TGS
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If you're really intent on finding stuff to punish on block, you can always look at frame data for Millia and the opponent's move she's trying to punish. Of course, spacing issues will come into play, but you can use training mode for that. But generally, by looking at frame data, you can make deductions without even testing shit out in training mode. If you're really hell bent on finding a good punishment string (assuming you're not upclose to the opponent in the first place, otherwise just launch that sucker), her best bet (for knockdowns) is 5S(f), 5H, 2D or Emerald Rain if you have the Tension, or for starting pressure use 5S(f), 2S, jump cancel into whatever or 5P (2S gatlings back into 5P). Besides, Millia's much better at whiff punishing rather than recovery punishing due to her movement speed, so bait those whiffs out instead!
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There isn't one because, unlike Tekken, getting exact spacing in order to punish whatever is a bitch due to so many variables (i.e. Faultless Defense, Instant Blocking, SlashBack). And most likely whatever you punished the opponent with may not work due to differing hitbox issues that would make compiling a complete list a total bitch. Besides, Millia's pressure game is already good, so there's no need to worry about punishing much unlike other characters with weaker pressure games (i.e. Johnny, Slayer, etc.); just start your offense right off the bat instead of trying to punish with weak combos.
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POScrub: If you want to, I could make a new tier list thread and put your translations of the most recent Japanese tier list in it as the very first post of the thread. Just give me or any other mods the heads up... Edit: Oh, and +10000000 for Millia.
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rtl42: Do you have the latest I-No Combo Video "White Falcon"? The download link got 404'ed before I even got a chance to download it...
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Salinas is NorCal.
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Millia vs. Potemkin: I PB you and take 80% of your life! KEKEKEKE!
TGS replied to TGS's topic in Millia Matchups
If whatever Potemkin was doing on your wakeup didn't connect, chances are you did a reversal backdash right. If you want to practice reversal backdashes, go to training mode and program Pot to do a short knockdown combo (like 5K-2S-2D), then time his 5K as a "meaty" on your wakeup. You should be able to avoid the meaty 5K on wakeup if you did a reversal backdash correctly. Alternatively, instead of a meaty 5K, you can program a meaty Slidehead (how to tell if it's meaty: hold up on your wakeup and if you couldn't jump and still got knocked down by the earthquake part, it's meaty) and practice with that too. For me, I seem to get consistent reversal backdashes if you begin the double tap input during the animation where Millia is pushing herself up off the floor with her hair. But practice it to be sure. -
After getting my ass handed to me by Mike Z a while ago and Ken I last night, I've decided that the Millia vs. Pot matchup is borderline bullshit if you try to wing it out without a solid gameplan. For starters, throw EVERYTHING you know about the matchup from pre-AC days out the window, cuz that shit just does not work here (like trying to rush him down lolz). With that said, here's a couple of tips on the matchup. 1. Be a DICK, literally. There's a video out there of Kaqn being a dick to a Pot player by abusing Secret Garden all day (one of those gamechariot vids), and Kaqn ends up winning easily. However, there's another vid of Woshige letting up vs. FAB after he had a fat lead, and Woshige ends up losing the match because his heart thawed, and we all know what happened to badass dicks who had their heart thawed (look at Shin, Juda, Thouther, Raoh, hell, all of the whole Hokuto no Ken villain cast); they start off as certified beasts only to lose the match, and subsequently their balls once they grew a heart. Don't be like them. 2. Stay awake! See FAB making comeback after comeback on Woshige. Not to mention countless Pot vids where all he needed was one knockdown into guessing game into massive pain into grown men crying all because the other guy decided to stand there and scratch his nuts when the match wasn't over yet. 3. Watch out for Slideheads. One of those, and you're at a disadvantage already, or are likely dead. Backdash, iad (most likely double iad), jump, Turbofall, or Iron Sabre far Slideheads, jump, TK Bad Moon, TK Turbofall, or block low for close Slideheads. A blocked