Shiro Posted November 21, 2007 Posted November 21, 2007 I never watched the guilty gear anime but why is millia and zato rivalsI don't believe one exists >_> It'd be better if you asked this question in the Storyline thread than in here, unless the special intro between Millia and Eddie affects the outcome of the match THAT badly :8/:
zer0kage Posted November 21, 2007 Posted November 21, 2007 I wanna ask this due to lack of hands on experience in this matchup but why does Millia keep a distance from Baiken during neutral situations?
Kurumster Posted November 21, 2007 Posted November 21, 2007 You can't do block strings without getting destroyed in the process. It's all a poke and run game, not to mention Baiken's 2D beats a lot of your normals, or at least that's what it feels like to me. Doing a poke and then rolling works a lot for me, or just jumping in for a throw also works. They always have their mind on countering you, especially when they're playing against a character that's really fast. I usually end up using my pin in this matchup the most. That's all I know from my experience.
Kane Posted November 22, 2007 Posted November 22, 2007 Against baiken you should "break" your combos, cancel into FB ring half way through or go for tick throw. You want to confuse a Guard-point-happy baiken as much as possible.
vxnine Posted November 24, 2007 Posted November 24, 2007 how do you get the j.D to connect on her bnb combo? this is what im trying to do r.5S-2H, jf.D || ADC, j.K-D | ADC | falling j.D. the j.D keeps whiffing
Teyah Posted November 24, 2007 Posted November 24, 2007 That's an aerial launch combo, meaning that it should be used after something hits them into/out of the air first. Such as a throw, or FB Disc, or 236H Disc. If you try to start with j.D from a grounded opponent that is hit with 2H, it will whiff on all but the lightest characters (and even the lights require some delay for it to hit). For that same variation on a grounded opponent, you'll want to start with j.K-D instead of just j.D.
kaidakrusha Posted November 25, 2007 Posted November 25, 2007 forgive me if i missed the answer already but i was wondering how you capatalize on a character that tech recovers back after 6k, S.disc in the corner everything i do is not really effective in the punishment department (another s.disk or IAD to some air to air that gets blocked)
blitz Posted November 25, 2007 Posted November 25, 2007 6K -> 236S, continue unconditionally with 5P into aircombo. if you are really too far, airthrow them, or jump back and j.D -> pin, airdash in for more pressure into mixup (they can jump after the j.D to avoid the pin, but that just means you can position yourself to AA them or mix them up). Or, you can iad backwards into 236D for shenanigans.
Vicioso Posted December 2, 2007 Posted December 2, 2007 is there ANY way to be a good may? seriously i cannot believe how overwhemled i was by this may player id rather face a good eddie or a good ky than a good may the dolphin spamming is fucken ridiculous, she rides her fucken dolphin and if that misses she can immediately do some kinda fucken sweep she has so much range and her moves do so much damage any tips? this is for reload btw
blitz Posted December 2, 2007 Posted December 2, 2007 you can interrupt her dolphin pretty easily, just hit her out of it right when she lands (with 2D or something). And if she gets cute with cross-up j.2H, just remember that 2H and S© are both useful as AA against it, as is 5P is many situations. Also, 2D and S(f) at their max ranges are good in this matchup, just watch for 3K.
Aurora Borealis Posted December 3, 2007 Posted December 3, 2007 Hello. I'm new to Guilty Gear (just got Accent Core 3 days ago) and this forum, and I've been using Millia primarily so far. I have a couple questions I would like to ask. First, what do r. and ADC stand for? I'm really bad with abbreviations (being new to this game and all) and constantly refer back to that "Conventions and Notations" section in the basic guide, but I couldn't find either in there. As far as I can tell, ADC would be something like Air Dash Cancel but I wouldn't know what that means either. Second, what would be some basic Gatling and Air Combos I should be using as Millia? So far I've just been pressing all these random buttons and seeing what happens. Third, how should I be using Millia? I saw something about how she should be played a little carefully, but basically what I'm doing now is being aggressive and knocking my Normal level difficulty CPU opponents into a corner, and continually use Lust Shaker followed by Iron Savior, putting a Disc on top if I can manage it, rinse and repeat. I use my Tension Gauge for Emerald Rain, pretty much. I use Bad Moon often enough, Silent Force rarely, and Secret Garden not at all because I don't know how. I know this is probably not the way to go because it's a very limited and predictable playstyle (not to mention I don't know how to Roman Cancel and all that more complicated stuff), so what would be some pointers in the right direction? Lot of questions, I know, but I like to be thorough. Anyway, thanks to whoever reads this and replies.
