Luigi-Bo 87 Posted October 1, 2007 Posted October 1, 2007 I use Millia's 6p as well, it's actually very good if you can time it right. I've beaten Potemkin's air dust and Slayer's j.hs multiple times doing this. The down side is that the window od upper body is small so if you mess up, half your life or more.:sad: In some cases, your best bet is to just block or fd. If you want to be fancy, you can use air throws as an anti air, but that's really risky.
Teyah Posted October 1, 2007 Posted October 1, 2007 Anti-airs for Millia.. I'm sure I've posted this before, as it all seems so familiar. Anyhow, one more time before it gets thrown into the guide: Antiairs Millia shines in this category. You have a lot of good (but not great) AAs to choose from. In order from best to worst, roughly: 2H - If you have enough time to get this out, it creams a lot of jumpins and leads to high-damage B&B aircombos. Doesn't have to be done THAT early, since Millia is in a low stance during part of this move's startup and becomes harder to hit. See combos thread for followups. 5P - Faster than 2H, you have to time this one properly to get it to AA well. The usual AA with this is 5P-5P, j.K-D, etc. Great priority, so it works even at slightly deep angles. 6P - Can be used vs jump-ins or IADs at shallow angles. If you suspect it will CH, cancel the 6P into Roll (214K), then follow with 5S-2H into B&B aircombo. Though if the opponent is close, you can follow AA 6P with 2H into B&B. 5K - Has the best vertical reach of all AAs, and is pretty fast as well. The downside is that it has terrible recovery and poor priority. But if your opponent likes hovering around your head with their movements, a 5K can work to discourage this. Follow this up with j.K-D, then ADC into whatever. Air throw - At the bottom of this list because the reward for landing this is not worth the risk, usually. It's the fastest AA she has, but lacks range and will get you killed if you miss: you'll get j.H, they will land and combo your face while you're in recovery. Can be made a bit safer by doing j.6PH, so you only get j.P on whiff.. but this is still somewhat laggy. But if they throw their air attack early, your j.P will lose and you'll get hurt, so it's still risky.
Bakuryu Posted October 1, 2007 Posted October 1, 2007 You should post on the front page what has been asked and how they were answered cause im not going threw 34 something pages to find my question if its been asked and it probably has but my question is how do I do that grab after she rolls behind them I saw that a lot in videos.
Teyah Posted October 1, 2007 Posted October 1, 2007 You don't have to go through every page, just use the Search function at the top. Anyway, a guide is in progress and will have this info up in it shortly. Roll-throw can be done by... rolling and throwing. Just do 214K for the Roll, then immediately input a throw (4H or 6H) once the Roll finishes animating.
cupui Posted October 1, 2007 Posted October 1, 2007 Oh...I see that Millia has so many anti air. Hmmm... THX I'll be waiting for the guide.
TGS Posted October 1, 2007 Author Posted October 1, 2007 Also, you can use j.K as an anti-air as well if they come in at a certain angle because Millia's j.K covers a pretty wide area above her head and is also fast. Not to mention that you can do some blockstrings on the way down if they block it, or if it hits, you can combo into her usual air-dash combos...
cupui Posted October 1, 2007 Posted October 1, 2007 Ow really I don't know that. I'll try to use it. How about her Dust and impossible dust combo. Do you have a good one for Millia?
blitz Posted October 1, 2007 Posted October 1, 2007 if people like to come down straight on top of you, the best answer is actually S©. Hits twice so you can combo off of it easily too (j.K-D). this beats potemkin j.D, may vert dolphins, etc.
cupui Posted October 3, 2007 Posted October 3, 2007 Hmmm....right I have to choose which anti air I should use. Because it has a different usage. My friend said that : 214P (FRC) > J.k > .... Is almost unblock able. Is that true? After j.k what should I do/ input to connect a good combo?
Luigi-Bo 87 Posted October 3, 2007 Posted October 3, 2007 Hmmm....right I have to choose which anti air I should use. Because it has a different usage. My friend said that : 214P (FRC) > J.k > .... Is almost unblock able. Is that true? After j.k what should I do/ input to connect a good combo? If they block low, it is an instant overhead. If you connect the j.k, use j.p and you might be able to squeeze in another j.k depending on when you frc'd/ how fast you did the over head. You should have time to land and do a 5k into what ever.
cupui Posted October 3, 2007 Posted October 3, 2007 Hey...It's worked. but it's still quite hard. Hmmm...gotta practice more. Still practicing perform 2H > j.S > AD j.D > AD j.HS > j.214S > land 2HS > [....] (Depend on the enemy) Usually I'll repeat the same AD combo in [.....] But without 214S anymore. I try to research it myself tho. What do you think? Is it good enough? Or maybe anyone has a better suggestion? Please correct me if I wrong.THX
Teyah Posted October 3, 2007 Posted October 3, 2007 Hm.. that's a strange looking combo. j.S -> ADC j.D doesn't seem like it would work well. Here are some basics of stuff to use after a ground combo to 2H: Some variant of: 2H, j.K-D, delayed ADC j.K-D, ADC j.D (knocks down) 2H, j.K-D, delayed ADC j.K-D, ADC j.H xx 214S, land 6H (knocks down) 2H, j.K-D, delayed ADC j.D, ADC j.S-H, land, j.K-D... (relaunch) ...and about a billion others that you may be able to find here
cupui Posted October 4, 2007 Posted October 4, 2007 @ teyah Strange? Mmmm... But It's work...really. But it's depend on the character's weight tho. If It's for normal weight I'll use 2H > j.S > j.HS > .... If it's heavy 2H > j.k > j.D or j. S-HS>ADC. HS>... because with j.HS the enemy will fly higher It it's light weight 2H > j.k > j.D >ADC. D>... Because j.D make the enemy go down This is my research's result. I don't know if it's right or wrong? Or maybe it's too hard to understand my sentences? My english is so poor Huuu... Is j.214S and j.214HS just for combo? Or it's have another usage and trick on it? THX
blitz Posted October 5, 2007 Posted October 5, 2007 @ teyah Strange? Mmmm... But It's work...really. But it's depend on the character's weight tho. If It's for normal weight I'll use 2H > j.S > j.HS > .... If it's heavy 2H > j.k > j.D or j. S-HS>ADC. HS>... because with j.HS the enemy will fly higher It it's light weight 2H > j.k > j.D >ADC. D>... Because j.D make the enemy go down This is my research's result. I don't know if it's right or wrong? Or maybe it's too hard to understand my sentences? My english is so poor Huuu... Is j.214S and j.214HS just for combo? Or it's have another usage and trick on it? THX Almost anything works before a relaunch =P Yes, j.D brings the opponent down. I have a guide coming that'll explain all that.
Vicioso Posted October 23, 2007 Posted October 23, 2007 how the FUCK do you do her false cancel for her tantom top, cant get it out for the life of me
Kurumster Posted October 23, 2007 Posted October 23, 2007 I usually do it after 2D in block strings. Something like 5S > 5H > 2D > Tandem top frc. I only started using it today and the frame advantage you get from it during rush downs help a lot. I just immediately do the input for the Tandem top after the 2D and then immediately do the three buttons for the frc.
Luigi-Bo 87 Posted October 23, 2007 Posted October 23, 2007 Doing her s tandem top straight up isn't only hard to do, but it's a waste of tension. Your best bet is doing it after blocked attacks like 2d,5h,2h,6p,6h,and 5s© to keek the pressure going. Also if you're going to frc it, you should learn the timing so that you can dash prime it (6 frc 6). Sometimes I do that, or IAD out our the FRC into a j.s, bad moon, s pin, or fb. I usually try to go with the j.s and s pin since they don't require any extra tension.
blitz Posted October 23, 2007 Posted October 23, 2007 Doing her s tandem top straight up isn't only hard to do, but it's a waste of tension. Your best bet is doing it after blocked attacks like 2d,5h,2h,6p,6h,and 5s© to keek the pressure going. Also if you're going to frc it, you should learn the timing so that you can dash prime it (6 frc 6). Sometimes I do that, or IAD out our the FRC into a j.s, bad moon, s pin, or fb. I usually try to go with the j.s and s pin since they don't require any extra tension. a silly use of standalone 236S -> FRC: camouflage that TK badmoon/HAIR CAR! =D very fancy and unnecessary, but fun!
TGS Posted October 23, 2007 Author Posted October 23, 2007 Fuck that. It's all about standalone S Disc FRC -> Command Roll, Throw.
blitz Posted October 23, 2007 Posted October 23, 2007 nah, if yer gonna do that, you might as well make it 50% and do 236S -> FRC, 2369K -> FRC, land, throw LOLOL!!11!
Luigi-Bo 87 Posted October 24, 2007 Posted October 24, 2007 Both of ya'll are crazy as hell. What are some good round starters? I currently use: 2d 2s (on the characters that it will connect on from the stare of the round) s disc tk bad moon tk fast fall Thoughts/suggestions?
KA-GE-MA-TSU-RI Posted November 1, 2007 Posted November 1, 2007 Where can I find proration data for all her moves? It's not in 'The Guide'.
Luigi-Bo 87 Posted November 1, 2007 Posted November 1, 2007 I wanted to ask that too, but I thought it was a dumb question. The guide has some proration junk, but I wanna know how much j.p,j.k, etc. prorates.
Teyah Posted November 1, 2007 Posted November 1, 2007 http://dustloop.com/data/ac/millia.html Neither j.P or j.K have proration, but they do add GB- of 8 and 7 respectively, which drops the damage of the following hits by a good chunk. Besides, even if these moves did have proration, it would only applies to combos that start with that attack - and Millia doesn't really start combos with j.P/j.K outside of the random early j.K AA or something.
KA-GE-MA-TSU-RI Posted November 1, 2007 Posted November 1, 2007 Still aint complete though, like P, 2S, 2H etc. which are combo starters. WHOOPS. Beat that Teyah, I mean, please advise.
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