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TGS

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  1. Uh, turn on Recovery, dude. In a real match, your combo would've ended at the 66 P-K-D part. And it looks like you used 150% Tension. You know ForceBreaks use 25% Tension, right?
  2. Winger is only safe if you have 75% Tension (50% for Winger, 25% for FRC to keep you safe), and the Tension usage isn't even worth it. The only use for Winger I've seen in high level play is during Secret Garden traps where the Millia player used the super freeze from Winger to let the ball move while the opponent cannot move (same concept behind Dizzy's Ice Spike into her Flame super)...
  3. IMO Nakamura seems to be the craziest Millia in AC. And by that I mean he either rapes, or gets raped. Though he rapes more than he gets raped. However, the most solid Millia is probably Woshige IMO. Dude isn't as crazy as Nakamura, but dude is pretty solid. Hell, he even beat Ogawa in that 23 v 23 vids... And yeah, we have some match vids up somewhere from a ranbat me, def1n1tely, and blitz went to. Maybe I'll start up a match-vid critique thread or something that should be significantly different from this thread...
  4. Also, you can use j.K as an anti-air as well if they come in at a certain angle because Millia's j.K covers a pretty wide area above her head and is also fast. Not to mention that you can do some blockstrings on the way down if they block it, or if it hits, you can combo into her usual air-dash combos...
  5. Thought I'd share some random Millia-related and general stuff with you guys here to at least get some forum activity going... Anyways, this thread isn't just for my random stuff; feel free to post up some random stuff as long as it's guaranteed to work, and is at least feasible and reasonable to do during matches. Guess I'll post up some stuff now... Ow, FUCK that move! Dealing with Jam's FB Puffball As most of us all have known for a while now, Jam's FB Puffball is fucking bullshit. Fast startup, great range, safe on block (-1, I think), leads to her 6H corner loop, stuns like crazy, hurts like hell, goes through a bunch of attacks, and beats out a lot of attacks that just doesn't make sense. And a lot of Jam's become trigger-happy with FB Puffball when they have the meter, due to it's low risk/high reward ratio. Unfortunately, Millia has a hard time defending against this move with conventional means. Her 6P will at best TRADE with it, and the trade is not in your favor at all considering that you just got CH FB Puffball'ed while Jam only took a measly 22 or 23 damage. All her other usual normal attacks lose to it, so don't bother trying to pre-empt it with a quick attack; you'll just end up hurting yourself. Even worse, FB Puffball will definitely beat out your Discs, and hell, she can do FB Puffball on REACTION to you setting a Disc (not S Disc, though), which is a big no-no. So how the hell does Millia deal with it? Aside from trying (and most likely failing) to Slashback the FB Puffball on reaction, Millia actually has a move that can beat it out. Ironically it happens to be one of her least used moves in the game; her Standing Dust. Yes, you read right; that slow-ass overhead beats out FB Puffball. Apparently the upper body invincibility plus Millia's altered hitbox during her 5D allows her to avoid the FB Puffball and launch Jam during her recovery. And yes, you can react to FB Puffball with 5D. Hell, I think it even beats out her other 2 regular Puffballs. So brush up on those ID combos, since they're actually useful against Jam. Help! I've fallen and I can't get up (against Potemkin)! How to deal with his Gigantor Loop This should be general information that applies to everyone else as well, so yeah. If you've been paying any attention to any decent match vids involving Potemkin, you've noticed that Potemkin has a loop involving his Gigantor, Slidehead, and Heat Knuckle. Basically he knocks you down with Slidehead, OTG's you into a combo ending with Heat Knuckle, then planting a meaty Gigantor on top of you as you wakeup, which primes you for another Slidehead. If you don't know how to deal with it, that could be the end of the round for you right there. Nevertheless, if you've been paying attention to any Japanese Potemkin match vids lately, you've noticed that they stopped doing that loop now (except under certain conditions where it's truly guaranteed) because everyone and their mother knows how to escape it. Preventing it from starting is one thing, but stopping it once it has started is another. Here's a couple of ways to stop it once it has started: 1. Burst to avoid the Slidehead after you block the Gigantor. Easy way out, but that means you'd have to save your Burst in case shit happens instead of using it to avoid taking a shitton of damage. Not advised unless absolutely necessary. 