TGS Posted February 12, 2007 Author Posted February 12, 2007 You're all wrong. It's ABA. Except the Millia player probably wasn't paying attention to how much Moroha meter she had left and he failed to capitalize off of it...
Ice Prince Posted February 12, 2007 Posted February 12, 2007 ^True. I just know I saw alot of oppertunites the Millia player had to win the match and just didn't capitalize. That FB Disc, Bad Moon set up is still one of them. I always thought the reason you went for knockdown was to get mix up, which would lead to launch, which would lead to air, especially since knockdowns are harder to get now.
Teyah Posted February 12, 2007 Posted February 12, 2007 You're all wrong. It's ABA. Except the Millia player probably wasn't paying attention to how much Moroha meter she had left and he failed to capitalize off of it... How could both blitz and I be wrong? I was basically disagreeing with what he said, so it's impossible for that statement to be true. Anyway... I just now realized that I was referencing the wrong Millia vs ABA vid. The one I was thinking of was a different vid set in ABA's stage, which I had just watched. Though the idea in my above reply still holds true, I may have misinterpreted blitz's post because I had a different vid in mind. As for the three knockdowns without follows, let me try that again: on that youtube vid around 3:10, the first knockdown was impossible to followup (late Bad Moon on FB Disc), the second combo was stopped for knockdow[finput][/finput]BA stun, and the third combo was stopped as a burst bait attempt, most likely. On another note, it turns out that Throw -> Lust Shaker is just barely techable, though I'm sure you could get knockdown off of it on the heavier chars at the least. Something to watch out for, anyway.
Ice Prince Posted February 12, 2007 Posted February 12, 2007 On another note, it turns out that Throw -> Lust Shaker is just barely techable, though I'm sure you could get knockdown off of it on the heavier chars at the least. Something to watch out for, anyway. LOL Teyah. But no, I noticed the throw->lust shaker tech. But I agree that you probably could get knockdown off of it on heavier characters. Although, I never use lust shaker in competitve gameplay, or casuals unless it's some kind of goof. I do spam the hell out of it in survival sometimes, but who doesn't?
Ice Prince Posted February 14, 2007 Posted February 14, 2007 Well on some observation.... *Pin xx 6hs on landing is VERY tight now. Untechable time is drastically reduced as we know. However, as far as I know, if you nail the 6hs it will result in knockdown. *If her Pretty Maze (FB disc) is FDed in the air, there will be no pushback and they will REMAIN in place. However, it may be possible to get of a throw on landing, or go into 2k, 2s, 5h->S disc FRC and continue. It is also probable that you could IAD back, pin, IAD forward, j.d since it will cause knockdown on the ground. *Her pin stun time seems to have increased on a ground hit, which will help out her B&B game. *Millia can be knocked out of her Pretty Maze, but only in the first few frames. Otherwise, it will still still stay on screen even if she is struck. *Less reliance on her FRC HS disc from what I can tell. Some instances I could see using it would be on a close 2D->mix up, or for a midscreen "retreat" option to hold off a rush. Otherwise, Pretty Maze seems to work for corner and obviously air game.
Teyah Posted February 14, 2007 Posted February 14, 2007 Yeah, aircombo to S Pin to 6H seems almost identical to #Reload Millia in terms of tightness. I'm also fairly certain FB Disc also locks opponent in on the ground as well, which explains why I have yet to see anyone escape via FD'ing out. S Disc FRC appears kind of gimmicky and useless, but that might just be me. It seems that the FRC is still ~5-10F into the move, so using it as a recovery cutter isn't that great, unless up close where some silly throw mixups might be possible. One of the more important changes I see in AC Millia is that j.K seems to be a level 2 (level 3?) move now, which of course allows it to combo to j.D and now j.S much more easily than before. However, the added stun also gives Millia frame advantage off a simple air-to-ground string like j.K-P-K... which should help a ton in mixing up into throw or FB Disc or what have you.
