Kasou Posted May 22, 2007 Posted May 22, 2007 -.- after discussing with IP about why he thinks normal jump is the awesome, he explains: 1) FUCKIN" OATH KASOU. Normal jump relaunch combo is the BOMB BITCHES. Brings you to the corner, and you can choose between pin or pinless versions for the fuckin' win. 2) easier execution on the keyboard and pad. NOne of this bullshit 2,9 business on the keyboard. which in reality is most likely going to create keyboard lag. 3) Same friggin damage, and wall carry for easier execution. FUCK YEA. yea. I was really struck to know that he did the normal jump relaunch combo after a throw. Maybe it's just me, but if that's the case, then since it does wall carry pretty damn well, it's a matter of preference and execution ease i guess (between super jump combo and just normal jump) maybe you discussed it before, but how do you do the normal jump relaunch combo?
Ice Prince Posted May 22, 2007 Posted May 22, 2007 -.- after discussing with IP about why he thinks normal jump is the awesome, he explains: 1) FUCKIN" OATH KASOU. Normal jump relaunch combo is the BOMB BITCHES. Brings you to the corner, and you can choose between pin or pinless versions for the fuckin' win. 2) easier execution on the keyboard and pad. NOne of this bullshit 2,9 business on the keyboard. which in reality is most likely going to create keyboard lag. 3) Same friggin damage, and wall carry for easier execution. FUCK YEA. yea. I was really struck to know that he did the normal jump relaunch combo after a throw. Maybe it's just me, but if that's the case, then since it does wall carry pretty damn well, it's a matter of preference and execution ease i guess (between super jump combo and just normal jump) maybe you discussed it before, but how do you do the normal jump relaunch combo? LOL Kasou Well to answer, normal jump combos are done primarily the same way. I know that I probably have an easier time because I do the j.hs, 5s launch after the first rep. In general though, they are in essence the same, and a REALLY good time to use superjump would be if you caught them in the air with like 5p or something. Carry wise, it's not "that big" of a stretch from superjump and regular jump to the corner. Damage potential is about the same on both jump and superjump strings from throw....so there really isn't a disadvantage in that respect. It's obviously much harder on a keyboard, and pad to an extent. It's really just what you are comfortable with as far as how you react from throw. If you want to superjump, great. If not, that's fine too. It's not really that big of a leap in gameplay IMO. EDIT: I totally spaced JI, which is what I call this "superjump", so yes, I DO use that....that was totally my bad. ****For example purposes, here is a combo I've used if they were wondering. One rep to corner- Launch, JI j.k, j.p, j.s, j.hs (3 hits) pin, 6hs->disc/SG Two rep to corner- Throw->whatever followup, JI j.k, j.p, j.p, j.p, j.hs (3 hits), 5s, j.k, j.p, j.hs, pin, 6hs->disc/SG
Kasou Posted May 22, 2007 Posted May 22, 2007 ok let's get this right. WHen you say jump install you mean "super jump". And when you say super jump you mean jump install. xD conventions. Super jump = you press down then up JI = you tap up during a JC-able move so you get an extra jump when you super jump.... lolz confused man
imanoob Posted May 23, 2007 Posted May 23, 2007 to tell you the truth i want to learn how to combo into the throw with millia so i have a head start when accent core came out. i missed out on the first 3 xx installments, however i did play reload a little mainly using robo ky and a bit of millia The timing for comboing off a throw in AC is different from that of the previous installments. In AC, u get to dash further before hitting the 5S. Maybe millia recovers from the throw earlier, maybe opponent floats for a longer time after millia's throws ... i dont know. I just dash straight after the throw animation ---> just after she pulls her hair out of opponent.
blitz Posted May 23, 2007 Posted May 23, 2007 ... I use modified iad loops off of throws in #R. Preference? I dunno...
Teyah Posted May 24, 2007 Posted May 24, 2007 Off-topic posts have been removed; please keep online discussion to its respective forum. If you have a problem with someone on a personal level, please take it to Private Messaging. Thanks!
Ice Prince Posted May 28, 2007 Posted May 28, 2007 Pin is used as an ATG rush/lockdown type of tool. It DOES launch from the air, so being an overhead type of attack isn't entirely false in that respect. It makes it alot easier for her to zone, and score her ATG combos. It also staggers on CH, which leaves plenty of time for followup. It's undeniably one of her best tools.
