Nakkiel Posted April 11, 2009 Posted April 11, 2009 You're probably doing the 236236 too slow, if you're getting Tandem Top.
dose. Posted April 11, 2009 Posted April 11, 2009 awesome. I tried going faster and it worked. I'll have to play with all that advice for a few days. Thanks everyone!
Coma Posted April 11, 2009 Posted April 11, 2009 You should be getting ER every time. You're probably getting a S disc because you don't have enough tension for emerald rain or because you're entering in emerald too slowly, in which case the game would discard the first 236 and only register the last 236 and S. Edit: Saw your last post way too late.
Teyah Posted April 11, 2009 Posted April 11, 2009 The game is extremely lenient on inputs and from my experience, never discards parts of the input, but rather discards the entire input string all at once. So long as you keep inputting new directions, the old inputs never just 'fall off' (this is why stuff like 23696969...69P, will still get you a Bad Moon). Anyway about the Emerald Rain problem! If you're failing the overdrive, it's most likely because you're hitting S too early, as with Silent Force. That, or you don't have the 50% tension needed to do the move. Another thing to note is that you want that last Lust Shaker (214S) to connect while Potemkin is still in the air. If it hits him when he hits the ground, you'll get pushed back pretty far and won't get more than a couple of hits in; if you do it properly, you should be able to get at least 13 hits from the Lust Shaker part alone.
dose. Posted April 11, 2009 Posted April 11, 2009 The game is extremely lenient on inputs and from my experience, never discards parts of the input, but rather discards the entire input string all at once. So long as you keep inputting new directions, the old inputs never just 'fall off' (this is why stuff like 23696969...69P, will still get you a Bad Moon). Anyway about the Emerald Rain problem! If you're failing the overdrive, it's most likely because you're hitting S too early, as with Silent Force. That, or you don't have the 50% tension needed to do the move. Another thing to note is that you want that last Lust Shaker (214S) to connect while Potemkin is still in the air. If it hits him when he hits the ground, you'll get pushed back pretty far and won't get more than a couple of hits in; if you do it properly, you should be able to get at least 13 hits from the Lust Shaker part alone. Thanks for the insight. yeah, I realized I was just inputting it too slow. I was also having that push back problem. I'll try getting him in the air and play around with it. AC+ is my first GG purchase but I've learned a lot!
dose. Posted April 22, 2009 Posted April 22, 2009 I got that 19 combo easily after I got used to the controls, thanks for helping me out! I have another question. I didn't know if I was just suppose to EDIT, but no one would see it! I don't know! But! I see 2369P for Millia every once in a while. I get 'Bad Moon', which is what I believe your suppose to get, but how does the game register it? It doesn't make sense! I thought Bad Moon was an aerial 236P, so why does a 2369P work? EDIT: Another term use. i.e. 5H** or D* What do ** and * mean?
Nakkiel Posted April 22, 2009 Posted April 22, 2009 I have another question. I didn't know if I was just suppose to EDIT, but no one would see it! I don't know! But! I see 2369P for Millia every once in a while. I get 'Bad Moon', which is what I believe your suppose to get, but how does the game register it? It doesn't make sense! I thought Bad Moon was an aerial 236P, so why does a 2369P work? The term for that is called "Tiger Knee". Tiger Kneeing allows you to do special moves in the air, at the lowest possible height as soon as possible. It's very useful for Millia since that happens to create one of her fastest overheads. The 236 is stored long enough so that you can hit 9 to jump, and when you press P, the move comes out. This effectively causes Millia to quickly jump in the air and do Bad Moon at a very low height which makes the move hit very quickly.
Sudai Posted April 23, 2009 Posted April 23, 2009 I can do cS(2)~2H > j.K~j.D > ADC > j.K~j.D > ADC > j.D~214S > 2H > j.K~j.D in a corner, but I can't do it mid screen. I get through cS(2) > j.K~j.D > ADC but then I can never seem to reach with the next j.K. I was wondering if it's just not a midscreen combo or if I need to get my ADC/j.K input going faster.
Kurumster Posted April 23, 2009 Posted April 23, 2009 Combos vary by weight and hitboxes. The general combo thread is pretty good for you, but in all honesty just go through the entire cast in training mode trying 3 general combos on them. Some characters require their own "custom" combo, but after a while you get used to it.
dose. Posted July 19, 2009 Posted July 19, 2009 Could anyone help me out? I've seen these terms thrown around and I'm not 100% sure what they mean: Broken pressure, Frame Trap/Frame Trapping, and Trap/Trapping Thank you.
