Jump to content
Dustloop Forums

Recommended Posts

Posted

Well, I don't do it all the time, though I do throw it in to spice things up a bit. You'd be surprised how easy it is to catch them with 2k/2s afterwards assuming they block. Though most of the time I'll try to get a 2k/2s on wake up while the disc is still floating, or an air to ground. :) Trust me, I have methods for my madness. I've played since the early X days, so I have pretty good knowledge on how to play Miss Rage. :cool:

Posted

... Wow. Just wow. I'm not trying to be mean here, I'm trying to help you. If something like that works on your opponents, it isn't because it's actually useful, it's because of something else entirely *cough*youropponents*cough* I'm telling you right now, emerald rain as okiseme is simply sub-optimal. It wastes tension doing something that can be achieved by other more effective methods. For instance, knockdown from an air combo then 236H, 214P(whiff) -> FRC, falling j.K... if this is done right, it's safer (can't be DP'ed or reversal thrown), it uses only 25% tension(as opposed to 50%), and it picks up the pin. In a situation where secret garden is needed (either because of them being too high after the 6H, or knocked too far away after the 6H), you set the path, do a mixup for free, and pick up the pin either during the combo, or after the mixup. Mind you, in both cases the amount of frame advantage is astronomically higher than emerald rain. The point is: there isn't a single reason to use it outside of the "wtf" factor against moderate players. Better players will just see through it. As for the other issue, it is a good idea to notice these things and point them out, but to say they are a "style" is a competition taboo. You can't defend bad play, it doesn't help anyone. Learning that balance is a part of getting better at the game. The japanese, when in doubt, usually turtle, bait, or avoid risk (as a general rule). And likewise, american players tend to be aggressive in response to unknowns (as a general rule). In both cases, striving for the correct proportion in terms of matchups, life total, board position, and the habits of their opponents is always a goal. Those players who are considered the best will always exhibit the most control over this aspect of the game.

Posted

I get what you mean blitz, trust me I do. I just have a different method of play. For instance, I've seen posts on RCing Millia's normals. In all honsty, I think RCing a normal is a waste of tension, considering you have alot of other options, especially on Millia normals. She can practically connect anything to a 6p, 6hs, 2d, etc. as far as moves go. Why someone would want to waste 50% tension on that is something I have never understood, nor do I implement into my game plan. That's not being mean, that's just wondering why waste so much tension that could be used for better things on something you could easily work with instead of the RC. Obviously, in high level play, I would not do an Emerald Rain after 6hs->disc. However, we play casuals most of the time in this game. I just like to throw out different options/mix ups for the sake of gameplay and for people that may like to try them. I have many followups in the corner that I use, like air to ground, or disc, 214p FRC j.k or land and 5s, 2hs, or 2k/2s wake up hit confirm for disc, or IAD back, pin, IAD air to ground or j.d if the disc is blocked. As I have stated, I've played Millia since the early X days, so I'm not a n00b with her by any means. I'm quite comfortable in where I am with her as a primary. I've stuck by all the nerfing, etc while alot of people dropped her after #R. I'll still continue to stick with her in AC as well, bc she's been good to me over the years and bc I'm quite good with her. I'd have to be at least decent to make it to lvl 620 in survival with her in Slash without spamming 214s alot. =P In short, yes this IS a competitive game, but there isn't any reason why you shouldn't have fun with it as well, especially during casuals. Half the fun is trying out new things and discovering how you like to play. That's why I never question how someone plays, bc they have their own style. I only give advice when it's asked. You don't always have to be technical on everything. Frames are nice things to know, don't get me wrong. I've taken the time to study them myself. However, I doubt alot of people are thinking frames when they are in a fast paced match. But that's just my two cents. :cool:

Posted

well, I don't know what to say =\ As far as I know, this is a competitive forum for the discussion of relevent tactics and combos, so it's natural to assume you are talking in terms of competitive viability, not casual musings. And RCing millias normals do come into play in a competitive environment. For instance, after setting a secret garden... dash in 6K -> RC, j.K/2S is an effective high/low mixup that is highly synergistic with how it is used (abuses the fuzzy guard while the red rings mask your follow-up). As far as the 236H, 236236S... as a freeze frame trap, it's ineffective enough to disregard it (as I have mentioned). It's something you do to showboat, not something you do to win (as you have said). So I'm sorry to have mistaken what you said before. I'll post more stuff about millia later, since now I'm going to sleep. zzZZzzZzzzZZzz...

