Ice Prince Posted February 26, 2007 Posted February 26, 2007 ? I just mentioned that above, IP... I know, I was agreeing. And on the j.d knockdown, I'd say you could score knockdown on a late one.
Teyah Posted February 26, 2007 Posted February 26, 2007 Hm ok.. just the way you said it sounded like it was something new you were introducing. j.D knockdown will probably be tough to get/unreliable on anyone not with a wide hitbox such as Axl/Johnny/Pot. More than likely, FB Disc will be a requirement to get Slash-style 6H knockdowns, which is pretty lame, considering midscreen Slash knockdowns are pretty terrible as they are. Blowing 25% on them now isn't terribly exciting...
Ice Prince Posted February 26, 2007 Posted February 26, 2007 No, I should have worded it differently. My apologies Teyah. I do agree.....although I'm going to hold off on making judgment on the late j.d possible knockdown. It would be nice if it worked consistantly on everyone though. But even if it is a select few (IE ), it's better than nothing. FB air disc in corner probably will be the only way to get a Slash type knockdown on 6hs without the harsh timing of a regular ADC combo ending in 6hs I'd say. Honestly I'm not too worried on her knockdown game. It's still basically Slash style, just slightly more difficult now that she doesn't have her big 4 CHs to work with. Going back to #R damage doesn't help matters either as far as damage is concerned. Though I'm sure her FB disc opens up a few doors for possibilities. I'm sure all of us will get the hang of it once we can finally play AC. We could also take advantage of a longer ground stun from the pin, that should at least help a bit IMO.
blitz Posted February 26, 2007 Posted February 26, 2007 Played some AC for the first time in LA the other day... The stun on a ground hit of the pin does seem to be increased, though I can say for myself how it felt (everything in AC feels different). Oh, and airdash combos weren't as hard as I thought they'd be(though I did drop like, 70% of my aircombos), but I still relied on ground combos and airthrow setups more than actual aircombo knockdown attempts. The only part that can be an issue is the correct mix of pin, air FB disc, and the correct moves that will keep the opponent low enough for these things to work. Sometimes though, you are just screwed because they'll be too high for any amount of options to ground them =( oh, and millia's mixup is now even more immediate and effective. just getting an air poke means you can mix them up right there and then. Now, she IS a mixup. Mixup INCARNATE. And, she has the tools to combo off of these mixups (though, getting knockdown, is again, not as likely as even slash, let alone reload). But I guess, the way she plays now, it's really easy to force a mistake in blocking, so she's more of an immediate threat than she was before. Oh, and FB disc during a gap in your opponents block string is so cheating =) Just IB like a maniac to get the tension if you don't have it.
Ice Prince Posted February 26, 2007 Posted February 26, 2007 Oh yay for blitz. That's refreshing to hear. What kind of mix ups can you predict off of these air pokes? I knew FB disc came out fast, but I wasn't sure if it was fast enough to use on a block string gap. Nice to know that considering you can easily mix up from that I'd say.
Tritone Posted February 27, 2007 Posted February 27, 2007 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? Blaaah probably, I wish I had the motivation to spend 45 minutes watching match vids so I could tell you but, haha, I don't right now All I remember is seeing a lot of knockdowns in the corner from either low j.D or hairpin > 6H or FB disc > 6H
blitz Posted February 27, 2007 Posted February 27, 2007 well, anything you can airdash cancel can become a mixup. Something as simple and safe as jump up, falling pin, low airdash K-S turns into either land 2K into combo - or - adc, ad.S-H into aircombo Nailing someone with a some poke in the air can lead to magnus type resets thanks to ADC and air FB disc.
Ice Prince Posted February 27, 2007 Posted February 27, 2007 ah ok, thanks for posting that. Do you happen to think this may be possible......just throwing around an idea..... (assuming disc connects) oki disc, IAD over and back, j.s, 5p, j.k, j.s, j.hs, ADC, j.d, ADC, pin, FB disc, 6hs->roll, disc I'm assuming this would get you to the corner, or relatively close to depending on where you are if you can do this. Also, from what you can tell, do you have any idea what would be good mix ups for the HS disc and air FB disc since they can both be on the screen at one time?