Slidehead is -11 on block, but unfortunately Millia doesn't have much in punishing blocked Slideheads, so your best bet is to jump it or 6K it whenever possible (as long as you're not stuck in blockstun). Beware that Pot's hitbox during Slidehead changes, causing some stuff to whiff if mistimed, which means Pot gets a free PotBuster if you mistimed an iad attack to try to punish a Slidehead. Usually, the best bet for Millia is to jump to avoid the Slidehead, and find some way to move in close to try to throw him, like doing TK Turbofalls into Throw or whatnot. Alternatively, you can 6K over the Slidehead to avoid the move without putting yourself at risk (like when you're far across the screen and he's spamming Slidehead); instead of jumping, 6K over, and you'll have decent frame time to start up Secret Garden. If you're up close, 6K works wonders as well; if timed right, 6K will prevent you from getting knocked down, then you should have time to launch him on recovery (both Slidehead and 6K will pass through each other if timed right). 4. Stay away from the danger zone! Generally, I'd like to think of the "danger zone" as the max range of Pot's 2S due to it's unique vaccuum properties as well as the ability to cancel it into Hammerfall Brake, which obviously would pull you in range of his "oh-shit zone", or rather, his PotBuster range. Any closer than that would be his "Russian Roulette" range where you have to deal with his overhead, low, throw, and anti-backdash mixups (pray that the Pot player can't do meaty Slidehead on wakeup or you're fucked for good). Also, the range where he can do a Hammerfall Brake into OTG combo after a Slidehead would probably be called a "uh-oh zone" because while the OTG combo doesn't hurt much compared to his other combos, the fact that it leaves you in his "oh-shit zone" makes you go "Uh oh, OH SHIT! Russian Roulette time!" after you eat it. In the event you do land in his "oh-shit zone" and "Russian Roulette zone", be prepared to play his guessing game, which leads to all sorts of stupidity. Now, let's see what he can do. a. Go low. His 5K hits low, and depending on what he wants to do, he can go for an easy knockdown (5K-5S-2S-2D) into another spin on the roulette, harder-hitting easy knockdown (5K-5S-2S-2H-Heat Knuckle) into another spin on the roulette, or cash in for big damage (5K-5S-2S-2H-Heavenly Pot Buster) but no spin on the roulette unless you're already in the corner and in that case you're fucked anyways. b. Go overhead. His 6K is an overhead, and can be combo'ed into a 2H, so he can either go for easy knockdown (6K-2H-Heat Knuckle) or big damage (6K-2H-Heavenly Pot Buster). Also, his 6K apparently has some anti-throw frames during startup, so mashing throw on wakeup won't beat it. c. PotBuster. Go figure. Just pray he doesn't have an FRC ready if he lands it. If he does, it's back to another spin on the roulette wheel... d. Anti-backdash. If he knows that you're keen at doing Reversal Backdashes on wakeup (Reversal Backdash can beat all of the other above options), he can do a 6H to catch you in the recovery of your backdash. Sure, 6H will hurt, but if your back is not in the corner and you're still alive and not stunned, guess what? You're all the way across the screen out of Pot's ideal range, and live to fight another day. e. Meaty Slidehead. Now this is where the stupidity truly shines if your opponent is any good at doing this repeatedly. Nothing will beat this except 4 things, and chances are, you probably won't have access to those 3 of those things 90% of the time. They are: Burst, Reversal Winger, Reversal Emerald Rain, and Reversal Backdash. Option #1 is probably going to be Reversal Backdash, but if you have the Tension, Reversal Emerald Rain is your best option here because the startup negates the earthquake of the Slidehead and Potemkin gets juggled by all 3 discs, which means free combo for you. If you do NOT have access to a Burst or at least 50% Tension, the round is literally over if you can't do Reversal Backdash cuz Pot can keep doing his Meaty Slidehead loop and you can't do anything about it except pray that your Burst meter fills up before your life depletes to zero. So brush up on those Reversal Backdashes! And that's not all, he's got some frame traps to keep you guessing if he feels like he wants that PotBuster. For example, he can do 5K-2S-Hammerfall Brake into a guessing situation where he can get that PotBuster if you freeze up via ticks to screw up your backdash input (5P, PotBuster), a Heat Knuckle if you try to jump away, letting Hammerfall finish to catch your backdash (and FRC'ing it into another combo), or another reset into that same guessing situation by doing another 5K-2S-Hammerfall Brake. Same thing with his 6K-2H string; if you guess right, he can cancel the 2H into a Hammerfall Brake like usual. However, in the event that you actually do guess right, your best bet is to FD the blockstring to create some space and backdash to safety. If you have the Tension, you can Dead Angle Attack to defeat the mixup (and plant a Disc or runaway or whatnot). 5. Respect his defensive abilities. Namely Hammerfall, his backdash, Heat Knuckle, Heavenly Pot Buster, 6P, j.D, and Mash-Buster. When I mean respect his defensive abilities, I don't mean "don't attack at all", I mean watch out for those moves when you're attacking, because each of those moves will either lead to a knockdown, massive pain, or in some cases, both knockdown and massive pain. In the case of Hammerfall, if Pot knows you're gonna commit to an attack that has some recovery and he has meter for an FRC, you're likely gonna eat a Hammerfall FRC into a Heat Knuckle combo. Hammerfall WILL cut through your strings like a hot knife on butter, which sucks. However, there are some situations where you might be able to do something when your opponent does Hammerfall in the middle of an attack string. If you're on the ground and he does Hammerfall, you can stop attacking and block the Hammerfall if you were using an attack that has quick recovery (namely, 5P or 2P...), jump-cancel a jump-cancellable attack into a 1-frame FD jump to block the Hammerfall, cancel your attack into a Command Roll immediately to avoid the Hammerfall and end up behind Pot and throw or combo him, or cancel your attack into Emerald Rain if you have the meter, because Emerald Rain cuts through Hammerfall's armor and nets you the knockdown. If you're in the air (usually iad'ing in) and he does Hammerfall, your best bet is to block, but most likely you're gonna be committed to an attack. Again, if your attack is jump-cancellable (most likely j.K and j.D, but if you were iad'ing, forget about it)), jump-cancel into FD block to stay safe. But, if you committed to any other attack (except for j.H, you're screwed), you may be able to interrupt Hammerfall before it hits you if you were able to do a quick two-hit string such as j.S-P, j.K-P, or j.P,P since the 2nd hit of your string will stop Hammerfall from completing since he used up his armor by then. With that said, the next thing to look out for is his backdash, since it has the most invincibility frames out of all the backdashes in the game, and naturally it leads to all sorts of stupidity if he guesses right and backdashes your offense into a PotBuster. If you can bait out his backdashes, (usually doing some running and FD-braking stuff), you can punish it with all sorts of shit, but however, smart Potemkin players will use this much like the same way they'll use Hammerfall, so shit is gonna suck. All I can say is watch out for it and don't put yourself in that scenario (like doing blind iad's into his backdash-PotBuster range, or running in and 6P'ing trying to start something only to see the 6P go through Pot during backdash-PotBuster...), even though Millia's game revolves around trying to start an offense. Next up is his anti-airs. Heat Knuckle leads to stupidity if he guesses right (usually if he knows you're trying to jump to avoid PotBuster mixups), Heavenly Pot Buster is there to keep you from staying in the air forever, and 6P can be used to stop jump-ins (and naturally combos into Heat Knuckle, lolz). Silent Force stops all of the above if used correctly. So ideally if they're keen to anti-air you, fire off Silent Force and work with what you've got off of it. Otherwise, stay at an angle where his anti-airs will whiff or stay grounded (and away from his "danger zone"). For some reason a lot of Potemkins like to use j.D after whiffing a Heavenly Potemkin Buster or teching very high in the air. And for some reason his j.D seems to beat out a lot of attacks (must have buns of steel, I guess) and cause confusion over which side he will end up. Usually you get a free Gold Burst if he ever does this, but if you don't have a Burst ready, you can use 6P, 5S©, or 2H to clash with it (you have to time all 3 attacks somewhat early though depending on the height, but for simplicity I prefer to use 2H so you don't have to worry about side confusion), and do whatever from there. Mash-Buster should be self-explanatory; if the Pot player is sniffing out holes in your attack strings, chances are he may be trying to mash out a PotBuster to interrupt your string and therefore make you look stupid for delaying your string (intentionally or unintentionally) without having a back-up plan. Therefore, if your opponent is known to try to Mash-Buster at times, you can bait out his Buster and punish it hard by making sure that your blockstrings end at attacks where you can jump-cancel it WHILE still staying close to Pot (a Pot player who Mash-Busters on blockstrings that leave you outside his PotBuster range isn't likely to make that same mistake twice in a match) so that when you do jump-cancel your string and he whiffs PotBuster, you can make him look silly for even trying it. But then again, the rewards are greater than the risks for attempting a Mash-Buster (hello FRC PotBuster...), so I'm sure your opponent is bound to try it a couple of times. 6. So how do I attack? Follow Kaqn and Nakamura's style and literally be an asshole with Secret Garden vs. Pot. Sure, he can try to Slidehead you in reaction, but while you're lying there not taking damage, Pot has to worry about that big ball before even trying to get in close, and that ball deals out damage while keeping him at bay. Sure, he can Flick it, but the ball will still move and hold him back even if he does Flick it. Hell, you can even use specific patterns that avoid his Flick while still keeping him locked down (like F, DB, F, B). Basically anytime you get a knockdown, summon Secret Garden then rush him down trying to fish for another knockdown into another (you guessed it) Secret Garden. Don't worry about doing combos on him that don't do a lot of damage; your goal is that knockdown. In the event you do knock him down in the corner, that's when you can pull a Nakamura and literally rape his ass with Secret Garden + air-dash mixups. Obviously Pot is gonna try to take this battle to the air, so what do you do? Secret Garden . Well, if he does get close, try to keep him at bay with j.D's and short air blockstrings like j.K-P-K to try to interrupt whatever he's trying to do in the air. If the string does connect, proceed into a combo that sends him across the screen again (like j.K-P-K, dj.K-D, adc.D or insert an air FB Disc somewhere in there into land, 6H, Secret Garden lolz). If you're not confident in your air game (especially if you do fuck up and Pot gets an air throw, which lands him next to you on wakeup lolz), you can always take evasive measures such as doing Iron Savior to get outta dodge and go under him all the way to the other side of the screen, or you can do a defensive FB Disc to force Pot to re-think his jump-ins (remember, FB Disc does not go away if Millia is interrupted after the disc begins to form after 4 frames of startup, so use wisely!) and buy you some time to get away or do a combo on him if he gets juggled. Generally, you don't want to risk doing long combos unless you're 100% sure you will get a knockdown. Nothing feels shittier than doing a double relaunch combo only to fuck up and Pot techs in the middle only to PotBuster your ass on recovery into death when you could've done a simple combo that only does a couple points less damage, is much easier to execute, and nets you the knockdown. That's all I have for now; hope this helps...
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236S FRC -> 5D = OMGWTFLOLBBQ With that said, CH 236S frame traps are dope. But a whiffed 236S against a Pot landing a CH j.S is not.
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Potemkin makes grown men cry.
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6P, 5S, jump into combo = Anti-air combo starter when 6P is used an an anti-air (the 5H will most likely whiff most of the time if you used 6P, 5H as an anti-air combo starter), and basic combo starter on Sol and Order Sol due to hitbox issues. 6P, 5H, jump into combo or JI HCL FRC air dash etc. = Basic combo starter.
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I dare you to SlashBack a Potemkin Buster. Edit: Also, the most common form of SB'ing I see in Japanese vids are during multi-hit moves the opponent is committed to (i.e. Sol j.H, Eddie Shadow K attack and FB Drill, etc.), so SB isn't totally useless...
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:8/:
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Whatever floats your boat. Even though if you actually went through this thread you'd find long lists of combos that are actually worth using despite their character-specific restrictions rather than sticking to a single basic combo that doesn't work on every single character. Oh, and at the re-jump part of the combo, you can substitute the j.K-S-H, adc.D, adc.D part on lighter characters with j.K-D, adc.K-D, adc.D. It gives you the knockdown, but if you're really not confident in your timing, you can end the last adc.D with delayed S Pin, land, 6H... Same shit with the other combo that works on everyone else.
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But seriously, I'm stuck all the way in Southwest Riverside County. Not to mention that no one in my area plays fighting games at all, and the worthwhile scenes are all about an hour drive away from me (an hour north = Arcade Infinity, an hour south = San Diego), which means I only get competition like once every two weeks whenever I go to AI.
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http://maps.google.com/maps?f=q&hl=en&geocode=&time=&date=&ttype=&q=nowhere&sll=37.0625,-95.677068&sspn=31.784549,59.765625&ie=UTF8&ll=35.160354,-98.4425&spn=0.007999,0.014591&z=16&iwloc=addr&om=1
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I'm probably the only player stuck in the middle of nowhere.
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Just for shits and giggles, I decided to test out some training mode stuff. Finkledoodoo: Apparently, that particular crossup only works on Dizzy due to her weird hitbox. I was able to replicate the vid without any problems on Dizzy, so no, it's not your copy that's busted or whatever. However, I tried the same thing on Potemkin (naturally with his huge hitbox I was expecting it to work), but I was not able to replicate the crossup. The j.S whiffs even though it fully extends after I FRC'ed the VCL and crossed him up. Hatred Edge: Think of the first 2 or 3 mixups as a "Dizzy-only" mixup. However, that vid actually contains some mixups that should be able to work on other characters, like the hoverdash.K, FRC VCL, dj.D FD (jump backwards) (you re-cross up the opponent after the first crossup from the VCL), S, 236S, combo. Also, the hoverdash.K, FRC VCL, ad.D (airdash backwards toward opponent) can serve as an ambiguous cross-up also. The one involving her FB cancel is hilarious though... Edit: I forgot to mention that if you replace the j.S with a j.K instead, you will cross-up the opponent, but for some reason they can still block it as if it's still hitting from the otherside (or it could be training mode being dumb, so I dunno). So doing hoverdash.K, FRC VCL, K works on everyone since the j.K will hit from the other side and you should be able to combo off of it if it hits (when the opponent ducks)...
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Koichi is still beasting with I-no like usual (see DF2 quals vids from gamevision ranbat), and Kaqn originally was a Baiken player, then he switched to Millia, then Jam, then Order Sol, then I guess back to Millia again. And best Millia is probably still Woshige (dude beat Ogawa with Millia, too fucking good), but Nakamura is hands down the craziest Millia player right now (and my fave to watch). But then again the game is only a year old, so who knows? Maybe Kaqn will tear everyone up a new asshole at the next SBO ala Shonen, or maybe he will drop Millia again and go back to Jam or something...
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Oh god, I hope this doesn't mean we're gonna start seeing HnK-like basketball infinite combos...
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Apparently that combo vid is done on the Wii version of AC, and reportedly the Wii version of AC extended the FRC window of all FRCs by 20 frames or something like that to make it possible using the Wii-mote.
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Pick Johnny against me = Insta-lose for me.
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Says the dude with an Eddie av.
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You can catch AKA's Millia in action on the Evolution 2007 DVD where he takes on FlashMetroid's team. Too bad they didn't tape AKA beating the Gibson and Yossan team in pools... And there's vids of me, blitz, and def1n1tely playing Millia in those AI Ranbat videos (granted, it's only single elim, one match, but at least there's vids of us) found in the Guilty Pleasures subforums I think... And last I heard, Klaige was an Anji player that switched to Millia in AC, but that's all I know...
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Fuck that. It's all about standalone S Disc FRC -> Command Roll, Throw.
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Uh, like I said, turn on Recovery, dude. I can count like 3 spots in the combo (not including the beginning) where any competent person will tech out of it. If you notice during the combo where the combo counter is, you'd notice how there's a word "Beat" next to the number. If that word is still "lit" during your combo (depending on your setting, either blue or yellow), it means your combo is legit and there are no holes for the opponent to tech out of it. If the "Beat" turns black, it means there's a hole in your combo and the opponent can tech out of it, which means your combo isn't a true combo; rather, it's a combo that would only work on dummies.