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Posted

So would it be safe to assume, that some Millia's use 236S YRC as a sort of self-shield time-slow tactic? To possibly assess the situation while staying safe? Like say being in the corner and wanting to escape as safely as possible?

It's to turn S disc into a safe poke.

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Posted

Isn't 236S -1 on block?

-1 might as well be considered safe. I mean, you're at the range where nobody has any frame 1 options that can hit you, so what is there to worry about?

Posted

Isn't 236S -1 on block?

 

Poke is the key word. Don't just look at frame data as it is, you have to think of the distance and if the opponent has anything that is that fast to actually hit you back even if it gets blocked. Not to mention the it's YRC'd as well.

Posted

Poke is the key word. Don't just look at frame data as it is, you have to think of the distance and if the opponent has anything that is that fast to actually hit you back even if it gets blocked. Not to mention the it's YRC'd as well.

 

Well yeah, that was a mistake. It's -1 on block, but is worse on whiff so YRC helps a lot.

Posted

-1 = opponent gets the advantage

 

yrc = you keep momentum while having the chance to stuff certain things with the disc

Posted

236S YRC is used to avoid the huge whiff recovery where Millia would otherwise be in CH state. It's only -1 if blocked, and 236S YRC is mainly used when you're pretty sure it _won't_ be blocked.

Also, the reason you probably see Woshige switch up his combos so much is most likely a combination of wanting to stay as close as possible to the opponent (mid screen) and to bait burst with burst YRC OS combos like j.6PSH-4KSH-4PKSD IAD j.6PSH-H (translates to: j.PKD IAD j.PH). This is also why you'll see a lot of RC confirms start with 2K instead of going straight into the launch for max damage.

Posted

Thanks for the notation Teyah, and yes that would likely explain much of it.

 

So correct me if I'm wrong but YRC burst OS is from when you have 25-49 tension yeah? I recall seeing a video; perhaps I even have it saved somewhere regarding it.

 

On a side note do you have plans for updating the combo posts or wiki? I was wanting to contribute myself but had trouble logging in.

Posted

Thanks for the notation Teyah, and yes that would likely explain much of it.

 

So correct me if I'm wrong but YRC burst OS is from when you have 25-49 tension yeah? I recall seeing a video; perhaps I even have it saved somewhere regarding it.

 

On a side note do you have plans for updating the combo posts or wiki? I was wanting to contribute myself but had trouble logging in.

 

You don't need to log in to edit posts in the Wiki.

Posted

You don't need to log in to edit posts in the Wiki.

 

Mmm, okay it gives the warning at the top, and you have to click save 3 times, whereas I had tried the twice. Thanks.

Posted

Something I've found useful: OS YRC on standalone specials that have bad recovery, like raw tk badmoon. Not that it'll help if they block it, but if for some reason they burst your badmoon, you can tap YRC during its animation, and as long as you have green tension, it'll be harmless . Same goes for using 236S in the corner for combos, usually a good burst point for the opponent, as you can just sneak it in after hitting 236S. And tk badmoon after Hdisc still benefits from this.

 

Another point you can add OS YRC is on the badmoon input, though it only works when you cancel it from something. 2369P+S+H. To put it all together, here's a possibility:

close slash into 2369P+S+H then P+S+H x2 while badmoon animates.

 

Also, instead of mashing out yrcs, especially during aircombos, double tapping seems to handle both bursting after and bursting before the hit.

 

like say, doing jS-jD as jS-j(K+S+H+D x2) > IADC...

but when you do the first jK+jS+jH+jD, you do it immediately after hitting the jS, like you are doing S~K+S+H+D. the second tap after that is what will give you the air gatling. Also works after the IADC, but then it's a lot easier to just airblock after IADC and delay a djP-djH to account for a burst at that point in the combo, especially in the corner.

Posted

Not sure. If there isn't already one, I wouldn't mind starting one if demand is high enough.

Posted

I'd like to join as well, skype sanger-zonvolt.

 

Also j.p is so good, it's really great to stop people who pop up too high from falling out your combo when you substitute j.s with j.p.

Posted

I'd like to join as well, skype sanger-zonvolt.

 

Also j.p is so good, it's really great to stop people who pop up too high from falling out your combo when you substitute j.s with j.p.

 

I nominate j.P as Millia's best normal!

Posted

Hey guys, here are the Millia changes:

http://ggxrd.com/locatest.pdf

6K - Attack level is reduced from 4 to 2.

Dead Angle Attack - the motion is changed, now blows the opponent sideways on hit.

Digitalis (214K > HS) - the untech time on counter-hit is increased; the recovery is increased from 23 to 26 frames; P1 changed from 80 to 75.

Winger (2141236HS) - the opponent now rolls along the ground rather than getting wall-bounced on hit; the forced proration on hit is now removed, P1 is now 90, and the last hit reduces the R.I.S.C. Level by 15.

Posted

Hey guys, here are the Millia changes:

http://ggxrd.com/locatest.pdf

6K - Attack level is reduced from 4 to 2.

Dead Angle Attack - the motion is changed, now blows the opponent sideways on hit.

Digitalis (214K > HS) - the untech time on counter-hit is increased; the recovery is increased from 23 to 26 frames; P1 changed from 80 to 75.

Winger (2141236HS) - the opponent now rolls along the ground rather than getting wall-bounced on hit; the forced proration on hit is now removed, P1 is now 90, and the last hit reduces the R.I.S.C. Level by 15.

 

That 6K means no more combos from 6K without setting a 236H disk, this is the only change it seems harmful to her gameplay IMO.

Posted

I'd love to be added to the Millia Skype group as well. My Skype is memond9

 

ill add you

 

6k is a big nerf. also i feel like the CA nerf is huge but i can deal with it. winger is another nerf but i can deal with that as well.

 

this character is nerfed overall but she i feel is still fine

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