TGS
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Other SoCal arcades with Accent Core are Arcade Infinity in Diamond Bar and the CalPoly arcade in the CalPoly Pomona campus...
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Regarding the cast: You guys are lucky you didn't have to experience MvC2 back then... If you took the current mentality regarding balance and applied it to MvC2, you'd be bitching to no end... (hello, 4 useable characters and 3 useable assists out of 56 characters total...) Regarding the damage: You guys are lucky you didn't have to experience ST back then... If you took the current mentality regarding damage and applied it to ST, you'd be bitching to no end... (helllo, simple 3-4 hit jump in combo doing 50-60% into dizzy...)
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Latest Gamechariot update finally has some Koichi Millia in action, as well as some Nakamura. Peep them out...
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Fuck that. Let's just play Pong instead. Most balanced game evar!
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Don't forget almost everyone having some sort of FDC madness...
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I hope you were talking about Potemkin...
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Oh wtf. Then there's no point to it if you think about it. Unless you like spamming pretty blue rings everywhere or something...
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Um, Robo-Ky's 5H actually hits the opponent... :8/: Edit: Forgot Jam 2D if done early enough. But if you really want to get technical, an FRC where nothing happens would be Millia's S Disc stand-alone and Jam's 2D at earliest frame. Everything else has something happening in some sort of manner (i.e. Testy making his hitbox smaller for a certain amount of time, Robo-Ky attacking, I-No STBT moving her forward, etc.)...
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There's already one. Millia's stand-alone S Disc FRC.
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Fixed.
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Best advice ever. Since everyone's posting up vids of themselves losing badly, you can see me getting fucked up by Ken I's Potemkin in the WTXI team tourney vids. Granted, it was only one match, but it was pretty bad. At least I OCV'd 2 teams on the way to top 6, but it didn't get recorded...
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She's ranked High B or Lower A tier. And rightfully so because Millia at her maximum potential is scary shit. Note the keyword is maximum potential, which is something only a select few Millia players have reached. Anything below that (i.e. beginner to above average), be prepared to lose a lot...
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Apparently Koichi already qualified for SBO using Millia. His team of himself, random May player who's name escapes me at the moment, and Nemo (TE) apparently beat out Nakamura's team (Nakamura, FAB, OsakaB) for one of their area qualifying spots. Hopefully Nakamura's team qualifies elsewhere... Other than that tidbit, there hasn't been any new vids lately from the usual suspects (i.e. kaqn, Nakamura, Woshige), though the recent vids in the Video Posting thread shows a new Millia who goes by the name of PHK and uses the HS yellow color beasting on people...
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Koichi has qualified for this year's SBO already with Endou(MA) and Nemo(TE). Except, he went back to Millia this time... A part of me cried when he dropped I-No, but a part of me is interested in seeing his AC Millia in action...
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If you like doing at least three or four of the following: 1) Doing combos that net you at most only about 25% damage off of random hits. 2) Dying in one combo. 3) Rushing down knowing that you can die in one combo. 4) Eating random CH's that don't make sense (i.e. May j.H), and dying in one combo. 5) Dying trying to get in. 6) Memorizing too many combos. 7) Dying in one combo. 8) Fucking up oki shit and dying in one combo. 9) Being predictable and dying in one combo. Then Millia is right for you. As for a video tutorial, I would make one, but I'm too lazy. Just watch vids and wait for blitz's guide or whatever (if he ever finishes it)...
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If anyone cares, I'll be at AI tonight (around 7 or so) since I'll be in the area.
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Uh, Pignutz used I-No...
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It's pretty much a no-brainer that she's a rushdown character with all those Youtube vids or whatnot, as well as her character design. If you couldn't figure out that she's a rushdown character within the first 20 minutes of playing her or watching the CPU use her, then your guide might be good for them. And by imposing that rushdown is the most "optimum" way of using her, you're essentially cutting off the rest of her basic gameplay, and that's detrimental in some matchups where rushing down like mad = you just fucking died cuz of random knockdown/FB Puffball/Testy Net/CH Nobiru/(insert random Slayer poke here), and you have no idea on what to do except rushdown because it was her "optimal" style, and they didn't bother to learn the other shit to balance themselves out. Yes, rushdown is pretty much a main part of her gameplay, but it is NOT the BE ALL END ALL of Millia playstyles. If the other guy can block your rushdown consistently (yes, it is possible) or you keep eating random safe pokes into death cuz your rushdown angles are cut off, what do you do? And no, saying "You're being predictable/Mixup better/Keep rushing down, you're bound to hit him" does not work. Better to learn the entire basics of zoning/runaway/defense and shit before you implement that rushdown mentality rather than the other way around. Of course, ANY beginner would lose. But a beginner that's learning the very basics of the game is bound to give that decent GG player a fight since he's well-rounded enough to deal with a variety of situations, while on the OTHER hand, a beginner that has a mindset of "gogogo rushdown" would keep losing hard, especially if the decent GG player figures out that that guy is only a one-trick pony. This statement is basically limiting new players from enjoying the game by you stating that "YOU MUST PLAY MILLIA LIKE SO-AND-SO; IF YOU DON'T LIKE IT, DON'T PICK MILLIA!" 'Tis better for people to pick up Millia no matter the mindset and learn their own way of playing her; if it works for them, good. If not, that's still good; they can come in this forum and discuss various ways of how to use her in certain situations that trouble them.
