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Posted

As far as dealing with meatying people on wake up with no disc these are some options I use to not get wake up thrown. I usually run into their body to make them flinch.

 

Lows:

Haircar (RC if you have meter)

Take a step back 2S > 5HS (RC if you have meter)

 

High:

Bad moon > set up HS disc

Dust – Works really well if they are backed in the corner

6HS - it timed well only the 2nd hit can hit I believe. Even if im wrong its really active and will stuff them for mashing.

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Posted

Does May have a faster wakeup timing than most characters? she keeps jumping out of my Oki

 

If May is jumping out of your Oki, its not tight enough. Typically, any oki setup that requires you to microdash and set a disc will need to be YRC'd to be effective. So if you are finishing a mid screen confirm, you will typically need to dash if you want to set oki, meaning you should keep some meter to make the setup as tight as possible. In the corner, YRC disc is not needed of you are ending your combo with j.H.

Posted

Have a quick question anyone know what the play station + colors look like for millia ?

#7 White with Teal trim and Blond hair and a nice tan (my favorite)

#8 Black with Gold trim and White hair.

#9  White with Pink trim and Blond hair, White leggings

#10 Red with Black trim and Blond hair

#11 Blue with white trim and Brown hair, Brown leggings

# 12 Dark Red with White Trim and Red hair, White leggings.

#13 Red with White trim and Blond hair, Black leggings.

Posted

So what do you guys do for frame traps? A lot of people get button happy online, especially vs Millia so I'm trying to force respect. Also any chance 2P could be useful for stagger pressure or is it too easy to be disrespected with throw?

Posted

5H > 214K~H is a really effective frame trap. Opponents can backdash it, or reversal, and some characters can go under it with some stuff (stun dipper lol) but it prevents jump outs, and random mashing. You can also delay the H followup as well, to keep people from reacting to a gap in the block stun, since doing 214K~K > Throw is something you can do if you think your opponent is gonna respect out of fear of this frame trap. Some people wait for the roll, and then hit buttons if they feel the gap is longer than it normally is, which is where delaying 214K~H will catch those people as well. If 214K~H counter hits in the corner, you get a full combo into Disc oki as well.

 

As far as stagger pressure goes, I feel like 2K is a better option, it's 5 frames, is plus on block, and hits low.

 

This is just from my limited experience, so feel free to correct me on this if I'm wrong.

Posted (edited)

Just reading the Wiki, our better options would be: 5P, 2P, 2K, 6B, 2H, 2D, 236S, 214S and 236236S.

 

But as we see, Millia doesn't have good gatlings, so is good try to do these things:

 

1) Short blockstrings with moves that have a lot of possibilities on the follow ups like 5P, 5K (2K, 6P, 5S, 5H, 6H, 5D, 2D, special and jump, the last one is very useful), c.S, 2S and 2H, so they get scared of what you'll use next. Mixups on blockstrings, yay.

 

2) Delaying gatlings of the moves (except 6B and 236S, just abuse it's advantage and they'll get scared of them), so they get scared of mashing fast buttons. I love to use 2S in this case because it can be jump-canceled, so it brings a lot of possibilities. Sometimes use delays, sometimes don't, that way they won't get used to where are the frametraps. 214K~H is this category as well as the other 214K variations.

 

3) Mash 2P and 2K and use their advantage to do different things like 214S and 236S, jump, throws, reset pressure into themselves and baits.

 

4) If you think the opponent will jump, jump and mash j.P/j.K/j.H. j.P and j.K are for making them respect and getting a low damage knockdown. j.H works to fall faster than them and trying to antiair.

Edited by heavymetalmixer
Posted

5H > 214K~H is a really effective frame trap. Opponents can backdash it, or reversal, and some characters can go under it with some stuff (stun dipper lol) but it prevents jump outs, and random mashing. You can also delay the H followup as well, to keep people from reacting to a gap in the block stun, since doing 214K~K > Throw is something you can do if you think your opponent is gonna respect out of fear of this frame trap. Some people wait for the roll, and then hit buttons if they feel the gap is longer than it normally is, which is where delaying 214K~H will catch those people as well. If 214K~H counter hits in the corner, you get a full combo into Disc oki as well.

 

As far as stagger pressure goes, I feel like 2K is a better option, it's 5 frames, is plus on block, and hits low.

 

This is just from my limited experience, so feel free to correct me on this if I'm wrong.

 

 

I don't suppose you'd know the frame gap offhand hey Luna? The wiki shows overall frame advantage but between cancelling 5H into Digitalis I don't know what exactly I can/cannot bait.

 

Also stagger pressure feels easier to disrespect than BB, it's mildly upsetting. I'll have to play around more, I figured using 2P might be better since it's +2 as opposed to +1 but I lose the low, so I'm trying to gauge its use but I'm not optimistic. Almost feels like using the P button is a lot cause save situational use mostly reserved for 6P.

