god all you guys need to calm down, I just try to help, and give my views.It’s one thing to explain why YOU think it’s wrong it’s another to get all condescending and think that you have some higher understanding and validity to all your views.If casuall play is not a means to show your skill then nothin is.Tournements just show how they play under stress, that means nothing.Wow so in a tourney I lost cause I was nervous,I guess that means I suck at the game period…umm no.Thenall of you just contradict yourselves in your points,kets talk alot of crap, make ppl look small then say lets drop it…ha!Grow up.Learn how to have discussions.Not everyone is here to prove something or look cool, All Im tryin to do is help ppl play this game,otherwise I wouldn’t even post here.Why the fuck do you need proof?Are you so cynical that you think I would lie?I gave you a point a view take it or leave it,don’t try to discredit me
I don’t mean to be condescending, just that your attitude about certain things irritates me. You state a lot of your opinions like they’re facts and that’s a bad habit.
ShinKensou (the Chipp player mentioned before by Flash) teleports out of the most retarded crap. I had him teleporting through my Gun Flame pressure strings. Don’t underestimate teleports. Also, Millia might not get CH out of her roll, but Axl can opt to throw her into an aircombo or Bomber loop if he baits it. If she moves again (jumps back or whatever) he can quick poke to nab her and keep her under reign. The roll is more of an offensive maneuver IMO, for mindgames on a waking or blocking opponent. Using it on defense is overly risky.
Chipp’s triple jump allows him to jump out of his airdash, so he can airdash and then jump forward to get in on Axl. Not as fast as Millia’s double dash, but it gets the job done. He can also teleport if he anticipates a poke (HS teleport will automatically put him right above Axl’s head, right into his j.D range). Another thing is that even though Millia can highjump into double dash to escape some of the long range pressure, Axl can still opt to follow her and pressure her as she’s falling back to the ground (threaten with airthrow into wakes or 6P her if she gets feisty and tries to attack). Axl’s pokes aren’t laggy enough for her to highjump double dash to avoid and still counterattack with something worthwhile.
Chipp’s triple jump can make it really hard to hit him out of the air cuz it gives him an extra opportunity to bait anti-airs. It especially sucks if he’s constantly buffering airthrows with FD because if you mistime your jump or have bad positioning, you’ll be on the ground in a second and Chipp can pressure you. And you still really haven’t clarified how Millia has better lockdown. Her mixups on wake are good, but in terms of actually locking you down for a period of time, Chipp has an easier time because his ground game has much more variety in where he can make break points in his strings and bait attacks/mixup.
If Axl has meter, he can 623P the knife and immediately cancel to super in order to pop Millia, assuming she did the knife from a forward airdash which is the only really offensive way to use it. Massive damage if it connects.
I still think the stamina comparison is silly. Axl’s going to do at most an extra 5-10% more damage when he hits Chipp. It sounds like a lot, but the end result is still two combos for the kill, same as Millia. Another thing is that Chipp has higher Guts than Millia, meaning that once his life is down low it will take more hits to take him out than it would Millia. Really a redundant point.
Tournaments show how people play under pressure. It forces you to play as seriously as possible and focus all of your attention to the game because something is on the line. In casual it really doesn’t mean anything, so people will fuck off and do whatever. Losing in a tournament because you were nervous is your fault. This is pretty much a given. No insult meant because it happens to the best of them, but tournament > casual. Period.
See, telling people to grow up and learn how to have discussions is pretty much the equivalent of trying to make other people look small. If you’re trying to lead by example, then you’re doing a piss-poor job of it. Chill.
A strategy used often in debates and arguments is to show the illegitimacy of the person you are arguing with. It’s a quick way to make everything they say pointless. And as for your comment about proof, plenty of people will lie about shit online to look big. You obviously don’t know how to have a discussion because you post up your views and say “take it or leave it”, meaning you don’t want anyone to question your views at all, just agree with you or ignore you. That’s stupid.
If all you wanna do is help, then don’t waste your time telling us that we’re being jerks or whatever. Just answer people’s questions about the game. Lead by example, not by word.
Ohh IM so sorry a false dicotomy arose in my persuasive speech…jeez get over it,this aint speech class.Btw all the ppl I play, are hella serious in casuall, tournements we play the excact same way, theres no diff.
