Teyah Posted March 2, 2007 Posted March 2, 2007 If j.S, S Pin isn't connecting in Slash, there could be a few things wrong: - Are you practicing against Sol? After the 2H, you have to delay the j.S just a bit, due to Sol's quirky air hitbox (hitbox being the area that Sol is able to be hit in), otherwise the S Pin will whiff. - Are you launching from the air, or ground? Doing something like Disc + 2K, running 5S-2H into j.S simply doesn't work on all but the heaviest characters. However, running 5S-2H, j.S should work on everyone. Soon after you correct this problem, you will probably want to make a post describing your troubles in picking up the pin after Turbofall. The only answer to this problem is to practice - picking up the Pin again requires fairly tight timing, but is easy enough to get down once you start having some success with it.
B&B Posted March 2, 2007 Posted March 2, 2007 Thanks for everything, Teyah! I'll work on those combos tomorrow. I'm thinking of practicing everyday for one hour (I'm a busy person..). Thanks again.
Ice Prince Posted March 2, 2007 Posted March 2, 2007 Yes, just do that practice. I myself practice AT LEAST one hour a day, sometimes more when I can. It really does help, and it's how you learn.
Teyah Posted March 2, 2007 Posted March 2, 2007 I haven't practiced since July. (If anyone's seen my match vids, there's my excuse) Though I'll definitely have to, once AC hits. And yeah, a couple of hours a day of practice upon Slash's release is how I became consistent with knockdown combos and the like.
blitz Posted March 2, 2007 Posted March 2, 2007 i can't practice TT__TT I haven't personally owned a stick or guilty gear since XX...
Ice Prince Posted March 3, 2007 Posted March 3, 2007 Oh wow blitz. BTW, just for discussion's sake, what do you all prefer to use? Stick or pad? I personally prefer pad. I HATE the stick's layout, and I've never had a problem on pad. The only thing easier on stick, at least for me, is the SG inputs. I don't have problems with them on pad, but I just find stick to be easier to input them. Everything else, I'll take pad please.
blitz Posted March 5, 2007 Posted March 5, 2007 i prefer stick... if im given the choice. RCing, FDing, more-than-simple motions like dash splitting or TKing starship/hug/flop, JI'ing, and yoyo holding setups are all very much easier on stick (I don't believe in mapping RC or FD when i do use pad).
!DIABLO GTR! Posted March 5, 2007 Posted March 5, 2007 I hate the pad... The stick is superior when it comes to fast set-ups. Even the keyboard is better than the pad... LOL... Strange how the default setting for #R on PC causes the keyboard to lock up...
B&B Posted March 18, 2007 Posted March 18, 2007 I also hate pad....... I noticed how much my gameplay improved from switching to a stick. On a stick, I could do 95% of the things I want. 30-40% things on a pad. I'm thinking of modding my Tekken 5 stick....hmmmnn.
Ice Prince Posted March 18, 2007 Posted March 18, 2007 Wow I guess I'm the only one that likes pad. I've just never had a problem on my fast setups and such......nor FRC/RCs......go me.
B&B Posted March 18, 2007 Posted March 18, 2007 Wow I guess I'm the only one that likes pad. I've just never had a problem on my fast setups and such......nor FRC/RCs......go me. Good for you, dude. I'm still working on the Teyah combo (the turbofall one). I plan to master that before AC hits that PS2.
Ice Prince Posted March 18, 2007 Posted March 18, 2007 Good for you, dude. I'm still working on the Teyah combo (the turbofall one). I plan to master that before AC hits that PS2. Hehe, I was a SF and MK player ever since I was like 5, so I think that helps me some honestly. I started early. Actually I don't think that combo will be feasible anymore with AC since pin time got nerfed for air hit. 40F->28F now. But for the record, if the actual picking up of the pin is what is giving you the hard time, what I do is after turbofall, I'll press 2 REALLY quick...almost like a little "tap". Since I learned to time when the turbofall ended, I would just quick 2, 5s, 2hs, etc.
B&B Posted March 19, 2007 Posted March 19, 2007 I know that the combo probably won't work in AC, but for slash, it gives me something new to learn before AC comes out.
noinimod Posted March 25, 2007 Posted March 25, 2007 i'm new to millia, and i've tried the pin loop combo but i think i'm doing something wrong. when i see combo videos, for the j.S j.HS S pin sequence, does millia need to do something after j.HS before executing the 214-S motion? cos it seems like she jumps before throwing the pin and i dont know how to do that also, any tips for IAD-ing? thanks
Zenpou Tenshin Posted March 25, 2007 Posted March 25, 2007 I think you're referring to the HS.pin. To do that : 214HS. Millia will jump a little then release the pin. Hope this helps.
