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Ice Prince

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Everything posted by Ice Prince

  1. Should you do that Alpha, and it's in your neck of the woods, I will do my DAMNDEST to be there....promise. Especially since you'd be going to all the trouble. PS Early May or late June is good for a bitch.
  2. Ah I always thought it was on hit? Hmm, oh well. Yes the change, should it be there isn't really that significant I wouldn't think.....but ya know. Nice organizing that Teyah....that really helps things out.
  3. Oh yes, I was actually hoping she would get a bit of longer groundstun from it in AC, which she appears to get. Deff. should help her air to grounds a bit.
  4. Hehe, I was a SF and MK player ever since I was like 5, so I think that helps me some honestly. I started early. Actually I don't think that combo will be feasible anymore with AC since pin time got nerfed for air hit. 40F->28F now. But for the record, if the actual picking up of the pin is what is giving you the hard time, what I do is after turbofall, I'll press 2 REALLY quick...almost like a little "tap". Since I learned to time when the turbofall ended, I would just quick 2, 5s, 2hs, etc.
  5. Jais was SOOOOO close on that second Robot fight in that first round.....damn Sol and that supposed "priority" no one is supposed to have. Good stuff though. Alpha, your Ky is so fun to watch....it's not often you see "total rushdown" Ky mode. I'm so eager to play both of you. Kyle, your May = t3h sexiness of May.
  6. Wow I guess I'm the only one that likes pad. I've just never had a problem on my fast setups and such......nor FRC/RCs......go me.
  7. Haha, of COURSE Shadow. Well her pin isn't the big "it factor" like it was for her pinloops in Slash, where it was absolutely necessary to have it to get off pinloops. It's still used in her ADC combos for ender into 6hs for knockdown, and *seems* to be the most reliant tool for the job, but you can improvise with a low j.d/j.hs for example, as it's harder to tech really low air hits. However, her pin is still her main tool to help her get inside/keep lockdown, and what's better is there appears to be a slightly longer groundstun on it. So you can expect to use it quite regularly in her IAD rushes to help get in, it's just not heavily relied on in her ADC combos as that nice 40F untech time she had on it is reduced to 28 frames now, and you can improvise as I said with a low j.d/j.hs corner ender. I've also not seen the pin play any type of important role in her ADC combo game aside from the corner ender. So it's not like her ADC game will take a huge hit if she doesn't have it.
  8. Heading there now.
  9. That's all I was trying to get across. Don't know if it is THAT much in her favor as the majority of American players don't play like the Japanese, but I digress.
  10. Cute Fanny and Faust - http://ic1.deviantart.com/fs10/i/2006/086/1/b/Dr__and_nurse_by_1011010.jpg CUTEST PICTURE EVERZ - http://fc01.deviantart.com/fs7/i/2005/171/8/8/SD_Assassins_by_Tenshiryuu.jpg
  11. Millia's Room - http://ic3.deviantart.com/fs14/f/2007/071/0/3/Millia__s_room___Comission_by_T_SLA.jpg Millia, Jam and Dizzy at the beach - http://ic3.deviantart.com/images3/i/2004/149/5/1/GOOOOO_MILLIA.jpg VERY nice Millia and Zato - http://eccentricrouge.vivian.jp/html/grzm01.html Millia loses her innocence (not like "that") - http://eccentricrouge.vivian.jp/html/grmillia13.html Robo-Millia - http://ic3.deviantart.com/fs12/f/2006/329/8/f/robo_kyllia_by_KYayb.jpg
  12. I wasn't trying to make it complicated, so I apologize for that. What it is meant as is....in general, a close FRC disc is a considerable risk, esecially when it's not done on a knockdown. Obviously you would think it should be common knowledge to do an FRC disc on a longer/more pushback type of blockstring to leave you safe and outside of throw range, that much I do agree with. However, being as that I have seen people attempt them in vids after such attack strings as 2k, 5k / 2k, 2k / 2k, 5s© / etc and get knocked out of them, I figured I would post as such. You're not guaranteed to not be hit out of it, but at the same time, you're not guaranteed that you won't be either. It's a risk that can be punished, especially if your opponent knows it's coming. That's all I was trying to say.
  13. Ok, then...... ....common knowledge tells me that if you can get thrown out / hit out of a late disc on oki, I don't see how you also couldn't get thrown out / hit out of a blockstring FRC disc if you are too close, as I have seen it done. Especially if your opponent is expecting such a thing. The fact isn't that there are ways to avoid it, which there are as you pointed out. The point was to express that yes, you can get knocked out / thrown out of it if you are too close, or if you go random and do an FRC disc too close.
  14. Um, I would imagine that FRC HS disc does take a hit now that FB disc is in the arsenal. I'd say FRC HS disc will still have it's uses (IE a closer knockdown(preference) or a further pushaway blockstring(also preference)). Obviously a regular hs disc still has it's uses I believe (corner oki / midscreen oki, especially if you don't have tension). A close FRC disc on a blocked string or close random FRC disc is never good, as you can easily be hit out of it. FB disc could possibly help remedy that now though, as it starts to activate after 4 frames and still activates even if Millia is hit after those 4 frames. Just my own observation. On a side note, for those that haven't seen the AC match up chart, it looks as if Millia's "harder" match ups are against.... -Eddie (4.5-5.5) -Faust (4.5-5.5) -Chipp (4.0-6.0) -Order-Sol (4.5-5.5) -ABA (4.5-5.5) -Slayer (4.5-5.5) Chipp must really have something going I guess.....though no one has a "clear" advantage over Millia. Everyone else is either tied or Millia has advantage, though I'm nore sure where she'll end up on the tiers. She and Ky were the only two to break even at 110 points which is good, but like half the cast went up so I don't know. Guess we'll see.
