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Posted

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.

Ok, then......

I seem to be getting better with Millia, but i have some problems implantings discs. Before i implant a disc, i get grabbed.

If you're constantly being grabbed on wakeup, you're leaving yourself too close to the opponent during your laying of Disc. Not to worry, this is a common mistake for Millia players!

....common knowledge tells me that if you can get thrown out / hit out of a late disc on oki, I don't see how you also couldn't get thrown out / hit out of a blockstring FRC disc if you are too close, as I have seen it done. Especially if your opponent is expecting such a thing. The fact isn't that there are ways to avoid it, which there are as you pointed out. The point was to express that yes, you can get knocked out / thrown out of it if you are too close, or if you go random and do an FRC disc too close.

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Posted

The point was to express that yes, you can get knocked out / thrown out of it if you are too close, or if you go random and do an FRC disc too close.

...I read that point as how you wrote it.

Claim:

A close FRC disc on a blocked string or close random FRC disc is never good

Reasoning:

as you can easily be hit out of it.

If you're clearer with your points, misunderstandings can be avoided!

Anyway, grab =/= hit, and during blockstrings you always do FRC 236H outside of grab range anyway (ie. 2K-5K, 2K-2K, 2K-5Sc, non-pointblank 2K/5K...). Common knowledge, no?

Posted

I wasn't trying to make it complicated, so I apologize for that. :) What it is meant as is....in general, a close FRC disc is a considerable risk, esecially when it's not done on a knockdown. Obviously you would think it should be common knowledge to do an FRC disc on a longer/more pushback type of blockstring to leave you safe and outside of throw range, that much I do agree with. However, being as that I have seen people attempt them in vids after such attack strings as 2k, 5k / 2k, 2k / 2k, 5s© / etc and get knocked out of them, I figured I would post as such. You're not guaranteed to not be hit out of it, but at the same time, you're not guaranteed that you won't be either. It's a risk that can be punished, especially if your opponent knows it's coming. That's all I was trying to say. :)

Posted

Well... it's a guessing game, and you can guess wrong and be punished, same as any other mixup really. In this case however, the risk/reward ratio is skewed heavily in Millia's favour, as she is the one who determines when the guessing game (236H FRC) is played, and also is the one who has the better followup on success (B&B and/or knockdown). As I noted above, delaying your attack strings (or using broken pressure), will discourage attacking as a method of escape, which is why you don't see the Japanese players attempt to hit Millia out of Disc much. So, potential unsuccessful guesses can be reduced without even having to play the guessing game... again in Millia's favour. Not a considerable risk by any means - a small and calculated one, if at all. Definitely not something you'd 'never' want to use! :)

Posted

Well... it's a guessing game, and you can guess wrong and be punished, same as any other mixup really.

That's all I was trying to get across. Don't know if it is THAT much in her favor as the majority of American players don't play like the Japanese, but I digress. :)

Posted

I can't wait for the accent core release and I'll be staying with Millia. It's awesome to know that she won't have to rely on the pin too much. Are you guys planning on sticking with Millia?

Posted

Haha, of COURSE Shadow. ;) Well her pin isn't the big "it factor" like it was for her pinloops in Slash, where it was absolutely necessary to have it to get off pinloops. It's still used in her ADC combos for ender into 6hs for knockdown, and *seems* to be the most reliant tool for the job, but you can improvise with a low j.d/j.hs for example, as it's harder to tech really low air hits. However, her pin is still her main tool to help her get inside/keep lockdown, and what's better is there appears to be a slightly longer groundstun on it. So you can expect to use it quite regularly in her IAD rushes to help get in, it's just not heavily relied on in her ADC combos as that nice 40F untech time she had on it is reduced to 28 frames now, and you can improvise as I said with a low j.d/j.hs corner ender. I've also not seen the pin play any type of important role in her ADC combo game aside from the corner ender. So it's not like her ADC game will take a huge hit if she doesn't have it.

Posted

Pin as an ender for a combo....I remember something like that...(reload). The improved ground stun is a major plus for her, IMO. What do you think?

Posted

Oh yes, I was actually hoping she would get a bit of longer groundstun from it in AC, which she appears to get. Deff. should help her air to grounds a bit.

Posted

AFAIK the ground stun increase on blocked Pin was just a rumor, as it's not in the frame data and I haven't really noticed a difference in match vids... I could be wrong though. Also - big update on first page, these last few days have been good to Millia-vid watchers.

Posted

Ah I always thought it was on hit? Hmm, oh well. Yes the change, should it be there isn't really that significant I wouldn't think.....but ya know. Nice organizing that Teyah....that really helps things out.

Posted

By randomly going through this thread, I stumbled upon something. Is it true that Millia's grab is untechable in AC?

