Teyah Posted May 18, 2007 Posted May 18, 2007 OTG 2K gives you a bit more time to setup Disc oki. The downside is that it's completely techable, which helps to explain why it's not a common tactic among Japanese players.
TGS Posted May 18, 2007 Author Posted May 18, 2007 OTG 2K gives you a bit more time to setup Disc oki. The downside is that it's completely techable, which helps to explain why it's not a common tactic among Japanese players. Yes, it's techable, but if they neutral tech or back tech, they'll get the really low to the ground tech, and since they're in the corner, they're still susceptible to Millia's oki game. If they forward tech, it's an air-throw attempt for Millia right there. Basically, if you're good at adjusting on the fly and can read your opponent, go for it. If not, stick to the usual oki game... Also, it can screw up your opponent's reversal inputs like wake-up supers or Slayer's BDC into whatever...
Teyah Posted May 19, 2007 Posted May 19, 2007 Sure.. but if Millia has already committed to 2K xx Disc (which is often why the 2K is done), then there's no way the opponent will get airthrown as they have more than enough time to just AD away. I'm assuming forward tech off 2K OTG, since it's not in the opponent's favour to go for the others in this case. If Millia doesn't Disc, then it's a potential airthrow for Millia.. 55 dmg and minimal setup time. Which isn't all too rewarding when compared to regular corner oki, IMO. Edit: Then again... I'm a guy that doesn't like to deviate from tried and true methods. If people find this working better for them on certain opponents then by all means use it; everything is based on reading your opponent in the end anyway.
blitz Posted May 19, 2007 Posted May 19, 2007 ontopic: 2K otg -> disc is just a precedent. It's meant to establish a pattern that can be broken in a desperation, essentially creating a mind game out of thin air to squeeze out an advantage every once in awhile that might not otherwise exist. Your opponent might be ~55 life, in which case, 2K to airthrow to otg string just might do the trick, while 2K -> disc, mixup might actually not, as your opponent will attempt to read you or might just guess right to boot. There's also a different way to OTG someone for disc oki that also has its uses. 6H -> 236H -> FRC, 2K otg into mixup. A nifty way to get them to wake up into a meaty H disc. They might even tech into it =D A lot of confusion can be caused in this scenario. A good mixup off this is after 2K, iad.P(whiff), then either low airdash K-P-K(or just low airdash S), or land 2K. The whiff punch is to catch the tech and keep them in the mixup (or start a combo off that and the disck if they didn't FD out of the tech, and other things of the same nature).
Ice Prince Posted May 19, 2007 Posted May 19, 2007 OTG 2k is a scenario setup, pure and simple. I really wouldn't try it if I was low on lifebar....too much of a risk, and your opponent has 3 different reactions (forward tech, backward tech, standard tech) to it. This may work in your favor, or you may end up eating a hard CH. 6hs->FRC disc, 2k is the same. Though it's a bit "safer" IMO. But yes I agree, scenario and mInD gAmEs is what it revolves around.
muteki strider Posted May 20, 2007 Posted May 20, 2007 how do u combo after a throw in #reload with millia? i tried just about everything but the computer always air recover out of it. also i've seen people go from an air combo off her standing lp and standing lk (mainly after her throw), how is that done? again, the computer air recovers out of it.
stinkymonz Posted May 20, 2007 Posted May 20, 2007 #R? Recovers? I'm thinking you OTGed your followup. You'll have to tighten your timing further. This also goes for an aircombo off 2P or anything else she has that's level 1, which usually goes in sequence of 2P 5P or 2P 5K then superjump j.K.
Ice Prince Posted May 20, 2007 Posted May 20, 2007 You don't have to JI(superjump) after 2p, 5p or 2p, 5k...or anything for that matter, regarding the throw followup. Some people like to use 5k, 5k into j.k, and some like to use 5s, 2hs into j.s as well. That's just preference. Just try to figure out which throw followup you're most comfortable with and practice it. They shouldn't be teching your throw on #R though....
stinkymonz Posted May 20, 2007 Posted May 20, 2007 Huh? Never said anything about JI. And you'd usually want/need to superjump going off 5P or 5K since that's the only way to get a good angle for the pin outside the corner, even in the corner if the opponent's too high. Just to clarify, I was saying that throw followup has tight timing, and since he mentioned low punch and low kick I said aircomboing off that is relatively tight as well.
blitz Posted May 20, 2007 Posted May 20, 2007 throw -> dash 2P-5P-5P -> HJC, hj.K-S-P-H is a really general combo... for ky, venom, roboky, and baiken: dash 2P-S(f)-2H for bridget, millia, dizzy, and slayer: dash S(f)-2H for johnny: dash 5K-S(f)-2H for jam and sol: dash 5P-5P or dash 5K-5K for eddie, pot, faust, and anji: just throw -> 2H -> iad combo. (eddie, you need to walk forward for a split second first before doing the 2H.) I forget the rest of who gets what, but yeah, generally those are what you'd use. Depending on the height, you adjust the HJ string used... If it starts from a 2H -> HJC, you can follow with S-P-S-H on some, but the most common is K-S-P-H. if S has a hard time hitting after the initial K,, you can use K-P-K-S-H, or S-P-P-H, etc. It just depends on the exact height and what you need to do to ensure knockdown from the air H, of if you want them to be high enough to relaunch as well.