  15. Haha, yes those stick transitions are rough. I'm quite content on my pad, as I can FRC/RC everything consistantly and don't have hardly any problems on qcf/qcb motions, though random goofs happen to everybody on occasion with pad or stick I'd say. Just practice I guess, that's really all you can do.
  16. Yes those are some interesting notes. AKA and myself were discussing AC the other night, and we both came to the conclusion that if you are going to end your ADC combo on pin and you weren't *all* the way in the corner, as j.d does give quite a bit of pushback compared to j.hs, that the best solution would be to use j.hs, pin, land, 6hs->SG. J.d is feasible though if you are all the way in the corner I would imagine, as it's been done. I suppose the corner j.d/j.hs would just be left to preference. A few nice options during a 6hs->SG oki ender would be for example: -j.s, ADC, late j.s, 5s©, 5s(f), 5hs into 2d, running hs disc(if 2d connects) / another 6hs->whatever (hit or block) / ER depending on if you have the tension to spare (also useful for guard break if they blocked your entire string and SG oki). or -j.s, ADC, late j.hs (floats on hit), 5s©, 2hs or -running 2k, Lust Shaker->Longinus, running 5s, 2hs or -j.s, ADC, late j.s, 5p, 2k, tick throw Also, on the j.s, j.hs, land, j.k, j.d, etc we discussed the possibilty of throwing FB air disc after the j.hs as that seems to be the best time to use Air FB disc in ADC stuff. I later saw it in a vid, so it can be varified.
  17. I could see that working out of desperation I guess, assuming I was in the corner. But I would hesitate if I only had 50% tension, and then went all the way to the other side of the screen to plant an FB disc that may or may not be effective. Plus, you would have to try to get in again, and Millia really doesn't have anything minus pin to really help her get back in where her mixups and launches come into play. I would probably try for an unexpected DAA if I was in corner and had 50% tension, since it's relatively safe and can follow up on, but that's just me. Though I've seen FB disc stop corner pressure fairly well, so you may be able to substitute that and still get a launch. But I could see that as viable if you are trying to get in fairly quick from full screen away, and don't want to rush on the ground and didn't have my pin.
  18. Not too sure on that one, especially since the idea of using disc oki and FB air disc is dashed now. I could think of better things to use tension on. Personally after knockdown in corner, I'd launch 6hs->SG for guard guage jackup, come in with a late j.s, 5k, 5s, 5hs, Emerald Rain, 6hs->SG. Then follow up with 2k, LS->Longinus for the 20 frames of guardstun since you can get that on a blocked Longinus. At some point you'd HAVE to get a guardbreak, which should give you the opening for launch.
  19. Well I believe I've seen Testy hit Millia with it for 15 hits, but I could be wrong on the exact combo....but he's looking REALLY good for this game.
  20. Ah so that's what that was. Haha. I should have paid closer attention, but it was like 1 in the morning and I was drowsy from running on 4 hours of sleep. o_O
  21. http://www.youtube.com/watch?v=-RV-ygJgF3U New Millia AC vid. Team action. Originally from ttp://fikaru75.hp.infoseek.co.jp/ on ~03/11/07 Koi no AT Field (恋のATフィールド): Hajime (KY) / Sen't (TE) / Konsome (PO) vs Tsubasa Chirari (つばさチラリ): Nakamura (中村) (MI) / Tsubasa (AN)* / Komayuki (ED)* * Does not play
  22. Oh I completely agree with you Klaige. I for one am going to try and get her a big tourney win at some point, or at least a top 5 finish once I "officially" hit the scene. Not saying I will, but I am going to try my damndest. Also, her FB disc will start to activate after 4 frames, which means she has to be knocked out during her first 4 frames, otherwise the disc will activate regardless.
  23. Good stuff Dizzynecro. Buri always looks so cute.
  24. Ah yes, you are correct. So yes, I can safely say you could get a low knockdown off of it. I've seen low j.hs get knockdown from ADC stuff (though they may have just not teched), and it's only untechable for 20 frames, so 28 does give a bit more time. In any case, it's nice. Though I will miss the 40 frames we used to get.
  25. Yes, that level 2 j.k is her magic in the air this time. I knew that these ADC combos could pay off. All it takes is just a random air hit j.s, j.hs, j.d and boom....ADC combo. Hmm, I'm still wondering on that s pin. I would assume if you're low enough, it could get knockdown like a j.d can....although 6hs has been the most consistant and "safe" one that I've seen. But if j.d can get it when it's low, I'll have to assume the pin can as well. Obviously you wouldn't want to do a 6hs ender if you're too low, because they will have already hit the ground and can tech, which throws off your corner disc oki game. So I say the safest option would be if you happen to hit a low pin, simply go into disc on landing. It's hard to say since the majority of us haven't gotten to play, but that's just off the top of my head. We'll see when it comes out.
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