2. Instant Block the Gigantor then jump or backdash to avoid getting knocked down by the Slidehead. Preferred method to escaping the loop. If you fuck up and get knocked down, you still have a chance if you still have your Burst. So essentially, you'd have 2 chances to escape the loop. 3. Use your character specific ability. Namely Robo-Ky's delayed wake up, Jam's Parry, Baiken's Counters, etc. Unfortunately this doesn't apply to Millia. Boo. 4. Dead Angle. However, some character's Dead Angle attacks are completely useless in this situation and Slidehead will still knock them down. Unfortunately, Millia is one of them. With that said, your best bet is to Instant Block the Gigantor, then take evasive actions. However, once the Pot player gets used to it, they'll try to divert from the loop to try to punish your attempts at escaping (i.e. Heat Knuckle your jump or 6H your backdash), and in that case, it means that the loop is now done; it's no longer a loop anymore if you can escape it. Fall down, dammit! Dealing with Slidehead If you've played against a decent Pot, chances are he's got some Slidehead tricks. A popular one is a blocked 6H into Slidehead. The blockstun from his 6H prevents you from jumping out of the Slidehead. How do you deal with it? The same way you deal with his Giganter loop; Instant Block, then jump or backdash. Instant Block the 6H, then you should be able to avoid the Slidehead. If the Pot resorts to random Slideheads, you should be able to IAD your way in after a whiffed Slidehead due to Millia's mobility, but if you're too far out to IAD inside in time, you can avoid his Slidehead and attack him at the same time by using Iron Savior; technically Millia is considered airborne during Iron Savior even though the move hits low, and Slidehead only knocks down grounded people and people within it's attack range if they're not blocking (but then again if you're within it's attack range, just block the damn thing). With Iron Savior, you get to move closer to Potemkin, you send him flying far (hopefully into the corner), and you at least have enough time to summon Secret Garden safely. WTF, I died from THAT?!? Millia's Dead Angle RC Trick This trick has been known since the GGX days, but anyways... Millia's Dead Angle RC Trick enables you to turn the tides around in your favor considering her crazy oki game or whatnot, at the cost of ALL your Tension (assuming you had 100% in the first place) and your opponent's willingness to attack you. Since Millia's Dead Angle launches the opponent, you can combo off of it by RC'ing it; yeah, damage gets prorated to hell (like 90% I think), but if you think about the gains from it (full combo to carry the opponent to the corner, Disc oki or Secret Garden oki afterwards, all from a Dead Angle combo that does only about 10-15% damage), it might be worth it, especially if it's during an endgame phase where the opponent is almost dead and needs to get in to try to win. That's all I have for now... More to come later.
  6. I agree. I think the forums need to be reorganized so that the first thing people see is the Foundation Room. You could probably order it like: -Foundation Room -Guilty Center -Gameplay Laboratory -Rest of the other stuff
  7. Yes, but your av on dustloop > SRK.
  8. This thread is very very dead. Like zombies.
  9. Blitz, you need to make a combo video. Seriously.
  10. Hmm... Speaking of those triple launch combos (i.e. the one you did on Jam), I'm quite sure everyone has some variation of that, but most likely the differing variable is whether they can be done midscreen or are corner only. For example, if you take my incompleted (harhar) combo list a couple of pages ago and look at some characters' corner combos, you can't help but think that you could probably fit in an extra combo rep in there, and most likely they'll have to end with the Pin for it to be a complete combo including a guaranteed knockdown. Dunno how much extra damage a 3rd rep will exactly do though, but damage is damage, and Millia needs all the damage she can give. =) Speaking of corner Disc combos, anyone found a special one that works on Eddie/Testy/heavies cuz of their special properties? I mean something like: Corner, H Disc, random hit into H Disc (high, low, whatever, as long as the H Disc hits 2nd), 5S(one hit), S Disc, j.K-D, adc.S-H... (this part is where it all goes to shit against Eddie, so yeah...) Otherwise, might as well just go for your basic launch into combo or whatnot...
  11. Aw shit, he showed some stuff I've been trying to save for Evo Vegas... ;_; Nevertheless, he also has other stuff I've never seen before as well. Dope vid, A+++, will watch again.