Posted

Haha, it's not a problem Blitz. I'm just glad you understand where I come from. This is a competitive forum like you said, so I do try to keep my posts on competitive things, but I like to throw in some casual/for fun stuff as well. I know it can be a bit overwhelming to see the technical stuff for a person wanting to learn a character and that is new to the scene, that's why I try to keep it lite on some things, so as not to discourage ya know? But it's just my method. But when I'm technical......haha, I get technical. Actually I'd like to discuss Millia strats with you sometime, so you should PM me. Perhaps we can trade/share some tips. :cool:

Posted

I'll still continue to stick with her in AC as well, bc she's been good to me over the years and bc I'm quite good with her. I'd have to be at least decent to make it to lvl 620 in survival with her in Slash without spamming 214s alot. =P

:( :( :( :(

Nothing more needs to be said.

P.S. In terms of ranking Millia throughout the GGXX Series, it goes:

Best: XX Millia

2nd Best: #R Millia

Average: AC Millia (tentative)

WTF WHYYYYYY???: Slash Millia

Posted

:( :( :( :(

Nothing more needs to be said.

P.S. In terms of ranking Millia throughout the GGXX Series, it goes:

Best: XX Millia

2nd Best: #R Millia

Average: AC Millia (tentative)

WTF WHYYYYYY???: Slash Millia

Mmhmm. That does sum it up. Although, and I've said it umpteen times, I'm just more fond of Slash Millia than her #R. Though I do prefer her XX best since she was uber good.

Posted

I'd have to disagree with that list, TGS. As far as respective tier lists go, Slash Millia having consistent knockdown, good damage, and decent abare should put her above AC Millia and her better mixup.

On a related note, when I last visited Seattle (summer of last year), the local players told me that many Japanese message boards were considering Millia and Faust to be the S Tier of Slash. They seemed pretty certain about this, as they have a Japanese player among their group who could back this claim up.

While Faust as S Tier isn't beyond the realm of possibility, I was skeptical to believe the same of Millia. In theory, putting her in the top/upper tier may make sense, although practically, I simply don't see it happening in Slash.

Posted

Hmm, she barely made high tier in #R, and is an undiscovered top tier when she's played right. I don't know about Slash though. She still gets consistant knockdown on b&b's and good pin untech time, although her throw is horribly nerfed from #R. She does do nice damage, but really Millia wouldn't have much going for her without her disc oki pressure options and such. I'll say she's a solid B. Faust is considered A tier I believe according to the arcadia tier list, so that's no surprise. The Japanese, although quite skilled in GG, don't know everything, but that's just my opinion. Millia does have good things going for her in Slash though. Good pressure, good mix up, great lockdown tools, consistant knockdown and good damage. However, I still won't say she's top in Slash.

Posted

... her abare is actually worse in slash, not better. In reload, millia could get decent damage and a corner knockdown off of almost anything, and didn't have to hoard the pin. Her damage output was the same, but she had more opportunities to do damage in reload, and the way her aircombos in reload worked made them consistently knockdown roughly the same amount of frames, and it was a good amount of time and let her do perfectly what she wanted to get done. Slash millia's mechanics are sloppy in comparison, as she lost a LOT of synergy. In reload, she had abare rivaling jam, but in slash it's closer to i-no.

Posted

I wouldn't so much say her game got sloppy, but it deff. took a hit. Although she is still good at the things she was in #R, just to a lesser extent than before and with more reliance on certain tools *IE* the pin. Her throw is the major drawback though. And I thought I-No got alot of good changes in Slash? I could be wrong, but I thought I had heard that somewhere?

Posted

Oh, i just meant millia's abare took a pretty good hit. And one of the things that took a hit was her ability to use pin as control and rushdown while still being able to combo into knockdown without tension. That's one of the things I meant by loss of synergy. So yeah, she's much worse in slash, but that's really a dead horse and isn't something many would disagree with. Hopefully, the japanese will solidify a way to consistently combo and knockdown with AC millia. So far, I'm seeing really good japanese millia players... dropping combos. It doesn't bode well... but maybe they'll still figure something out.

