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Posted

So I noticed in one of Daiji's matches against an I-No player that he used S-Tandem and YRC'd it at the same time I-No got into hitstun from it. It happens at around 8:34 in one of the videos Ronove uploaded: http://youtu.be/1BlBoXod-d8?t=8m34s

 

A glitch perhaps where the game didn't recognize I-No in hitstun during maybe the first frame? Maybe Daiji YRC'd a frame beforehand?

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Posted

YRC has startup, so he canceled it a bit before it was active but the YRC occurred when it hit. You can see her in the YRC pose an instant before tandem connects.

Posted

YRC has startup, so he canceled it a bit before it was active but the YRC occurred when it hit. You can see her in the YRC pose an instant before tandem connects.

Okay, that makes sense. Thanks for the explanation.

Posted

Just a quick question : Isn't 6K cancellable by Tandom Top?

 

Why aren't they always doing it, especially in corner where it wallbounces. I often see those 6K without any follow up, that's really weird

Posted

Just a quick question : Isn't 6K cancellable by Tandom Top?

 

Why aren't they always doing it, especially in corner where it wallbounces. I often see those 6K without any follow up, that's really weird

Probably just missed the hitconfirm.

 

It's true that it's possible to buffer S Tandem anyway, if it has remained the same as in +R (meaning it's -1 on block) having enough pushback to make it somewhat safe in a lot of situations/matchups. Still I guess a lot of players prefer to hitconfirm/check 6K before doing S Tandem.

Posted

You can link out of 6K (it's +8 or so in hit) so it's likely they are ready to link a far S on hit, or use the frame advantage on block (+5) to get back in.

Posted

One of the benefits of using a low health / tiny hitbox character :eng101:

 

LDJydq3.gif

 

Edit: Looks like the shadow S runs out of active frames, coupled with Millia having a really small hurtbox during her run start animation

Posted

So her hitbox during the running animation has remained the same (being able to go under a lot of pokes and moves). Good!

 

On a side note, there's finally some good usage of PRC in the latest Neverland 2 vids: Secret Garden PRC looks pretty nice, not only it seems like it could make the move "safe" when done fullscreen, but on paper it looks potentially good for midscreen oki too. I can't wait to see more players use this setup more often. 

 

Oh and disc oki>TK Turbofall still works wonders. :O

Posted

Yeah but I don't think she's actually going under in this case, I think Shadow S does still hit down all the way towards the bottom even that late into the move.  It looks more likely that her hitbox is just really far back when she starts running.  Either way, one of the hitboxes in play here doesn't visually match up to what its animation would imply.

Posted

so is her new super like Double's "Cattelite Lives" from Skullgirls and Strider's "Ouroboros" from MvC? if so that is pretty awesome

Posted

Secret garden oki setups from Eki=chan? https://www.youtube.com/watch?v=kAH-ScOFU7M#t=2376

 

I think secret garden is the obnoxious orb thingy at least...

Yep, all that combo theory talk that eki-chan had on twitter a month ago with other users proved to be useful. :v:

 

It's also the main reason why it looks like he hasn't given up on Millia and it's also the reason why Nakamura has finally moved on Xrd as well.

 

That combo that leads to Secret Garden oki was posted a few pages ago but if I am not wrong a few more details surfaced during this past week, mostly character-specific notes. Generally it's worth noting that in order to have the ender work well Millia needs to let jH hit only twice and then cancel it into pin.

 

[edit] And it does indeed look like Nakamura is in lab mode, some of the stuff he's recently found:

 

- 2K 5S 2H > iad jK jP jS > 5K > jK > Badmoon - midscreen combo that he's been working on, good corner carry.

 

- corner S Tandem YRC > 6H(2) > S Tandem - apparently it can pick the opponent up into her regular combo.

 

- 2K 5S 2H > jS > pin > "empty AD" > falling jS > land and pick up pin > 5K > jK jS jD > jc AD jP jH - Combo with amazing corner carry that lets Millia get her pin back too. So far it's been confirmed to work properly against Potemkin and Axl. 

 

- (corner & faust only) 6K > S Tandem > 5H > S Tandem > b.jSjD > jc AD jS jH

Posted

More infos from JUN:

 

- 5S 2H > jK jP jK > Pin > delay AD > jH(1) > land and pick up pin > 2P > 5K > jK jS jD > jc AD jP jH (good corner carry from midscreen position)

 

- Horizontal dust > 6H > H Tandem > 5H(2) > Forward Roll > 6H > H Tandem > okizeme

 

- Horizontal dust > 6H > H Tandem > 5H(2) > Forward Roll > forward jD > 2H > regular air BnB

  • 3 weeks later...
Posted

Again new bits of combo theory, this time from Nakamura and Miyako:

 

fun things with Rose Install:

- (with chroming rose already active) midscreen grab > rose hits > dash roll > HS roll followup (crossup) > rose hits > dash 2D

- Rose Install > BM hits > long dash > [backstep>small dash]xN

- Rose Install > BM hits > long dash > back IAD > Turbo Fall > [back IAD > forward AD > Turbofall]x5 > AD jPjPjHS (<- :v: )

 

Faust Corner Only

- from H Tandem oki, BM hits > slight delay S Tandem > ad jD > pin > empty AD jD > land 6HS 

- from H Tandem oki, BM hits > b.jD > ad jKjD > land 5S > jSjD > jump AD jSjHS > pin > 6HS

 

I think we're all going to love freestyling with Chroming Rose. :lol:

Posted

Nice stuff. I really hope that Chroming Rose doesn't get nerfed before console release, as it looks like it opens up some really fun possibilities. And maybe seems a little too strong, at least to me.

So I was watching the jonio stream this morning (twitch.tv/joniosan) and saw a Millia making some use out of S Disc YRC to counter poke and catch Faust's limbs. This is really cool, since S Disc counts as a projectile so it can be cancelled with YRC during its active frames. But for all intents, S Disc is used as a high priority normal attack to counterpoke. So it's like you're doing a really good poke and RCing for only 25% meter.

In the XX series, S Disc was super risky since Millia was in CH state the entire time and if the enemy jumped over S Disc, you would get punished super hard.. But now you can YRC -> antiair on reaction, or YRC into pressure if they don't jump. But if they block you get a regular RC, so it looks like it would be best used just outside of range to try to catch a limb for a CH. I'm looking forward to trying this out too since I've always been a fan of using S Disc as a horizontal shoryu-type attack... sparingly of course.

Posted

Yeah Chroming Rose seems really good, though it doesn't look like it gets used as often as I had imagined. I guess it's because even though the meter gain is really quick Millia may still benefit from YRC uses (oki, Turbofall, S Tandem etc). I've even seen some players YRCing Secret Garden to bait opponents into charging blindlessly.

Posted

I see at least 3 reasons why Chroming Rose is not used most of the time :

 

- A Yellow RC in the corner gives an almost guarantied opening

- She needs to RC midscreen almost everytime to get a knockdown / air combo

- Chroming Rose doesn't lead to a more damaging combo.

 

If anything it should be buffed, not nerfed imo. It's a too expensive tool for the small benefit it gives.

 

That's at least my opinion for the matches I've watched here and there  :v:

Posted

I think it's fine that rose install doesn't lead to huge damage, that's not its purpose anyway.

Its purpose is to get the opponent to keep blocking allowing her to mixup highs and lows safely. It's a pretty scary tool just because of that. The way it is now Millia has a lot of ways to spend her meter and none is significantly more prominent than another. I like it, it leaves freedom of choice to the player on how to make use of that depending on the matchup and opponent.

  • 4 weeks later...
Posted

Definitely looks like an error, since you can't combo into gold bursts in GG.  He might have been trying to counter Ain's blue burst with a gold burst, though that should be doable on reaction to seeing the burst, given how bursts are slowed back down to #R speed in Xrd.

  • 3 weeks later...
Posted

Millia looks good in this iteration of the game, but I feel like half of her plethora of moves (both normals and specials) are useless now. And her only really good moves are the ones she uses for combos after a mixup or the moves that start up her combos and then into mixup.

 

And is it that Chrome Rose is useless or people are still experimenting with it?

Posted

Chrome Rose seems really good, but previous overdrives appear to be much easier to lead into a combo than before. Taking that into account, if you have the opponent in the corner for example, you'll take preference in doing ER instead of that.

 

Also, Winger does tremendous damage in Hell Fire!, probably even in pair with Ultimate Fortissimo, and Chrome Rose doesn't guarantee anything, and the same goes with Dragon Install by the way.

 

I don't really know what you are talking about, 236S/236HS are far better, especially 236HS in which now is more difficult to avoid, Secret Garden seems to be a little more fast than before, and her 6HS is now a 2 hit attack, good in order to call the bubble after that.

 

Even her new Dust is way more good, the only thing "bad" I have seen with her in Xrd is that ground throw doesn't allow you to lead with combos anymore, but you can use it to call the bubble or the ring afterwards.

 

Honestly speaking, Millia and May have improved a lot in this game.

  • 2 weeks later...
Posted

Even her new Dust is way more good, the only thing "bad" I have seen with her in Xrd is that ground throw doesn't allow you to lead with combos anymore, but you can use it to call the bubble or the ring afterwards.

Can't you use RRC to combo after a ground throw?

Posted

Can't you use RRC to combo after a ground throw?

Yes, but it I dont think it is as worth it for millia, especially when you already have tandem top ready to use.you can link 5K into it but its pretty tight to the entire combo and I think character dependent too
Posted

One of the benefits of using a low health / tiny hitbox character :eng101:

 

To the people who played the game, how does Millia compare with the rest of the cast? Is she considered top-tier?

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