Ice Prince Posted April 12, 2007 Posted April 12, 2007 Yes, use the HS pin. It's really based on height as to which pin to use in the loop, but generally, the HS pin should work. Just practice around with it and you should be able to get the height pattern down. IAD j.hs for the 2hs launch is the same way, depends on height and timing. Generally you don't want to do it right away. There is a good Millia Slash vid tutorial that I posted in one of the Slash threads, so study that and it should be able to help you noinimod. EDIT: There are also some variations to it you can use. A personal fav of mine that I implemented from AKA to my own style is.... disc corner oki, IAD into falling 2s, 2hs, j.hs, pin, IAD j.hs, 2hs, j.hs, pin, IAD j.hs, 2hs, j.hs, pin into either -land, Winger -land, (optional 6hs) Emerald Rain -Turbofall, disc oki -land, 6hs->roll/SG -land, (optional 6hs) Emerald Rain, running 5s©, 2hs, Winger with 100% tension 3 repetitions into ender of your choice. Tested on middleweights, lightweights, heavyweights and odd hitboxes (IE Johnny/Testy/Eddie/Ky). -On middleweight and odd hitboxes, you can sub in j.k, j.s, pin instead of j.hs, pin off a non-disc launch in/near corner for the first repetition. -On lightweights, you can start with j.s, j.hs, pin on first rep into the rest. -On heavies(Robo/Pot) sub in j.s on the second pin rep. Also of note on Pot, you can catch him with a midscreen repetition to carry him to the corner. -launch, IAD j.s, j.hs, land, j.k, j.s, pin into second repetition. Also an interesting midloop variation you can try with 50% tension is: Middleweight & Lightweight - launch, j.k, j.s, pin, turbofall, 5s© 2 hits, Winger end Odd Hitboxes - Same as middle and light. Heavyweight - launch, j.k, j.s, pin, turbofall, 2p, 5s© 2 hits, Winger end I think these are best used if you want that "flashy" ending, as they are able to tech after they wall bounce from Winger.
zer0kage Posted May 7, 2007 Posted May 7, 2007 Alright admittedly I can't TK turbofall or badmoon when I set the disc via KB so I'm kinda half assed but you're all more than welcomed to check out my vids and provide some tips please. Well at leasst I played abit more decently compared to the past few days now (still reckless). BTw this is a player who has a nil GG community to play with and so needs to travel 1.5 hours via plane (to singapore) for human comp. So I'm inexperienced and I'm pretty happy with the capabilities of online #R to train Millia fundamentals at least. http://dustloop.com/forums/showpost.php?p=133668&postcount=13
Ice Prince Posted May 8, 2007 Posted May 8, 2007 Ah Zero, don't worry about the TK stuff, just practice it until you can hit it consistantly. It's also useful if you don't think you can nail it to time your jump and input sequence off a normal jump low to the ground, and it gives you a pretty close result to TK BM or Turbofall. On your matches, just spice up your mixup and oki game some and watch your spacing a bit. This isn't directed to you I don't believe, but from some that I've seen, on j.hs......DO NOT use that as an ATG move by itself. J.k or j.s is a much better choice for that. For funny, you should watch IP play in all his drunken glory right here against his sister. http://www.youtube.com/watch?v=eF7ApbXTPeU
Nehle Posted May 14, 2007 Posted May 14, 2007 Your sister plays very still-standing Ky Still, very nice played for being drunk. I can hardly hit that pin loop while sober
Ice Prince Posted May 14, 2007 Posted May 14, 2007 Aw, ty Nehle. Obviously she's no pro or anything, but she handles the game ok I suppose. It did teach her not to shit talk me while I was drunk though because she knows I lose my sense of concentration. But I held it together fairly well. :razz:
SilentForce Posted May 16, 2007 Posted May 16, 2007 any tips on timing her 2k meaty after disc? im able to time it correctly on some characters but since everyone gets up differently i mess up on others. Im trying to beat wakeup throws or jump outs with this move edit: btw is does any1 know about how many frames it takes for getting up?
blitz Posted May 16, 2007 Posted May 16, 2007 yes there's a chart for every characters get up times, both for prone and supine knockdown. It was on the GCC website... i don't know where you can find it now.
4r5 Posted May 17, 2007 Posted May 17, 2007 http://www.dustloop.com/forums/showthread.php?p=129181#post129181 this is from XX, don't know if they changed from #r or / or AC
stinkymonz Posted May 18, 2007 Posted May 18, 2007 Is there any particular reason to OTG 2K on a knockdown against Slayer? I saw this in the Nakamura-pwnage vids from a while back, and also in the vids of AKA vs. Cue; basically the sequence is: aircombo -> 6HS -> roll, 2K disc. I can see why you'd do it vs. Robo-Ky, but Slayer?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now