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Posted

teyah, on the delay: yeah, pretty much common sense even if you don't look at the frame data. Just like her xx relaunches, same idea. IP: ...

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Posted

oh, I guess I will clarify: it is, like, "..." as in "...is this guy serious? o.O" So in essence, my thoughts mirror teyah's.

Posted

Um.........ok. If you are talking about my post notes....I post some of the "well known" things bc as I have said umpteen times, not everyone is as "experienced" here. You, Teyah, myself, etc may, but we only make up a small portion here. There are alot of newer people coming onto the boards, so I feel posting as such is better, compared to not posting it. Anyways, in the vid, I really didn't gather too much from this Millia that I hadn't already seen......so, it's hard to really make observation notes.

Posted

Looking at AC frame data, did Millia ever have minimum height requirements for the Pin and Turbofall? And since Pin does 28F untechable time on sliding hits, would that mean a TK pin is ideal to relaunch after Longinus? I'm imagining you should be able to TK pin and airdash j.HS into 2HS, so long as the supposed minimum height isn't too high up.

Posted

Based on the other games, she doesn't have a minimum height requirement to do TK Pin or Turbofall as long as she was off the ground. If she had a minimum height requirement, Slash Millia would suck even more as she would lose her TK Turbofall/Bad Moon crossups as well as her TK Pin loops...

Posted

Yeah, but all her air moves have minimum height requirements according to AC frame data, so is that wrong, or is the minimum height really really low. Link, and click on Millia; the clause in the notes of all her air specials.

Also, doesn't look like you can have Air FB disc and HS disc out at the same either. Since this clause "Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc dissipates." is on the notes for SG, and all discs; FB or otherwise.

Posted

Yes, the minimum height requirement is pretty low, as I've sen TK BM used often enough int he same circumstances as in #R / Slash. According to the notes, air FB disc doesn't allow to use projectlies after air FB disc, that is correct.

Posted

I suppose that air FB disc, hs disc mix up scenario is over.....that sucks. And it obviously seems that some of her mix up options will be changed as well. Like her disc oki, IAD over, IAD back, j.s, 5p, j.k, j.s~hs, pin, land, 6hs->roll, disc. As well as some of her turbofall/roll mixups that are similar. But the first part it still viable as I would assume you could still catch the j.s, 5p, j.k, j.s~hs and ADC combo. So really I think that aspect of her game has improved.

Posted

Um.........ok. If you are talking about my post notes....I post some of the "well known" things bc as I have said umpteen times, not everyone is as "experienced" here. You, Teyah, myself, etc may, but we only make up a small portion here. There are alot of newer people coming onto the boards, so I feel posting as such is better, compared to not posting it.

Anyways, in the vid, I really didn't gather too much from this Millia that I hadn't already seen......so, it's hard to really make observation notes.

hey, don't get bent out of shape, I meant no ill-will ^^;;

The way you presented it would have people confuse it with info you garnered from the vid which was "new" tech, instead of spotting and clarifying the "old" tech present in the vid. Be careful how you word things, and I will do likewise =)

Posted

WATCH THE LATEST NAKAMURA VID.

=> http://www.filebank.co.jp/guest/sickledeath/beattribe

=> Password: ggxxac

Ky-san: lit (KY: S) / Arubireo (KY: EX+K) / Ain (KY: EX+S)

vs

BOB: BOB (ED) / Ki~sha (FA) / AGF (SO)

Koi no AT Field (恋のATフィールド): Hajime (KY) / Sen't (TE) / Konsome

vs

Tsubasa Chirari (つばさチラリ): Nakamura (中村) (MI) / Tsubasa (AN) / Komayuki (ED)

3 minutes onward is just hot AC Millia action. You can definitely juggle the opponent no matter the height or weight. Just a matter of knowing what to use at what position or height. Nakamura started some juggles using a straight upwards jump, and in a couple of others he delayed the ADC itself. So it's really a matter of learning what can be used at what position.

The only thing I have contention with is a juggle he used against the Pot at 9:20; he ended the juggle with a really low S pin. Did that really knock down? The Pot didn't tech out and Nakamura immediately set a HS disc on landing. Or was it just a mistake since it was too low to do a 6HS at that height?