Ice Prince Posted February 14, 2007 Posted February 14, 2007 Hmm, I think S disc FRC may have some uses as far as your rushdown in concerned. On block escpecially since they would still be blocking the disc so you could for a cross up or something. Yes, the j.k does seem better now though. Although aren't j.s, j.hs, j.d and j.k supposed to be ADable on connection? If so, I could see why that helps her air to ground. j.hs also seems to FLOAT your opponent on a ground hit, which seems plausible for a 2hs launch afterwards.
Teyah Posted February 14, 2007 Posted February 14, 2007 S Disc FRC happens before the Disc even comes out, so the disc doesn't form.. meaning you can't do any sort of disc mixup from it. j.S/H/D are all cancellable by airdash on connection (hit or block).. which is good, but hard to take advantage at midscreen due to j.S's slow startup and horrible hitbox. More than likely, you'll need to burn through a Pin and/or (double) AD to get into a safe position for j.S, which lessens the usefulness of its ADC... I believe we talked about j.H floating on grouded hit 2 pages ago, didn't we?
Ice Prince Posted February 14, 2007 Posted February 14, 2007 Ah I think I got my S and HS disc FRC mixed up. Yes, follow up would still be possilbe on a FRC S disc from 2k, 2s, 5h->S disc FRC.....think cross up. I could easily see 2k, etc coming in afterwards for high/low. She obviously got that FRC for some reason. I do see your point on j.s from air to ground. Although you could improvise and come in with j.k or j.p possibly. I posted j.hs float hit incase someone "newer" comes in. I doubt alot of people would actually go back and look. Most of the time they just look at the last page to see what's been posted since it usually holds "newer" info.
Teyah Posted February 14, 2007 Posted February 14, 2007 Ah, okay. Though, the problem with the 5H into S Disc FRC into stuffs is that there's simply too much space to cover with only like a +5 or so frame advantage... which isn't nearly enough to allow any sort of consistent mixup. For crossups at that range, the best (and probably only) crossup you could safely attempt would be IAD across j.K xx S Pin, AD back towards and go high/low with j.K-S / j.K, land 2S... but that's not all too great of a mixup, considering the many ways your opponent could escape that. It seems alot easier to come in with something like this: Safe advance via combination of ADs and Pin -> falling j.K-P-K, land, (optional hitconfirmable short 2K string to combo), FB Disc... And then work your 2 mixup chances in from there. Seems alot safer/more practical to try, especially since Millia runs by tension so easily. But who knows, we don't have AC and speculation can only go so far...
Ice Prince Posted February 14, 2007 Posted February 14, 2007 This is true. We'll just have to wait for console. I'm so ready.
Ice Prince Posted February 14, 2007 Posted February 14, 2007 Although I wouldn't really worry about the tension issue much. has never really had a problem in that area. Especially since her HS disc FRC won't be used as much with her new FB Disc thrown in. So really, I guess it will be situational as which to use.
Ice Prince Posted February 15, 2007 Posted February 15, 2007 This was from tougeki spirits/damashii. Its not a tier list. More of a growth, development list. *: low hope ** : good expectation *** : can be top tiers *: BR **: SO, KY, MI, PO, CH, JO, AN, SL, ZA, DI, RK ***: MA, ED, FA, JA, AX, VE, TE, IN, OR, AB Not much surprise really. Millia will still probably be mid tier again. But, just figured I'd post for the insight.
blitz Posted February 20, 2007 Posted February 20, 2007 lol throw, lustshaker hilarious tech! and I was saying that he kept to knockdown until he COULD kill from combo, not in spite of that opportunity. And if you feel you can't reliably get a knockdown off a combo, it's best to simply keep control until you can deliver death from it so that not getting the knockdown won't matter. It's rather fundamental, teyah. Control is more important than damage unless that damage can open up opportunities. Millias has a very low threshold for tactics that are effective only when the opponent is low on life. With millia, they have to be exceedingly low on life for sudden death tricks to work (like a random iad cross up kick, or dropping a dead end combo that won't kill for a throw setup that will).