Posted

Oh, i just meant millia's abare took a pretty good hit. And one of the things that took a hit was her ability to use pin as control and rushdown while still being able to combo into knockdown without tension. That's one of the things I meant by loss of synergy. So yeah, she's much worse in slash, but that's really a dead horse and isn't something many would disagree with. Hopefully, the japanese will solidify a way to consistently combo and knockdown with AC millia. So far, I'm seeing really good japanese millia players... dropping combos. It doesn't bode well... but maybe they'll still figure something out.

Ah ok. But yes, on paper Millia deff. looks worse off in Slash compared to XX and #R, but I still think she's fun, and a bit more challenging which is why I like it. :cool:

Yes I see what you mean on AC changes. The most "consistant" one I've seen is a 6hs after her ADC combos, but it's got to be tight. However, assuming you get it in the time frame, it looks as if you WILL get knockdown since I've not seen anyone tech it yet. We'll all probably just have to play around and see. B&B doesn't seem to be as rewarding this time around either based on what I've seen.....but like I said, we'll have to wait and see. I am excited that her throw is close enough to her #R throw for combos again, and that the stun time on a ground pin hit is increased. FB disc as well, but I'd say all of us are happy with that.

Posted

I'm just hoping that air FB disc knocks down at atleast a reasonable height. I'm just not certain whether the airdash combos are inconsistent, or that japanese millia players are just having a hard time figuring out what works...

Posted

I'm just hoping that air FB disc knocks down at atleast a reasonable height. I'm just not certain whether the airdash combos are inconsistent, or that japanese millia players are just having a hard time figuring out what works...

I was thinking about the same thing. Is the pin loop possible in AC? I've seen some AC Millia vids, but i haven't seen the loop.....

Posted

Well Shadow, I'mma say no. Her pin untech time in the air is horrible compared to Slash now, so I would say no simply based on that fact. However, she has slightly longer stun time on a ground pin hit. :psyduck:

Posted

Haha, you're more than welcome. ;) Yes, AKA is the face Millia in the US at the current time, though he has mentioned he doesn't even know if she'll remain his primary for AC. I have seen vids of him playing other characters, so I guess we'll see. I do agree about Woshige though....he's impressed me more than Koichi at the moment. Koichi has the most experience I'd say, but Koichi plays quite a few characters now. His I-No is something else though, when he has his game on.

Posted

Yes, his I-no might be even better then his slash millia....best i-no i've seen. *sigh* i wish he still sticks to millia.... BTW, check out my other post (the one before this one).

Posted

EDIT: Check out this vid. I think the pinloop is possible on some characters.

>>>> ftp://subscriber.downloadanime.org/BigB(PO)%20vs%20Dictator(MI).wmv

It's not that Pin loop is possible, it's just that that particular Millia was playing as if it were still Slash... still going for Pin loop, and not taking advantage of ADCs.

You'll notice that on the hit after the H Pin, the word 'BEAT' turns dark - meaning, the combo is techable before that point.

To answer your previous post, Pin loop is no longer possible in AC. However, you can still use the pin to relaunch or go for knockdown. It's just not possible to pick up the pin again during combos... at least not without some creative setups, like ending with Bad Moon RC -> pick up Pin, immediate 5P/2H to launch, j.K-D etc.

Posted

Yes, Teyah is right. Her pin time is really tight in the air now, so pinloops won't be the thing to do anymore. ADC's are where it's at. =P And yes, Koichi's I-No play ALMOST made me tempted to learn her and drop Millia. But I own with Millia, so I'll just stick with her for the time being. It would probably take a new character that I just totally love to make me drop Millia down to a secondary.

Posted

Thanks for clearing that up guys (Teyah, Ice man) This may sound stupid, but what are ADC's....?

Posted

Don't feel stupid for asking questions - we all had to learn at some point! ADC = Air Dash Cancel. Millia's j.S, j.H, and j.D air normals can be cancelled into an airdash, allowing for better mixup/combo opportunities.

Posted

Thanks man, that clears up A LOT. I'm still playing with slash millia. I'm trying the combo that you posted....something like this...2H, j.s, s.pin, turbofall....for some reason, i can't connect the slash pin...i think it's because of this friggin arcade stick....lol

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...