Ice Prince Posted January 16, 2007 Posted January 16, 2007 No no, I've had that problem as well when I first got Slash, so I would usually just go into j.s and then into j.hs. Sometimes the launch doesn't get them up as high as you may like, but the j.s is a bit of a "downward" hit, so it catches them and then you can connect j.hs into the pin. For the corner loop, you obviously will rarely ever get to complete the 3 loops, but it is possible to get two and still have the advantage with a disc in the corner. The way I'm comfortable with is 5s, 2hs, j.s, j.hs, hs pin, IAD, j.hs, 2hs, j.s, j.hs, hs pin, 6hs--->roll, hs disc. The pin should keep them in the air long enough to get off the 6hs when you land before they hit the ground so they can't tech, but it will cause ground bounce. If they hit the ground first, they will be able to tech out. Just practice it and you should be able to use it in your normal play routine. Just watch out for some of the heavy/tricky characters....you might have to alter it a bit. I know when I get Testament with a launch in corner, I just jump straight up instead of at him. Although if you can FRC a 214p--->dash or j.236p into 5k, 2hs, you shouldn't have a problem with the height. With Potemkin, I just skip the 6hs all together because he always hits the ground, so I'd rather lay the hs disc on landing instead of 6hs just to guarantee that he can't tech and so that I still have advantage.
Sundown Posted January 17, 2007 Posted January 17, 2007 Thx a lot man, yeah i noticed that it was way easier to do j.s j.h after the 2nd relaunch but for some reason i felt like i was "cheapening" the combo and i couldnt get a knockdown from it, now that i realize that is not the case i will be trying the combo you just gave me. Ill continue to try the 3 loops too, but probably wont be using that at competitive play, just wanna get that shit down lol. But hey, thx a lot, this combo looks way, way more reliable in a high preassure situation, so thx a lot. Still, ne good tips on hitting that god dammed j.H straight from 2H relaunch? thx a lot again
Teyah Posted January 17, 2007 Posted January 17, 2007 If you're missing the j.H due to the opponent being too low, here's my advice: For consistency, use j.S-H after 2H relaunch. Does about the same damage, and you will never, ever miss a j.S after a 2H on all but the lightest characters. Much easier to goto knockdown as well, with your choice of either doing j.S-H, H Pin as an ender, or relaunch 2H, sj. S Pin.
Ice Prince Posted January 17, 2007 Posted January 17, 2007 Yes, listen to Teyah....he is wise! Hehe, but no, you should always be able to get the 2hs, j.s, s pin on pretty much anybody to my knowledge. I'm pretty sure you can get the j.hs to connect after 2hs on the lighter characters (Millia, Bridget, Baiken) without too much trouble. On heavier characters, I find it's safer to start with j.s and then j.hs into the pin. Really it's all about how you play and what you feel comfortable with. Millia is rarely played the same, aside from the pinloops of course, and even then some people have their own variations.
Sundown Posted January 17, 2007 Posted January 17, 2007 Thx for all the tips guys, its appreciated , yeah i think i will go with the safe j.s-h after 2H relaunch, i dont wanna be loosing matches just for the sake of looking cool lol . One more noob question and i promise this is it lol, im doing the 2H relaunch j.S-H H pin land 6H safe combo u guys gave me, but im having a lot of trouble landing the 6H as an untechable, my dummie almost always seems to tech after i hit 6H, ive tried doing 6H as soon as i land but it still techs. Any tips on the timing of this one? When the hell do i want to do the 6H? Thx for everything
Ice Prince Posted January 17, 2007 Posted January 17, 2007 Well, I had the same problems with the 6hs--->roll, hs disc because I always thought they could tech it. However, I learned that it's all about how you execute the loop. It really depends on how you get off your IAD, j.hs before you go into your second 2hs. The j.hs can actually knock them up a bit before you land, which will give you more momentum into the air for the second string. Also, I know it could be tempting to use j.236k to get to the ground faster after the hs pin, but I wouldn't do that because that's almost guaranteeing that they will tech if you 6hs them afterwards. Just fall naturally after the hs pin and go directy into 6hs. It has helped me to press 6 after the hs pin because it helps to get "under" them to apply the 6hs, which doesn't let them hit the ground first. I hope that made sense. Also, it doesn't apply to Potemkin...not sure about the other "heavy" people, but I know the best option against Pot is to just land and plant the hs disc after the second hs pin. That way you score the knockdown in the corner, and get to plant a free hs disc.