Teyah Posted February 27, 2007 Posted February 27, 2007 Hey, great to see you were able to play AC, blitz. :P You mentioned that "Pin, falling AD j.K-S, ADC j.H" (don't think j.S-H would work that low) is able to be followed up anywhere, by 5P to j.K-D ADC combo, I'd presume. Are you certain on this? A bit odd that I've yet to see this in any Japanese AC vids yet, but it'd be good to know if it's possible. Also - any other minor changes your were able to note? In particular, I'm wondering if those early rumours of beefed up priority on some of her normals was true. And with j.K being Lv2 now, does it still feel like it has its awesome 4F startup? j.H still has nearly the same untech time as in Slash, yeah? Haha.. sorry for all the questions, but I've wondering about these things for awhile. I'm also a bit worried about relying so heavily on ADC mixup, since it's hard to set up, and the low options from it are generally not that great. j.K-j.S requires considerable height to setup due to j.S's slowness.. and it's alternative, a single j.S, is slow/low priority. Unless you have full momentum and maximum closeness going into your landed 2K or 2S, one shouldn't be able to followup with a launch. In Slash anyhow, I can't count the number of times I've done an AD, land into 2K-5S-2H (whiff) or semi-deep AD j.S to 5Sc-2H (whiff)... Though, going low with 2K xx Lust Shaker, hitconfirm FB Longinus would work well when nearing or in the corner, I'd imagine. IP - that combo followup you posted is just a bit off: - j.K to j.S will almost never combo from an aerial launch outside of sj or heavy chars; j.K-D or j.K-H ADC is pretty much standard fare now, it seems. - H Pin doesn't have time to connect after j.D ADC.. another j.D (11F) barely makes it through, so no luck there. (j.D ADC to S Pin will also always whiff at midscreen due to S Pin's downward angle) [End megapost]
Ice Prince Posted February 27, 2007 Posted February 27, 2007 Ah ok, thanks for the info Teyah. Now that I've went back and watched a recent 3 on 3 with Millia in the match, here is what I have to report..... 1) On , Millia is able to 6p->2hs, j.s, j.hs, ADC, j.d, ADC, j.s, j.hs, land, j.k, j.d ADC, j.k, j.d ADC, j.d, pin, 6hs->roll, disc. Now I'm thinking this will be a standard on at least middleweight characters. However, on Ky, I saw launch after throw with 5s, 2hs, j.hs, ADC, j.hs, ADC, j.hs, pin, 6hs. So I'm assuming like it has already been said, there will have to be specific weight combos. 2) Low j.d will cause a knockdown, at least by itself. 3) A setup I seem to be seeing on FB disc up is FB disc, j.k, 6k. I assume the j.k would be used if they try to jump on wake up and succeed, which would lead to ADC combo oppertunity since they would be caught in the disc. If not, the j.k will float you over for the 6k for another possible mixup launch. 4) Her pin is HORRIBLY nerfed in the air as far as tech time goes.....even worse than I thought it seems. Deff will have to learn to time that. 5) Corner wise, I see an FB disc set up as FB disc, 6k, 5s, 2hs assuming your FB disc connects. 6) FB disc comes out VERY fast. I saw it interrupt and :KY: pressure in the corner when they were right on top of Millia.
blitz Posted February 27, 2007 Posted February 27, 2007 teyah: It just doesn't work on smaller characters, but a good number of characters can be hit by ad.S-H and ad.K-S when crouching (even more if they chump the S or K, respectively). Also note that an ad.S doesn't have to be a stand alone, it can be followed by P or P-K, and you can land and combo after that. And if you are worried about pushback, you can always combo into Sdisc first, which S(f)-2H will combo afterwards. Millia's options for knockdown off these setups also increases when she has the 50% for 3discs super (which means comboing from midscreen to get a knockdown as well when you'd lose the knockdown or the ability to follow one up at). Noticing the height is the hard part, but there's always a viable airdash string for any height. And the other part I wanted to mention is that longinus tends to cover the gaps in millia's comboability that needed covering up. Plainly put, millia went from a character that didn't care about tension to a character that needs tension. But due to what she gained from it, more is possible than before, abare wise. While this doesn't apply to getting the knockdown (it's about the same power level as it was in reload), her ability to get a combo started off in situations considered dead in reload and even slash makes her an immediate threat, even if the amount of the control she could exert hasn't budged since reload. This is what I meant by "more of an immediate threat". ...Millia just became reload Jam.
