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heavymetalmixer

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Everything posted by heavymetalmixer

  1. Those are the official names, you want the english translations.
  2. https://www.youtube.com/watch?v=rIA2-DPXufA&t=25m16s j.B > fall > 5AA > 5C > 236B > j.214C > j.2C works in Midscreen. If this combo without the j.B whiffs the j.2C, it makes me think that 5A's hitstun proration got nerfed, almost to 2A's levels. https://www.youtube.com/watch?v=rIA2-DPXufA&t=25m54s CH 5C > 236B > j.214C > j.2C > 214214C > 2C > 5AAAAA > j.2C > 236B > j.214C > j.236236D works in Midscreen (there's no delay after the second j.214C) https://www.youtube.com/watch?v=rIA2-DPXufA&t=27m8s (airborne opponent) CH j.B > fall > 5AA > jc > j.B > j.AB > djc > j.B > j.AB > j.236C > j.2C works in Midscreen https://www.youtube.com/watch?v=rIA2-DPXufA&t=33m16s (ariborne opponent) CH 2B > jc > j.B > j.AB > djc > j.B > j.AB > j.236A~A > j.214B~B > j.236B~B > j.214D > delayed j.2C works in Midscreen https://www.youtube.com/watch?v=rIA2-DPXufA&t=36m39s (crouching opponent) CH 2A > 5B (2) > 5C > 236AB > j.236A~A > j.214B~B > j.236B~B > j.214D > delayed j.2C works in Midscreen https://www.youtube.com/watch?v=rIA2-DPXufA&t=41m21s https://www.youtube.com/watch?v=rIA2-DPXufA&t=47m46s 2AB > 236B > j.236C > j.2C whiffs on the j.236C in Corner, maybe we must use 236A in Corner now. https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h2m22s j.C > 5A > 5B whiffs on the 5A, looks like the j.C needs to be CH. https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h19m55s 66 5B > 5C > 236B > j.214C > j.2C works in Midscreen, at least they didn't nerf 5B's hitstun proration. https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h31m57s 66 CH 5AA > 5C > 236B > j.214C > j.2C whiffs on the j.2C, so even in CH we need a crouching opponent : / https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h38m16s https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h39m52s 66 CH 5AA > 5B > 236B > j.214C j.2C works in Midscreen; someone please tell me if Minazuki was crouching, otherwise this would mean that we need 5B in that combo or that is now character specific. https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h43m19s CH j.C > fall > 5AA > 5C > 2C > 236B > j.214C > j.2C whiffs on the j.2C in Midscreen; I'm starting that 2C should be only included in combos that need SP. https://www.youtube.com/watch?v=rIA2-DPXufA&t=1h43m33s CH 2AB > 236B > j.214C > j.2C works in Midscreen https://www.youtube.com/watch?v=rIA2-DPXufA&t=2h15s CH j.B > fall > 5AA > 5B > 5C > 236B > j.214C > j.2C whiffs on the j.2C, that confirms that in this combo the 5B must be excluded unles we do 5A > 5B; the same combo shows sometimes before
  3. But that fanservices sells! D:
  4. Wait, what?! So the Blood Scythe is really connected to the murakumos, but who created it?
  5. Where did ASW confirm the balance update?
  6. I have always questioned the fact of her being S-tier: She has awesome mixups, but her neutral, damage, pressure and defense are just bullshit. Still I play her because she's damn fast, has two air dashes and her core gameplay are the knockdowns.
  7. Me too, Millia doesn't have one of those : /
  8. https://www.youtube.com/watch?v=4nrismCBRps&t=2m9s CH 2B > jc > j.AA > djc > j.B > j.AB > j.236AB > j.236B~B > j.214B~B > j.236D > delayed j.2C works in Midscreen
  9. What about Litchi really big boobs? And some sprites showing her panties.
  10. Unlike Chie, Yosuke has a lot of tools for controling Neutral and also good rushdown tools, so you can adapt your style on him. With this you can be sure that can play more safe, but his mixups are still risky unless you use the glide correctly. I made a Bnb list months ago that (thanks to you) I updated today: http://www.dustloop.com/forums/index.php?/topic/9171-p4au-yosuke-hanamura-combo-thread/page-2#entry861625
  11. GGs to everyone in xHENJIN_AFKx's room and to boku_no_himesama in Ranked.
  12. The roll can be attacked and thrown, is better not to use it as reversal. Winger for the other part is a good reversal, but use only if the opponent is close.
