Eternal Fighter Zero

Yes, ground throws are not very good. IMO, the only usable throws are air throws and command grabs. Command grabs (either as normal command moves or supers) are very good tick throw material.

On the other hand, Mio’s ground throw can do somewhere around 2500 damage if you get 20+ hits with it. Can the other person wiggle out of it? The AI never seems to try to… but that’s hell of a lot of damage for a normal throw if they can’t.

Augh this stupid combo of Misio’s is pissing me off!

The timing is wacky and my fingers hurt already!

AAAAHHHHHH.

:frowning:

Wow, the most I have gotten is about 13 hits on the CPU.

I am finally able to do the Mio double mode combo consistently. It really helps out her offensive since I no longer rely on Full (Blue) Instant Charge or 214214 super to make damage.

Are you talking about the combo where she goes from short range to long range, then does ‘Captain Corrador’, then the Ciel ‘cosplay’ super?

:smiley:

No, I am talking about her B&B. It’s pretty much juggle loop > land > A > C > change to long range > air combo.

The thing is that after juggle time got reduced in 3.10, Mio couldn’t do much after a juggle loop besides a 214214 unless she got a Full Instant Charge. Therefore, she was very super and FIC dependant to me. Since a standing C wallslams if the opponent is in the air, it is possible to followup with a long-range mode air combo.

This way, I don’t need meter or IC to make damage out of a standard combo, so I can build up and use that meter for more damage in the future.

Which setups are those that you use that don’t require either IC or super? I know you can sometimes use the EX whip, but it’s rather distance dependant.

I think I’ve seen people actually using the loop more like:
Setup, j.B > Dash > j.B C > Land > 2B C >
I think they use 2B because it has such a small effect that it lets you loop easier. Could be wrong though.

I’m still messing around with the switch to long range mode. I haven’t played her enough to know the air strings to create dynamic combos for height/distance… my target combo right now is usually:
j.A 2B C > jc.2B 2C
But the last two hits usually end up missing.

Do you use her Card Throw FIC much? It seems like it would have a lot of potential to do a pressure string into the FIC, then imediately switch to short range again. If they block your whole string, you can go BACK into long range mode again (same generic pressure string)… if not, you are in short range, so you can try and setup into her standard juggles.

As for her throw… you basically just have to hit all 4 buttons really fast. I usually end up using 2 hands to do it, because her throw has enough startup and recovery animation that I can move my hands when I see it connects.

Mio sure is an interesting character. :slight_smile:

(Sup Chibi :wink:

Hey Gwyrgyn!

I’m still having trouble with that combo V.

I substituded the 5.C for 5.B and I manage to horizontal dash afterwards but I now I can’t hit after the 5.B period.

So this is what happens in one of many situations:

  1. 66+C, j.B, air 66+B, land, 5.C, /
    –A) j.B, j.C, done.
    –B) j.A, j.B, j.C, done.
    –C) get mad.

  2. 66+C, j.B, air 66+B, land, 5.B, /
    –A) Nothing!
    –B) Nothing!
    –C) Nothing!

  3. 66+C. k/B. air 66+B, land, 5.C, / (in the corner)
    –A) j.A, j.B, dj, j.A, j.B, j.C, done.
    –B) j.B, air 66+B, j.C, done.
    –B) j.B, air 66+B, j.C, IC, j.A, 5.C, j.A, j.B, dj, j.A, j.B, j.C, done.

Is the j.B, air 66+B combo supposed to go the full length of the screen V? Or am I missing something here entirely?

:frowning:

I seem to be able to get this to land with proper timing at mid screen:

66C > j.B > 66B > Land > B > jc.B > 66A B > Land > B > 623A

Is that any good for you? I can probably record a video if you want to see the timing.

Yeah a video would help my slow ass out alot.

I must be royally messing up the timing.

>_<

Chibi: if you are using Mishio I dont think I can help you much. Of the new characters Mishio is the one I have played the least.