Ice Prince Posted February 27, 2007 Posted February 27, 2007 Ah, I see what you mean blitz. So to break it down, any hit she gets in the air will put your opponent in immediate danger of ADC combo strings and setups. Things are deff. shaping up with her in AC. I especially like the fact that you don't have to rely on pin nearly as much as you did in Slash. The pin was fundamental in her pinloops, but now it simply seems like a tool for lockdowns, especially considering the ground stun now. Millia's only big damage option for consistant damage and guaranteed disc ender oki in corner was her pinloop in Slash. That had to be your goal in Slash. Get your opponent in a mix up/corner lockdown situation for the pinloop. Now you can easily get your opponent to the corner off of a simple ADC combo, which is part of what makes her so immediately threatening now, because all she needs is that one air hit to get started. We'll simply have to learn to time that pin for the 6hs for knockdown. I'm also still trying to debate on where air FB disc would fit in best for ADC stuff. I don't think j.hs, bc in the vs :KY: part of the vid I saw, it seemed to push him too far away. I'm personally thinking j.s and/or j.k, but I may be wrong.
Teyah Posted February 28, 2007 Posted February 28, 2007 ...Millia just became reload Jam. Except without Jam's stupid priority (or any kind of priority for that matter).. as well as trouble with gatling to knockdowns to reset of pressure. Getting any sort of decent followup from non-point blank, midscreen lows has always been one of Millia's biggest weaknesses. 2K-2S-Emerald Rain sort of fixes this, but at a huge cost - and even that has its problems. Needs to be done fairly close so the first disc doesn't miss, and even closer on lights so the third disc doesn't miss. Annoying, considering that if Millia could even do 2K-2S-2D again, she'd be so much more of a threat at midscreen. 2K xx LS, Longinus.. is this a knockdown? I've heard that you can tech after sliding state, but have yet to see it happen in any vids. Anyway, this could become a sort-of useful midscreen followup, if so.
Ice Prince Posted February 28, 2007 Posted February 28, 2007 May 31st release date people, for those who don't know. Get ready for those ADC's.
zer0kage Posted February 28, 2007 Posted February 28, 2007 The EFZ players will be used to them no worries. So in general if the tension is there use the FB Disc for midscreen trap is it? Unless you want to control the post block spacing for additional mind games?
Ice Prince Posted February 28, 2007 Posted February 28, 2007 Honestly, I'm not too sure.....I'd guess it would be situational for that, or obviously the HS disc is the other option. So 25% for FB disc, or 25% for FRC HS disc, or just plain old HS disc? Ah decisions, decisions. Either way, your priority should be launch for those ADC combos, which hopefully will end in corner, and hopefully learn to time that pin/low j.d for the 6hs knockdown for more oki. Personally, I would use FB disc in air for ADC stuff, and for stoppting corner pressure since it comes out so fast. HS disc I will probably still use for most of my mid screen stuff. However, keep in mind that the air FB disc and HS disc can be on screen at the same time. I have this nasty corner mixup in my head that may work something like HS disc oki, IAD back, pin, IAD forward, j.s/j.hs/j.d->late air FB disc, optional 5s, 2hs(picks up pin). On block, connect 2d->hs disc for more corner pressure. I've been running that through my head for the past 10 minutes. Not sure if it is valid since I can't play AC yet, but just an idea for thought.
