Ryzol Posted February 12, 2010 Posted February 12, 2010 What are the differences between all of her discs? I don't get why she has so many. Also I've seen videos where people summon her orb and then make it move around. How do you do that? I think that move is called Sacred Garden.
4r5 Posted February 12, 2010 Posted February 12, 2010 s: comboz, poking(lol), frc'ing hs: setupz d: easymode setupz, air knockdown do command for orb, hit stick/pad in directions, before the orb comes out, and the orb will follow your directions
Coma Posted February 13, 2010 Posted February 13, 2010 To expand on what 4r5 posted: The disc done with 236S starts up fast but isn't as active as long as her other discs and is used mainly for combos in the corner, can be used for poking but I don't recommend it, and has frc points on frames 3 and 4 so it can be used to extend pressure by cancelling a move into a slash disc, then frcing it before it becomes active. The disc done with 236H has long startup but stays active for awhile. It is used mainly for okizeme. You can, after a knockdown, set a disc on top of an opponent as he wakes up, then go for a mixup. If the mixup is successful and if timed well, you get a combo off the disc hitting your opponent. It can also be used from time to time to control space. The disc done with 236D is used the same way as the hard slash disc but is active sooner (so it's harder to escape from) and stays active for a loooong time so you can get very elaborate mixups off this disc or just go for more than one simple mixup. It can also be used to bait trades(before the opponent hits you, activate the disc) since it's guaranteed to hit after the 4th frame. The air version of the dust disc(236D in the air) can be used to crossup and to get a knockdown from an air combo or to just extend a combo if you think that the extra hits will kill an opponent. It can also be used at the neutral game since it stays active for a while and has a large hitbox.
shezmu Posted March 24, 2010 Posted March 24, 2010 Okay, here's a weird one that I'm having trouble putting into words. Would anyone know where I could get a low-down of millia's sprites and on what frames the sprites are on screen?
Teyah Posted March 24, 2010 Posted March 24, 2010 You could use a video capture card to record @ 60 fps, and then just advance frame by frame and count the sprites/frames for yourself. If you don't have a capture card, FRAPS works well for PC (#R or PS2 emulated AC).
shezmu Posted March 24, 2010 Posted March 24, 2010 Thanks. That actually gives me an idea tbh. I'll have to sit on that. Thanks again.
TheRealBobMan Posted May 1, 2010 Posted May 1, 2010 What would you guys say is Millia's best option select? 6+H+S is definitiely faster, going with K would give you some lower body invulnerability and frame advantage on block if they threw out a fast low and reacted in time, P has upper body invincibility but it's slow as hell (what if they 1-frame jump out? Comps are always doing that when I go for the grab since they read the controller, not that many people would do that). Just dashbreak 4HS for grabs? I usually just use 4H so I can keep pushing them in the same direction since Millia likes to cross over as she grabs, but that 5H is pretty slow if it comes out.
stinkymonz Posted May 2, 2010 Posted May 2, 2010 From what I've played, 4H seems to be more than adequate as an option-select. The first hit comes out in only 6F, which is enough for it to actually beat/trade non-meaty throw-invince oki; once I CHed a Jam's non-meaty 6H oki. The fast startup also makes it great in counter-throw situations where it can basically outspeed *anything* else your opponent does. And they can't backdash and punish it either, the 5H usually tags them at the end and if it didn't then it means they're too far away to really push an offense on you. In theory though, a fast 1F jump should allow them to punish but so far I haven't been punished properly for it. Like, they'd be too far away to get a knockdown combo, or they had to airdash and that took enough frames that I could start blocking, FD/IBing an escape route. Idk, maybe this is a character-specific thing? Thinking about it though, 6S+H would seem to be the far better option against 1F jumpers. And would 6P+H beat jumping oki mixups(meaning, you'd either reversal throw their low or 6P their airdash)?
TheRealBobMan Posted May 4, 2010 Posted May 4, 2010 Yeah, up until now I just used 4H, but after I picked up Chipp I started thinking about using option selects more. I didn't realize it was so fast on startup, I just didn't like the laggyness (though it combos to 2D right?). It's probably my fault on execution if I'm having problems - just not getting in the right range to throw or something.
maitrecarotte Posted October 17, 2010 Posted October 17, 2010 I'm sorry for such a retarded question, but im going to ask anyway. Started playing gg#r some time ago and got a lil problem. The problem is: i cant connect j.s j.p j.s j.h after launching with 2h. Usually combo is dropped after j.p. After spending some time in practice, i thought there might be something i dont know. Any tips on it? Or its just my noob input skills?
minlexx Posted October 17, 2010 Posted October 17, 2010 I'm sorry for such a retarded question, but im going to ask anyway. Started playing gg#r some time ago and got a lil problem. The problem is: i cant connect j.s j.p j.s j.h after launching with 2h. Usually combo is dropped after j.p. After spending some time in practice, i thought there might be something i dont know. Any tips on it? Or its just my noob input skills? (close)S-2H,sj:uf:S,j.P,j.S,j.H(x3) in #R should combo good on all mid-light chars (Axl & Sol are among them, Ky is heavier, on Ky it is better to do cS-2H,sj9.K,j.P,j.S,j.H) Did you forget to do super jump? (fast ,)?
