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Posted

Well I heard there was some 5K IAD j.K/S combo or something of the like so that is what I was hoping for someone to share.

 

With Meter Millia can do everything so I'm not worried about any of that.

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Posted

it's throw 5k j.k iad j.k etc. but it's char specific and incredibly tight, not something I'd attempt in a high stakes match

Posted

Loketest #2: http://ggxrd.com/locate2.pdf

 

Has all previous changes except those noted by strike through. A couple of new changes. New stuff is my interp but I'm kind of rusty at this.

Millia Changes:

f.S:

init. proration 90

 

2H:

RISC decrease 6->12

 

6P:

longer stagger time on counter

 

6K:

attack level 4->2

attack level 4->3 [new]

 

6HS:

bounce on counter

 

DAA:

moves opponent sideways on hit

 

Bad Moon (j.236P):

landing recovery 7->9 [new]

recovers crouching [new]

 

S-disc (236S):

init proration 90

 

Iron Savior (214P):

recovery 8->10

init. proration 90->80

less pushback on hit

less pushback on block [new]

 

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

 

Secret Garden (214H):

easier input timing

init. proration 90

 

Winger (2141236H):

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

 

Chroming Rose (214214S):

invul only during flash

 

Jump:

bigger hurtbox

 

Air hurtbox/block motion in general bigger

 

Also new system mechanic change, you don't gain meter from Blitz Shielding projectiles.

Posted

Alright Iron Savior is more punishable on block.  That is a plus for me because that move deserves to be punishable outside of Millia's mix-ups.  So many online Millia players abuse this move for some reason.  Bad Moon got nerfed slightly, but 6K was buffed from the previous test.  My opinion still stands, she is still pretty good in 1.1.  Wait 6P has longer stagger time?  They removed the stagger from 6P in the last test.  Guess they changed their mind.

 

Edit: Oh by the way, I've been wanting to ask what is R.I.S.C value?

Edit2: Never mind found out.

Posted

Hmm the bad moon nerf maybe they are trying to kill 5K > TK badmoon/raw TK badmoon into oki.

Posted

You'll still get BM oki, 2 more frames of recovery isn't going to change that. But the midscreen disc + TKBM > rj.KSD combo will probably no longer work on some/most characters (Venom I'm looking at you).

Posted

You'll still get BM oki, 2 more frames of recovery isn't going to change that. But the midscreen disc + TKBM > rj.KSD combo will probably no longer work on some/most characters (Venom I'm looking at you).

Ehh, I never really used that combo anyway, couldn't figure out how for most of the cast.

Posted

Hey guys, as a sorta scrubby Millia player, i need help with something.

 

Try as i may, i cannot perform TK Bad Moon to save my life. I can't TK the motion at all, and usually i end up getting 6P or a super jump, no matter how many times i try. I've had some luck TKing the motion by buffering a jump as she summons a Disc during Oki, and then performing the motion as she becomes air borne, but its not fast enough. Does anyone have any tips to grind this out and get it consistent? 

Posted

Hey guys, as a sorta scrubby Millia player, i need help with something.

 

Try as i may, i cannot perform TK Bad Moon to save my life. I can't TK the motion at all, and usually i end up getting 6P or a super jump, no matter how many times i try. I've had some luck TKing the motion by buffering a jump as she summons a Disc during Oki, and then performing the motion as she becomes air borne, but its not fast enough. Does anyone have any tips to grind this out and get it consistent? 

 

You can't cancel the disc into TK j.236P, you have to wait until Millia can do moves again or you'll get that kind of stuff or super jump j.P.

Posted

Hey guys, as a sorta scrubby Millia player, i need help with something.

 

Try as i may, i cannot perform TK Bad Moon to save my life. I can't TK the motion at all, and usually i end up getting 6P or a super jump, no matter how many times i try. I've had some luck TKing the motion by buffering a jump as she summons a Disc during Oki, and then performing the motion as she becomes air borne, but its not fast enough. Does anyone have any tips to grind this out and get it consistent? 

 

Practice, there's no other way.

 

Don't rush the motion or you will get a superjump instead. It's actually not that hard in Xrd, they've made it a lot easier to do compared to the previous iterations.

Posted

Hey guys, as a sorta scrubby Millia player, i need help with something.