Teyah Posted February 23, 2007 Posted February 23, 2007 You make perfect sense there, blitz. No point in extending a combo and possibly failing to knockdown if your next successful combo would kill either way; you're absolutely right. Momentum outweighs damage, to a reasonable degree. But yeah, I was mistakenly referencing a different vid, where the Millia did a 5S© after Disc then stopped the combo short. ABA had no Burst, and wasn't even in Moroha IIRC. Anyway, I'll try to dig up this vid shortly - I'd like to see if there's something I didn't catch there. Also, I've moved some posts around between the AC vid/discussion threads, to keep the discussion separate from the vid posting (as TGS had intended).
Tritone Posted February 24, 2007 Posted February 24, 2007 I'm starting to see a lot more consistent corner knockdowns in the more recent match vids. This pleases me greatly. Also did anyone notice you can have a 236H disc and an aerial FB disc out at the same time? That's kinda interesting.
Ice Prince Posted February 24, 2007 Posted February 24, 2007 Are you kidding me Mr T? I never noticed that. Phew, if I wasn't so gay, I'd have a gay moment right about now. =P In all seriousness, that would seem like it could REALLY benefit her mixup options.
Tritone Posted February 24, 2007 Posted February 24, 2007 I actually don't think it's useful for mixups, because both discs go active at almost the same time. Instead of doing "236H, mixup, disc is blocked, mixup" it looks like you'd have to do "236H, TK aerial disc, discs are blocked, POSSIBLE time left over for a mixup". It *does*, however, crossup. So that's another viable crossup for okizeme, I guess.
Ice Prince Posted February 24, 2007 Posted February 24, 2007 Ah ok. I guess we'll just have to try stuff out when we can get AC. But, some new oki tricks are nice. The fact that it does crossup as well is ever better. Couldn't you possibly do like.....HS disc, quick 66, IAD over and plant a late FB disc in the air, then roll on landing into 2s~5s, 2hs for possible launch? May not be possible, I'm just thinking off the top of my head here.
Teyah Posted February 25, 2007 Posted February 25, 2007 Hm, I'm almost positive that wouldn't work out. When you crossup, your opponent will be knocked the other way - not the way of the FB Disc. You'd also be hard pressed to get that kind of setup-time from a (rare?) midscreen knockdown... Might be possible from double AD, but I don't think that FB Disc's startup/recovery is fast enough to allow that to work. The basic "lay Disc, jump/AD over and back crossup, falling j.S, 5P -> aircombo" works well enough, in any case.
Ice Prince Posted February 25, 2007 Posted February 25, 2007 http://www.youtube.com/watch?v=CU1vZ7ZJw94 Some Millia action in this 3 on 3.
!DIABLO GTR! Posted February 25, 2007 Posted February 25, 2007 Some matches on gamechariot featuring yukinose using Millia. http://gamechariot.com/06frame_main.html
Tritone Posted February 26, 2007 Posted February 26, 2007 So--and this is probably just wishful thinking on my part--does it look to anybody else like the block stun from silent force against a grounded opponent is a lot longer than it was in Slash?
Ice Prince Posted February 26, 2007 Posted February 26, 2007 I see what you mean Tritone. Could just be wishing thinking, but I agree. Also on a note, her standard disc, IAD over and back, j.s, 5p mix up could easily lead into ADC combos now. Whether you could still be able to come off after 5p with j.k, j.s, pin, land, 6hs is lower now bc of pin untech time in the air, but we shall see. Although it isn't looking great.
Teyah Posted February 26, 2007 Posted February 26, 2007 ? I just mentioned that above, IP... Disc, Jump/AD over, backwards AD j.S, land 5P, j.K-D AD etc etc seems like it'd be fairly standard fare after a successful crossup. On another note - Tritone, you mentioned seeing more consistent knockdowns in recent Millia vids. I checked the recent vids out, and apart from some aircombo -> FB Disc -> reverse direction 6H knockdowns, didn't really see anything too promising. There was also one knockdown after throw using AD j.D... but that was against Axl of all people. Is any of this what you were referring to?
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