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Kjorteo

How to not freaking 2H -> Disc

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I realize that it says right in my signature that I'm bad at this game, but even still, this one is just embarrassing. Sigh. :(

I'm trying to get some of Millia's air combos down, because I'm trying to improve and stuff. I'm having trouble right out the gate, though, with the part where I 2H and then jump after them. Yes, I'm having trouble with 2H-Jump. Argh.

The problem is that the game's input is "generous" enough that 2H -> 36 counts as 236H, and since Millia's normals are all special cancelable, I go for a jump after the 2H, and instead accidentally cancel it into H Tandem Top (Disc). Obviously, this is completely useless in the context of trying to start an air combo, and gives the 2H'd opponent more than enough time to recover and get away. I seem to do this at least a quarter of the time in training mode where I'm specifically paying attention and focusing on this and this alone and trying to break the habit, 50 to 75% of the time in actual matches where I get excited more easily.

I try going from 2H to 9 without hitting 3 or 6 on the way, but that's deceptively hard with a pad. I try waiting long enough after the 2H to force the game to recognize that it's not part of the same move and then jump, but that seems to mess up the combo timing. I even tried jumping backwards instead of forwards, hoping the range of the j.D and the air dashes would make the combo still work anyway, but that's when I stopped canceling into H Tandem Top and started canceling into Secret Garden. :vbang:

I fully expect the answer to this question to just be something like try harder/keep practicing/quit sucking at Guilty Gear so much, but just on the small off-chance that there's some miraculous trick to it that I'm overlooking....

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skimmed through your post. sounds like you're accidentally negative edging the disc. let go of HS faster, before you hit 6

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also, from pad playing experience, and a lil millia, i can say that you have forever and a day to hit someone after you connect with 2H, my suggestion would be to just try to take your thumb entirely off the d-pad, then jump, instead of sliding it from down to up. you'll get faster at the motion and it will become more direct 2~9 over time.

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I had the same problem when I first started playing Millia. You'll definitely are negative edging the disc as 4r5 said. So just press the button faster and you should be fine. To be sure though if that's the problem, try holding H after the 2H and continue your combo. Don't get in the habit of this though.

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I realize that it says right in my signature that I'm bad at this game, but even still, this one is just embarrassing. Sigh. :(

I'm trying to get some of Millia's air combos down, because I'm trying to improve and stuff. I'm having trouble right out the gate, though, with the part where I 2H and then jump after them. Yes, I'm having trouble with 2H-Jump. Argh.

The problem is that the game's input is "generous" enough that 2H -> 36 counts as 236H, and since Millia's normals are all special cancelable, I go for a jump after the 2H, and instead accidentally cancel it into H Tandem Top (Disc). Obviously, this is completely useless in the context of trying to start an air combo, and gives the 2H'd opponent more than enough time to recover and get away. I seem to do this at least a quarter of the time in training mode where I'm specifically paying attention and focusing on this and this alone and trying to break the habit, 50 to 75% of the time in actual matches where I get excited more easily.

I try going from 2H to 9 without hitting 3 or 6 on the way, but that's deceptively hard with a pad. I try waiting long enough after the 2H to force the game to recognize that it's not part of the same move and then jump, but that seems to mess up the combo timing. I even tried jumping backwards instead of forwards, hoping the range of the j.D and the air dashes would make the combo still work anyway, but that's when I stopped canceling into H Tandem Top and started canceling into Secret Garden. :vbang:

I fully expect the answer to this question to just be something like try harder/keep practicing/quit sucking at Guilty Gear so much, but just on the small off-chance that there's some miraculous trick to it that I'm overlooking....

I play I-No on pad where you have to super jump cancel tons of her combos. I find it easier than just trying to move from 2 to 9 to actually slide your finger off the d-pad when you input the low attack and then slide it up from just below 2 all the way up to 9.

I don't know millia's timings but it's probably possibly that you could do it all as one motion. start with your thumb below the down direction of the d-pad (so it's resting on the controller itself not the d-pad) and then slide it from 2 (input h) up to 9+whatever.

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i think he is sliding to get the motion and that the problem, the accidental 236 ...when i used to do millia combos on pad i pressed 2 held it for a bit till they were in the air then I hit 8k or 9 kd depending if i was going for a relaunch combo.. its pretty easy just practice 2h j.k..till you get the timing...like previously mentioned, 2h gives you alot of time to prepare a j.k or j.s...Millia's combos are easier on pad than stick (for me any way) maybe cause i can do j.k-d better and ADC faster

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It's Negative edge, i'd try Millia a little on /\C and have never encounter this kind of problem, and if i remember correctly on Slash, i do has similar problem with Sol after WT running 2h>air combos but you'll mess with running 2h>VV(negative edge) i'll suggest u to top your execution tap 2>9 instead of sliding 2369, it only take a while for me to get use with it and your thumb will love you more <3

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