 

Try as i may, i cannot perform TK Bad Moon to save my life. I can't TK the motion at all, and usually i end up getting 6P or a super jump, no matter how many times i try. I've had some luck TKing the motion by buffering a jump as she summons a Disc during Oki, and then performing the motion as she becomes air borne, but its not fast enough. Does anyone have any tips to grind this out and get it consistent? 

hit dat diagonal notch in the end before u press P.. make sure theres a noticeable pause between the 9 and the P

Posted

Hey guys, as a sorta scrubby Millia player, i need help with something.

 

Try as i may, i cannot perform TK Bad Moon to save my life. I can't TK the motion at all, and usually i end up getting 6P or a super jump, no matter how many times i try. I've had some luck TKing the motion by buffering a jump as she summons a Disc during Oki, and then performing the motion as she becomes air borne, but its not fast enough. Does anyone have any tips to grind this out and get it consistent? 

I think bad moon has a minimum height requirement so like it's been said before, just put a small gap between the 9 and the P. Really practice is the only way you can get better. For me i just thought the motion through first and slowly did it following up then increased the speed.

Posted

As strange as it sounds, I've had more trouble figuring out the timing on the directional inputs for Secret Garden than TKing Bad Moon, which is scrubby sounding. I've gotta ask though if the j.D>jump cancel>IAD j.s> part that I've seen used in some air combos has some tight window on it or not. I might just be pressing Slash quicker than I mean to sometimes, but it seems I often just get 9 for the jump cancel followed by j.s right after or sometimes I'll just get the normal 6 jump cancel followed by dash j.s. I'm a little better than I was on it, but it's kind of irritating to still mess up a bit since it feels like the sort of thing I really should learn.

Posted

Ehh, I never really used that combo anyway, couldn't figure out how for most of the cast.

TKBM > air combo from mid screen is pretty much essential if you want your mid screen mixup to be a threat. Once your enemy learns to block low and duck/jump out of obvious crossups, the core midscreen mixup game really becomes a delayed high / delayed low. And if you can't turn that high (TKBM) into extra damage + corner carry + corner knockdown then you're losing out big time.

Posted

As strange as it sounds, I've had more trouble figuring out the timing on the directional inputs for Secret Garden than TKing Bad Moon, which is scrubby sounding. I've gotta ask though if the j.D>jump cancel>IAD j.s> part that I've seen used in some air combos has some tight window on it or not. I might just be pressing Slash quicker than I mean to sometimes, but it seems I often just get 9 for the jump cancel followed by j.s right after or sometimes I'll just get the normal 6 jump cancel followed by dash j.s. I'm a little better than I was on it, but it's kind of irritating to still mess up a bit since it feels like the sort of thing I really should learn.

Execute the air dash faster. You can use 959 as a shortcut to air dash.

 

TKBM > air combo from mid screen is pretty much essential if you want your mid screen mixup to be a threat. Once your enemy learns to block low and duck/jump out of obvious crossups, the core midscreen mixup game really becomes a delayed high / delayed low. And if you can't turn that high (TKBM) into extra damage + corner carry + corner knockdown then you're losing out big time.

The basic air combo being j.k, j.s, j.d IAD, j.S, j.H right?

Posted

Yeah that's the basic air combo, works on everyone (even Venom). If the Xrd 1.1 recovery nerf to TKBM goes through, that combo will no longer work on a good number of characters, so we should use it while we can.

Re: SG - just input it the moment after hitting the H in 214H, and do it quickly/smoothly. It has to be a pre-practiced motion so hit training mode until you can do it consistently. I like to start the first 2 inputs slowly then do the last 2 very fast, but YMMV.

Posted

TKBM > air combo from mid screen is pretty much essential if you want your mid screen mixup to be a threat. Once your enemy learns to block low and duck/jump out of obvious crossups, the core midscreen mixup game really becomes a delayed high / delayed low. And if you can't turn that high (TKBM) into extra damage + corner carry + corner knockdown then you're losing out big time.

 

Does this combo require a red roman cancel from the TKBM? or is it meterless? If it's meterless, I don't know how to do this midscreen. I'm new to millia and gg- having the most trouble in the neutral game, I find that I have trouble when people jump around a lot- I can't get a pin, and I can't anti-air super well. Any suggestions for this as well? I'd like to have better midscreen mixup as well, so should I be using 5K into TKBM into this combo more? 

Also, how do I convert off of disc oki midscreen? I can't seem to get a combo when the disc hits off of TKBM or a low like Moon Savior.

Posted

Does this combo require a red roman cancel from the TKBM? or is it meterless? If it's meterless, I don't know how to do this midscreen. I'm new to millia and gg- having the most trouble in the neutral game, I find that I have trouble when people jump around a lot- I can't get a pin, and I can't anti-air super well. Any suggestions for this as well? I'd like to have better midscreen mixup as well, so should I be using 5K into TKBM into this combo more? 

Also, how do I convert off of disc oki midscreen? I can't seem to get a combo when the disc hits off of TKBM or a low like Moon Savior.

TKBM meterless midscreen: It requires an H Disc setup. You use the hitstun from the disc to continue the combo. It should be like (Knockdown, disc setup) TKBM, disc hits, rising j.k etc.

 

Haircar: Same thing. Use the disc's hitstun to do rising j.k and convert from there.

 

Neutral: Your anti-air options are garbage in comparison to almost every other characters. You have 5P which has no invuln but a decent hitbox and fast startup. 6P has upper body invuln but is a bit slower. 2H hits hard and is easy to convert but is very specific on what you can anti air. Your best bet is to get above your opponent if they're jumping around. J.K hits slightly above you so can use that to your advantage. J.P is fast, decent hitbox and gatlings into itself so you can keep your opponent in blockstun in the air. Jump back JD is another option as well. Use pin at your discretion. It's good if you're in the air and they're on the ground or to bait out an anti-air.

 

Midscreen mixup is kind of limited depending on if you had to roll in or not. Meaty 5k into TKBM or meaty 5k into 2K or 6K works as well. If you want more than one or two mixup options you can try for YRC disc. 

Posted

TKBM meterless midscreen: It requires an H Disc setup. You use the hitstun from the disc to continue the combo. It should be like (Knockdown, disc setup) TKBM, disc hits, rising j.k etc.

 

Haircar: Same thing. Use the disc's hitstun to do rising j.k and convert from there.

 

Neutral: Your anti-air options are garbage in comparison to almost every other characters. You have 5P which has no invuln but a decent hitbox and fast startup. 6P has upper body invuln but is a bit slower. 2H hits hard and is easy to convert but is very specific on what you can anti air. Your best bet is to get above your opponent if they're jumping around. J.K hits slightly above you so can use that to your advantage. J.P is fast, decent hitbox and gatlings into itself so you can keep your opponent in blockstun in the air. Jump back JD is another option as well. Use pin at your discretion. It's good if you're in the air and they're on the ground or to bait out an anti-air.

 

Midscreen mixup is kind of limited depending on if you had to roll in or not. Meaty 5k into TKBM or meaty 5k into 2K or 6K works as well. If you want more than one or two mixup options you can try for YRC disc. 

 

Didn't know about the rising j.K for TK Badmoon/214P, thanks.

Posted

TKBM meterless midscreen: It requires an H Disc setup. You use the hitstun from the disc to continue the combo. It should be like (Knockdown, disc setup) TKBM, disc hits, rising j.k etc.

 

Haircar: Same thing. Use the disc's hitstun to do rising j.k and convert from there.

 

Neutral: Your anti-air options are garbage in comparison to almost every other characters. You have 5P which has no invuln but a decent hitbox and fast startup. 6P has upper body invuln but is a bit slower. 2H hits hard and is easy to convert but is very specific on what you can anti air. Your best bet is to get above your opponent if they're jumping around. J.K hits slightly above you so can use that to your advantage. J.P is fast, decent hitbox and gatlings into itself so you can keep your opponent in blockstun in the air. Jump back JD is another option as well. Use pin at your discretion. It's good if you're in the air and they're on the ground or to bait out an anti-air.

 

Midscreen mixup is kind of limited depending on if you had to roll in or not. Meaty 5k into TKBM or meaty 5k into 2K or 6K works as well. If you want more than one or two mixup options you can try for YRC disc. 

 

I can't seem to make it work on venom- what is up with his hitbox that makes things really wonky? do I have to change combos for him?

Posted

TKBM meterless midscreen: It requires an H Disc setup. You use the hitstun from the disc to continue the combo. It should be like (Knockdown, disc setup) TKBM, disc hits, rising j.k etc.or YRC disc. 

 

You also want to input 66 before the rising j.K in order to give a bit of dash momentum to Millia's jump.

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