Teyah Posted January 17, 2007 Posted January 17, 2007 The landing 6H after the second H Pin is just timing, so the only advice I can give you there. It's actually fairly easy to get off consistently once you put some time into it in Training mode, so don't give up! On a side note, for heavier characters like Pot, Robot, Hoss, and Johnny, it's probably best to use the sj. S Pin ender on the third rep. Not that the regular ender is difficult, but there is a rare occurence where they can fall 'between the cracks' so to speak, where neither the S Pin or H Pin will be able to hit properly after a j.S-H.
Ice Prince Posted January 23, 2007 Posted January 23, 2007 Well for names of moves and stuff, just check out TGS's Millia Slash guide. He covers them and give frame data and the like. The highest level I've gotten to on survival was lvl 620, and I tried not the spam the crap out of lust shaker, but I admit, I did on occasion. What was crazy was the fact that I was actually able to get the full 3 rotations of the pinloop on some of the characters....silly CPU. In versus gameplay, you'll learn it's not wise to go past the second rotation. Sure you could try for it and get a tad bit more damage tacked on....but I'd rather have a corner knockdown and hs disc planted instead.
Ice Prince Posted January 23, 2007 Posted January 23, 2007 The landing 6H after the second H Pin is just timing, so the only advice I can give you there. It's actually fairly easy to get off consistently once you put some time into it in Training mode, so don't give up! On a side note, for heavier characters like Pot, Robot, Hoss, and Johnny, it's probably best to use the sj. S Pin ender on the third rep. Not that the regular ender is difficult, but there is a rare occurence where they can fall 'between the cracks' so to speak, where neither the S Pin or H Pin will be able to hit properly after a j.S-H. Yes, and that sucks when it happens...so use that S pin.
B&B Posted February 14, 2007 Posted February 14, 2007 Hey, I started to play with Millia a couple of months ago. Basically, i pretty much know how to do the pin loop. I also bought a HRAP to improve my gaming, but the only combo i know that works would be the SF (pin) loop. Is Millia good at anything else other then the SF loop? If so, can anyone tell me a working, respectable damage combo? One more thing, why did Millia degrade from #R? Do you think the reason is probably that she lost her j.HS (the helicopter move)? And is Accent Core really coming out for the Wii? That would suck.....
Ice Prince Posted February 14, 2007 Posted February 14, 2007 Hmm....I'll divide up my response. 1) Combo wise, just check out the Millia Slash threads. They are littered with different combos in all areas. 2) Millia seems like she gets nerfed little by little with each game. Although, some may agree that her AC incarnation is better than her Slash one. I for one did not mind her j.hs animation change. I actually prefer it over her former j.hs. 3) It is possible. I can pretty much guarantee a PS2 release though since every game since X has been available on the PS2. As far as Wii, I don't really know.
Teyah Posted February 14, 2007 Posted February 14, 2007 As far as combos go, Millia only has the Pin loop for damage and consistent knockdowns from the air. Whether it be midscreen or corner, ground launch or aerial launch, you'll need to be able to convert hits from each of these situations into knockdowns via Pin loops/combos to optimally play Slash Millia. Millia got nerfed in Slash mainly by the loss of #Reload j.H, but also in a few other more subtle ways. Loss of knockdown/combo on her regular throw, decreased hitstun on her 6K, and the requirement of Pin for B&B combos all severely weakened her midscreen mixup game. Regarding #R j.H, the move was simply too powerful and had to be toned down in some way, otherwise Millia would simply end up in the upper tiers again. Not only did it guarantee knockdown, but also kept you very close to your opponent and gave you the perfect timing for Disc okizeme (wakeup mixup). The knockdowns that Slash Millia now gets with 6H leave her much less time for Disc and mixup setup (especially from midscreen), which leave more possibilities for escape.