Ice Prince Posted May 20, 2007 Posted May 20, 2007 Ah, I classify a superjump as JI on the ground....so my apologies on not understanding (to stinkymonz). However, I've never had to superjump off of Millia throw followup in #R from anything. You are right about the tight timing though. He obviously can't followup with 2k from throw, but 2p into 5p or 5k, j.k is what he should go for if that's what he's comfortable with and it gets him the launch oppertunity. The superjump from that would be up to him I suppose.
muteki strider Posted May 20, 2007 Posted May 20, 2007 i usually do dash in, close slash for one hit/down+slash/down+P into launch and the cpu can air recover right before the launch. anyone knows what the deal is with that?
Ice Prince Posted May 20, 2007 Posted May 20, 2007 Here, try some of these and see if you can get it that way. Don't worry about weight classes/height or anything just yet, just see if you can get any/all of these down in training. From throw... -dash 5s(standing slash), 2hs (down hardslash) -dash 2p(down punch), 5p(standing punch) -dash 5k(standing kick) x2 -dash 2p(down punch), 5k(standing kick)
muteki strider Posted May 20, 2007 Posted May 20, 2007 i can get all of the above except the first one. i tried both close and far standing slash into the launcher but no luck of the launcher connecting
Ice Prince Posted May 20, 2007 Posted May 20, 2007 Alright, the timing can be a bit tricky on the 5s, 2hs launch and really just requires practice on the the timing of it. But if you can get the latter three, that's good. Just stick with those in the mean time, and practice the timing for the 5s, 2hs on one of the characters that blitz listed: -Millia -Bridget -Dizzy -Slayer It's not impossible to get it on everyone once you're consistant with it and know the timing (though the other three followups I listed can be used as well), but those are some of the easier characters to get it with. Hope it helps ya.
muteki strider Posted May 21, 2007 Posted May 21, 2007 so how do i go into an air combo off the punch and kicks after the throw?
Ice Prince Posted May 21, 2007 Posted May 21, 2007 j.k is the best bet to follow up with off of the 5p/5k.
blitz Posted May 21, 2007 Posted May 21, 2007 the S(f)-2H is actually easiest on axl, if you like. You don't even have to dash if you want, you can just move forward for a split second, but that's not good practice =P
Ice Prince Posted May 21, 2007 Posted May 21, 2007 Oh yes, good old Axl and that lovely large hitbox of his....haha.
muteki strider Posted May 21, 2007 Posted May 21, 2007 thanks for all the help. i can do millias throw into down+p into standing p into j.k against another millia now, but still not consistent enough.
blitz Posted May 21, 2007 Posted May 21, 2007 dash 2P-5P-5P -> HJC, hj.K is the most general post-throw combo. Works on literally everyone, bar none. And... is good practice for getting that 5P -> hj.K to combo (since you have two 5P's, you have time to buffer the high jump much more easily).
TGS Posted May 22, 2007 Author Posted May 22, 2007 And Ice Prince says you don't have to superjump after her post-throw launcher follow ups. Of course you don't have to if you don't want to bring your Millia to the next level, but the payoff is worth it if you learn how to superjump for the follow ups. Consider that: 1. Throw buffers the damage of the subsequent combo, so generally you'd want to go for hit count here to do the most damage off of a throw. 2. You push your opponent closer to the corner with superjump combos. Plus Millia's corner game is deadly. 3. It looks cooler. Plus you can do non-pin relaunches off of them to push them even closer to the corner while still having the pin available to set up for Secret Garden mixups.
Ice Prince Posted May 22, 2007 Posted May 22, 2007 And Ice Prince says you don't have to superjump after her post-throw launcher follow ups. Of course you don't have to if you don't want to bring your Millia to the next level, but the payoff is worth it if you learn how to superjump for the follow ups. Consider that: 1. Throw buffers the damage of the subsequent combo, so generally you'd want to go for hit count here to do the most damage off of a throw. 2. You push your opponent closer to the corner with superjump combos. Plus Millia's corner game is deadly. 3. It looks cooler. Plus you can do non-pin relaunches off of them to push them even closer to the corner while still having the pin available to set up for Secret Garden mixups. Anywho, superjump is really an optional tool that has little effect on your effectiveness. You can easily get just as many hits from a non superjump. I've done both superjump and regular jump followups, and there really is no advantage to either one over the other. Preference. You can just as easily push your opponent to the corner without superjumping an air launch. That should go without saying, for anyone that's played Millia for a decent amount of time. It may look "cooler", but you can do a non pin relaunch anyway and still get to corner for SG/disc mixup. In short, as I've said, it's a preference.
muteki strider Posted May 22, 2007 Posted May 22, 2007 to tell you the truth i want to learn how to combo into the throw with millia so i have a head start when accent core came out. i missed out on the first 3 xx installments, however i did play reload a little mainly using robo ky and a bit of millia
AyaImmortal Posted May 22, 2007 Posted May 22, 2007 Not too sure about my chipp being godly but thanks lol. No other millia online has beaten me other than ice prince and i think psylocke got me once or twice. But other than that no other one has beaten me. Ice prince knows VERY well how to use millia so any advice that he would give i would take over anyone anyday. The only other would be AKA.
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