rtl42 Posted October 14, 2007 Posted October 14, 2007 which one's the combo video? i don't wanna watch them all just to find it...
Free Posted October 14, 2007 Posted October 14, 2007 damn it, this entire page is filled with avatars that will cause seizures.
Shiro Posted October 14, 2007 Author Posted October 14, 2007 damn it, this entire page is filled with avatars that will cause seizures.GOT A PROBLEM WITH THAT?!?!?!
TittyFOFO Posted October 16, 2007 Posted October 16, 2007 It's too bad none of the matches from this weekend got recorded. Then the world could've witnessed my shitty Slayer and how awful my Venom is vs Slayer
Colorspray Posted October 17, 2007 Posted October 17, 2007 Aw man, can't wait for Episode 2 of San Antonio Z where my hilariously bad execution becomes even more hilariously bad combined with terrible strats. Thanks for the feedback guys, I've taken a lot of it to mind, although you might be at a loss in the next episode if you expect more hot Zappa action. Shhhh, its a surprise.
Teyah Posted November 11, 2007 Posted November 11, 2007 Millia tips for Shiro! - Spend more time in the air, and use the threat of Pin to keep your opponent honest with their antiair attempts. I noticed that in the little time you spent in the air, you weren't doing much in the way of being threatening to the opponent - this is where the Pin comes in. A typical way of using the Pin is doing it (214S) at the apex of your jump, waiting a little to fall, then doing a low AD with j.K-S or j.K-P-K to pressure (or AD j.S ADC j.K-S if your Pin hit them). You can also go directly into high/low mixup off a blocked pin by doing a low AD j.S, then either a) ADC j.S or ADC j.K-P-K, or b) land and 2K. For other aerial tactics, using j.D as you're falling is usually safe and gets you a knockdown if it hits / CHs. Turbofall is good after techs where you have used your dj and AD and need to change angles quickly. If your opponent is very close to you as you are landing from a jump, you can AD back, throw S Pin, then AD forward (with j.K-P-K or j.K-S) to get in and start mixing up. - 2K-5S-2H is a very weak string in that once your opponent blocks the 2K, he should know exactly what is coming next and how to avoid it. Even though the string is safe and gives you a launch on hit, it's a one-shot attempt that isn't very efficient overall and does not flow with Millia's gameplan. Instead, try working on alternate strings that start with 5K and lead into either an overhead or a low. Overheads from 5K: - 6K. Standard overhead that gatlings from 5K, and can be hitconfirmed to a 236236S -> aircombo. - TK Bad Moon. Faster overhead, and can be FRC'ed for additional rushdown on block, or RCed for a combo if it hits. Lows from 5K: - 2K (in close). Doing 2K-2S lets you hitconfirm into a 236236S super -> aircombo. Or if it is blocked, you can jc. the 2S into a j.Pin lockdown -> ADC mixup as mentioned above. - 2S. In the corner, you can do 5K-2S-5H, and if the 2S hits low you can then combo to super as above. If it is blocked, you can cancel the 5H to a 236H and try for a Pin mixup. Other 5K stuffs: - jump-cancel. You can simply choose to jc out of 5K early and attempt a Pin mixup. - IAD. Just what it says, an IAD from a blocked 5K - can alternate between a Pin or j.K to get in again. - 5K-(5K-5K)-2K(whiff). By doing 5K repeatedly, you can make the following 2K whiff and run/jump back in. The idea is that the opponent is expecting to block the 2K, so you get a small 'reaction-time' frame advantage. - 5K-(5K-5K)-2D. Same as above, but knocks the opponent down if they are used to seeing the whiff trick and try to jump away or fail their backdash. ...So yeah, you have a ton of options from a blocked 5K, learn and apply them and you'll find more success than going for 2K-5S-2H every time. If you must start your strings low, you can start with 2K-5K and then go into 5S-2H if it hits, or one of the many 5K mixups listed if it the 2K is blocked. - You need to end your aircombos in knockdown. Don't go for the relaunch in that aircombo you were using, it seems too iffy (if even at all possible) and you didn't hit it even once. If you must attempt a relaunch, try using one of these two combos on Sol: Aerial launch: (eg. after a throw) 5S-2H, ju.H, ADC j.D, ADC j.S-H, land j.K... Ground launch: ...2H, ju.S-H, ADC j.D, ADC j.S-H, land j.K... But at your stage with Millia, I don't recommend going for relaunches at all. Just stick to the basic combo enders with her (j.D, or j.H xx S Pin, land 6H) into a 236H Disc mixup. Also, do not OTG the enemy when they get knocked down! The only time an OTG is to your advantage is if you need more time to setup a Disc mixup; in this case, use a single OTG hit (2K) and cancel to 236H.. but that's it. The only time you should be going for multiple OTG hits is if they are near death - in that case, use OTG 2K-5K-5K-5K-5K-5K for the kill. I noticed you doing OTG 2K-5S-2H a few times vs Zappa, this is a bad habit that lets your enemy escape early. You want the enemy to wake up into your Disc and be forced to block, but OTGs let them tech out before that can happen. I won't speak about wakeup 236H Disc mixup right now 'cause this is enough for now - but you can check out the Millia forums for specifics there. Ok I can say this much: it is easiest to start learning by using 6K/2K as your high/low mixup. But of course you have a ton of other options involving Iron Saviour (haircar) FRC, TK Bad Moon, early ADs, etc etc etc. - Practice the throw -> r.5S link. I see you missed this most of the time, which is surprising since it has a fairly large window to hit (moreso than #R, I think). If you spent even like 10 minutes in training mode, I'm sure you can drastically increase your rate of success. - 2D xx 236S <- Don't ever do this; it is a bad idea as the Disc can easily miss and your opponent can then run up and do pretty much anything to CH you during your recovery. Regarding Sol: - Learn to punish VV. That Sol was using far too much VV at neutral. You'd be surprised what a little patience can do - after seeing Sol whiff a move, just block/backdash to bait out the VV, then run in and punish hard. To avoid being fooled by the followup knockdown kick delayed landing, use this simple combo to launch and punish: r.2P-5Sc-2H. If Sol does the kick, the 2P will whiff, then you recover in time to do the 5S-2H launcher. If Sol doesn't kick, the whole combo will connect. - Practice 6Ping on reaction to Riot Stomp or Bandit Bringer. These are very easy moves to punish with a 6P into huge combo, so make sure you can deal with these. Vs Riot Stomp: 6P-2H, j.H or j.D, ADC etc Vs Bandit Bringer: 6P (CH) xx Roll, 5Sc(2 hits) j.K-D etc. ...whew that's all for now. In conclusion I will say this: to get Millia's basic gameplan and strats down, you really need to spend some time in Training mode. Practice (the above), and you will see progress.
Shiro Posted November 19, 2007 Author Posted November 19, 2007 I'd like to really thanks Teyah for the info Also, I'd like to say that I do intend to keep updating this thread; however with Tim (Taraction) no longer working in San Antonio and James (Colorspray) now having these things called a "job" there's hardly games going on much. And we were so busy playing games that we forgot to record some matches while in Austin. If I can get some sessions in with MagnetoX then I'll be sure to record some footage.
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