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Um, to be honest, I like your efforts, but the thing about that whole "identify best gameplay for so-and-so character" kind of defeats the whole purpose of actually learning the game for new players, and in turn, you're instilling the mentality that they won't win if they don't do this-or-that, rather than let them find out how to do it "their" way. If people were really like that, then you'd basically get a bunch of new players trying to pick up Millia, only to die horribly in matches where doing the "norm" with Millia gets her killed fast (not to mention the damage she takes), and the fact that against decent competition she's not exactly an "autopilot" character (hence the chance that the "survey" with Millia is likely gonna be "rush that shit down"), you're gonna get a bunch of people saying "Fuck this, I'm gonna learn Eddie instead." Not that it's a bad thing, mind you...
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Some people have been asking about her best Dust combo, and since I don't see a list anywhere, I guess I'll list her best Dust combo in case you actually land a Dust. Millia's Dust Combo 5D, [8]H, [8]H, adc, land, 5S© (one hit), 2H, normal air combo depending on character weight. Depending on how good you are with combos, you can end it with a double relaunch (most likely would need to use a Pin for an ender), but if you want to keep it simple, just go for a single launch. Besides, the opponent should be already pretty close to the corner after the Dust launch, so a single launch should most definitely put them in the corner. 6K Quirks A couple of random things about her 6K overhead you may or may not already know about. -Millia's 6K has 18 frames of lower body invulnerability (from frames 1-19), but it is NOT invulnerable to ALL low attacks. It is invulnerable to a lot though (i.e. low-hitting moves done from a crouching state, special moves that hit low, and some moves that have a really low hit box like Venom's D Ball Formation that travels along the ground), but however, some low-hitting attacks done in a standing state like Ky's 5K WILL interrupt Millia's 6K during her invulnerable frames everytime. Kinda dumb if you ask me... -You can link a far 5S after a normal hit 6K on a crouching opponent, provided that you're close enough. So instead of doing a 6K into blind Emerald Rain, you can hit-confirm with 5S(f), 5H into Emerald Rain to save that meter. Additionally, you can also do 5S(f), 2S into jump-cancel shit or Reverse Chain to 5P into whatever. -Counter-hit 6K on standing opponent = chain into 5S(f). However, if done up close and DEEP and they're in the corner, you can get a dash-in 5S©, 2H launch, but it's inconsistent. -A counter-hit 6K on a crouching opponent = FREE LAUNCH. Well, almost; you have to buffer in a dash after the CH 6K. Timing is kind of tight though, but it's no different from buffering a dash after her throw. So yeah, CH 6K on crouching opponent, dash-in 5S©, 2H into air combo. -This may be kind of useful, but you can use 6K as an option select attack against ticks if done right. Ideally you want to use it right before the tick comes out because most of the time the tick attack used has a low profile, which means 6K should go over it. Or if the opponent mis-times his throw attempt after the tick, you could throw him before he throws you, so yeah. However, use it too late and you'll get thrown out of your 6K (6K does NOT have throw invulnerability unlike other attacks like Pot's 6K or Jam's 6H). More to come later...
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It's at the Bronco Student Union. Walk in there and make a right.
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Um... Double jump, Pin, Air-dash in. Yes, she can still air-dash after double jumping. Or double jump to bait out opponent's shit, come down with a j.S into air-dash cancel mixup games.
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Jump-cancel into FD block to bait out her counters. Of course that means using moves where you can jump-cancel... I'll go more in-depth later...
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I'd actually give a shit about Brawl if they didn't nerf Ice Climbers so bad... I could live without the Grab Infinite, but WTF at them removing desyncs...
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I've uploaded all the 2v2 Winner's QuarterFinals and up as well as the Loser's SemiFinals and up (however, I don't have a direct feed of the 2nd part of the Loser's SemiFinals between Team shtkn and Team Ken I). I still have some more matches to upload from the earlier rounds in the team tourney as well...