Gwyrgyn: personally I always use Mio on short range mode, and only switch to long range when I really want to play keepaway. The air combo that I do after the B > C > wallslam is j. A > j. B > double jump > j. A > j. 2B > j. 2C

When I play Mio on long range I just do a lot of dashing B > 236 or dashing B > 314 followed by some poking, dash back, start over. So at the end I do a lot of hit and run. When I get full meter, I go for a surprise dashing C > Full IC > dashing 2C > Ciel super.

sigh

All right then V, I’ll keep at it. Thanks anyway.

^^

Hate to sound like a broken record but anything for Kaori?

In some of the replays I’ve seen, the Kaori player will do something like whatever to 5C XX 66A > 2C JC, jAx2-3 or something, then jC for knockdown… does more damage than just doing 5C XX 66C, I suppose.
Is Kaori’s post-knockdown game really good? I mean yeah she has lows and overheads that lead to combos, plus she can put the tornado on them as they get up and mix it up from there.

Still figuring out a midscreen loop for her, all I’ve got is whatever whatever launcher (usually 214B or 214C IC… whatever works, though) > jB > airdash, adA > adB, land, repeat to corner (leave out the adA sometimes?) but that doesn’t work all the time, meh.

VMan- I haven’t played enough against other people to really say for sure, but I would bet that the mode to use would be determined by the play style or character of the other player. Short range tends to be better off with the faster movement and better DP, as well as the higher damage combos… but long range mode definately has its uses.
Mostly what I like to do with Long Range is to poke into the Card FIC. You can combo off it, as well as set up some interest mixups that do ~2500 damage (which isn’t terrible, concidering you can just use a 1/2 IC to do it).

I’ll have to play some others some more to really see what’s what though. Hard to say just from practicing against the AI.

Crimson- Typically in Guilty Gear, you always want to knock the other person down with your combo, even if it means sacrificing damage. Keeping control of the match is much more important than getting a little extra damage, and I would bet that applys just the same to EFZ.
If you’re having trouble getting combos to land all of the time… keep in mind that some characters have different hit boxes or float differently. Besides that, the game seems very picky about timing for your combos… even being off by a few frames can alter the way your juggle goes. Just keep practicing, and make sure you practice against many different characters.

Chibi- Here’s the video:
http://userpages.umbc.edu/~thoda1/EFZ-Mishio.avi
If it doesn’t play, you need to download the Xvid codec. It’s free, so just google for it.
That juggle seems to work pretty easy on Mizuka, but harder on others. I haven’t found anyone it doesn’t work on at all though. You’ll notice I added an extra A before the last B > 623A… it seems to work most of the time.

In the corner, you can do much worse things off that… but I’m sure you can figure that out.

Edit: Wow, Mishio’s FICs are really good.

Yeah, she got some mixups. One of the tornadoes can be cancelled by a dash or normal, so you can use a tornado to block visibility so your opponent will have a hard time figuring out what you are going to do next.

You can also cancel dashes by low normals, so if the expect a regular dash attack they get a surprise. If the anticipate that, use a 214 instead, which is an overhead.

Yeah I am royally messing up the timing.

I’ll work on that, thanks plenty Gwy!

(Question, FIC = ?)

:smiley:

Full (blue bar) Instant Charge.

Ahck, that’s not what I meant by FIC actually. I don’t honestly know if there’s official terminology for all of these things or not. These are what I am refering to:

IC - Full Instant Charge
HIC - Half Instant Charge
FIC - False Instant Charge

FIC is the property that with (not all?) projectile attacks you can IC them without actually connecting with the move.

An example would be Mishio’s Call Lightning (22+A/B) and heavy Lightning Wave (412B). You can IC these moves right as they start up, and in doing so, you don’t lose your Lightning charge like you normally would (as well as recovering faster).

I didn’t know of any other names for these, so I just made them up. Please correct me if there are official names for them.

FIC=Flicker Instant Charge.

Well damn, at least I got the instant charge part right… :sweat: I didn’t realize ICing fireballs and the like had a different name.