A huge problem when fighting chipp that you don’t really have to deal with a millia is the constant air dash pressure,like your basic block string jump cancel into airdash,over and over,with either j.HS or j.2K, a really good tactic.
Another really hard fight is faust, you can’t really play the reach game because items will be around plus his range is rivaled.Up close Fauset is even scarier, with high low games and Cmd throws.Personally I prefer to stay back and play that way.Faust has arguably the best antiair in the game so it’s hard to advance tyhat way.I still can’t really figure the match out, any hints??
-use axl backdash vs faust s.S,it leaves faust just spinnin
tourney brats vs. console geeks =PART CXXXVII=
OMGWTF?!
leaves before flames roll in
Man, we’re gonna need five different 5v5s the way these posts are going. lol
Anyway, the Millia that Magus is refering to is Buktooth(Campbell). He definately has a good Millia. We also have a very good Chipp over here as well. (Sirlin) So I think that does at least entitle him to an opinion on those matchups.
Personally, I don’t think double jump faking against Axl’s 6p will do much good unless you have a quick way to get down. (IE Ino’s dive or maybe Millia’s. not sure on millia though.) The recovery on that move is a lot quicker than most AAs. And yeah, with meter you have decent follow-ups after 3p. =)
As for the constant mindgames with Chipp, you can generally play fairly cautiously and do well because all you need is 2 combos to win and you’ve got a 30% counter if they throw something obvious.(IE j.h) His Dragon punch is kinda a moot point. Yes he does at least have something so he doesn’t get meaty 6hed all day but if it gets baited once he can kiss 50%+ goodbye. I don’t think many players will take that risk. This is hand-in-hand with the whole reason ppl don’t want to reversal vs. Slayer. Wrong guess = Death. Chipps main mindgame is throws anyway. Kinda like Sol. He causes you to fear sticking stuff out and then starts throwing you all over the place. Airthrow traps can generally be beaten by waiting a half sec or so before teching.
Against Millia, it’s a bit of a different problem. When she knocks you down, you’ve basically got two options: block or jump.(I’m not sure if backdash takes you far enough away) If you block you get to try and guess right about 3 times in a row, if you guess wrong, there goes 30% and you get to try again. Jump too much and you get airthrown or hit with 2k or something. You basically can’y play passively like you can against chipp because if Millia hits you, it stays in her favor where as when chipp hits you, you can usually reset the match or at least tech and get back on your feet and on ground where Chipp has no high low mix. Anyhow, these are my opinions, not facts, and they are mainly formed from my experiences with the above 2 players and Anji/Testament combined with the semi-decent knowledge of Axl.
All i will do is correct misleading false information. I could care less who wins arguments, but i guess it would be better for the overall community if solid info is spread around.
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Millia’s is invul at 4, chipps is at 9 for his best teleport. This is significant.
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Rushdown and lockdowns become a vary theoretical call when you get into the upper upper levels of gameplay. It is very brash to make that call in either side without very extensive knowledge of both characters, and i mean VERY extensive, or, an extremely large gap between the two. In this case, i don’t think it is clear enough for either side to make the call, but, thats a personal opinion.
Magus part: I think casual play has the possibility to be too lax, and tourney play has too few matches and too much stress. It really all depends on how seroius you play your casual matches, i suppose.
Kono is too beastly too retire, and millia has become his favorite it seems (for #R at least).
Last note: What does scrub friendly imply? That those who play him at tourneys are scrubs, or that scrubs will do better with him? While the term has negative connotation, how much do scrubs matter in decent sized tourneys? Obvoiusly BOF is no sol scrub, so i don’t know why he should take any offense to that sort of thing.
I was asking if barney was a low hit becuase I would always get hit by it so I assumed it was unblockable
Back then I could do the frc at like 80% and I was telling you and you wouldnt listen you dont realize that I actually win with axl so how can you tell me that I dont know anything that you dont why dont you pick axl and win if you know as much as me.
Since your scared of beting money ill just beat you for free
I’m generally not insulted by the term scrub-friendly, I just think it gets thrown around way too often about characters that it doesn’t apply to. Just my two cents.
Millia’s roll is invincible from frame 4 to frame 15. Pretty good.
Last I heard Kono dropped XX to play MvC2, of all things. Who knows, I don’t even remember who told me that. :lol:
Are Flash and BOF the only ones on this thread that know anything. The are indead great player so drink up guys.