Luigi-Bo 87 Posted December 3, 2007 Posted December 3, 2007 First, what do r. and ADC stand for? I'm really bad with abbreviations (being new to this game and all) and constantly refer back to that "Conventions and Notations" section in the basic guide, but I couldn't find either in there. As far as I can tell, ADC would be something like Air Dash Cancel but I wouldn't know what that means either. I don't know what you meant by r., but ADC means air dash cancel. Millia has a unique ability that lets her cancel the recovery of her jumping slash, hard slash, and dust attacks with an airdash. This allows her to continue combos and arial pressure better than ever before. I know you just got the game, but as soon as you get comfortable, bopst the ai up to maniac if that's all you have to play against. Also, find/make competition asap. Experience against humans plays a HUGE part in becoming good at GG, it teaches you things like how/when to burst and exposes you to a lot of things that the ai just won't ever do. Second, what would be some basic Gatling and Air Combos I should be using as Millia? So far I've just been pressing all these random buttons and seeing what happens. As far as gatlings go, you can pretty much do whatever you are comfortable with. The hard part is knowing what advantages/disadvntages you are giving yourself when doing these combos. You should have a reason for doing whatever string you are doing. Try asking yourself: "Will this setup a throw attempt, an arial move/airdash tactics?" "How can this be punished?" "Is this method becoming too predictable?" For air combos, here are a lot of different combos for different weight classes. You want to combo into down (2) + hard slash to launch your opponent and jump up to combo them. There are a lot of throw combos in the first post which can be applied to these. Your main goal in using air/throw combos is to score a knockdown and/or get thr opponent into the corner to set up her awesome pressure/mixup game. Again, Millia is better at this than ever before. She can literally take you from corner to corner. Third, how should I be using Millia? I saw something about how she should be played a little carefully, but basically what I'm doing now is being aggressive and knocking my Normal level difficulty CPU opponents into a corner, and continually use Lust Shaker followed by Iron Savior, putting a Disc on top if I can manage it, rinse and repeat. I use my Tension Gauge for Emerald Rain, pretty much. I use Bad Moon often enough, Silent Force rarely, and Secret Garden not at all because I don't know how. I know this is probably not the way to go because it's a very limited and predictable playstyle (not to mention I don't know how to Roman Cancel and all that more complicated stuff), so what would be some pointers in the right direction? Millia can be used in a few diferent ways, these really depend on your personal play style and what match up you're in. Lust Shaker is good when used as a poke but don't rely on it that much. Emerald Rain is good, but you could use your meter for fb (force break) discs, which could potentially setup for more damage in the end. Not saying ER should be omitted at all though. Bad Moon is an essential move for her corner game. It's an overhead and when used in combination with her discs, you can do some downright nasty things to your opponent. Silent Force is great for air to groung pressure and is also needed to end certain air combos. Secret Garden is great for filling the screen and locking someone down in the corner. Your best bet is to do Secret Garden after a knockdown. Also, Millia relies on False/Forced Roman Cancels, not Roman Cancels. If you need help with anymore, just ask. Biltz and Teyah know a lot, so don't be afraid to direct a question to them. Welcome to the cool kids club!
Luigi-Bo 87 Posted December 3, 2007 Posted December 3, 2007 Also, watch Woshige, Kaqn, and Nakamura play Millia. You can see the different playstyles between these three. Nakamura- Crazy Woshige- VERY solid execution. Kaqn. I dunno actually, I'm still getting over him not playing as OS.
Aurora Borealis Posted December 3, 2007 Posted December 3, 2007 Thanks for answering in so much detail. I actually feel that I can get decent in this game now, whereas before I felt pretty lost. Also, I don't know what you meant by r. Throw, r.5S-2H, jf.D || ADC, j.K-D | ADC | falling j.D. I was referring to the r. in the first combo posted in the AC Millia: Confirmed Combo List section. I don't know what's that supposed to mean. But knowing what ADC means makes this a little clearer, though I've yet to try it out. Also, the "||" after the jf.D (a far jumping Dust attack?) would mean that I wait a little bit before I do the Air Dash to Cancel the recovery, right? I watched a couple videos of Nakamura and Woshige, and I'm not sure who's more aggressive. They both looked fast to me, but it looks to me that Woshige may be better, because he seems more varied (uses different moves more, uses the Disc sometimes to control space between opponent and Millia, doesn't have to always be on the offensive), though it looks like Nakamura seems to be able to use Secret Garden better. Think my analysis seems plausible? Anyway, thanks. There doesn't seem to be a comprehensive guide for Accent Core Millia, so I guess I'll have to look at the #Reload one. How much do you think that can help? So I'll be here periodically to ask my Millia-specific newbie questions, because all the other threads look like they're for more seasoned players.
4r5 Posted December 3, 2007 Posted December 3, 2007 looks like the r. is saying to do a running slash. it doesn't specify if it's close or far slash though, but it probably close slash. and yeah, the vertical lines seems to indicate some sort of pause.
Teyah Posted December 3, 2007 Posted December 3, 2007 Sorry about the confusion, I was certain that I explained the "r." in the opening post because I usually do get a lot of questions about that term. But it looks that I did not. Anyway, r. = running, in that you run before you do the move. jf. and jb. are easy - jump forward and jump back. And you are right about the delay lines (|s); you just delay the following action (ADC or j.something) by the amount of lines between the two actions. Edit: 5Sc = close slash 5Sf = far slash 5S = either close/far slash (should not effect the combo) But most likely, you'll be getting far slash from a r.5S in those throw combos.
Luigi-Bo 87 Posted December 3, 2007 Posted December 3, 2007 Anyway, thanks. There doesn't seem to be a comprehensive guide for Accent Core Millia, so I guess I'll have to look at the #Reload one. How much do you think that can help? So I'll be here periodically to ask my Millia-specific newbie questions, because all the other threads look like they're for more seasoned players. That won't help a whole lot because Millia changes so much in every game. We all have to re-learn her with each release. You can still gain some common knowledge form old guides/vids though, just know that some combos don't wotk anymore because some of her mover/properties changed.
kleio Posted December 4, 2007 Posted December 4, 2007 I just saw one of nakamura's (against SL) he did something like launch->HS ADC-> D-> S land c.S then relaunch. I try to do the c.S after the last S for the extra height, but it doesn't seem to work on Johnny. I just found out that he was one of weight issues as well. Any tips on how to continue comboing Johnny 'cause I've tried the simple launch->HS ASC-> HS ADC-> HS and the last one misses 'cause Johnny's already on the ground.
Luigi-Bo 87 Posted December 5, 2007 Posted December 5, 2007 There were some combos on either the last page, or the page before that.
Injuin Posted December 5, 2007 Posted December 5, 2007 Is there a punishment list? Like in Tekken, they would have a character list of moves that once you block you get free damage. Is there one for Millia? Couldn't find one. Example would be like: Ky: qcf+K: 2D punishes after block and if something seems punishable but is not for Millia like frame traps. Moves basically I need help on knowing what are unsafe with different characters and what is the best way to punish depending on the moves (ex/ can you get a juggle off or do you have to settle for a knockdown?) Hope I am making sense.
Luigi-Bo 87 Posted December 5, 2007 Posted December 5, 2007 I'm kinda confused, but 2k is a great move for punishing. It can setup an aircombo to knockdown, or just a knockdown, It can also setup s disc frc pressure and tick throws/ roll throw setups. It also combos into 5k, which can setup tk bad moon or th fb disc (great for corner pressure). If you don't want to do a tk after 5k, you can use 6k to go for an overhead. 6k is safe on block.
TGS Posted December 5, 2007 Author Posted December 5, 2007 Is there a punishment list? Like in Tekken, they would have a character list of moves that once you block you get free damage. Is there one for Millia? Couldn't find one. Example would be like: Ky: qcf+K: 2D punishes after block and if something seems punishable but is not for Millia like frame traps. Moves basically I need help on knowing what are unsafe with different characters and what is the best way to punish depending on the moves (ex/ can you get a juggle off or do you have to settle for a knockdown?) Hope I am making sense. There isn't one because, unlike Tekken, getting exact spacing in order to punish whatever is a bitch due to so many variables (i.e. Faultless Defense, Instant Blocking, SlashBack). And most likely whatever you punished the opponent with may not work due to differing hitbox issues that would make compiling a complete list a total bitch. Besides, Millia's pressure game is already good, so there's no need to worry about punishing much unlike other characters with weaker pressure games (i.e. Johnny, Slayer, etc.); just start your offense right off the bat instead of trying to punish with weak combos.
Injuin Posted December 5, 2007 Posted December 5, 2007 OK, I'll try to bring in a Tekken example. For Feng Wei, against Hwoarang. Hwoarang's b+3 is -15 on block. Feng's b+1+2 is 13 frames. Therefore Feng can punish a blocked b+3 with b+1+2. This is an example of a punishment in which you cannot juggle because although qcf+3, which launches, is 15 frames, Hwoarang's b+3 has some pushback. Even if it didn't, doing qcf (or in GG terminology 236) would add a few frames. So the list would look like this under Feng would be like: Hwoarang b+3: b+1+2 . . . So is there a list detailing each character's moves against Millia which are punishable with whatever? Normals that are not JCable or non-gatling would be cool too. EDIT:post above posted while i was typing. Thank you.
TGS Posted December 5, 2007 Author Posted December 5, 2007 If you're really intent on finding stuff to punish on block, you can always look at frame data for Millia and the opponent's move she's trying to punish. Of course, spacing issues will come into play, but you can use training mode for that. But generally, by looking at frame data, you can make deductions without even testing shit out in training mode. If you're really hell bent on finding a good punishment string (assuming you're not upclose to the opponent in the first place, otherwise just launch that sucker), her best bet (for knockdowns) is 5S(f), 5H, 2D or Emerald Rain if you have the Tension, or for starting pressure use 5S(f), 2S, jump cancel into whatever or 5P (2S gatlings back into 5P). Besides, Millia's much better at whiff punishing rather than recovery punishing due to her movement speed, so bait those whiffs out instead!
Injuin Posted December 5, 2007 Posted December 5, 2007 I do love whiff punishing with Feng, so I'm sure I'll enjoy whiff punishing with Millia.
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