Ronove Posted January 26, 2015 Author Posted January 26, 2015 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.
heavymetalmixer Posted January 26, 2015 Posted January 26, 2015 It's to turn S disc into a safe poke. Isn't 236S -1 on block?
Stellarcircle5 Posted January 26, 2015 Posted January 26, 2015 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?
Ronove Posted January 26, 2015 Author Posted January 26, 2015 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.
heavymetalmixer Posted January 26, 2015 Posted January 26, 2015 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.
Rele Posted January 26, 2015 Posted January 26, 2015 -1 = opponent gets the advantage yrc = you keep momentum while having the chance to stuff certain things with the disc
Teyah Posted January 27, 2015 Posted January 27, 2015 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.
Dirty Magic Posted January 28, 2015 Posted January 28, 2015 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.
heavymetalmixer Posted January 28, 2015 Posted January 28, 2015 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.
Dirty Magic Posted January 28, 2015 Posted January 28, 2015 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.
blitz Posted January 29, 2015 Posted January 29, 2015 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.
Dirty Magic Posted January 31, 2015 Posted January 31, 2015 Is there a Millia skype chat at all? If so I would be very happy to join in.
Synyster17 Posted January 31, 2015 Posted January 31, 2015 same as above. i have been playing millia for a week and really like her
LunaKage Posted February 1, 2015 Posted February 1, 2015 Not sure. If there isn't already one, I wouldn't mind starting one if demand is high enough.
Synyster17 Posted February 1, 2015 Posted February 1, 2015 would someone kindly add me then. my Skype is nick.oliver40 thanks. or someone could tell me who to add
Cashus Posted February 1, 2015 Posted February 1, 2015 ask Mdesilva on here or add him on skype and he'll add you to the group.
Sanger Zonvolt Posted February 2, 2015 Posted February 2, 2015 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.
heavymetalmixer Posted February 2, 2015 Posted February 2, 2015 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!
Wild Candy Posted February 2, 2015 Posted February 2, 2015 I'd love to be added to the Millia Skype group as well. My Skype is memond9
SoWL Posted February 4, 2015 Posted February 4, 2015 Hey guys, here are the Millia changes:http://ggxrd.com/locatest.pdf6K - 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.
heavymetalmixer Posted February 4, 2015 Posted February 4, 2015 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.
Synyster17 Posted February 4, 2015 Posted February 4, 2015 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
Starfire Posted February 4, 2015 Posted February 4, 2015 You should still be able to cancel 6K into 236S to combo in the corner.
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