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Posted

Hey, does anyone know any somewhat universal setups off of the haircar FRC j.K mixup, like per weight class? If I run 214P > FRC > j.K > 5K, it seems that I could go for either j.K > whatever if they get hit by the haircar, or just into say f.S / 2S if they got hit by the j.K. I can get more if I go into something other than 5K out of the landing j.K, like dj.K > j.D > whatever, or c.S > 5H (and from there, at least against Pot, can follow up with super), but I can't hit confirm that because it's too fast.

Is there a better ground string I can use off of the 5K setup, or is there something better I can do against a specific weight class?

Posted

I haven't used Milla since the arcades (or play GG in the arcades) but I was interested in her again after going to training mode. Is she easy on pad? Is she easy overall?

Posted

@TheRealBobMan I personally only do haircar hit frc j.k when i do blue disc oki, it's 50 tension but really easy to hitconfirm, and it's next to unblockable anyway so w/e. Without blue disc, you don't get anything if they block the haircar, as you already noticed.

@susano I play on stick but I'd say she's pretty managable on pad. Her bnbs aren't really hard executionwise if you stick to single launch, they're just about learning character-specific patterns. Her most important frc has a 6f window so that's easy to learn too, otherwise she mostly uses meter for FB, supers or FD.

Gameplaywise I'd say she's somewhere in the middle, not easy to pickup but not incredibly hard either. I'm not very skilled though so someone else might be a better judge.

Posted (edited)

edit - ah, read your post wrong, bob.

Bob: as a standalone mixup, it can still be useful. Only after a knockdown though, and there are different things you can do with it depending on if they are in the corner or not. Still better to put it together with either Hdisc or ground Ddisc, or find some other mixup to use.

By itself in the corner, you can do j.K, land, 2K/K-S(1or2hits)/2S -> 236S against most of the cast. Combos from that are kinda set in stone for the whole cast, though they differ for weight class (get used it to). One that can work on most is just 236S, 5P -> j.K-D, ad.K-D, ad.D. Adjustments for timing depending on weight. Some may need a j.P thrown in before the first j.K-D, sometimes forsaking the the first 5P as well *shrug*

Edited by blitz
Posted (edited)

is there any video montage of Millia's knockdown mixups? I was going to watch match videos and xcopy pro players, but I decided to check with you guys first since Millia's AC tech is all the internet.

edit; Also, is there a height restriction in GG? I'm doing perfect TKs but her 2369P doesn't always come out.

edit 2; found out my problem with 2369P.

Edited by AyyKayAyy
  • 2 weeks later...
Posted

I've seen vids that had a wide variety of "high vs low vs throw", though most vids either concentrate on a particular set (style of oki), or on particular combos and enders. Just keep searching for and watching vids on youtube, CVs and MVs both. You'll figure it out.

Posted

hi total scrub here, i want to learn millia and i dont understand how to control her secret garden special. from what i read it accepts 5 inputs by pressing direction + HS within 53 frames. whenever i try and do the special i can only get it to move one "step/direction" at most. but looking at some match videos i notice players are able to move it and keep it on screen for a much longer time to the point that they can recover and move with the orb. So i was wondering how to do that.

do i input the special (214+hs) and then enter in 5 directions while holding HS and thats it?

Posted

You input 214H, then a direction and H for each time you want to move the orb.

For example if you want it to move down, forward, upforward, back, you'd enter 214H~2H~6H~9H~4H. For each successful direction input you should hear a sound.

I think 5 additional inputs is misinformation btw, because I've never seen anyone do more than 4 and can't get a 5th myself, even if I just mash 6H.

Posted

You have to let go and press again each time (which is alright, else you'd get a lot of accidental inputs, especially for diagonals).

Posted

the "5 times" is just because the orb has a single initial move before it starts in on the inputted directions. It will always appear over millia, then move forward once. After that, whatever inputs you've put in will be added onto that. So the orb "moves" 5 times - once by itself, then up to 4 more times added on afterwards.

  • 1 month later...
Posted (edited)

Are 6K and j.236P only used to open up opponents so they get hit by 236H/S oki? Secondly, what is the use of 236236S?

Edit: I forgot to mention that my first question is in regards to the fact that I can't find a combo off of those moves.

Edited by Elochai
Posted
Are 6K and j.236P only used to open up opponents so they get hit by 236H/S oki? Secondly, what is the use of 236236S?

Edit: I forgot to mention that my first question is in regards to the fact that I can't find a combo off of those moves.

No, you can use them both during pressure too, like off a blocked 5k or 2k. They both have slightly different advantages, too:

j.236p : faster, but unsafe on block(-12)

6k: slower, but safe on block(+1)

j.236p gives you a knockdown already, but if you want to combo off of it without disc you need to spend 50% to RC. 6k can combo into..

214p: need to be fairly close. If you're in corner, can FRC the 214p and keep the combo going

236s: need to be fairly close. If you're in corner, can link a 5p/5k after the wallbounce and keep the combo going

236236s: need 50% meter

214s: if you have 25% meter, input the Longinus(214d) followup to get a knockdown. If you're near corner, can pick up opponent from groundslide and keep the combo going

236236s is a great super that Millia needs to get damage off of certain ground moves. 6k combos into it so it's a way to some damage off of the overhead. But more importantly it gives her a nice way to combo off of far slash. Normally, the only thing she can do off of far slash is combo into sweep, which kind of sucks since f.S is her best ground poke. But with 236236s she can get some decent damage + a knockdown.

Posted

^ pretty much.

To add, there ARE follow-ups to both to 2369P and 214P at midscreen with 25% tension, but 214P requires you to be rather close, and the combo off of 2369P FRC at midscreen is more trouble than it's worth unless it would kill.

6K on counterhit gets you a dash in combo, and can dodge certain low profile moves to get that CH. Pretty good window for hitconfirming into 236236S when nothing else will get there in time to let you combo them to the corner and put a disc over them. 6K, S(f)/2S link is also something you can tack on for HCing into the super - and in the corner - into 236S for the corner air combo.

In case you were wondering about the combos:

2369P -> FRC, falling j.K, land, j.K -> the proper adc combo (j.K-D -> ad.K-D -> ad.D, or j.K-S-H -> ad.D -> ad.D)

214P -> FRC, falling j.K, land, j.K -> the proper adc combo (j.K-D -> ad.K-D -> ad.D, or j.K-S-H -> ad.D -> ad.D)

^ timing is awkward at first. (2369P -> FRC, j.K) is the same deal as (214P FRC Whiff j.K), you use PSH to FRC and immediately press K. For 214P FRC j.K, the timing for the j.K is delayed slightly due to the hitstop of 214P.

Posted

Anyone knows what happened to Woshige? He appeared in Mikado vids pretty regularly in AC but since ACR got released, I've only seen him in a couple of vids of big tournaments only, and he seemed somewhat sloppy in them.

Posted

Just a quick question, have I been mistiming tandem top or is it actually possible to throw Millia out of it?

Also, thanks for answering my other question.

Posted

If you do it too late, the enemy can throw you during your recovery.

If you do it on time and you are very close to them, they can also throw you since Millia has nothing with "real" throw invincibility. You can do something that's airborne though to avoid getting thrown - haircar and tk badmoon in particular are useful because you'll also mix them up.

  • 4 months later...
  • 2 weeks later...
Posted

Hey folks, I'm practicing the Axl vs. Millia match-up in the lab right now. I've got a couple of questions:

1) What are some common approaches and pressure strings from her dagger throw?

2) What are some common pressure strings that lead into roll?

  • 3 weeks later...
Posted

I'm trying to learn Millia, and I'm just curious. How high is Millia's learning curve when compared to other characters. Finally, what are the hardest aspects of Millia to learn as well.

Posted

I'd say her learning curve is on the lower end of of the cast.

Her game plan is pretty straight forward - get a knockdown, lay a disc, do a 50:50, if it hits combo into another knockdown, if it's blocked get back to neutral and try to get another knockdown.

Her combos also aren't too difficult execution wise. You just have to remember some character-specific timings, but for the most part you won't need difficult links or frcs.

The hardest part about learning her is how to move around smartly so you can get the initial knockdown, because she hasn't got the best normals and rarely get's a knockdown off stray hits. Also converting random air to air hits into a knockdown is pretty hard at times, this is something you can only learn through experience.

Posted (edited)
I'm trying to learn Millia, and I'm just curious. How high is Millia's learning curve when compared to other characters. Finally, what are the hardest aspects of Millia to learn as well.

I've been learning her since the past two months.

Execution-wise her learning curve is actually not that steep. She does have character specific things (though more like different timing on the same combo depending on the opponent rather than completely different combos) but overall it's not that complicated for the most basic stuff.

The hardest aspects of Millia are learning to move properly and her neutral phase, and learning how to capitalize into knockdown off any chance you get, especially aerial hitconfirms.

Edited by Ronove
Posted

Okay, so what I understand is. Millia isn't really a difficult character to execute or anything, she just requires some match experience to deal with other characters toys, along with how to properly air combo them. Finally, the main challenge is to hit the foe and knock them down, using Millia's slightly sub par pokes without getting hit yourself. But this is usually made up by her ground to air game, along with her Silent Force special to break in. Finally, the next challenge is to keep up the momentum by building off of every knock down with strong Oki through Tandem Top and Secret Garden, and either mix the foe up, or rush em, depending if they block it or not.

Sound right?

Posted (edited)

More or less. Also her pokes are not THAT bad, her 2D is actually a pretty solid ground poke and she does have nice antiair normals.

Edited by Ronove

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