In any case, AC Millia looks really good right now. Juggles push the opponent from corner to corner, j.K's level 2 and still executes in 4F. Woo!

Posted

Yes, that level 2 j.k is her magic in the air this time. I knew that these ADC combos could pay off. All it takes is just a random air hit j.s, j.hs, j.d and boom....ADC combo. Hmm, I'm still wondering on that s pin. I would assume if you're low enough, it could get knockdown like a j.d can....although 6hs has been the most consistant and "safe" one that I've seen. But if j.d can get it when it's low, I'll have to assume the pin can as well. Obviously you wouldn't want to do a 6hs ender if you're too low, because they will have already hit the ground and can tech, which throws off your corner disc oki game. So I say the safest option would be if you happen to hit a low pin, simply go into disc on landing. It's hard to say since the majority of us haven't gotten to play, but that's just off the top of my head. We'll see when it comes out.

Posted

Ah yes, you are correct. So yes, I can safely say you could get a low knockdown off of it. I've seen low j.hs get knockdown from ADC stuff (though they may have just not teched), and it's only untechable for 20 frames, so 28 does give a bit more time. In any case, it's nice. Though I will miss the 40 frames we used to get. :(

Posted
:psyduck: Ah so that's what that was. Haha. I should have paid closer attention, but it was like 1 in the morning and I was drowsy from running on 4 hours of sleep. o_O
Posted

Just to bring it up: latest GameChariot Millia vid has them using the pin to control height in the aircombo. (Ten backdashes) 6P [1] 2HS jc j.H adc j.D adc j.S j.H xx j.K j.D 214S j.D adc j.D adc j.D And also, one really needs to keep in mind of momentum and positioning while doing her aircombos now; a lot of the times, they actually use a straight-up jump or sometimes even a backwards jump to compensate for the forward momentum from the ADC later on or you could just zoom past the opponent and whiff. The part where it links j.H to j.K in this instance uses a straight jump. One last thing: if going by /, 20F untechable time means a knockdown going by j.H alone means an extremely low j.H. Yet, a lot of times they nail a j.D relatively high up; higher than knockdown j.H in / anyway but it does seem to KD since people don't tech out despite the height. From this vid, example of this would be at 4:24. People should OTG 2K more damnit.

Posted

Very interesting notes there. I can see why straight up j.K-D xx S Pin would be used, makes it a bit easier to connect with the Pin, as it hits at a better angle. From what I can tell, the reason that it's so much easier to knockdown with j.D rather than j.H is due to the blowback effect of j.D. j.D knocks down + away (blowback), whereas j.H gives considerably more airtime with its slight upwards + away push.

Posted

Yes those are some interesting notes. AKA and myself were discussing AC the other night, and we both came to the conclusion that if you are going to end your ADC combo on pin and you weren't *all* the way in the corner, as j.d does give quite a bit of pushback compared to j.hs, that the best solution would be to use j.hs, pin, land, 6hs->SG. J.d is feasible though if you are all the way in the corner I would imagine, as it's been done. I suppose the corner j.d/j.hs would just be left to preference. A few nice options during a 6hs->SG oki ender would be for example: -j.s, ADC, late j.s, 5s©, 5s(f), 5hs into 2d, running hs disc(if 2d connects) / another 6hs->whatever (hit or block) / ER depending on if you have the tension to spare (also useful for guard break if they blocked your entire string and SG oki). or -j.s, ADC, late j.hs (floats on hit), 5s©, 2hs or -running 2k, Lust Shaker->Longinus, running 5s, 2hs or -j.s, ADC, late j.s, 5p, 2k, tick throw Also, on the j.s, j.hs, land, j.k, j.d, etc we discussed the possibilty of throwing FB air disc after the j.hs as that seems to be the best time to use Air FB disc in ADC stuff. I later saw it in a vid, so it can be varified.

Posted

Very interesting notes there.

Yes those are some interesting notes.

:yaaay:

And I don't really see why you'd end your juggle with a pin at midscreen since most of the times I've observed, whenever they end the initial adc juggle with j.H they rejump j.K j.D blah blah into the corner. And with the way her juggles are, it doesn't seem like you can easily get a pin hit at midscreen/out of corner.