Btw BOF I’m back on Chipp hard core now again. Anji being primary becaues of the changes in reload and Chipp well what can I say I really wish I did not out him down after FR6.
Lies. I am the greatest.
well I think we can all agree that I know EVERYTHING…nah jus playin!
Anyway I have nothing against flames and heated discussion,it gives us all somrthing to do,but at least if your gonna flame, throw in like one or two strats…just so it doesn’t fill up space:)
About casuall though, anyone who has playd ricky know he plays for real everytime he plays,no holdin back.
–Vs pot. don’t use 6HS as wakup.Always use resengke at full range usually cancelled after 2p(not as wakeup just in match).
-vs ino s.P is your best friend,this basicaly makes it a really frustrating fight for ino
Just a few quick notes…1, I’m not afraid of betting you money, and I’d be more than glad to do so. 5$ for every other character, and 10$ for Jam/Axl best out of 3 for all. That and you have to use Axl and Jam first, then you can play whoever you want against me. I wasn’t stating that I was afraid to bet money, I was saying that it would be much more worth it for me if you tamed your ego after I beat you. But I guess if I take your money anyways that should resolve itself.
Other than that, I won’t push the Millia/Chipp argument. It’s up to you to decide who you think is worse, but just because there’s no great Millia’s in the US, or very few, doesn’t change the matchup. There are plenty of characters whom nobody is proficient with in the US, and the ones who are are very scattered, so I think that’s a moot point.
I also think it’s odd that it irritates you that I state my opinion like fact…considering that you do that yourself. It’s generally assumed that everyone who posts on an MB is just posting their opinion, and I’m not going to go out of my way to write “in my opinion” every two sentences just so I don’t offend people. The only thing I stated as “pretty much a fact” was that Millia is a harder match for Axl.
But ah well, I guess I know absolutely nothing about Axl because someone else personally thinks Chipp is a harder matchup and I posted saying I thought people lied about how often and easy it was to do Rensen FRC under pressure in matches. That’s not mixing up facts about the game, and I’m pretty sure half the people who posted anyhow were lying. That was such a longass time ago where everyone claimed they could do the 1 frame Rensen FRC 90% of the time in real play…which I know for a fact is just bull, or was at that point. There were like 10 people who posted saying they could do it 90%+…unless everyone who posted was better or as good as the japanese at that point, I’m gonna have to say they were lying. So yeah…uhh…you can try to mock me for that if you want, but you’ve said just as dumb if not dumber stuff. But I was skeptical because it’s not all that uncommon for anyone in the fighting game to severely exaggerate their skills and how easy certain combos/tricks/whatever are to perform to boost their ego, and most of the time they come up very short when tested.
Seeing as we played #R for 6 hours yesterday, this news is false. He plays kof 2k2 and 98 alot, and GGXX/#R about as much as anyone else who has nobody to play against.
hey ask serlin and alpha and one how often I could do it in a pressured match, it’s gotta be around 70-80%…lol!it’s true though and I believe others too,once you get the feel for it it’s just reaction.
-I remember I got it three times in a row vs Alpha’s anji(I think I still lost that match:( )
Help vs faust!
everything you say about the match ups isnt a fact its a opinion
Nobody was lieing on the forums or atleast I wasnt I can do it 100% now
WTF Lester I’m not that good. :lol:
Anyway, anybody got any interesting throw setups? Creative ticks, using 2K to dodge jump ins, etc. I like throws.
throws- insted of using 6HS as wak-up, use s.HS,if it CH you get free combo, you can whiff it for throw.Sounds wierd but it works.
-S.S ticks into throw pretty well
-if yoo ever use his shoryuken move on wakeup and it CH dash in S.k wait then air throw
-All the j.k,j.D bomber loops lead to airthrow set-ups
-after a standard combo ending in resen w/out ending in it up. jump torward the body dash low to the ground as there rising then j.p,land throw
-afer knockdown dash in deep then S.k,6p(whiffs)-throw
-after throw dash up k,s,j.k,wait,DJ,airthrow
-otg c.k,s.S JC,or wait, airthrow the tech
-if you ever get a airdash in,just do j.p,j.s(whif)land and throw
I did not say your good just that you know your stuff
I find this highly amusing. You even get a smilie :lol: