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Posted

Hmmm ... this combo works on most characters into a knockdown from a launch midscreen off a disc hit. disc hit, 5S, 2Hs, sjc.k, sjc.s, sjc.hs, S pin, (land), 6Hs works off standing P as AA too. What i'm interested to know from here is ... What characters should u follow up with secret garden trap and which characters should u follow up with disc ? Sols can grandviper out of secret garden. Ky can slide out of secret garden. (And i do not know what can be done about it other than baiting it). HOS seems to be able to run straight at millia and slam her. Eddie can disappear into the ground thingy. Pot can FDB it. What else ?

Posted

A little late to ask this but does Millia have anything that gives her frame advantage to help boost her pressure capabilities? Is it worth abusing 6P during pressure?

Posted

^ sometimes, you can bait out a CH with the whiff string i mentioned (2K-S©-2S-5P(whiff), 6H), or you can use 2S as a center, and just abuse the frame advantage for other mixup purposes... 6P, i haven't really tried anything with (don't own slash yet), but it seems from the few vids i've seen to be more a bait type thing or a safety measure.

  • 2 weeks later...
Posted

I was reading the GGXX Slash Prelim. Guide and the combo on post 2 was this: combo a: 5s,2h,js,h,pin(h),AD,h, land,2s(pickup pin),2h,js,h,pin(h),AD,h,land, 6h I think it did about 228dmg on Baiken (knockdown). I keep trying it, but there are two things I don't quite understand or get. 1) When I do the AD in the air, it tends to whiff , am I doing something wrong? 2) just to double check, js means jumping slash, right?

Posted

5s,2h,js,h,pin(h),AD,h, land,2s(pickup pin)

Whoa wait hold it right there. 2S as Pin recovery should pretty much never be done. If you ever need to recover Pin for relaunching with a move that's not 2H, it's going to be 5S©, and most likely at midscreen. In the corner you'll most always just go straight to 2H for relaunching, so stick with that only.

Secondly.. the way that combo is written with the added 2S, there's no way that'd work on Baiken. (Edit: Okay it might work) She's so light that something would whiff there in around the 2nd Pin (probably the second H Pin itself) so... try starting with something else, maybe this:

5S-2H, j.S-H, H Pin, early AD, falling j.H, land 2H (Pin Recovery), j.S-H, H Pin, land 6H xx Roll

This also works:

- 5S-2H, j.S-H, H Pin, early AD, falling j.H, land 2H (Pin Recovery), j.H, H Pin, early AD, falling j.H, land 2H (Pin Recovery), sj.Pin (knocks down)

For your questions:

1) You'll have to explain that a bit more since an AD cannot whiff, 'cause it's not an attack. Did you mean AD j.H?

2) Yes js = j.S = jump Slash

Posted

Oh, it seems I messed up the terminology. I thought AD was something else. Hmm, now that I've got that part differently, I still find it hard to do the combo. The timing for the js and then the h seems strange. I seem to be unable to do the hairpin all the time after h. Is there something different about this combo? The timing seems tighter.

Posted

O.O... what the fuck.. that shouldn't be possible.. I always wondered if you could combo from a frc'd disc that way though.. Any idea if THAT part is eddie specific though?

Posted

it's possible, the needle gives more stun than in #R, so stuff like this is definitely workable. I <3 the taunt.

  • 4 weeks later...
Posted

Very stupid question. When the match starts do you aim for the first hit (like IAD jK what ever) or is it better to move around and find openings to land a good CH on. Is it good to 214+K while anticipating a poke as the opponent's first move? The thing about me using Millia is I can maintain my momentum when I manage to knockdown and oki followup. The problem with my Millia is what to do if the opponent is standing and active.

Posted

well lets say i told you 6HS works .. will you use it for 5 matches in a row ?? .. just try to read your opponents mind, change from time to time..

i see my friend that plays Eddie starts with 2S/fj.K mostly .. so basically i try to read what’s he gona do :

2S is a Great poke to start with, but Millia's TK-BadMoon works out, CH knockdown > mix-up

fj.K its use in #R was better but still good, starting with Millia's 5P would give him CH, hjc.K might not work coz of the distance, you'll have enough time for SecretGarden before he recovers (believe it or not!!), or 5P CH > IAD > j.K ... looks cool =P

so playing alot with the same person, or seeing him play will let you know their basic strategy start-up, then try to find something that brakes it and gives you a high advantage,, but surely they might be mindable and just start randomly all the time, then help your self =P

lol i just remembered an Anji player that starts with Run forward > Burst .. i always throw the burst and he still does it, i even once throwed him twice in one round !!1 what a record XD , and if he doesn't have a burst he starts with 63214+K (not sure of the command?) .. well it doesn't make a difference just jump and throw him lol, he brakes my feelings some times XD but he's better now ^^

The problem with my Millia is what to do if the opponent is standing and active.

hmm in #R you can always waste your pin, don know how to help you hear, will match videos help ?? .. D1 once wrote a great millia help post in the time of #R, it was about

tricks and mind reading mostly,, but believe me i loved it, don't remember why though >.>" try to find it you'll enjoy reading it ^^

  • 3 weeks later...
Posted

it was about

tricks and mind reading mostly,, but believe me i loved it, don't remember why though >.>" try to find it you'll enjoy reading it ^^

if you remember any of the keywords in the essay, ANY of them, in consequential order, then that would help greatly. Google is my friend.

Posted

Very stupid question. When the match starts do you aim for the first hit (like IAD jK what ever) or is it better to move around and find openings to land a good CH on. Is it good to 214+K while anticipating a poke as the opponent's first move?

just a thought, to expand on what broken dust said, it's also character specific. A good way to start a round against pot is either S(f) or backdash. He has no answers to either without huge risk for little reward.

Posted

i have a hard time frcing bad moon when it hits but when i do i try to combo off of it but havent found a combo to get the launch afterwards. i see it followed up by j.k but i cannot get the j.k to hit. so i ask is there a good follow up? and what would be a good combo after i manage a launch after the frc bad moon?

Posted

after bad moon frc... after u land from frc u can do k, close s (2 hits), sj cancel into k, s, hs, hs pin, land, 6hs.. won't work on all the characters though and maybe harder on some to do... might be easier against light characters not really sure if that answers your question.. hope it helps.

Posted

no no that helps lots thank you. how about midscreen loops any good advice there? i usually launch j.s, s pin, turbofall, 2~5s, hs, repeat. but i can only get 2 reps i have seen hs, and dust used in this once or twice but it was against pot. is there a good one for lighter, medium characters?

Posted

For light/medium characters I find it's just best to get them into the corner if you can, and just end the loop after one relaunch by comboing into a 6H knockdown.

Taken from a previous post in the '3 loop' thread, here are some options from midscreen:

A General Midscreen to Corner Combo (+ knockdown, possible loop if nearer to corner):

Ground launch, straight up j.S, S Pin, Turbofall, 2~5S-2H (same direction), continue loop or end with something simple (j.H, S Pin, land 6H or j.S-H, H Pin, land 6H) if you started from a 2K for easy knockdown.

A General Midscreen Damage Combo (+ knockdown):

Ground launch, j.S, S Pin, Turbofall, 2~5S-2H, sj.S-H, S Pin, land, running 6H (xx Roll). Works on most average-light characters.

Broken_Dust would probably tell you to do launch -> IAD j.S-H, running j.K-S-H -> H Pin -> corner loop but I find it kinda hard to time the IADs (timing is really tight) so I usually stick to my lame easymode combos. Still an option though!

TGS also transcribed the "Black Fire" Millia combo vid, which has some doable (but mostly unpractical) midscreen combos on various characters. Check that out here.

Edit: Oh yes and everyone's favourite 'first ever useful midscreen -> knockdown combo discovered in Slash (!)'

Midscreen knockdown combo (works on most characters):

Launch, sj.S-P-S, H Pin, land, 6H.

Can go into Roll -> Disc or Secret Garden from there. Combo depends on height as well, probably won't work after Disc -> 5S-2H on light-average chars, so you could try removing the first sj.S or something.

Posted

The best use of 2 FRCs would probably be (after knockdown) a running Disc FRC followed by Iron Saviour FRC -> immediate j.K for a very quick high/low (or just high). Follow with running 5S©-2H to loop from anywhere on the screen. 6K FRC kinda sucks for confusion purposes, IMO.

Posted

I saw the Millia CV fugitive.

Lol I wonder if it's really essential to FRC 2x (H Disc->6K FRC->Iron Saviour FRC) for a good mixup game.

i think it is more flash than substance. it looks good but not to effective IMO

Posted

one viable use of 2 FRC's for 1 mixup: low variation- knockdown -> run up 236H -> FRC, 214P -> FRC, falling j.K, land, 2K -> run after and follow up high variation- knockdown -> run up 236H -> FRC, 214P -> FRC, falling j.K, land, instant j.K -> 214S/H, ad.H, land, pick up pin and then continue the combo... not really needed, but good for confusion and is probably the quickest high/low mixup in the game. Also, it doesn't need a huge chunk of time like the version that doesn't FRC the disc so you can do it off of 2D knockdowns.

  • 2 weeks later...
Posted

Hmm what are her level 2 and 3 normals? If you're wondering level 2 moves are moves which leave 14 frames of blockstun while level 3 is around 28 (I have to relook the term). EAasier way to put what does she have to inflict huge blockstun?

Posted

Hmm what are her level 2 and 3 normals? If you're wondering level 2 moves are moves which leave 14 frames of blockstun while level 3 is around 28 (I have to relook the term).

EAasier way to put what does she have to inflict huge blockstun?

I think you have the blockstun amounts wrong. AFAIK, the blockstuns for normal ground blocking are:

L1 = 8 frames

L2 = 10 frames

L3 = 12 frames

L4 = 15 frames

L5 = 17 frames

If I remember correctly, the IB modifiers are 0, -2, -3, -4 and -4 for ground IB, while normal hitstun and ground FD are +2 frames (+3 for crouching normal hits).

Below are listed the levels of Millia's moves as I remember them (there might be mistakes in there!):

L1: 5P, 5K, 2P, 2K, j.P, j.K

L2: j.214S/H, j.H

L3: S©, S(f), 6P, 2S, j.S, j.D, 236S/H, 214P, 214S, 236236S, j.236P

L4: 6K, 5D, 2H, 2D

L5: 5H, 6H, 2141236H

Without RC, Millia doesn't really have massive blockstun options. H disc hits, meaty late S disc hits and delayed pin hits can be used for similar effect though.

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