Teyah Posted July 19, 2009 Posted July 19, 2009 Broken pressure is the act of creating very small, unexpected gaps that allow you to rush back in and continue mixup. Example: far Millia 2K (+1 frame advantage), short run into immediate 2K-5K hitconfirm. This may work due to the opponent expecting a tick throw (of course, you can go for the tickthrow if you think it'll work). Frame trapping is the same idea, but generally refers to creating a situation where you have frame advantage and fish for a counter hit. Millia doesn't really use this since she doesn't have any reasonable pokes that lead to highly damaging combos on CH. (Regular) trapping or more often just called pressure, is just putting your opponent in an unfavourable situation which is hard for them to escape. You make it hard for them to escape or force them to guess on a mixup or series of mixups. Millia can do this after laying an FB Disc or Disc in corner - if the first mixup is blocked, there's enough time / frame advantage to do another mixup safely.
Teyah Posted July 19, 2009 Posted July 19, 2009 No problem. If you saw those terms on the Evo stream during GG finals then that was most likely me, haha.
dose. Posted July 20, 2009 Posted July 20, 2009 No problem. If you saw those terms on the Evo stream during GG finals then that was most likely me, haha. Oh it was you? Hahahah. Thanks.
Blank Posted October 16, 2009 Posted October 16, 2009 Ahhh, is this place still alive? Picking up Millia here. I was wondering if anyone could help me with FRC'ing Millia's 236D disc. Are there any visual or sound ques? I've only gotten it once and am having trouble finding the timing with it. Playing on + and haven't seen an easy FRC option to show me where the window is. Also wondering what the best disc to do on opponent's wake-up is, and a good cross-up option?
4r5 Posted October 16, 2009 Posted October 16, 2009 236D doesn't have an FRC use HS disc, or FB disc if you want to spend meter
ril213 Posted October 17, 2009 Posted October 17, 2009 Ahhh, is this place still alive? Picking up Millia here. I was wondering if anyone could help me with FRC'ing Millia's 236D disc. Are there any visual or sound ques? I've only gotten it once and am having trouble finding the timing with it. Playing on + and haven't seen an easy FRC option to show me where the window is. Also wondering what the best disc to do on opponent's wake-up is, and a good cross-up option? as mentioned when u hav the meter u can spend it on 236D fb disc. 236h disc frc is situational in specific matchups such as baiken cuz she can ouren out of fb disc bcuz of the active frames in 236D. for crossup options, her j.k and j.s r relatively useful for crossups. another one is after disc plant, 2369k is a good one to use except on sol/ky cuz of their dps. edit: blank, if u need nething silent force's fansite is has a good amount of info on how to play millia. http://millia.hostwq.net/
Kurumster Posted November 13, 2009 Posted November 13, 2009 Her hair pin is everything. What exactly are you asking?
ril213 Posted November 16, 2009 Posted November 16, 2009 Is her hair pin any good? -don't anti-air me move -various mixup setups including fuzzy guard setups -ch hit stagger for combo -get in for free. the primary uses of the pin for millia's neutral game. also one of the best proj. in the game.
Sol.Badguy Posted November 16, 2009 Posted November 16, 2009 Ah I see, thanks. My friend uses millia like crazy and I was just curios if it was actually a move worth using. From the looks of its, its a one time projectile that does low damage with a small hit box. But of course I dont play millia, so it's nice to know it's actually something worth using.
EdWORLD Posted November 19, 2009 Posted November 19, 2009 Ah I see, thanks. My friend uses millia like crazy and I was just curios if it was actually a move worth using. From the looks of its, its a one time projectile that does low damage with a small hit box. But of course I dont play millia, so it's nice to know it's actually something worth using. It's not really a one time use thing, just pick up the pin again once you use it.
sakabato24 Posted February 11, 2010 Posted February 11, 2010 Hey guys, I'm kinda new to Dustloop, and I have been playing AC+ and XX#2 as of late, and I was wondering if anyone can send me to the nearest BnB thread for Milla. Milla is fun to play, and I feel like I can either main her, or Sub her with my Bridget. Thanks in advance.
ril213 Posted February 12, 2010 Posted February 12, 2010 Hey guys, I'm kinda new to Dustloop, and I have been playing AC+ and XX#2 as of late, and I was wondering if anyone can send me to the nearest BnB thread for Milla. Milla is fun to play, and I feel like I can either main her, or Sub her with my Bridget. Thanks in advance. http://millia.hostwq.net/combos.htm but to start here's a couple 2h j.k j.d ad j.k j.d ad j.d works on evryone except johnny 2h j.k j.s j.h ad j.d ad j.d universal.
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