Special-K- Posted June 7, 2007 Posted June 7, 2007 I don't know if this has been posted before, but I'm going to say it anyway. I am VERY new to Millia and I thought I'd try out her sexy stuff as my main Millia Oki, I've heard it, I still don't know what to do. How do you do Oki with Millia?
blitz Posted June 7, 2007 Posted June 7, 2007 sweep the leg, johnny. =X all jokes aside... oki is just okiseme. here's what ya do... after you hit someone, combo into millia's sweep (it will knock them down). Lets say, dash5K-S©-5H-2D(dashing kick-slash-hardslash-sweep) after that, cancel the sweep with a roll (214K, quartercircleback kick), and then after that, immediately go into hardslash disc (236H, quartercircleforward hardslash), and then, hit the opponent with 2K immediately after you recover from the disc. And now you've done okiseme =) (just remember to combo after the 2K with dash S(f)-2H if they didn't block the 2K or the disc)
PiXeL Posted June 7, 2007 Posted June 7, 2007 man this is going to sound super scrubby but i will ask it anyway. i am having a hard time adapting to the ADC combos. Now my question you post comboes regarding the pause | - |||| etc. is the pause how long you wait to imput the AD command or is the time you are ABLE to ADC??? i really hope that made sense but if not disregard i will eventually figure it out
blitz Posted June 7, 2007 Posted June 7, 2007 man this is going to sound super scrubby but i will ask it anyway. i am having a hard time adapting to the ADC combos. Now my question you post comboes regarding the pause | - |||| etc. is the pause how long you wait to imput the AD command or is the time you are ABLE to ADC??? i really hope that made sense but if not disregard i will eventually figure it out 1)it's a mandatory pause 2)pauses are sometimes before the airdash, and sometimes after. Like on ky or jam, you need to airdash directly after a j.D, then delay the j.K-D. On slayer or zappa, you need to hit the j.D, wait, and then airdash into j.K-D quickly. These pauses are pretty slight, but affect the way the character is situated so you get knockdown, or are needed for the next part of the combo to hit at all.
KA-GE-MA-TSU-RI Posted June 11, 2007 Posted June 11, 2007 Hmm, here http://www.dustloop.com/data/ac/millia.html a lot of the frame data terminology (in the "Notes" column) I don't know what they mean, can someone help? 10-21F Feet invincible? Prorates 85%? 1~3F low stance. Floats. Untechable time: 25F on hit, 48F on CH? Upperbody? stun modifier x1.5? guardstun? Blowback? I swear I used to know what they all meant, but I forgot
ShinDVDz Posted June 13, 2007 Posted June 13, 2007 I'm having trouble timing her combos after the grab into combo. I tend to either hit the opponent too late with the 5s or not run at all. How do you time the run after the grab?
Teyah Posted June 13, 2007 Posted June 13, 2007 10-21F Feet invincible? - Millia's lower body is invincible during this time. The wording is kind of misleading though, since Millia's feet are way above her body at this point... Prorates 85%? - Any combo that starts with this attack is automatically scaled (prorated) down to 85% of its original damage. 1~3F low stance. Floats. Untechable time: 25F on hit, 48F on CH? - Low stance describes Millia's hittable box - in this case, all this means is that she is low to the ground (think Sol's 2D) for the first few frames of 2H's startup. - Floats = launches them into the air - Untechable time = Amount of time before the opponent can tech out Upperbody? - Relates to Millia's upperbody; for example, 6P has some upperbody invincibility that makes it a decent antiair. stun modifier x1.5? - Means that this hit deals 1.5 times as much stun as it normally should. guardstun? - Amount of time that the opponent is forced to block; also called 'blockstun' Blowback? - The opponent gets pushed down+away, think Millia's j.D on regular hit as opposed to say, her j.H on regular hit. j.D pushes downward whereas j.H does not, that downward effect is called blowback. I'm having trouble timing her combos after the grab into combo. I tend to either hit the opponent too late with the 5s or not run at all. How do you time the run after the grab? Timing the followups after throw is just.. timing, to be honest. In AC it's way more forgiving than in #R and earlier, so you shouldn't have too much trouble once you get the basic muscle memory down. Practice practice practice!
