blitz Posted February 19, 2008 Posted February 19, 2008 sigh... BAIKEN throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (86 damage) throw, dash K-S© -> j.K-D -> ad.K-D -> ad.D (91 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (105 damage) (midscreen)throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (118 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (122 damage) there ya go.
Luigi-Bo 87 Posted February 20, 2008 Posted February 20, 2008 Haha. For Jam I use throw, dash 5p, j.k, j.s, j.hs, adc, j.d, adc, j.d
gosumog Posted March 1, 2008 Posted March 1, 2008 what determines how that ball projectile moves around ? is there any tricks or shortcuts to be had? btw does it prorate 100 i couldnt help but notice my friend did half my life off a simple string
Teyah Posted March 1, 2008 Posted March 1, 2008 Moved to General Q&As as this is a fairly basic question that doesn't need its own thread. The Secret Garden sphere is controlled by performing 214H, then hitting any direction + H, up to four times. The first direction the sphere appears in is always forward, but after that you can control the last 4 directions with your inputs. You can also 'fake' the attack by hitting D midway through the animation to stop the sphere from appearing. The move does not prorate at all, but it's very unlikely that you'll connect with all 5 hits of the attack in a single combo. Hitting with it 4 times is very possible in corner situations with the 2828 formation, but you must link a quick attack between the 2nd and 3rd hits.
Luigi-Bo 87 Posted March 2, 2008 Posted March 2, 2008 Is it wierd that I have trouble doing the 6k, s dics, 5p, j.k... combo in the cornet but I can do 6k,s disc, j.k... just fine??
stinkymonz Posted March 2, 2008 Posted March 2, 2008 Frame-wise they both have the same startup: 7 and 3+4. So, yeah I guess?
Kurumster Posted March 6, 2008 Posted March 6, 2008 I think Blitz was supposed to do it a really long time ago, but never got around to it. Honestly I could do it, I think I'm qualified to do it, but meh. It'd be nice if AKA could though lol. Maybe Blitz did it but never posted it up?
Teyah Posted March 6, 2008 Posted March 6, 2008 Blitz/I were supposed to do it awhile ago, but blitz never got around to it and I was busy with the Eddie guide. Now that I'm finished over there, I have time to start writing this thing up - but if any knowledgable person wants to help I'd welcome that. Millia's basics are pretty simple to observe, so accuracy in writing a basic strategy guide isn't a huge problem in this case.
Luigi-Bo 87 Posted March 6, 2008 Posted March 6, 2008 I could try I guess since I offered to help Blitz a while back.
Darksoul173 Posted March 9, 2008 Posted March 9, 2008 I know its been discussed before somewhere but what are the pros and cons of doing KD-> OTG 2K 236HS/D vs the regular KD-> 236HS/D
Luigi-Bo 87 Posted March 9, 2008 Posted March 9, 2008 It can put them in the aur which means they have to FD it, giving you a little more to work with.
Teyah Posted March 9, 2008 Posted March 9, 2008 Pros: Gives you more time to setup Disc oki Cons: Can be teched out of and you can be hit afterwards It's a decent option to go for so long as you don't do it too often. Edit: The enemy will almost always have landed from their low tech before the disc goes active. Also, the disc does not have to be FDed in the air to be blocked.
Luigi-Bo 87 Posted March 9, 2008 Posted March 9, 2008 Edit: The enemy will almost always have landed from their low tech before the disc goes active. Also, the disc does not have to be FDed in the air to be blocked. Really?
Teyah Posted March 9, 2008 Posted March 9, 2008 Really? Yes, Disc takes 60F to go active so the enemy will either land and block before it is active, or on land top of you, in which case you'll be blocking/getting hit. Tandem Top (H): Guard: All
Luigi-Bo 87 Posted March 9, 2008 Posted March 9, 2008 I see. I always get wakeup thrown whenever I try to be cool ans set a disc.
Darksoul173 Posted March 9, 2008 Posted March 9, 2008 Does the 2K disk oki also close wakeup DP options?
stinkymonz Posted March 9, 2008 Posted March 9, 2008 In my experience, it's not the best option to use. You can use it once in a while if for example you had a j.D knockdown at 30% or less from the corner so you run and 2K as late as possible, HS disc. UnFRCed HS disc though, you'll be very vulnerable to tech -> counterhit air normal -> combo. So to make it semi safe you'll have to spend 25%, either FRCing the disc or using the FB disc which would stop yourself short if you are doing it outside the corner. Both ways though, they'll have time to tech and AtG or airdash/double jump. You do get something of a 50/50 as if you did either safe disc options and they hit you you'd block and they'd land blocking right into the disc. If teched, you have anti-air options to reset pressure, so it isn't necessarily a huge risk. Use it to your own discretion, reading your opponent's tendencies and expectancies and such. Edit: oops forgot. By virtue OTGing would throw off reversal timing but only if they hadn't teched. You can still get reversals after being OTGed of course. See: Dogura.
blitz Posted March 10, 2008 Posted March 10, 2008 guys, the point of dash 2K(otg) -> H disc in the corner is only really a matter of spacing. It puts you outside of throw range, but still close enough for most shenanigans. And if they anticipate it coming, they'll tech, no doubt... but reacting to it is rather difficult, so most people will miss the tech unless they have conditioned themselves to see it. It's just... great for positioning, perfect even. Really though, FB disc is best... aircombos ending in j.D -> pin, land, 6H can be continued from with (from the 6H): 6H -> roll, 2K -> FB disc. From here, open pandoras box to proceed... ALSO: I am THISCLOSE to having my own stick, which is a requirement for me writing the guide, I will have it THIS week at the least, and then able to start confirming a lot of what I've written down already (i won't release untested info).
Teyah Posted March 10, 2008 Posted March 10, 2008 In the corner yeah, but at midscreen combo -> 2D, OTG 2K gives you time to actually set up a reliable Disc mixup, whereas regular 2D -> run Disc usually is too slow. In a corner kd situation (from aircombo) you would have enough time to set up a Disc as well as move into whatever position you want anyway, without the risk of the enemy teching out. Also, good to hear the guide will finally get started on. You could probably start with writing up a basic gameplan and descriptions of normals/specials while you wait for your stick to get in, as that can get lengthy and take a good chunk of time to get down in text form.
Luigi-Bo 87 Posted March 10, 2008 Posted March 10, 2008 Do any of Millia's moves have landing recovery? I didn't see anything about it in the frame data, so does that mean that none of her moves have it?
Teyah Posted March 10, 2008 Posted March 10, 2008 Her j.D, along with every other j.D in the game, has 5F or 6F of landing recovery (can't recall which); all of Millia's other air normals have zero. And of course, some of her specials (Bad Moon, Turbofall, air FB Disc) have landing recovery as well.
blitz Posted March 11, 2008 Posted March 11, 2008 In the corner yeah, but at midscreen combo -> 2D, OTG 2K gives you time to actually set up a reliable Disc mixup, whereas regular 2D -> run Disc usually is too slow. In a corner kd situation (from aircombo) you would have enough time to set up a Disc as well as move into whatever position you want anyway, without the risk of the enemy teching out. Also, good to hear the guide will finally get started on. You could probably start with writing up a basic gameplan and descriptions of normals/specials while you wait for your stick to get in, as that can get lengthy and take a good chunk of time to get down in text form. 2K(otg) -> 236D is great in the corner, most cases the 236D protects you from any mischief they would be doing off the tech (still, watch your lifebar). at midscreen, 2D -> roll, 236H/D, 2K still works as a good starting point. I'll usually get the meaty, then if it didn't connect, TK badmoon FRC into S pin/H pin -> airdash/cross up mixups. Dash 2K(otg) -> 236H/D at midscreen is fine, but not as solid as it is in the corner.
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