  13. 4 also works but I haven't tested enough to see if it hits all the crouchers, and if using Secret Garden so close puts you in danger of being thrown.
  14. I think that if a Secret Garden starts with 1 or 4 can be used after pin ender, so 1646 could be used in this situation.
  15. Something I've seen: depending if after the pin you use 6H or not, the paterns for Secret Garden must be different: Usually, the paterns that we put in this thread work with 6H as ender, but if you don't use it the opponent will be too close to use those paterns, though you have more time to set a patern and is not character specific. I recommend using 4282, 1919 or 1828 if you don't use 6H as ender.
  16. But using not-so-used characters makes the players want to discover as much tech as they can, because others didn't or don't want to.
  17. Guess ASW learned how to make people fear grapplers by looking at Waldstein
  18. It would be better if you go to every subforum for your characters and make those questions there, every character is different so they don't face the same situations in the same way. And the challenges teaches you how the character works, but you should learn the Bnbs.
  19. And she's a legit trap.
  20. 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.
  21. https://www.youtube.com/watch?v=szbAuq-OE34&t=3m48s CH j.2D can be followed with 2A on standing opponents https://www.youtube.com/watch?v=MQXwX6tVtng&t=16m6s (airborne opponent) CH 5D > 236D > 63214B > 66 2C > 5D > 6D > 6A > TK j.2D works in Corner
  22. I preffer to use j.P > j.H as the Bnb ender, more stable (mostly online). Also watch out for Ky, Venom, Chip and Potemkin, these for need j.K > j.P > .j.H as ender because they fall too quick (unless in a certain combo the opponent is too high). Another important thing is that unless you know Millia is at a VERY close distance, you'll need dash momentum for every combo that ends in knockdown (j.H and 2D), so with Millia you'll have to move a lot. I recommend you read this Bnbs list so you are prepared with combos for a lot of common situations: http://www.dustloop.com/forums/index.php?/topic/10082-millia-basics/#entry879092
  23. More things I found, al most the same but put attention to the variations: https://www.youtube.com/watch?v=esp2cjr_bdQ&t=16m (crouching opponent) CH 236B > j.214C > j.2C works in Midscreen https://www.youtube.com/watch?v=esp2cjr_bdQ&t=17m47s (crouchin opponent) CH j.C(1) > fall > 5A > 5B(1) > 5C > 236B > j.214C > j.2C > 214214C works in Midscreen (This player dropped the Sukukaja ender) https://www.youtube.com/watch?v=esp2cjr_bdQ&t=21m5s (airborne opponent) CH j.D > 66 5AA > jc > j.AAA > djc > j.B > j236C > j.2C works in Midscreen https://www.youtube.com/watch?v=esp2cjr_bdQ&t=21m33s (airborne opponent) 5AA > jc > j.AA > djc > j.B > j.AB > j236C > j.2C > 236236D works in Midscreen https://www.youtube.com/watch?v=esp2cjr_bdQ&t=22m29s 5AA > 2A > 5AAA > j.236C > j.2C works in Midscreen https://www.youtube.com/watch?v=esp2cjr_bdQ&t=22m43s 5AAA > j.236C > j.2C > 214214C > 2C > 5AAAAA > j.2C works in Midscreen. So now the knockdown always comes from the autocombo, eh? But the damage is lower that using kunais. https://www.youtube.com/watch?v=esp2cjr_bdQ&t=24m10s 5C > 2C > 236B > j.236C > j.2C works in Corner https://www.youtube.com/watch?v=esp2cjr_bdQ&t=29m29s 5C > 2C > 236B > j.214C > j.2C works in Midscreen Maybe 5A > 5C > 236B > j.214C > j.2C could work?
  24. One of the problems when you try to set the MTU is that even if you set it on the router, Windows still has the default number. So I recommend you first set the MTU in Windows and then experiment with the router one, and finally setting the obtained number into the PS3 Net Settings. Another thing are the DNSs servers: these things make possible we connect to IPs and people, if they're not reliable, the our connection is not reliable. I already put more details on these two matters on this thread: http://www.dustloop.com/forums/index.php?/topic/4967-netplay-connection-improvement-guide/page-4#entry864150
  25. Maybe I don't know well how is in your case, because I use Millia and not I-no, but compared to other games, IADs in ASW games are very easy. Something that works for me (in pad), is pressing 9 and pressing hard the 6, that way the system doesn't get it as another 9 but as the real 6.
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