SilentForce Posted March 1, 2007 Posted March 1, 2007 hmm im also thinking about sticking to HS disc for mixups but i was wondering how fast does the FB disc come out and if it still comes out if the opponent hits millia during pressure
Tritone Posted March 1, 2007 Posted March 1, 2007 I'm not sure if the FB disc goes active faster than the H disc or not. If Millia is hit very early in the startup then the disc does not materialize, but if she's hit after the disc starts to form but before it goes active (or at any point AFTER that), the disc will not disappear.
Ice Prince Posted March 1, 2007 Posted March 1, 2007 I can safely say FB disc comes out before HS disc. Frame wise I'm not sure just how much faster, but in order to stop corner pressure when they are right on top of you, it would have to be quite fast. EDIT: Ah ok, I had to go back and read what I had said. I think they both take around the same time to activate. FB disc may be slightly faster. Although unlike HS disc, if Millia isn't hit before the alotted time, but hit afterwards regardless if FB disc has activated, it will STILL form and activate.
Ice Prince Posted March 1, 2007 Posted March 1, 2007 Ok, we've got some new youtube vids here. Some of these were available on gamechariot, but incase you haven't seen them, some are here. Woshige action Yukinose(MI) vs Kaqn(AX) Yukinose(MI) vs Kaqn(RK) Team action with Millia played by 9
Ice Prince Posted March 1, 2007 Posted March 1, 2007 After watching Woshige's vid, I've picked up a few notes.... 1)Apparently they can Burst after 6hs ADC combo ender. Not really surprising, but noteworthy. 2)2k, Lustshaker->Longinus is a nice little mixup that will probably become regularly used. I also noticed you CAN get launch from it in the corner. Woshige followed up with running 5s, 2hs for launch into ADC combo. 3)Nice air to ground after pin to note that could be useful.....pin, IAD forward, j.k, j.p, j.k, 2k, 2s, Emerald Rain, 6hs->roll, FB disc/HS disc 4)DAYUM at Millia pwnage on that last vs round. 5)Launch from hs disc, low Bad Moon in corner is possible. 6)You apparently can substitue the pin with Bad Moon after j.d for knockdown in corner on ADC combos. It didn't look like they had any time to tech that to my knowledge. 7)Apparently the first hit of 6p can clash with dolphin, but the second hit enabled her oppertunity for launch. 8)I guess LS will become a normal used move as well now. But it opens up combo oppertunity, and hey, it's not like any other character is any better at this point. *cough**cough**cough**cough*
Teyah Posted March 1, 2007 Posted March 1, 2007 Forgive me for saying this IP, but alot of what you posted is already basic Millia knowledge. Points 1, 3, 5, 6, and 7 have all been true from XX onwards... A bit funny that you mention Bad Moon knockdowns though - we haven't seen those since the early XX days. If you can keep an opponent low enough (which more than likely means they are heavyweights; edit: nvm, just saw vid), I can see this becoming sort-of useful if you don't have/don't feel like using your Pin. Thanks for the Woshige link; seems that he's already got a very good handle on how to optimally play AC Millia. He's the first consistent player I've seen of her. One thing I can say with confidence after watching that Woshige vid: j.D ADC delayed j.K-D (ADC j.H/D) or j.D delayed ADC j.K-D (ADC j.H/D) ...will be key to correct positioning for Pin -> 6H knockdowns - on some characters at the very least, if not most. 4-frame j.K is fast enough to allow for some delay to position the opp correctly... I'm actually surprised nobody else had thought of this until now.
Ice Prince Posted March 1, 2007 Posted March 1, 2007 Haha, np Teyah. I knew some of this stuff was known from earlier, but I just figured I'd throw it in the notes anyway since some people may not have known. So j.d, delayed j.k, j.d for your successful knockdowns eh. I'd say in a sense it will be kind of like her late j.hs, 2hs relaunch on her pinloop. We'll just have to practice. I do like that Woshige stepped his game up, he was very impressive.
Teyah Posted March 6, 2007 Posted March 6, 2007 Renamed and merged with AC Discussion thread. This one will be kept more active and updated, hopefully. Let's have at it!
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