Synyster17 Posted September 29, 2015 Posted September 29, 2015 depends on who u are comboing if it works or not. for Faust i just do throw 5k jksd iad jsh. i find Axl the easiest to combo off of throw but that is IMO
Theone_truestyle Posted September 30, 2015 Posted September 30, 2015 So check it out. I have no Idea what to do after 236hs midscreen no meter. For example I hit them with the young 2d (he scared now) do tandem top the ring hits and I don't know what to do, so how do I convert a ring hit into an air bnb? What other options do I have. And as always thank you in advance.
Lord Knight Posted September 30, 2015 Posted September 30, 2015 So check it out. I have no Idea what to do after 236hs midscreen no meter. For example I hit them with the young 2d (he scared now) do tandem top the ring hits and I don't know what to do, so how do I convert a ring hit into an air bnb? What other options do I have. And as always thank you in advance. Selection:1K - Low, anti-jump, anti reversal gold burstBad Moon - Overhead, loses to OS air throwRising JK - beats throw2D - low, hits later that 2KIAD - Crossup. Delay the IAD to make it a little trickierTurbo Fall - also cross up All of the above except for Bad Moon can be converted the same way (chase the opponent after the disc hits, 5K or cS > aerial). Bad Moon, you generally will have to do -Bad Moon (hits) > H Tandem (hits) > dash JKSD > IAD (JS or JP) JHIt's not too hard. Practice it on Ky, as it's moderately difficult on him. If you can get it on Venom, then you can do it on any character. Also, if you're near the corner, against some characters you can just do dash fS 2H and get some extra damage. I know for sure it works on Millia and May... I'll test on the cast later.
oms3 Posted September 30, 2015 Posted September 30, 2015 Hey LK, do you have any advice for using pin? Other then IAD pin, I seem to waste it a lot.
Lord Knight Posted September 30, 2015 Posted September 30, 2015 Pin usage is really broken down by matchup. To be honest, I feel like a lot of people really fetishize the pin - in the matchups where it's a crucial tool (like Faust) it's an obviously important tool, but there are some matches where it's better to have a solid mid-range ground game and threaten the opponent with whiff punishing.Er, that being said, if I had to summarize it, I would say I use Silent Force the following waysIAD approach, as you've mentionedBeating Anti-airsAir vs Air (character specific)Beating specific moves from an enemy characterDelaying/changing air movementClashing projectilesSetplayCombo extension
Theone_truestyle Posted October 2, 2015 Posted October 2, 2015 I would like to why players use Jk or Jp instead of js after jd iAd and when applying Millias oki pressure is my objective to get the knockdown that takes them the longest time to get up if possible. Also I saw a match on twitch where millia did pin as and air to air then do iAd jk into a combo with out even touching the ground is that a character specific thing or can I just do it if they're high enough.
Synyster17 Posted October 3, 2015 Posted October 3, 2015 I would like to why players use Jk or Jp instead of js after jd iAd and when applying Millias oki pressure is my objective to get the knockdown that takes them the longest time to get up if possible. Also I saw a match on twitch where millia did pin as and air to air then do iAd jk into a combo with out even touching the ground is that a character specific thing or can I just do it if they're high enough. they use jk/p instead because jsh isn't possible sometimes.the second combo is probably character/height specific. i don't know of that combo but im sure there is something better probably
dinosaurzez Posted October 4, 2015 Posted October 4, 2015 (edited) I would like to why players use Jk or Jp instead of js after jd iAd and when applying Millias oki pressure is my objective to get the knockdown that takes them the longest time to get up if possible. Also I saw a match on twitch where millia did pin as and air to air then do iAd jk into a combo with out even touching the ground is that a character specific thing or can I just do it if they're high enough.You can use j.P > j.H or j.K > j.P > j.H instead of j.S > j.H after j.D > IAD in a combo to adjust the character's positioning relative to yours. In general I believe you want the opponent to be positioned above you in your falling j.H as this allows you to get more time to set up oki (sometimes if they're to far below you, you won't be able to get a true meaty) as well as do relaunches, pin relaunches, and pin enders in to secret garden setups. You choose what ender to do based on how you started the combo as well as that character's hurt box (I never use j.P > j.H ender on Potemkin), but in general j.P > j.H if they are above you, j.K > j.P > j.H if they are below you, and j.S > j.H otherwise. I don't really know what you mean by your second question.Probably character/height specific combo like Synyster said, but it's good to be able to convert into a knockdown off of a random air to air pin hit, even if it's something simple like pin > airdash > j.P > j.H Edited October 5, 2015 by dinosaurzez mixed up above and below
Synyster17 Posted October 4, 2015 Posted October 4, 2015 ill add to what he is saying by letting everyone know that JS jh is the best ender you want to have and should always go for if u can. also i have been doing this combo in the corner for some situations.tk moon/ low 236h 2h jd iad jh(1) turbo fallits supposed to be a quick combo into a knockdown that does decent damage while not building to much burst because millia tends to do that alot.
Theone_truestyle Posted October 4, 2015 Posted October 4, 2015 When setting up OKI with millia do how do I set up without out getting blown up by things like dp or mashing like sometimes ppl don't respect the OKI and should I be using the wake up chart to help me see if I have the higher frame knockdown or is this something you just figure out by playing overtime. Thanks everyone who has been helping Me.
Synyster17 Posted October 5, 2015 Posted October 5, 2015 dp is a guess but u can YRC it most of the time to stop it. mashing shouldn't be a problem on most Oki setups. yes u should use the chart for wakeup times
dinosaurzez Posted October 5, 2015 Posted October 5, 2015 When setting up OKI with millia do how do I set up without out getting blown up by things like dp or mashing like sometimes ppl don't respect the OKI and should I be using the wake up chart to help me see if I have the higher frame knockdown or is this something you just figure out by playing overtime. Thanks everyone who has been helping Me.A proper meaty should blow up mashing. Midscreen you can only get a meaty 2K after a H disc; any other mixup relies on them expecting to get blown up if the try mashing something and just waking up blocking. You can also do IAD over them on their wakeup to blow up mashing as well. In the corner you can get meaty overheads for a true 50/50, just practice the timing; I got BTFO by venom the other day because I wasn't used to how fast he got up.If they have DP then you just have to bait it until you feel that they're scared to do it for risk of it getting baited. Some relatively universal reversal baits are backdash > 2S and netural jump > low airdash > stuff. Dealing with reversals can vary by character, so I'd recommend watching what the pros do on a character by character basis.TL;DR people won't respect your oki unless you give them a reason to respect it.
Lord Knight Posted October 5, 2015 Posted October 5, 2015 (edited) When setting up OKI with millia do how do I set up without out getting blown up by things like dp or mashing like sometimes ppl don't respect the OKI and should I be using the wake up chart to help me see if I have the higher frame knockdown or is this something you just figure out by playing overtime. Thanks everyone who has been helping Me. This is a very character specific question.To be honest, I want to start by mentioning that by nature, Millia is a character that requires research. That being said, thankfully the shell for Xrd is or seems to be GGXX#R, so there is plenty of footage of Millia against the classic cast available for review.You should definitely refer to the wiki or the chart that I made for character specific face up/face down wakeups. It really helps determine and organize how you handle knockdowns, to the point that you don't really have to think about it.Anyway, there are a couple of things you need to keep in mind:Midscreen/Corner - Corner knockdown, in general, is safer than midscreen knockdown. Mostly because you have more time to set things up and the opponent has nowhere to go.Wake up time - see above. Wake up time is crucial for selection.Type of knockdown - Just making sure you know exactly what to do off different types of knockdown. Things like JH(3), sweep, Pin, 6H, etc. Character - this is important. For the most part, there are multiple ways of dealing with character reversals, but in the first place, you have to break down the options available. In general, you'll have to examine their backdashes, properties on reversals, get up speed, and their supers.From here, you can start to plan on what to do. For example:I-no has no meterless reversals... technically.1) VCLLow/Foot invul from frame 2, so a perfectly timed meatly low, any mid, or high should beat it.2) BackdashFloaty type. Not much of a factor.3) Kiss superLoses to throw post super flash.If you have the pin, set up Secret Garden.Garden doesn't go away if Millia gets hit or blocks, so it's a reliable selection.Basically wait a second, then go for whatever high/low setup you have prepared.If you have meter - Rose.4) MegalomaniaPretty much not a factor since she (I-no) has to get airborne.Use meaty disc, Garden or Rose. 5) Dead AngleLoses to Sweep and Roll.Again, Garden and Rose crush this.Repeat above process for every character. Edited October 5, 2015 by Lord Knight
oms3 Posted October 5, 2015 Posted October 5, 2015 Is I-No's super still throwable when it's done as reversal on wake up? Does she keep the throw invul frames?