Ooh, one more thing I noticed: since the ground FB disc is set so fast after input; if used to finish up a block string and reset pressure, the disc is actually set at the position before Millia is pushed back. See 3:48 of the vid. So is there any reason to use the HS disc FRC anymore?

I mean, the previous reasons you'd use the FRC like resetting pressure when blocked, or setting a disc on a late knockdown or giving yourself more frames to work with aren't as effective as before. Resetting blockstrings seems to be done best with the FB disc, especially since it stays even if you get hit. Late KD disc FRC won't be as effective either since it's so late now; and again since it's later using the FRC won't be as effective at making more complicated mixups anyway. IMO, the FB disc does a much better job of giving more room to mixup, since it pulls in and does multiple hits. Plus, it's like the perfect way to deal with people blue-bursting when you're setting the disc; you get CHed by the burst, and you just tech and airdash back as the FB disc activates and the person just has to sit there and block it (seen in some vids before this).

Theory fighting only, but my two cents anyway. And say something if I say something stupid and shoved my foot down my throat. :eng101:

Posted

Um, I would imagine that FRC HS disc does take a hit now that FB disc is in the arsenal. I'd say FRC HS disc will still have it's uses (IE a closer knockdown(preference) or a further pushaway blockstring(also preference)). Obviously a regular hs disc still has it's uses I believe (corner oki / midscreen oki, especially if you don't have tension). A close FRC disc on a blocked string or close random FRC disc is never good, as you can easily be hit out of it. FB disc could possibly help remedy that now though, as it starts to activate after 4 frames and still activates even if Millia is hit after those 4 frames. Just my own observation. :) On a side note, for those that haven't seen the AC match up chart, it looks as if Millia's "harder" match ups are against.... -Eddie (4.5-5.5) -Faust (4.5-5.5) -Chipp (4.0-6.0) -Order-Sol (4.5-5.5) -ABA (4.5-5.5) -Slayer (4.5-5.5) Chipp must really have something going I guess.....though no one has a "clear" advantage over Millia. Everyone else is either tied or Millia has advantage, though I'm nore sure where she'll end up on the tiers. She and Ky were the only two to break even at 110 points which is good, but like half the cast went up so I don't know. Guess we'll see.

Posted

So is there any reason to use the HS disc FRC anymore?

FRC Disc will still have its place as a very viable option in blockstrings. As it stands now, you are able to cancel a string to 236H FRC on the borderline of opponent reaction time (20F). You can then follow-up with a quick 2K or so to prevent escape and give advantage in a total of 25F, or just go for high/low mixup.

Now, Disc FRC is still escapable by reaction, but your opponent must be sharp and specifically watching for it, and ready to FD jump or risk attacking immediately. And even if this is the case, this may open up other avenues of pressure to your opponent who is spending so much of their attention on only this one branch of mixup.

Whereas none of these advantages apply with FB Disc, as you undergo 29F of recovery before you're able to act. This alone (nevermind the 5F startup of a follow-up attack) is more than enough time for the opponent to react and (FD) jump or BD away, killing your pressure.

A close FRC disc on a blocked string or close random FRC disc is never good, as you can easily be hit out of it.

Whoa there - that's a pretty strong statement, and not one that many would agree with...

You shouldn't be worrying about getting hit out of FRC 236H during blockstrings; as explained above, it's not doable on reaction - and therefore isn't as much of a drawback. The only time this should prove to be a problem is if you get predictable or if your opponent is mindlessly mashing on 2P or something while blocking. The former is entirely avoidable, the latter is easily punishable by delaying your attack strings.

Summary:

- 236H FRC pressure is faster and therefore tougher to initially escape, which lends itself better to use in blockstrings.

- FB Disc is clearly the better choice to use as oki, should you have enough time to set it up.

- Using FB Disc in blockstings isn't entirely a bad idea, but relying on it too much should prove ineffective against opponents who know how to escape it. Mixing it up in blockstring pressure as a threat to people who try to poke out of your 236H FRC mixups isn't a bad idea at all... but solely relying on it, is.

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