Ice Prince Posted February 14, 2007 Posted February 14, 2007 The knockdowns that Slash Millia now gets with 6H leave her much less time for Disc and mixup setup (especially from midscreen), which leave more possibilities for escape. Do you mean off the pinloop, or just a regular 6hs at midscreen? In corner as a loop ender, obviously so. But, if you mean midscreen, there is oppertunity for disc okizeme, especially on a CH. It may not be the same amount of time as a #R j.hs knockdown, but you still have time.
Teyah Posted February 14, 2007 Posted February 14, 2007 Ah I was talking about a 6H after midscreen Pin aircombo, as I was contrasting #R j.H knockdown vs Slash 6H knockdowns. Random CH 6H should be followed by B&B into another 6H knockdown, of course!
Ice Prince Posted February 14, 2007 Posted February 14, 2007 Haha, I figured I just wasn't sure. Yes, I myself usually go for disc okizeme after a close 6hs, or CH 6hs. A far 6hs I'll usually follow up B&B into 6hs again. It's all in your playstyle I suppose.
B&B Posted February 16, 2007 Posted February 16, 2007 Thanks guys. Where i live, almost everyone uses Ky or Sol........I'm probably the only Millia user. Any tips for Ky and sol? Does Millia have any good dust combos? BTW, i didn't know playing with and arcade stick would be this hard........should i go back to a controller?
Ice Prince Posted February 16, 2007 Posted February 16, 2007 I know how you feel. I'm the only Millia in my area to, but I enjoy it actually. Anyways, on Sol and Ky tips. Quite simply, Sol owns Millia at pretty much EVERYTHING. His normals can beat out her normals, although 2hs is your friend against a Sol that jumps alot. You should more than likely at least trade hits on a 2hs, if not flat out win depending on what he hits with. His j.hs can beat out your Emerald Rain, although you can 214k under his 214k. Watch out for his GV, because it hits hard. Also be careful with your pin. Sol can avoid it alot better than most. I myself usually use it when I'm doing an air to ground. Something like j.k, j.p, pin, 2k for hit confirm, 2d->disc. Should my string get blocked, I'll usually go immediately into 6p->2hs for an attempted launch. I have found relative success using the pin on disc okizeme as well. After disc, IAD over, pin, IAD forward, j.d or you could use something like j.k, j.s., 2k, 2d, 6hs. I say 6hs, because some players may assume you're going to stop after the 2d, so the 6hs can sometimes catch them by surprise, and then you can go into some more disc okizeme. That's just my own preference. It's really in how you like to play. As for Ky, he's the top tier in this game. Obviously he has great normals. He is essentially a stronger Millia without all the flash and mix up when you boil it down. You can 214k under his 236s, so keep that in mind. Your 2k can knock him out of the second part of his 236k on block as well. If he attempts his Ride The Lightning overdrive, simply IB or block, because you can easily catch him in throw afterwards, which you could follow up with disc okizeme or SG depending on if/how they tech or if they don't tech at all. If you think he is going to tech forward, catch him with a 6p->2hs for launch. You can also catch him with 2hs if he tries a close 214k as well. Also keep in mind that Ky has a weird hitbox, so you may have to substitute the s pin for the hs pin sometimes. Ky is a very straightforward fighter, so he shouldn't catch you with too many surprises, it's just about reacting to what he throws at you. Controller wise, I still use pad, but only bc I'm more comfortable with it.
B&B Posted February 16, 2007 Posted February 16, 2007 Thanks ice man! BTW, i noticed the difference with Millia in both games (Reload and Slash). Reload Millia is far more competitive then her slash version. I think her j.D got nerfed in slash. It's probably just me, though. What would be a dust combo and do you have trouble doing a disc okizeme after her pin loop?
Ice Prince Posted February 16, 2007 Posted February 16, 2007 Haha, well yes, most agree her #R incarnation is better than her Slash version. Reason being is because of the j.hs animation change, and her throw being nerfed all to hell. The j.hs change totally revamped her old combo ways. She was also an "undiscovered top tier", at least in the US. I guess by dustloop you mean her pinloop? No, disc okizeme shouldn't be too hard after you end your loops in the corner. Some people like to connect it after a 6hs ender, and some just lay the disc after the last pin. It's really a player choice and what you feel most comfortable with. I myself usually use 6hs->disc and if I have the tension, I follow up with Emerald Rain. Should it score, I get wallbounce for another launch, and if it's blocked, I usually go into 2k/2s followed by 2d for another attempted knockdown, in which I would plant another disc and use 2k/2s for hit confirm on wake up for the disc, plus it's a low/high combo. Sometimes though I might IAD back, pin, IAD forward, j.d or an air to ground string that I'll end with 2d. Really it just boils down to how you play and what you are comfortable with. Some prefer a more "defensive" Millia that plays off of the "big 4" CH she gets on 236s, 6hs, 2hs and j.d. Others, like myself and most of the Japanese, prefer to play more "aggressive". So just stick with what you're comfortable with.
B&B Posted February 16, 2007 Posted February 16, 2007 She was also an "undiscovered top tier", at least in the US. Really? Millia was that awesome?! I guess by dustloop you mean her pinloop? Ehh...i never said dustloop. lol. I'm talking about some combos after 5D. Do you know any good ones? No, disc okizeme shouldn't be too hard after you end your loops in the corner. Some people like to connect it after a 6hs ender, and some just lay the disc after the last pin. It's really a player choice and what you feel most comfortable with. I myself usually use 6hs->disc and if I have the tension, I follow up with Emerald Rain. Should it score, I get wallbounce for another launch, and if it's blocked, I usually go into 2k/2s followed by 2d for another attempted knockdown, in which I would plant another disc and use 2k/2s for hit confirm on wake up for the disc, plus it's a low/high combo. Sometimes though I might IAD back, pin, IAD forward, j.d or an air to ground string that I'll end with 2d. Is there any good reason to throw a pin, besides the pinloop? Really it just boils down to how you play and what you are comfortable with. Some prefer a more "defensive" Millia that plays off of the "big 4" CH she gets on 236s, 6hs, 2hs and j.d. Others, like myself and most of the Japanese, prefer to play more "aggressive". So just stick with what you're comfortable with. I've seen Koichi play, but i think he plays more defensive. Correct me if I'm wrong!
blitz Posted February 16, 2007 Posted February 16, 2007 sigh 5D -> homing jump, 8S/D-8S/D -> 236K, land, 2H -> loop... 5D -> homing jump, dj.S/H, land, 236S, 2H -> loop... 5D -> homing jump, 8S/D-8S/D -> iad.(falling)H, land, 2H -> loop... and plain old 5D -> homing jump, 8S/D-8S/D, j.S-P-(S-P-)K -> DJC, dj.S-H -> whatevers... but with millia, it's really easy to do an impossible dust, you can just stick to those... the whole "defensive vs. agressive" thing is a total misnomer. You play the way that the match requires you to. If you can't do that, people will exploit you... either for your hesitation, or for trying to goldfish them. 6H is a good knockdown, but comboing it into super is pointless since it already knocks down and the damage after the 6H isn't worth it if you already went even one iteration of a loop. Why give them free burst meter by drawing the combo out for 10 more damage? Oh yeah, 6H vs. pin as an ender: 6H is good at it's optimal bubble distances, and when it's an early ender close to the downed opponent. all other times, the pin, airdash/turbo fall ending usually gives you enough time and keeps you close enough to the opponent that a 236H, 214P(whiff) -> FRC, j.K mixup becomes a natural follow up (in addition to it's variants, like 236H, 214P -> late FRC(so it actually hits, and hits low), land, etc).