Lord Knight Posted October 5, 2015 Posted October 5, 2015 See the frame data - it's only strike invul, not full invul.The game (to my knowledge), has invul by section of body (as in, upper body, lower body, feet), strike invul, projectile invul, and full invul. So for example, Bedman's clock super is only strike invul, so you can throw that too. Winger (Millia's reversal super) is full invul.
Theone_truestyle Posted October 5, 2015 Posted October 5, 2015 Thanks everyone I really appreciate y'all taking time out to answer my questions thanks.
oms3 Posted October 5, 2015 Posted October 5, 2015 See the frame data - it's only strike invul, not full invul.The game (to my knowledge), has invul by section of body (as in, upper body, lower body, feet), strike invul, projectile invul, and full invul. So for example, Bedman's clock super is only strike invul, so you can throw that too. Winger (Millia's reversal super) is full invul.I mean the 9 frames of throw invul you get when waking up from knockdown, and I-No's super has 9 frame start up. Do you lose it if you do a reversal or something?
Lord Knight Posted October 6, 2015 Posted October 6, 2015 Can't say I can give a specific answer on why that works from a systems perspective.
greatfernman Posted October 6, 2015 Posted October 6, 2015 I mean the 9 frames of throw invul you get when waking up from knockdown, and I-No's super has 9 frame start up. Do you lose it if you do a reversal or something?You keep the throw invul afaik
Baba Posted October 14, 2015 Posted October 14, 2015 Is there some easy way to do this combo? I can never seem to get the instant air dash off after the double jump and it's making me sad ;~;
Synyster17 Posted October 14, 2015 Posted October 14, 2015 Is there some easy way to do this combo? I can never seem to get the instant air dash off after the double jump and it's making me sad ;~;its fs 2h jsd iad jshafter the JD input 956 and u should get it. try delaying it a bit after the JD that helps me
Baba Posted October 14, 2015 Posted October 14, 2015 Omg thanks so much! All this time i've just been 866ing and wearing myself out. This is much easier tysm.
Lord Knight Posted October 16, 2015 Posted October 16, 2015 Hi guys, What's up? Really.I know not a lot of people play this character (or at least, that's the impression I'm getting). But it would be great if this thread was less question/answer, and more open discussion. What are people having problems with? What are you researching? What are you doing with the character? Etc etc.Let's chat!
Rele Posted October 20, 2015 Posted October 20, 2015 I believe most players utilize the skype chat? I'm not a huge fan of it cause it's a pain to keep track of the logs, also since it's mostly US people it's not very active when I am awake. Guess I'll try to get the ball rolling... I've been trying to nail down the dustloop on Faust but it's such a pain to get consistently. I wonder if it's even worth it, the dmg difference between it and the bnb is around 30 and around 10 or less once guts start to kick in. What's your thoughts? I've also practiced secret garden setups. When I used it in matches I found it pretty difficult to properly convert off of it if the enemy gets hit in weird way (say, Sol reversal dping and getting hit midair). I don't know how to practice it either. If I record Millia I can't practice the followup combo from nonstandard hits, and if I play her myself I can't get reversal DPs from the dummy.... In other news, did you know the W in Woshige does not get pronounced? My life was a lie all along...
heavymetalmixer Posted October 20, 2015 Posted October 20, 2015 I don't usually talk to much here, because I'm not good in this game (have almost no time to play, bussy) and I haven't found anything new. And I don't use Skype, I use Twitter and Facebook (the second one as admind of a group in spanish).
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