zer0kage Posted June 27, 2006 Posted June 27, 2006 Teyah can you answer my questions if you dnot mind please?
Teyah Posted June 27, 2006 Posted June 27, 2006 Sure, not a problem: 5H-2D (xx Roll, Disc) is always good to go for when you're unsure of 2H's spacing. Unless I'm 100% certain I'll get a launch from 2H I'll always do something simple like 6P(1)-5H-2D or 2K/5K-5S-5H-2D for more mixup after laying another disc. Another thing I think would be useful to you is that sometimes you'll notice that you can connect 5H but your followup 2D will miss at farther ranges... in these cases (learn to recognize them well) you can do 5H xx Roll and go into some 5K mixups from there. For the second part: To me, reckless kind of refers to running around, throwing out moves randomly because you know they're very safe / high-priority and have good damage/mixup potential... Millia doesn't really have anything like this, aside from maybe 2D in certain matchups done at maximum range. Since Millia can be more easily CH out of anything and everything than other characters, you really have to have choose your normals wisely; I try to work her quicker pokes into some sort of guessing game whenever possible to maximize mixup potential whenever I do get a normal out. Millia can definitely be aggressive, you just have to be really safe about it at the same time.
Tritone Posted June 28, 2006 Posted June 28, 2006 1) You can only follow this up when you are nearing corner or in the corner itself. Follow up with 5P jc.K-S-H, H Pin -> loop works on many characters. You know, since I've been looking for this, I've noticed two vids where a followup is performed midscreen... One was against Johnny and I figured it must've been a fluke, but I'm watching a KA2 vs. Hiro vid, and Hiro does tandem top FRC, TK bad moon (tandem top hits), run in, 2H, then 2 reps of the corner loop (even though they did start midscreen). It did about 33% life, give or take. Needless to say, if the timing isn't *too* hard, this could really come in handy.
Teyah Posted June 28, 2006 Posted June 28, 2006 Hm, that sounds possible given Johnny's larger horizontal air hitbox, as well as the fact that Disc was FRCed. If the timing on both the TKBM and launching 2H is too tough to be worthwhile, I'd probably rather try for something like Disc (no FRC), then TKBM RC or 6K RC -> loop... but I don't know, I've never seen the combo done anyhow. If it's not too much trouble, could you post the vids up somewhere?
Tritone Posted June 28, 2006 Posted June 28, 2006 Yeah, at first I figured it must be a Johnny thing but it works against Jam, too. I don't have time to find the Johnny vid right now (stupid work), but here's the Jam vid: http://s91116975.onlinehome.us/KA2%20(JA)%20vs.%20Hiro%20(MI).wmv.zip
Tritone Posted June 29, 2006 Posted June 29, 2006 And here's the Johnny vid: http://www.norematch.com/ggxx/videos/acho_ggxx_20060610same_2.wmv Look for it in the match between the first Johnny and the second Millia (green outfit, dark skin--my color <3).
R∀zor Posted July 7, 2006 Posted July 7, 2006 Hey, im actually a bit of a Millia noob sense I started about two weeks ago but I play like it like a pothead needs his fix, so I have gotten to 65 on the survival mode if that gives anybody an idea of how good I am (or lack thereof). It seems like alot of talk runs around memorization of move names, so where can I go to find those names? Thanks
zer0kage Posted July 18, 2006 Posted July 18, 2006 I have to say this. The loop turns the tables in matches. Need to adapt to the stick because everytime I want to IAD and D Ill end up super jumping and D. Looks so embarassing. :bad:
blitz Posted July 20, 2006 Posted July 20, 2006 er... i'll clarify a few things, i guess... vanilla H disc into 6K/badmoon = yes, you can RC either if you have the meter. The combo after isn't so hard to imagine, but if they are high enough and in the corner, you can follow with 6H -> S disc usually. H disc FRC to badmoon at midscreen, and vanilla H disc to badmoon in the corner are both mixup staples that have been concrete for a long time. The followup for the former is to dash after and S(f)-2H or just 2H. If they are too far (due to a fudged TK badmoon), 5P into aircombo on reaction to screwing up is fine. As for pokes... millias best ground poke is 2D as max range, obv. But to compete with other characters on the ground, you have to make use of her S(f) as well. It's not very synergistic with the rest of her game, but it fills her huge mid-range gap somewhat. And no, flying around the stage hoping for a CH isn't the best way to play her. Look at the 2 millia vids that have been posted above and analyze what she does, how she positions herself, and the utility of those things. There's something to be said as well for the actions that weren't taken when the opportunity presented itself... after a grab? In slash, wait and airthrow/CH/force a blocked airstring into a mixup (j.k-p-k-p-k-p-ketc into land, 2K vs. TK badmoon). You can also combo off regularly if you manage to put the fear of an airthrow into them (2P isn't such a dangerous commitment). Ways to access the old hotness after knockdown (214S -> FRC, jk): - dash OTG 2K -> 236H, 214S -> FRC, j.K (or, airthrow the tech of the OTG) - dash 236H -> FRC, 214S -> FRC, j.K, land, 2K (you have more time to start it, so it's easier to setup in slash than the vanilla version) - dash 214S -> FRC, j.K (just as is, if you still have 50%, you can combo into disc super to push them to the wall and then get a knock down as well) just thought I'd add something to the topic...
SpecialEd Posted July 21, 2006 Posted July 21, 2006 I'm having a hard time TKing Millia's Bad Moon, and I know how integral it is to her wakeup game. Anyways, do ya'll have any tips on how to do it? I seem to be able to do other TK's, like Inos special and Baiken's fan thing but can't do this one? Everytime I attempt it she just high jumps. Thanks in advance!
stalebread Posted July 21, 2006 Posted July 21, 2006 Thanks for the suggestions Blitz, few things I wanted to ask about though.. I'm guessing 214s is meant to be iron savior.. the air throw from it is a nice suggestion although I don't know about timing (easy? hard?) Alright now I guess anyone can answer the following analysis I did after watching the vids... Against both johnny and jam, Millia kept certain distances more or less. At all times trying to be more or less within s(f) range or 2d range. From there Millia more or less tried to get the opponent to rush or assume an opening. Openings however were filled with p's, 2d's and even s(f). Every once in a while Millia jumped straight up or maybe slightly fwd or bkwd... On Johnny I believe twice by jumping straight up instead of dashing the johnny would assume an opening and be countered by an air dust (late). Was not random at all but very deliberate and well timed, anticipated. I'm guessing hiro depended on gaining the upperhand and then trying to keep it through hs discs tkbadmoon and what not and not slipping up too much after getting the upperhand. So in essense it was a kind of waiting game? Not sure... I looked at some other vids after to see the difference against other chars. In sol matches spacing such as that would be harder to achieve. I'm guessing here that's because sol players can rush a bit harder since they have dp, and pretty strong normals. (IMO sol is anti-millia :P) When millia does commit to an airdash it's only when the player does not have to worry about the opponent being able to do much other than block. From there js,jp,jk, land, ground mixup etc. In the end I'm guessing spacing and zoning comes down to a mix of millia's potential at each distance as well as that of the opponent. One final question.. Does Millia have any good use for JI? I can't think of anything but I get the feeling I'm missing a good possibility that doesn't use more than half tension. Ah well. Suggestions welcome. I'm off to try this stuff a bit.
blitz Posted July 22, 2006 Posted July 22, 2006 214S? i meant 214P, my bad. it was late =_= and as for the otg, i meant when you otg with 2K. You can either airthrow their tech (usually a pretty good knockdown), or guess that they won't tech, and the OTG hit sets them up perfectly for the hotness (hotness because I can't remember what the heck AKA called it...) and you can use tension when you nail say, an S(f), you can hit confirm with 5H and then super or do something else after 5H.
Tritone Posted July 22, 2006 Posted July 22, 2006 - dash 214P -> FRC, j.K (just as is, if you still have 50%, you can combo into disc super to push them to the wall and then get a knock down as well) Here's a combo I've been practicing but never done or seen in a match. I don't know if this has been posted before (I think AKA first told me about the 5P followup, thanks dude). It's somewhat difficult because the timing to hit j.K is quick but you have to train yourself to wait longer than you want to for the 5P (very uneven rhythm), but on most characters you can do: "214P, FRC, j.K, land, 5P, SJC, j.K, j.S, j.H" And a few times I've gotten "Pin, 6H" after that, but still can't get it consistently, probably only doable on a few characters or maybe you need a counterhit.
blitz Posted July 22, 2006 Posted July 22, 2006 yeah, that's the midscreen disc-less setup. It's been around for awhile. Do it late, the 214P hits, and then the j.k, land, 5P etc Do it early, the 214P whiffs, FRC, j.K for high, land, 2K into a ground combo or S© into aircombo if you are quick enough.
zer0kage Posted July 24, 2006 Posted July 24, 2006 Ive been wondering is 2S a good poke and is it a good idea to IAD,D around here and there in the match?
Teyah Posted July 24, 2006 Posted July 24, 2006 2S is not really a good poke since it doesn't lead into anything (at the range you'd want to use it at). For close to mid-range general, quick anti-poke and baiting purposes I tend to favour 2H, 6P, or even Slash Disc, but that's mainly because my opponents don't adapt to punish Slash Disc hard enough to make it not worth using. 2H goes to loop on hit, 6P goes to either 2H, (non-CH) 5H(hit two)-2D, or (CH) 6H depending on distance, Slash Disc CH goes to loop from anywhere but point-blank. IAD j.D can be good when mixed up with IAD j.S, IAD S-Pin, and IAD-AD-back j.D depending on the situation. From farther distances it's mostly safe, but any character who is short or has a lower run can just run under it and hit you for free during the j.D's landing recovery. Many other characters can just run forward and FD break their dash, and do a ranged crouching attack to avoid it and hit you as well, so be careful not to get predictable with it. :o IAD S-Pin is great if your opponent constantly mashes out the AAs since Pin hits CH and staggers and you can just land and 6H -> roll over for decent damage + wakeup pressure. After CH S-Pin you can also AD forward again with j.S -> land 2H to aircombo, but it's a bit tricky to time the j.S deep enough so you don't just get thrown as well as time the 2H immediately afterwards. In my experience, AD j.S, land 5S-2H causes 2H to whiff on many characters but if you find it working for you in certain matchups, then by all means go for it!
stalebread Posted July 25, 2006 Posted July 25, 2006 Blitz made some good suggestions on pokes a page back... As anti air for most I find 5p to work well.. Except against stuff straight overhead etc.. s(f) is a nice poke and follows uip to hs, 2d, SG or hs, 236236s or 236s or hs,2d disc set and TK Bad moon or whatever. Nice safe long distance too. IAD back and air dust works well, or simply jump dust or dj dust for a CH. Spot on with IAD s pin, though I also use hs pin if the opponent figures I can't attack from that range and starts a setup of some sort. Question on CH stagger for pin into air to ground combo. does js,jp,jk,land s/2k etc work? Does it rely on timing?
Nami-Chan Posted July 25, 2006 Posted July 25, 2006 Q: After i do gatling to 2D then roll then HS Disc, or knockdown > dash in HS disc, my opponent seems to jump away, or grab me for some wierd reason, or maybe im doing the disc too late?
zer0kage Posted July 25, 2006 Posted July 25, 2006 Thats the same mistake I used to make too. Its likely that youre too close to them. In cases where you feel that youre not truly confident (as in you applied the disc too lae) in following up the HS disc might as well FRC if you can just to be safe.
Nami-Chan Posted July 25, 2006 Posted July 25, 2006 Ah okay, i was thinking that i should do dash-in HS disc early and not too close, so that when the disc materializes, the tip of the disc will hit the enemy and at the same time im in a range where the enemy coudnt grab me. but i dont know if this works tho :\
stalebread Posted July 25, 2006 Posted July 25, 2006 ways to avoid, set it IN FRONT them, AD over jk which pushes them into it. OR, frc it when setting it.
zer0kage Posted August 8, 2006 Posted August 8, 2006 Is it actually practical to do a mid screen loop when you launch with 2HS in the middle? I whiffed the follow up hits after the needle so my loop got screwed in my previous matches. I can do corner loop (turns the tables of the match if done) which I think is pretty essential but I wonder whether middleloop is also as essential. Anything more practical to do when you launch with 2HS in the middle? I heard about pushing people to the corner... but how with the new j.HS.
blitz Posted August 8, 2006 Posted August 8, 2006 there are different followups you use for different characters, watch some combovids like blackfire and fugitive to get some insight on what's possible and on who.
Teyah Posted August 9, 2006 Posted August 9, 2006 Is it actually practical to do a mid screen loop when you launch with 2HS in the middle? I whiffed the follow up hits after the needle so my loop got screwed in my previous matches. I can do corner loop (turns the tables of the match if done) which I think is pretty essential but I wonder whether middleloop is also as essential. Anything more practical to do when you launch with 2HS in the middle? I heard about pushing people to the corner... but how with the new j.HS. Driving opponent to corner has been explained in the other two threads (and now all three!) See here and here. If people can figure out some more damaging variants then I'm all ears, too. Let's get some more discussion going eh?
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