Ice Prince Posted February 16, 2007 Posted February 16, 2007 sigh 5D -> homing jump, 8S/D-8S/D -> 236K, land, 2H -> loop... 5D -> homing jump, dj.S/H, land, 236S, 2H -> loop... 5D -> homing jump, 8S/D-8S/D -> iad.(falling)H, land, 2H -> loop... and plain old 5D -> homing jump, 8S/D-8S/D, j.S-P-(S-P-)K -> DJC, dj.S-H -> whatevers... but with millia, it's really easy to do an impossible dust, you can just stick to those... the whole "defensive vs. agressive" thing is a total misnomer. You play the way that the match requires you to. If you can't do that, people will exploit you... either for your hesitation, or for trying to goldfish them. 6H is a good knockdown, but comboing it into super is pointless since it already knocks down and the damage after the 6H isn't worth it if you already went even one iteration of a loop. Why give them free burst meter by drawing the combo out for 10 more damage? Oh yeah, 6H vs. pin as an ender: 6H is good at it's optimal bubble distances, and when it's an early ender close to the downed opponent. all other times, the pin, airdash/turbo fall ending usually gives you enough time and keeps you close enough to the opponent that a 236H, 214P(whiff) -> FRC, j.K mixup becomes a natural follow up (in addition to it's variants, like 236H, 214P -> late FRC(so it actually hits, and hits low), land, etc). No, the whole defensive/aggressive thing is quite true. There are some players who revolve their play around CH hits. Woshige is probably a good example of an "aggressive" Millia playstyle. Koichi....hmm, I've seen him play both ways. AKA is a good example of a defensive Millia, at least that's what I classify him as. Also, on the super end, no I wouldn't go into Emerald Rain after 6hs ender. I go into it after I lay the disc from 6hs during the wake up. I think I said that already..... And on the pin. Yes, you should use it besides the pinloop. You could use it to help get inside, or you could use it in air to ground combos. I do that from time to time. It's also a pretty useful lockdown tool when it's used right, usually corner lockdown. Those are just some examples.
blitz Posted February 16, 2007 Posted February 16, 2007 oh, you are talking about the old Sdisc to emerald rain link. If you are connecting 6H, it's really not needed unless you are maximizing damage for a kill, and even then, there are usually better options unless you start it a very specific way. And if you miss the link, the opponent can actually get out and not have to block it, and even if they don't get out, dealing with their landing recovery against someone like sol is horrible. You could even eat a VV -> RC between 5K and S(c/f). Overall, I wouldn't trust that strat as anything more than a gimmick to catch a player unawares (these kinds of plays have their place, but they aren't staples. It's like throwing out too many dusts). as for what I said... yes it is a misnomer. You have created superficial categories to make apples and oranges of what should be 2 sides of the same coin. Between koichi, woshige, and aka, koichi is the most skilled. Is it any wonder, then, that his "categorization" seems more versatile? He is simply good at reading his opponent, and adapts his play to them. Overly-aggressive can get you in trouble. Overly-cautious can get you in trouble. Overly-aggressive play is usually considered predictability (as in, the balance of baiting vs. approaching is too disproportionate), and overly-cautious means you don't capitalize on your openings or your opponents' mistakes enough(whether it's spacing, abare, execution, gaps, their own hesitation, etc). These things can both cause you to lose a match you might have won, so there's no point wearing either category as if it were a badge of honor.
Ice Prince Posted February 16, 2007 Posted February 16, 2007 Ok, once again.......after I connect 6hs as an ender and go into HS disc, I will throw an Emerald Rain on WAKE UP. This means I have already laid the disc, 66ed to pick up my pin, and lauch Emerald Rain. It has nothing to do with connecting S disc into Emerald Rain after the 6hs. Yes, I will not argue Koichi is the most skilled. Obviously everyone does not play a character the same. So I categorize as "aggressive" or "defensive". That's just simply how I do things, bc those are two ways people can recognize in a fighting game. Obviously there is a balance in between, but in some cases, you can generally see if a player is aggressive or defensive on things. I didn't mean for it to cause confusion. But no Shadow, if you've got AIM you can hit me up sometime and we'll talk Millia strats.
Teyah Posted February 16, 2007 Posted February 16, 2007 Though why would you want to use Emerald Rain on wakeup, instead of opting for mixup? (Emerald Rain leaves you at very little advantage, as opposed to Disc oki pressure) Unless I'm missing something, this doesn't seem to make much sense... which is probably why blitz automatically assumed that's not what you had meant.
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