Teyah Posted October 17, 2010 Posted October 17, 2010 Are you sure you're hitting them from the ground with 2H? If so, sj.S-P-S-H works on all of Sol/Ky/Axl, but for Ky you need to do an immediate superjump sj.S after 2H to catch him. If you want to go for the relaunch after the H(3 hits), delay the sj.H slightly after the second sj.S. If you're messing up in general on all characters, you might be timing the first sj.S too late. For details on how to combo/relaunch everyone in #R, I wrote up a pretty extensive post awhile back that can be found in the GGXX#R Millia guide thread. Check it out here: http://www.dustloop.com/forums/showthread.php?463-GGXX-R-Millia-Guide&p=29978&viewfull=1#post29978
5thStrike Posted March 7, 2012 Posted March 7, 2012 I got AC a week ago() and picked up Millia. I just have these newbie questions. What are her most useful FRC moves? Not-so-useful FRC moves that I shouldn't rely on? I've been in training mode non-stop ever since I got the game trying to master the timing on everything. To me, her H disc and 214P FRCd seem really good. Thanks.
Oolong Posted October 3, 2012 Posted October 3, 2012 Okay, so I see a lot of referencing to tiger kneeing Millia's bad moon, by very little regarding her pin or turbo fall. I have two questions. Are those moves worth tiger kneeing ever? It seems as though her pin is meant for relaunching the opponent; eg air combo into 214S, land, 2H yadda yadda. Also, I see the notation for tiger knee is usually done like 2369P. I've been having trouble tiger kneeing her bad moon playing with a ps2 controller. I was wondering if pressing 2368P would for some reason not work and if I should be trying for 2369P instead.
Ril I am Posted October 5, 2012 Posted October 5, 2012 2369P is usually the best way to do TK bad moon consistently. Back when I used to play pad I would slide my thumb to 9 after hitting 6 on the dpad. TK turbo fall can be used as a mixup like a fake overhead into low/throw. Her pin isn't really used too much for tiger kneeing so much or relaunching. It's mainly your neutral tool and as an aircombo ender with j.214S 6H because it lands you a hard knockdown allowing you to set up your okizeme game.
jailhousefrog89 Posted October 30, 2012 Posted October 30, 2012 I keep getting thrown out of my oki and it's really pissing me off Why do the high level millia never get thrown through their pressurebut every time I run up h disc Im basically getting thrown
Rele Posted October 30, 2012 Posted October 30, 2012 Either you're doing H disc too late and they throw you during your recovery (happened to me a lot when I started), or you keep doing throwvulnerable mixups. Close range 2K/2S/2D/6K can all be thrown. Even perfect meaties will get beaten by throws. You can avoid being thrown out of mixups by mixing in TK Bad Moon/Haircar (both airborne) and FB Disc, Backdash, 6K/2D (not throwable because of distance). Once you've convinced them not to press a button on wakeup, you can start doing other stuff from point-blank too.
jailhousefrog89 Posted October 30, 2012 Posted October 30, 2012 Either you're doing H disc too late and they throw you during your recovery (happened to me a lot when I started), or you keep doing throwvulnerable mixups. Close range 2K/2S/2D/6K can all be thrown. Even perfect meaties will get beaten by throws. You can avoid being thrown out of mixups by mixing in TK Bad Moon/Haircar (both airborne) and FB Disc, Backdash, 6K/2D (not throwable because of distance). Once you've convinced them not to press a button on wakeup, you can start doing other stuff from point-blank too. Yeah I think the main problem is that the game is so fast paced and requires so much precision that I'm not used to the muscle memory entirely yet so I'm a little slow Another question: what are the benefits of doing otg 2k then h disc on oki as opposed to just h disc? I saw marlinpie do this a lot on Saturday
jailhousefrog89 Posted October 30, 2012 Posted October 30, 2012 Also why does millia seem rare in high level play? Been watching match vids and I barely see her (at least in American vids) even though I feel like she's pretty damn cheap lol
Coma Posted October 30, 2012 Posted October 30, 2012 as for your first question: Doing 2K then H disc gives you a little more time to setup a H Disc and gets you closer to your opponent. It's mainly for knockdowns that leave you far from your opponent like off an airgrab or j.D knockdown that's not close to the corner. The opponent can tech the 2K though and mess up your whole oki setup so it's a risk. Millia doesn't see much high level play imo, because she's unstable and really only wins off knockdown. I've heard some people say she isn't fun until she lands the knockdown. I also think it's because of how character specific her combos are. Sure, every character has character specific combos, but Millia can't drop hers or she's giving up the knockdown and oki which is where she's the strongest.
Rele Posted November 1, 2012 Posted November 1, 2012 Just cause she "only" wins off knockdown and oki doesn't mean she's an unstable or gimmicky character.
blitz Posted November 1, 2012 Posted November 1, 2012 (edited) Against robo ky and bridget, using 2K otg -> H disc is pretty good. Stops their delay get up stuff, just don't abuse it. It massively throws off their timing when they don't anticipate it. Other than that, what Rele said is accurate. Being outside their throw range when they attempt to throw you in that situation means they'll eat a disc as long as you don't get tagged. Prepare for it by having a follow up based what actions you take to avoid being thrown that will end in combo -> oki. Lets say they just hold back and hit H for throw on their wake-up, and you walk out of throw range at the last moment. They throw out hardslash, and you'll block it while they get hit by disc. After the blockstun is over, dash forward S-2H or, if they are close/fat enough, just 2H into combo. Follow ups to knockdown from either are easy enough. If you are doing H disc too close to them, then the issue is keeping your momentum/positioning in check. The aforementioned dash2K -> 236H is a good method (try not to accidentally do her super). Using 2366H(dash buffered disc) is also useful, and you can buffer the motion while landing for j.D so you dash as soon as you are free from the recovery frames. Knowing when to use which is just experience and execution, though. If you aren't able to disc in time, you still have the ability to FRC it or do something that isn't a disc. Make a judgement call. As far as millia being gimmicky... yeah, I get that. Trying to convolute/divine a combo out of random air-to-air hits that ends in knockdown is frustrating to the extreme. The flip side is, without doing so, you end up playing really conservatively. Edited November 1, 2012 by blitz
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