the opponent rather than completely different combos) but overall it's not that complicated for the most basic stuff. The hardest aspects of Millia are learning to move properly and her neutral phase, and learning how to capitalize into knockdown off any chance you get, especially aerial hitconfirms.
  20. That's because in your mind you're treating Xrd as a sequel to AC, which is likely not going to be the case. As I said, we really don't know how the characters in the game will play, are we really sure that FBs would be needed in Xrd? I am not saying you can't be pessimistic about it or anything like it, I'm just saying that until we can get some solid information from what the characters can do it's still early to say whether the lack of a certain mechanic is going to to hurt the game's depth or not. Once we'll know how their basic stuff will behave then I am sure we'll be able to say if the game would have benefited from having FBs included.
  21. The absence of FB might be a bad thing if that happaned to the current GG, but we really don't know if their loss would weigh just as much in Xrd yet. For all we know some of the characters' specials might have changed to a point where they might be almost as good as their GGAC FB counterparts, we're assuming that just because the old characters keep the same moveset then each move will behave identically, which might not necessarily be the case. Which is why it's still too early to pass judgement on whether the lack FB is going to hurt the quality of the game or not, IMHO. Xrd is an entirely new game afterall, it's not a simple update of the current GG.
  22. There's no "FRC" so far, the yellow one is still labeled as RC and requires 50% tension just like the red one.
  23. The translation is: when doing a roman cancel you can also "slow down the flow of time for anyone except you" and below the three images showing the yellow RC "Upon doing a RC during a projectile move's activation, you can attack the opponent both with your character and the projectile move simultaneously!"
  24. Any tips for linking j.k into 5s? Without pin, of course. I can go j.k > 2k with ease but the pushback is too much to be able to follow up with 5s© > 2h :/
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