Ice Prince
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About Ice Prince
- Birthday 04/04/1986
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http://www.myspace.com/icexprince
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TN
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Stealthizm reacted to a post in a topic:
[VS] General Discussion
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Great site! I'm sure it was hard to find alot of that stuff (like the fanart and sprites and such). Kudos! Keep up the awesome work.
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Hmm, I'll give it to Woshige. Nakamura is wonderful, but I think Woshige knows how to control space better (which probably stems from his experience). When Woshige is on top of his game, he's going to get you somehow, some way. I like that about his playstyle. Then again, I've always loved Woshige, so..ya know.
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You just have to play cautiously, since it's so easy to bait off a double jump(not to mention get a CH half the time). I know I've seen Millia bait with a rather low j.d (they block), only to double jump it and hit them with a second one(CH) because they were too eager to try for an air throw or AA her out of it.
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I'll also clarify that it's possible to super counter a close, blocked 2d with ER. It's especially wonderful in the corner to use on a 2d happy person since you'll get a guaranteed wallbouce for ADC/knockdown potential as well. However as Axel mentioned, it can be blocked if you don't have the right distance when it's initiated. While you should still be relatively safe on recovery from it, the bad news is that you just wasted 50 tension that could have been used for FB disc.
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Nice analogy Kurum. I should have clarified a bit on the SG traps(and my useage of traps in general) a bit. That should have been his nets in place of that. That was my bad. ^_^ Though I am fairly certain that exe beast does net a CH on SG if you don't have it cancelled by the time it hits you, which is part of the problem in why you can't afford to spam it against Testy like you can against some other opponents that don't have good or fast closing options from full screen length. j.k I mean for general retreating option in air. I know it's quite effective off of disc as a way to still keep on offense (as it can lead to either an IAD, ATG options or even turbofall if you so wish). In other words, it's a very versatile option. j.d does lose to Badlands, but it does offset nets. Once again, bad verbage on my part. I won't lie, I was half stoned when I typed this out. :P Millia really doesn't have a counter to Badlands aside from having to take a risk, but she does with nets(pin, j.d, regular air pokes, etc).
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Just to add to this since I talk to Jamie all the time about this matchup. Millia actually can make Testy's life hell if she keeps on her viable gap closing moves game (IE j.d and pin). These can also leave her relatively safe if your opponent is Warrant happy (provided you are paying attention if you attempt a blind rush). SG feint is actually a good way to bait if properly spaced, but don't try to spam it from a full screen's length because you're just asking for a CH from behind due to his exe beast. The safest and most ideal time to use SG is preferably off knockdown for oki purposes. Not only does SG void any near by traps, but it offers you the chance to get in Testy's face most of the time. Testy is designed to be a run away character, so being is his face obviously makes your opponent have to alter their strategy. You have the advantage here because forward exe beast is ineffective at such close range. Just make sure you watch for Warrant, and punish accordingly if there is a space in your offense. Millia is fortunate that she has a good way to offset general traps with pin and j.d as well. Make those your primary rush tools, or if you're unsure of a situation. Another useful tool is random j.k. They seem to be quite effective at stopping Testy's air advances sometimes. Basically you can't afford to play defense in this match. You have to be "offensively cautious" and be aware of your spacing. Testy's game is very limited if you can stay on top of him, but it's when you retreat or go on the defense that his game comes to fruition.
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Koichi played a bit with her in Slash (and he was awesome of course). I still think he should stay with I-No because that's who got him "famous", but I suppose he wants to take Millia for another test run. Can't say I blame him though; she's alot more fun now compared to Slash.
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Oh I think I get what you mean now. (lulz blonde moment there ^_^) Millia can throw someone during disc pressure before the disc hits. I guess a scenario could be she gets knockdown, lays disc, 44's back, then rushes in and throws before the disc hits(which nullifies it). However, your opponent can also throw you during this time frame as well if they are expecting this or if it gets predictable. I guess just keep in mind that anytime Millia can perform a throw during disc pressure, your opponent can as well.
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Hmm do you mean during the mixup(before the disc actually hits) or after? I know Millia can be thrown out of her roll before the disc hits. Yes you're correct that you can't throw during blockstun(6 frame no throw window I believe). However, you can time it to where you delay your roll slightly so that it corresponds with the disc hit to where you can throw afterwards if you're close enough on recovery(since the disc will hit during your roll).
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^_^ No prob. I will say in general, SG is the best way to go off a random CH (like 6hs or j.d for example) because you're not likely to be in close enough proximity even after a roll or IAD for a disc to be that effective. This way it will give you some options(as well as a bit of priority) on how to approach. The most strategic way would be something like SG 6 2 6 8 or something similar on a far knockdown that mixes up the high/low aspect so you can keep momentum. I know it will make your opponent think twice about attacking because they don't want to run the risk another CH that could go into launch or another knockdown. So basically to sum it up, just mix and match. Off random CH's, go for SG. Off typical 2d knockdowns, go for disc if you are spaced properly(especially true for FB disc as it's the safest of any oki option) unless you are getting predictable. I do know SG presents some fun oki options sometimes depending on the range. For instance, if you throw a SG off a 2d, you can IAD crossup and have your opponent "boxed in" between you and the bubble (which at the very least is great for guage jackup if it's blocked.)
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Generally there are certain times someone will attempt to Burst/DAA you that are easy to figure out (off the top of my head I'll list some): -Off throw after 5s/5k followup or whatever you're using to launch. -Corner disc/SG pressure (this is a prime reason I support SG moreso than disc off corner knockdown unless it's FB disc because if they catch you with a DAA/Burst, chances are your SG will only be around it's 2nd-3rd rotation. If you directioned it properly, it should cover you and allow you a slight break). -Corner ATG's/Blocked disc pressure (these are very prime for DAA's) -Pin ATG tactics (I've seen so many Bursts once that pin connects because they know what's coming). The general rule of thumb though is that most will try to save their Burst until they absolutely need it. Just always try to stay aware of your opponent's Burst status so you can predict when it will happen. Obviously if you're winning a match, they'll probably wait until near the end as a last ditch effort. DAA's usually come out when your oppenent is close to a corner. Obviously DAA's are less frequent bc of the tension usage (and even moreso now with useful FBs it would seem).
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I don't think recca meant it that way TGS. I think recca just wants players to do this survey so that newer players can see how the general populace play a character(I.E. a learning process). This way, they can learn how to initially start their training and adapt to how they feel they can be the most effective with a character. recca may have to clarify, but that's just what I gathered.
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Hmm not bad. There were some dropped ADC combos(and who HASN'T dropped them at some point) but you generally seemed to have the right approach. Only thing I saw lacking was SG offense. SG is soooooo useful on a far CH knockdown/2d knockdown, so I'd utilize that since it gives you time to cover ground or to try for a safer rush with pin. Another good thing for you to utilize more is knockdown->roll->hs disc/fb disc->6k in corner or IAD->falling air fb disc->5s in corner etc etc. Just something to spice it up a bit. In most cases, your opponent won't try to throw something out during a successful corner knockdown hs disc setup(unless it's very late of course), so if you can, try to learn the timing of when to IAD->falling air fb disc.
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Thanks for the list stinky. I've been hoping her ground pin would become staple, because it would really help her out on the ground as far as closing options go(as we all know she lacks so much in that area). It's very fast and pretty safe (alot like her normal pin) causes stagger on CH AND comboable. What's not to love. Come on Arc, do something here. :P
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^Pretty much. Not as much reliance with FB disc being so godly, but they do have their uses as always on blockstrings and the like. They do really great especially if your opponent's guage is jacked.