Ice Prince
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http://youtube.com/watch?v=Id3qlpAGNW0 Well I was fooling around with Millia yesterday since I actually had some time to, and recorded 2 combos that can be done on Eddie. 1st - oki 236D, TK j.236D (icy oki), 2hs, j.p, j.k, j.d, ADC, j.s, j.hs, land, j.k, j.s, j.hs, hs pin, ADC j.d 2nd - corner oki hs disc, IAD falling 5s (2 hits), j.p, j.k, j.d, ADC, j.s, j.hs, land, j.k, j.s, j.hs, hs pin, j.236d, land, Winger Of other note: With my MAYBE 5 hours worth of time on her AC incarnation, I think she is a nice improvment from Slash. 5p isn't as good as it used to be I've noticed. j.k going to level two is pretty sweet. Some of her FRC normals are gone (damn 6k). New HS disc FRC wasn't hard to learn, but S disc FRC is a bitch. Throw followup is easier from #R it seems. FB disc is simply the new God. ADC combos are VERY specific I've noticed. Easy to do, just hard to master I'd say. But oki 236d, TK j.236d is patented and now called "icy oki". :razz: Overall, pretty good. It disappoints me to see so many people picking her up in AC though. Where were you in Slash when like 5 people played her because she "sucked" then? Oh yeah, you were playing Ky.
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http://youtube.com/watch?v=fwRfVRwVmdg Serori vs Koichi
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I actually took a liking to TK bubble, fish, spike, Imperial Ray when I was spaced at a safe enough distance. I only ever used Necro's Anger when I had them trapped in corner (or in oki situations here and there.) Now, I have a feeling I'll use it alot more. As Nehle already said, it's just too easy and good now.
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I got it off once yesterday. DAYUM at the start up on it.
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I do believe we'll see more Dizzy success now than in Slash. Dizzy players have always had to have a type of finess needed to play her efficiently, and especially, to win with her. Now she has an easier time IMO, but she'll still have to work a bit more than some other characters would (IE Sol, Ky, etc). But it's to be expected. This IS Dizzy we're talking about here. :razz: But I look forward to some beastly Dizzy.
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Well now that I've got to touch AC, this installment of Dizzy is t3h gudness. She feels more "complete" now. j.2s is just too good, and FB bubble seems like an awesome way to throw in some extra keep away pressure. H/P fish seems to be the best oki fish setup thus far to me. Wonderful for advancing strings, and good cover as well. Her projectile wall got stronger IMO, which is a good thing. I really like those strings you posted Nehle. Once I get some time to actually fool around with her some more, I'll post anything I find that isn't posted already.
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Pin is used as an ATG rush/lockdown type of tool. It DOES launch from the air, so being an overhead type of attack isn't entirely false in that respect. It makes it alot easier for her to zone, and score her ATG combos. It also staggers on CH, which leaves plenty of time for followup. It's undeniably one of her best tools.
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Yes, Necro's Anger input is different (and easier) now. I've seen some people attemtp to use it after like an airstring, and I'm wondering if it can catch them if the hit the ground at the right time? That's got me curious, bc I've seen a few Dizzy players do that. Perhaps it's used as a mind game for if they decide to tech really low from a string? In which case....maybe not a bad idea possibly. In Slash with projectiles, it CAN technically work. Just make sure you watch the spacing so you don't whiff (and watch the blockstun from your projectiles). Corner is obviously the best spot. Just be especially careful if you've got a bubble out and a projectile you use pops it before the ground animation kicks in. It will whiff, and you just wasted 50 tension. Personally, I sometimes use Imperial Ray with a projectile wall. Watching a TK bubble, P fish, airspike and Imperial Ray working in unison is just too good.
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LOL, Arcsy obviously does not want Dizzy ftw. Though j.2s is a nice start....