Posted

Not true - throw is still techable, just at a later time. So it's possible to follow up before the opponent can tech, which you'll want to do every time. The timing for the followup combo looks to be similar to the #Reload post-throw combo, just do immediate 66, then one of 5S(f)-2H, 2P-5P(5P), or 5K-5K into j.K-D etc etc.

Posted

It's still better compared to the slash one. Does the follow up work on everyone? For Faust, wouldn't you just have to do 2HS instead of a 2p?

Posted

If connected throw's positioning properties are still the same as #Reload (which they should be) then yes, 2H is recommended for Faust so long as you can get to knockdown from it. Forgot about that one, sorry.

Posted

It's cool, Teyah. Thanks for clearing that up. IMO, I think Millia's game has improved, but we're still looking at a Mid tier. PS: Did any of you pre-order a copy of AC? I want to buy it, but is it worth pre-ordering?

Posted

Yes, I think she'll still be mid, considering some of the characters simply got better stuff compared to her. And yes, I've preordered. I guess a benefit would be if it's sold out from the first shipment, at least you preordered and may not have to wait. Assuming that's how it works.

Posted

Who cares, though? I'd still pick her even if she was a low tier.... So, after you do the ADC combo, you can do PM Disc as an ender, right? Also, I don't see many uses for a s.disc FRC.....How will that help her?

Posted

Haha, I would too. I don't switch to a different character just because my old one took a hit.:cool: Yes, you could do pretty maze after knockdown if you wished to. S disc FRC, based on what I have seen, seems to be used primarily in her b&b strings. Almost like a feint of sorts after, usually, a blocked string. So I'd say it does have it's uses. Though, I've really not seen it used alot, so it may just be preference?

Posted

Pretty Maze as an ender.. not generally a good idea, I would say: ADC combo should ideally end with a) j.H xx S Pin, land 6H or b) low ADC j.D knockdowns. If you're midcombo and not in position but really desperate for a knockdown, you can try ending your last ADC with j.H xx FB Disc, then land 6H for the knockdown. Though IMO it's not worth blowing the 25% for a lame midscreen Slash-style knockdown, as it doesn't even look like you can get a corner knockdown from it (FB Disc sends you flying to other side of the opponent). S Disc FRC will help by acting as a multipurpose rushdown cancel. You can cut strings short with something like 2K-5Sc, S Disc FRC, then go into immediate throw + followup combo. Also, you can use it after laggy or high Lv moves such as far 5H to quicken your recovery and rush back in (though frame advantage isn't too great). You can also throw them in rapid succession if you just feel like flashing blue.

Posted

Have you guys seen in that Millia AC vid vs :KY::TE::PO: team where they end with a low j.hs I believe, into 5k~5s, j.k, etc to extend the corer ADC combo on Pot? I'm wondering if that is simply a weight specific thing, or if it's possible on all the cast with a few minor adjustments? I'm thinking you could possibly do a low j.hs/j.d, land, 5s or 5k, 5p into j.k, etc for the majority, if not all of the cast. It looks interesting, as I hadn't seen that before I don't think. If that has already been covered, I'm oblivious to it....:psyduck:

Posted

I have an odd question... what about, against pot and ky, 2H -> iad.S-H, land, j.K-D -> etc? or against some other folks like anji or testament, 2H -> iad.H, land, 5P -> JC, j.K-D -> etc? Anyone seen those combos in a vid yet? I have this odd feeling they are possible... (aka: burst safe stuff)

Posted

I believe someone (Broken_Dust?) was advocating IAD j.S-H combos back in Slash's prime... and since j.H has similar untech time, they should still be feasible. Should have time for either 5P -> j.K-D, or just j.K-D, both at 7F startup. I was messing around with that second combo in Slash awhile back (on PSP), in this form: 2H xx IAD j.H, land 5P, j.K-S-H, H Pin, land 6H. Worked on pretty much everyone in the corner, except for the superlights/heavies. The only problem I see with this combo in AC is that 5P has been slowed by 2 frames, which will probably cause it to not link. If a horizontal 5K works in its place (ie. your opponent is heavy) then it's fine; if not then this combo would no longer be doable. Outside of corner, 5P/j.K is your only option, which I don't think will link after sole IAD j.H. IP: Haven't seen it, but I'll make a safe bet that the horizontal part of 5K will whiff on all but the heaviest+biggest hitbox chars (Pot, possibly JO, maybe Robot). If you have good timing and are very close, the upwards portion of 5K (7F startup) may hit, and you can go into j.K from there... but in the combo you described, the 5F relaunch is what you're after, which isn't too practical on all but the largest targets.

Posted

Nakamura tried to do the IAD j.S j.H against the Pot in the vid I posted a while back, but I think he mistimed his IAD or something, as the j.H whiffed.

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