  12. Millia Pros: + Throw into combo is back, so now opponents have a reason to fear getting thrown again. + Her FB's are extremely good in this game (FB Disc shenanigans, Air FB Disc combos and crossups, maybe Longinus in certain situations). + The addition of air-dash cancels means her high-low-throw game improves greatly. + Not to mention her improved comboability compared to Slash (she now doesn't need a corner to do her damaging combos). + Oki game is arguably better than #Reload now with the addition of FB Disc (FB Disc makes her HS Disc FRC almost useless now). + Has a 25% Tension Roman Cancel in the form of S Disc FRC. + Her speed and evasive ability means slower characters will have a tough time against her. + FB Disc is a good defensive tool, since it comes out in 4 frames, and cannot be interrupted during the duration of the move. + Risk vs. Rewards game tilts highly in Millia's favor on opponent oki sequences. + Improved comboability means she can do combos that end in knockdowns off of random hits. + Can control space decently with FB/HS Disc, Pin, and Secret Garden sequences if done right. Cons: - Has "I can die in 1 combo without getting my Guard Bar jacked up" syndrome. - Needs to get up close to the opponent to even have a chance of winning (aka Good luck trying to win doing nothing but run away and spam Secret Garden...). - Relies a lot on yomi more than other characters. - Has problems comboing some characters without the use of her Pin or FB Disc (damn you Johnny!!). - Still can only fire one Pin in the air, plus still needs to pick it up after firing it. - Throws are now techable. - Has problems dealing with pressure without meter. - The above point plus the first and second point in the Con list = Millia is a hella high risk character with high rewards. - Does not have a Potemkin Buster
  13. No, you can't airdash cancel backwards on moves that can be airdash cancelled. Believe me, we all tried on day 1, lol. The only way you're gonna be able to airdash cancel backwards is if you Roman Cancel the move, but that's a big waste IMO...
  14. In corner, Lust Shaker into Longinus, dash up, 5S, 2H, go to town.
  15. I feel like talking about AC Eddie so... Ways to go into the Shadow Gallery loop combo (off the top of my head at the moment): 1. Off of Knockdown into Summon Shadow mixups. ---a. (Hits Low) 5K, 5S, 2D, -K-, 214K~41236S, begin loop ---b. (Hits Overhead) 6K, 214S, -K-, 6P, 5S, 2D, -K-, 214K~41236S, begin loop ---c. (Hits Low) Meaty S Drill, -K-, 214K~41236S, begin loop ---d. (Hits Overhead) Flying Stuff, -K- into loop Note: On branch 1b, it may be possible to start the loop off of the first part, but your spacing has to be spot on for the Shadow Gallery to hit, not to mention timing issues from recovering from the 214S. More testing needed though... Also, if you're concerned with the opponent trying to jump out or whatnot, you can try starting with a meaty -K- on their wakeup before going into the above branches, but in the process you sacrifice some Shadow Gallery reps. 2. Off of CH 2H, Shadow Summon ---a. -K-, 214K~41236S, begin loop Those are off the top of my head. I'm sure others can fill in some more. BTW, does CH 214S still cause wall bounce in AC?
  16. There are pin-less and Tension-less combos that achieve what you were trying to do in the first place if you read through the thread.
  17. She doesn't have a 2D FRC. Unless you're talking about 2D into S Tandem Top FRC. And yes, she has some stuff with it on block and on hit. On block, you get frame advantage, so you go straight into your usual mixup game. On hit, you can go into a combo or knockdown into nasty H Tandem Top setups since the FRC gives you enough time to set up complicated setups that you normally get thrown out of if you tried to set it up using conventional means.
  18. TGS

    Eddie Q&A's

    #R Eddie vs. AC Eddie on Knockdown to Summon scenarios: #R Eddie is all about jacking up their guard bar while trying to open them up in the process for an unblockable attempt. AC Eddie is more on trying to open them up for easy damage via mixups into Shadow Gallery loops or whatnot, while having the option of doing unblockables on them if you did or didn't successfully open them up. As for closing the gaps with Shadow, AC Eddie relies a lot on Shadow K since the new properties of Shadow K (pulls your opponent in towards you) lets you work a more efficient mixup game compared to #R Eddie. Some #R Eddie stuff still works, but the new move properties and changes mean there are better options with better payoffs, especially due to the changes in his unblockables.
  19. Evo West = Slash. Slash = Bleh. I dunno if people are going to Evo West for Slash, but I'm sure people are going if someone is gonna throw an AC tourney in the BYOC or something... I'll play Slash, but I wouldn't put much practice into it since well, Slash is outdated, and I have like 4 other games to worry about at Evo...
  20. It really depends on the opponent's hitbox, and how high they are when you launch them with 2H. If they were already in the air somewhat when you did 2H, you should have no problem comboing j.D right off the bat, but if they wre grounded like you said, the timing is harder, plus you have to take into account hitbox and character weight issues. P.S. I'll finish the non-Pin Tensionless corner and midscreen combo list sometime tonight. But it seems like comboing the characters with odd hitboxes like Johnny might require the use of a Pin to even do decent damage... Edit: Added some more combos to the list. Oh, and blitz is now your Millia mod along with Teyah FYI. Blitz: wait, I'm a mod now? o.O TGS: Yes you are. =)
  21. Some midscreen and corner combos I've messed around with. Note that they all end in a knockdown and they don't use any Tension or Pin. And yes, timing is a bitch on a lot of them if you want to end in a knockdown. And I started all of them with a 2S, so if you started with a 5S© instead, damage would be a little larger. Slayer: Corner, 153 Damage: 2S-2H, j.S-H, adc.D, adc.H, land, 5S©-2H, j.H, adc.K-D, adc.D *There is a slight delay between the adc.D and the adc.H so you have enough time to land and relaunch Slayer. Midscreen, 140 Damage: 2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D *Jump straight up for the first j.S-H part in order to position yourself correctly for the rest of the combo. Anji: Corner, 170 Damage: 2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.D, adc.K-D, adc.D *Delay the first j.S-H as much as possible so the relaunch part will be easy to do. Midscreen, 160 Damage: 2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D *Jump straight up for the first j.S-H part of the combo for positioning purposes. Zappa: Corner, 163 Damage: 2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.H, adc.K-D, adc.D *Delay the first j.S-H as much as possible so the relaunch part will be easy to do. Midscreen, 151 Damage: 2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D *Jump straight up for the first j.S-H part of the combo for positioning purposes. Midscreen, 154 Damage: 2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D *Same combo as above, different ender. Eddie: Corner, 172 Damage: 2S-2H, j.S-H, adc.H, adc.H, land, 5S©-2H, j.D, adc.K-D, adc.D *Delay the first j.S-H. Corner, 160 Damage: 2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D *Different combo from above, but no delays in the string. Corner, 164 Damage: 2S-2H, j.K-S-H, adc.D, adc.H, land, 5S©-2H, j.H, adc.K-D, adc.D *Delay the j.K-S-H as long as possible after the 2H. Midscreen, 132 Damage: 2S-2H, j.K-S-H, adc.D, adc.D *Again, delay is same as above combo. Getting a midscreen relaunch on Eddie without Tension or using a Pin is a bitch, so use this combo instead. Order Sol: Corner, 153 Damage: 2S-2H, j.S-H, adc.D, adc.H, land, 5S©-2H, j.H, adc.K-D, adc.D *Delay the j.S-H. Midscreen, 142 Damage: 2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D *Jump straight up at the first j.S-H. Sol: Corner, 165 Damage: 2S-2H, j.S-H, adc.D, adc.H, land, 5S©-2H, j.H, adc.K-D, adc.D *Delay the j.S-H like usual. Midscreen, 154 Damage: 2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D *Jump straight up at the first j.S-H. Venom: Corner, 169 Damage: 2S-2H, j.S-H, adc.D, adc.H, land, 5S©-2H, j.K-D, adc.K-D, adc.D *Delay the j.S-H like usual. Midscreen, 160 Damage: d.2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D *Need dash momentum on the 2S, but not if you used 5S© instead. Jump straight up at the first j.S-H. Baiken: Corner, 190 Damage: 2S-2H, j.S-H, adc.D, adc.H, 5S©-2H, j.D, adc.K-D, adc.D *No delays at all, but shit is fucking hard. Corner, 144 Damage: 2S-2H, j.S-H, adc.D, adc.D *Delay the j.S-H. Loads easier than the combo above, but you sacrifice about 50 points of damage... Midscreen, 148 Damage: 2S-2H, j.K-D, adc.K-D, adc.D *Hella basic, but comboing Baiken is a bitch... Midscreen, 159 Damage: 2S-2H, sj.S-P-K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D *Cooler than the above combo. Dizzy: Corner, 183 Damage: 2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.D, adc.K-D, adc.D *Delay the j.S-H. Kinda hard. Corner, 164 Damage: 2S-2H, j.K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D *On the second j.K-D after you land, jump backwards so the following D will connect. Midscreen, 140 Damage: 2S-2H, sj.S-P-K-D, adc.D, adc.D *Easy combo. Comboing Dizzy midscreen with anything else is a bitch though... Midscreen, 157 Damage: 2S-2H, sj.S-P-K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D *Same combo as above, but includes a relaunch in the middle to bring them further into the corner. Bridget: Corner, 162 Damage: 2S-2H, j.S-H, adc.H, adc.D, land, 5S©, j.K-D, adc.K-D, adc.D Midscreen, 145 Damage: 2S-2H, sj.S-P-K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D Midscreen, 160 Damage: 2S-2H, j.S-H, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D *Need Dash momentum if starting the combo with 2S. May: Corner, 160 Damage: 2S-2H, j.S-H, adc.H, adc.D, land, 5S©, j.K-D, adc.K-D, adc.D Corner, 157 Damage: 2S-2H, j.S-H, adc.D, adc.D, land, 5K-5S©, j.K-D, adc.K-D, adc.D Midscreen, 161 Damage: 2S-2H, j.H, adc.H, adc.S-H, land, j.K-D, adc.K-D, adc.D *Jump towards May when you do the first j.H. Midscreen, 143 Damage: 2S-2H, sj.S-P-K-D, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D Faust: Corner, 162 Damage: 2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.D, adc.K-D, adc.D *Timing is a little tight for the first part if you want to land the 2H relaunch. Corner, 152 Damage: 2S-2H, j.S-H, adc.D, adc.H, land, 5K-5S©, j.K-D, adc.K-D, adc.D *Easier than the above combo. Midscreen, 162 Damage: 2S-2H, j.S-H, adc.H, adc.H, land, 2H, j.D, adc.K-D, adc.D *Same as the corner combo listed 2 spots above. Midscreen, 148 Damage: 2S-2H, sj.K-S-H, adc.D, adc.S-H, land, j.K-D, adc.K-D, adc.D *Easier than the above combo. Midscreen, 150 Damage: 2S-2H, sj.K-S-H, adc.D, adc.S-H, land, j.K-S-H, adc.D, adc.D *A different variation of the above combo. Midscreen, 155 Damage: 2S-2H, j.S-H, adc.H, adc.H, land, j.K-S-H, adc.D, adc.D *Timing the adc.H's are the key.
  22. If it helps, try moving your whole hand instead of just your fingers or wrists when you need to press a button that's not readily accessible. Helps a lot, especially if you have small hands... And yeah, it takes quite a bit to get used to sticks, but it's all muscle memory and preference. Find a setting that's comfy for you (for me I hold the stick like a pen on the top of the ball, considering that you do not really need to move the stick all the way to the edge of the gate for the direction to register in the game), and stick with it until it's second nature.
  23. Yeah, I hear you on throws being a major part of Millia's game. When your competition comes to a point to where they focus on blocking Millia's rushdown, those throws really look appealing, especially if you have the ability to combo after it and set up another guessing game on knockdown. Also, are you the same JJuice that got top 8 at Evo East 3S with Urien? If so, good shit man; EC really needed some more Urien players to step up recently, and you seem to be the first one to do so... BTW, I play Urien too, but it's hard to stand out with him especially when Uriens are a dime a dozen down here in SoCali, plus they're good too (so many of them at FFA)... BTW, I tried that dashing j.K followup blitz mentioned after throwing Millia last night, and shit's hard, lol. Guess I gotta learn the timing of that shit... Broken Dust: Good shit on the Millia AC Combo Vid. Hope to see more from you soon!
  24. Thanks, trag! Now, back to AC Millia info... Since her ability to combo after her throw finally returns, I think we should compile a list of post-throw starters that should be used on specific characters. Considering that the throw seems to give a little more float than usual (but for some odd reason, more pushback), I thought it would be easier to land stuff like dash 5S, 2H on characters with wonky hitboxes like Ky, but I was wrong; shit's still hard to get down consistently. Then blitz mentioned doing dash j.K against Millia, so I'm like and he's like , so maybe we can all find out what works besides the usual and some dope stuff. Enough with the smilies, so I think I might go through some old vids (KAGEMATSURI's Millia Throw Vid, anyone?) to see if stuff still works... Keep posting useful Millia info everyone!
  25. If that's the case, then I deem the 5K, 5S, (f)5S, 5H, 2D combo as the "TGS Combo".... And everytime you do the combo, you have to say "Teeee, Geeeee, Essss!!" or else you're not a real Millia player. Oh, who cares that your opinion about it is stupid; did I ask for your opinion on it? No. And you wonder why me and other people are tired of putting up with your bullshit. Oh wait, you're probably gonna run to Jamie and cry because I'm attempting to stop your stupidity. Seriously, what the fuck has happened to this forum? I'm trying to regulate the stupidity, but the stupid is too powerful now (especially when it has mod powers PLUS has hookups to those that have SUPERMOD powers). Now I understand why tragic wanted to shut down dustloop a while ago; he couldn't put up with the stupidity. I'm ashamed that I protested against dustloop's termination with tragic, with me being hopeful that we can actually regulate and help spread info. But this doesn't seem to be the case anymore. Oh well. And I like blitz over you for freeeeeeeeeeeeeeeeeeeeeeeeeeeee. Who gives a fuck if he plays Bridget; I still like him over you. BTW, is it me, or is comboing off of an anti-air 5P into a j.K or sj.K a lot harder now? Shit used to be like a 3-frame link in the other games with CPU set to tech at earliest frame possible, but now shit is practically a 1-frame link or something...
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