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yes I was
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LOL Kasou Well to answer, normal jump combos are done primarily the same way. I know that I probably have an easier time because I do the j.hs, 5s launch after the first rep. In general though, they are in essence the same, and a REALLY good time to use superjump would be if you caught them in the air with like 5p or something. Carry wise, it's not "that big" of a stretch from superjump and regular jump to the corner. Damage potential is about the same on both jump and superjump strings from throw....so there really isn't a disadvantage in that respect. It's obviously much harder on a keyboard, and pad to an extent. It's really just what you are comfortable with as far as how you react from throw. If you want to superjump, great. If not, that's fine too. It's not really that big of a leap in gameplay IMO. EDIT: I totally spaced JI, which is what I call this "superjump", so yes, I DO use that....that was totally my bad. ****For example purposes, here is a combo I've used if they were wondering. One rep to corner- Launch, JI j.k, j.p, j.s, j.hs (3 hits) pin, 6hs->disc/SG Two rep to corner- Throw->whatever followup, JI j.k, j.p, j.p, j.p, j.hs (3 hits), 5s, j.k, j.p, j.hs, pin, 6hs->disc/SG
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Anywho, superjump is really an optional tool that has little effect on your effectiveness. You can easily get just as many hits from a non superjump. I've done both superjump and regular jump followups, and there really is no advantage to either one over the other. Preference. You can just as easily push your opponent to the corner without superjumping an air launch. That should go without saying, for anyone that's played Millia for a decent amount of time. It may look "cooler", but you can do a non pin relaunch anyway and still get to corner for SG/disc mixup. In short, as I've said, it's a preference.
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Oh yes, good old Axl and that lovely large hitbox of his....haha.
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j.k is the best bet to follow up with off of the 5p/5k.
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Alright, the timing can be a bit tricky on the 5s, 2hs launch and really just requires practice on the the timing of it. But if you can get the latter three, that's good. Just stick with those in the mean time, and practice the timing for the 5s, 2hs on one of the characters that blitz listed: -Millia -Bridget -Dizzy -Slayer It's not impossible to get it on everyone once you're consistant with it and know the timing (though the other three followups I listed can be used as well), but those are some of the easier characters to get it with. Hope it helps ya.
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Here, try some of these and see if you can get it that way. Don't worry about weight classes/height or anything just yet, just see if you can get any/all of these down in training. From throw... -dash 5s(standing slash), 2hs (down hardslash) -dash 2p(down punch), 5p(standing punch) -dash 5k(standing kick) x2 -dash 2p(down punch), 5k(standing kick)
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Ah, I classify a superjump as JI on the ground....so my apologies on not understanding (to stinkymonz). However, I've never had to superjump off of Millia throw followup in #R from anything. You are right about the tight timing though. He obviously can't followup with 2k from throw, but 2p into 5p or 5k, j.k is what he should go for if that's what he's comfortable with and it gets him the launch oppertunity. The superjump from that would be up to him I suppose.
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You don't have to JI(superjump) after 2p, 5p or 2p, 5k...or anything for that matter, regarding the throw followup. Some people like to use 5k, 5k into j.k, and some like to use 5s, 2hs into j.s as well. That's just preference. Just try to figure out which throw followup you're most comfortable with and practice it. They shouldn't be teching your throw on #R though....
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OTG 2k is a scenario setup, pure and simple. I really wouldn't try it if I was low on lifebar....too much of a risk, and your opponent has 3 different reactions (forward tech, backward tech, standard tech) to it. This may work in your favor, or you may end up eating a hard CH. 6hs->FRC disc, 2k is the same. Though it's a bit "safer" IMO. But yes I agree, scenario and mInD gAmEs is what it revolves around.
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Two new Woshige a-cho Millia youtube vids. Woshige vs N-Otako http://youtube.com/watch?v=8ubsRfa33qk R.F vs Woshige http://youtube.com/watch?v=89qsd9j5dSQ
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What? Well that's news......shows I should pay more attention......I've never seen that thing used. Sorry Harem.
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Yes, it is. Airspike, fish, bubble and scythe do not have an FRC point IIRC. Some of her normals have FRC's, I wasn't counting normals in my statement.
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There is discussion of those in other threads. This one is dedicated to this FRC because it's her only special move that involves an FRC, and is quite difficult to hit consistantly compared to alot of FRC's.
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Yes, I realized that and took it into consideration, until I saw the people that lived in the US were the majority of the ones. Anywho, no spellcheck.
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Aw, ty Nehle. Obviously she's no pro or anything, but she handles the game ok I suppose. It did teach her not to shit talk me while I was drunk though because she knows I lose my sense of concentration. But I held it together fairly well. :razz: