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Wild Candy

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Everything posted by Wild Candy

  1. Might open up a room soon if anyone wants to play.
  2. Amateur Millia player, if anyone wants to play, just add me on PSN PSN: BrokenStar96 Location: Ohio I need all the practice I can get.
  3. I don't think it would hurt to practice Millia in + R just get used to the general neutral and Okizeme game of Millia in general. I was in a similar boat with Dizzy, so I decided to take up Millia to compensate for that, and I've been playing her in +R.
  4. What exactly does Charming Rose do?
  5. Yeah, after watching some footage, I withdraw my earlier statement. It still seems like a great approach tool, it just seems easier to block now. Overall, I'm happy with the changes. Millia's changed and seems slightly nerfed, but it looks like she just needs a little more thought when being used is all.
  6. Given its nerrfs, there's a good chance the pin is just going to be a combo tool from now on.
  7. Hi TD, I'm still working on Izayoi to. But I think I can answer some of your questions. In Normal Mode, your going to want to use Sonic Sabre, along with 623B and 236C to control space. If you manage to force a block string, usually go for something like 5B > 6C > Sonic Sabre. Doing Damage in Normal Mode comes second to gaining stocks. If you manage to confirm 5B into 5C, then go into 623B > B Teleport > 623B again. That should get you four stocks under your belt. It's actually sorta like playing a simplified Rachel (Almost) One your in Gain Art Mode, your going to want to stay a little more defensive like in normal mode. However, you can use 236D to force a mix up if it hits, or fish for a hit with 5B and convert that into a combo. Once you manage to combo into strike fall, that's when you can start using mix ups utilizing the Hover Dash. If your going up against a Zoner, like Rachel, Mu, or Nu. You can use 214D to teleport behind them while their summoning a projectile for a nasty sneak attack at the cost of 2 stocks. Once your running low on stocks, or the game goes back to neutral, don't be afraid to go back into normal mode to get more stocks under your belt. If their any more experienced players who can elaborate, correct, or detail anything I missed, don't be afraid to say something.
  8. I don't think the slower start up to the Tandem Top Oki is too worrisome. It'll just require some timing adjustments that a lot of Millia Players aren't used to in Xrd. It just forces the player to be smarter about their Oki and mix ups. What I find more worrisome is the nerfed Pin Speed, and the lack of air dash cancels. Those are going to hurt Millia's neutral and mix up games tremendously. Oh well, I've seen characters get hit harder with the nerf bat in a fighter game. I'm sure as time passes, people will be able to make Millia shine. (Let's face it, all of the players are looking slightly amateur because of recently the game was launched)
  9. Good games, Zeromus. Your Mu is really good. Hopefully my scrubby Makoto wasn't too terrible.
  10. Anyone wanna play?
  11. Anyone wanna play, I feel like practicing my Izayoi for a bit.
  12. Hey, anyone wanna play. I just started playing Jin, and I want to practice against a non AI opponent for a bit.
  13. Hey, I'm trying to take up Jin, and I was wondering. What exactly are some strategies to use when pressuring the opponent? Also, what are Jin's more reliable poking normals? And which normals does he use for mix up? (Which I already know isn't that great)
  14. Okay, I sent you an invite. EDIT: Good games Toan. Your Nu and Mu are really strong, I'm finding it really hard to find holes in your zoning to exploit. Hopefully My Makoto wasn't too awful to play against.
  15. I have the day off cause of the weather. Anyone want to help scrape some rust of my Makoto and pass the time?
  16. Kind've a newbie questions, but what are some of must know combos you must know with Rachel? Right now, my combos consist of 5B >5CD > 3C > 8D > 6A > 4B > 5CC 5B > 5CD > 6C > J.C > 5B > 5C/3C Along with the basic Corner BnB with Oki or Baden Baden Lily Enders.
  17. Okay, that all gives me a better idea of what I'm supposed to be aiming for when Playing Izayoi. Unfortunately, their aren't a lot of high quality Izayoi video's, so it's a little hard for me to visualize what I'm supposed to do when playing with her. But basically, Izayoi's better off controlling space with Sonic Sabre and long range bokes when in neautral, unless she's playing someone who outzones her, then you want to play more directly. Finally, when pressuring, it's more so about forcing them to block Sonic Sabre and 236C/B to rach up stocks instead of cracking them open. When it's time to play Gain Art Mode, your going to want to play more defensively until you can land a knock down, then perform mix ups utilizing Hover Dash overheads.
  18. Wow... Surf, those are some points of view I haven't even tried considering. There all really logical and really thought out, I can't help but find myself agreeing with your argument. Anyway, time for some newbie questions. My first question is what should you be doing in Normal Mode in neutral? How should you approach them? How Should You go about gaining stocks? Etc. I notice you want to try and play some spacing games and footsies with Sonic Sabre and Izayoi's long range pokes, but how should you go about that? My next question is how does this change in Gain Art Mode? How do you approach the opponent? How do effectively pressure the foe? And how do you work in neutral? I know Izayoi is supposed to be more offensive in Gain Art Mode, but how does one properly approach the opponent while dealing with Zoning tools and counter pokes?
  19. Yeah, looking at the character pages on the wiki and personal experience, I think I'm somewhere between Izayoi and Rachel. They both have very similar goals, but the way they both go about it is pretty different. Rachel's goal is pretty much control the match, bait the opponent to make tons of mistakes, punish those mistakes, and repeat. Izayoi's goal is to carefully poke and build stocks, then mount an offense with Gain Art, then gain more stocks if needed. They both have great ability to keep the momentum and pace of the match in their favor, and both have very frightening mix up potential.
  20. Okay, I need some help. I played BlazBlue for about a year now, and I'm just struggling to find someone I like to play and stick with. Up until now, I toggled between Makoto and Noel, but lately, both have been boring me to death. It feels like I'm just sort of "Mindlessly rushing." which is great competitively, but it's starting to get a little boring. I need some other players inputs, I want to use a character who forces me to think. Right now, my top choices are Rachel, Izayoi, Nu, or Mu. Rachel sounds great, and I think her character design both appearance wise and gameplay wise is beautiful, but there's just so much too keep track of, and the execution for some of her more practical combos is just beyond me. But I'd be willing to put the time into Rachel if I knew I wanted to stick with her. Izayoi is kinda low tier, but she boasts strong mix up and offensive potential in her Gain Art Mode, and when used properly, she can be a real nuisance to deal with. Not to mention her design is stunning appearance wise. But I sometimes have problems dealing with the lack of practical defensive tools because of my skill level. Nu's Zoning potential and neutral game is something that absolutely cannot be ignored, and I really like how Nu looks when controlling the match. But because how specific her match ups get, and with the added mode change feature, it's sort of struggle to properly figure out what in the hell your supposed to do when learning her. Mu looks like a nice alternative, but properly setting up Oki and actually pressuring the foe with her is still a mystery to me, not to mention the craziness that you have to deal with when trying to combo the foe when a Stein fires, it's almost utter bedlam. Every character looks great with pros and cons, which is why I can't properly decide who I want to play. Can someone help me out, so I don't just keep on character hopping.
  21. Hearing some of this information from the last Loctest kinda has me a little worried. I wonder why they nerfed Millia so hard, it wasn't like she was extremely broken to begin with. She had no cheap strategies of gimmicks to fall back on, other then keeping momentum with crazy mix ups and oki, and even then, that requires quite a bit of skill to really become really terrifying.
  22. I take Millia now needs the pin for any hope of ending air combos with a knock down, or is the pin meant to squeeze out extra damage?
  23. Despite the worrying tweaks, is Tandem Top still viable for Oki?
  24. I usually try and carefully play footsies until I can land a hit, then start getting aggressive once their forced to block.
  25. I can play in a room!
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