Posted

Well, I know that if you do 214K~H as quick as possible, then it catches jumps, so the gap is most likely tighter than 3 frames.

Posted

So I'm not sure if it's laziness on my part, but why is it some players seem to switch up their combos so much?

 

Like, I understand in some cases with hurtboxes and the floatiness of the character one might opt to do j.P j.H instead of j.S j.H, or even omit a j.S before j.D IAD; but I haven't learned the rhyme and reason.

 

I'm basically going through and while watching Nakamura and Woshige play am writing down every combo confirm they do to see what the overall pattern is; but it's pretty tiring.

 

It seems like in the corner they like to omit j.S before j.D after landing disc mixup, always jumping back to do j.D for likely a meatier or more advantageous disc/SG setup, but I was wondering if there was already a character list or writeup expressing optimal or 'best' confirms to use. Between midscreen and corner, character and starter specific, I'm feeling a little daunted trying to figure this out on my own... Who knows maybe I'm overthinking it.

 

Like it seems midscreen vs Venom a j.P j.H ender is used, but between adding j.K's to pop opponent's up higher, omitting moves, different starters, and changing enders I'm just getting a little confused on what works and what works better. Just hoping to optimize or up my game.

 

 

Hope I portrayed my question decently enough ><

Thanks.

Posted

So I'm not sure if it's laziness on my part, but why is it some players seem to switch up their combos so much?

 

Like, I understand in some cases with hurtboxes and the floatiness of the character one might opt to do j.P j.H instead of j.S j.H, or even omit a j.S before j.D IAD; but I haven't learned the rhyme and reason.

 

I'm basically going through and while watching Nakamura and Woshige play am writing down every combo confirm they do to see what the overall pattern is; but it's pretty tiring.

 

It seems like in the corner they like to omit j.S before j.D after landing disc mixup, always jumping back to do j.D for likely a meatier or more advantageous disc/SG setup, but I was wondering if there was already a character list or writeup expressing optimal or 'best' confirms to use. Between midscreen and corner, character and starter specific, I'm feeling a little daunted trying to figure this out on my own... Who knows maybe I'm overthinking it.

 

Like it seems midscreen vs Venom a j.P j.H ender is used, but between adding j.K's to pop opponent's up higher, omitting moves, different starters, and changing enders I'm just getting a little confused on what works and what works better. Just hoping to optimize or up my game.

 

 

Hope I portrayed my question decently enough ><

Thanks.

 

Check this bnb list and tell me if you like it: http://www.dustloop.com/forums/index.php?/topic/10082-millia-basics/#entry879092

Posted

I've seen that, it's defn good for getting basic cover for various situations but I'm hoping for something a little more in-depth. Just trying to 1-up my game, but tyvm for the link regardless ^^

 Note: In corner after the j.P, delay the H a little and after the second hit you can use the pin (j.214S) for Secret Garden Setups (214H) or relaunch the opponent with 2H for more damage. You can even relaunch them in Midscreen but the timing is harder and after Millia falls, she has to do a dash then 2H.

Posted

Find a better teacher?

 

No point in being a middle man if he can just find help here instead.

Posted

@dirtymagic you're really overthinking this. I have spent like 3h max so far practicing the bnb in pmode (mostly playing versus offline) and I rarely drop it now.

Really all I just think about is: Is the opponent too low? Add airnormals/delay slightly. Is the opponent too high? Leave airnormals out/delay less or not at all. And it's mostly working. My combos aren't optimal concerning damage but they get the job done and always get the knockdown.

Posted

Find a better teacher?

 

No point in being a middle man if he can just find help here instead.

To put into perspective, I just can't teach him without any proper plan.  Just teaching someone without somesort of lesson plan isn't going to do you good.  I learned that much in my time as a teacher in training.  I just need to research on what I need to say to the guy.  I'm still learning this game too.

Posted

@dirtymagic you're really overthinking this. I have spent like 3h max so far practicing the bnb in pmode (mostly playing versus offline) and I rarely drop it now.

Really all I just think about is: Is the opponent too low? Add airnormals/delay slightly. Is the opponent too high? Leave airnormals out/delay less or not at all. And it's mostly working. My combos aren't optimal concerning damage but they get the job done and always get the knockdown.

 

Yeah, you're probably right. Idk if it is the perfectionist nature in me or what, but I do this for all characters I play Dx . "What? That Hazama/Noel combo can't be the best, it lacks microdashes and so and so", "Why would I use a 66C 623B route with Seth off a standing 5A confirm when I can go into his 6C j.236B j.214A route?".

I guess I just worry about doing something obsolete or less effective to the point of pushing too hard. I think it's because I love the hard stuff and execution isn't a concern, so I skip past the basic or intermediate junk and go all in too much.

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?

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