KA-GE-MA-TSU-RI Posted June 13, 2007 Posted June 13, 2007 I'm having trouble timing her combos after the grab into combo. I tend to either hit the opponent too late with the 5s or not run at all. How do you time the run after the grab? You can buffer the dash. Like for example you can instantly do something like a dragon punch when u get up. You can do the same thing here with Millia for dashing after a throw. Teyah - Low stance, is this the thing where the opponent whiffs when trying to attack u from the air?
blitz Posted June 13, 2007 Posted June 13, 2007 it just means the character is in a stance similar to, or lower than, a crouch. It is just an attribute of the move, but some moves that cause the character to make their hitbox really low can be used to dodge moves that don't hit that far down. These moves could be aerials, ground moves, doesn't matter. Axl's or Bridget's 2K are used to dodge aerials and moves that don't reach very low, and then punish... while Sol's and Venom's 2D are used to get under the opponents move and hit them out of it.
ShinDVDz Posted June 14, 2007 Posted June 14, 2007 I'm starting to get it to connect in AC, it does seem easier. Now however, I seem to have a problem getting it to connect before they recover. Is it easy to recover out of this (the laziness in me hopes you say yes)? edit: this = throw edit again: is turning the recovery feature on a good way to practice?
Teyah Posted June 14, 2007 Posted June 14, 2007 It is impossible to recover from Millia's throw before she combos you, if you (the Millia player) have the proper timing. Let's do some quick math here, using far 5S as the move you'll want to hit. Throw untechable time (after Millia recovers) = 15 frames 5Sf startup time = 7 frames 15-7 = 8 frames = Amount of time you have to input a run and hit Slash In the GG world, 8 frames is an eternity. Seriously, just practice practice practice.. you will have it down in no time. The only other thing I could possibly suggest is to try using quicker moves such as running 5K instead of 5Sf, as that'll give you a 10F window to run and hit the opponent. But honestly, you should have no problems with the lenient AC throw once you start getting your dashes out on time consistently.
KA-GE-MA-TSU-RI Posted June 14, 2007 Posted June 14, 2007 OK thx for help ppls. I got another one. I asked the same question 3 years ago but I'm gonna ask it again cos i just cant do it. TK bad moon - how??? (well same theory applies to TK turbo fall too and pin). Ppl say its 2369P, and ive done that, but the problem is sometimes it works and sometimes it dont! And also, I dont think the input display in training mode is very helpful. The arrow shows 2369P, but not all those cases it turns into a TK bad moon! Help??
blitz Posted June 14, 2007 Posted June 14, 2007 ah, you are just doing the motion, pressing up, and pressing the punch as soon as you recover from the startup of your jump. So, it's just a matter of timing. Waiting too long or short before pressing punch will get you a super jump or a super jump punch =D
ShinDVDz Posted June 14, 2007 Posted June 14, 2007 Or you might also want to pull the stick all the way up. Sometimes, it's a matter of timing, like blitz said. So if you do it too fast, the game won't register the jump. I tend to do it 23698P, actually.
Seerd Posted June 15, 2007 Posted June 15, 2007 I'm starting to get it to connect in AC, it does seem easier. Now however, I seem to have a problem getting it to connect before they recover. Is it easy to recover out of this (the laziness in me hopes you say yes)? edit: this = throw edit again: is turning the recovery feature on a good way to practice? From a throw, a visual cue of when to start inputting your dash is when the tip of her hair passes behind her legs. And yes, turning recovery on is good. Dashing into 5k is another can of worms. You have to get used to dashing without ending up with a 6K, and you have to be quick to actually JC the 5K (you can't just let it finish the animation and then jump...that is too late).
Cloud_1one Posted June 22, 2007 Posted June 22, 2007 OK thx for help ppls. I got another one. I asked the same question 3 years ago but I'm gonna ask it again cos i just cant do it. TK bad moon - how??? (well same theory applies to TK turbo fall too and pin). Ppl say its 2369P, and ive done that, but the problem is sometimes it works and sometimes it dont! And also, I dont think the input display in training mode is very helpful. The arrow shows 2369P, but not all those cases it turns into a TK bad moon! Help?? To get tk Bad Moon, i do 23698 not so fast, or maybe with a very little pause (very little) before punch. i think this is the easiest way to do it.
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