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orphanfight317

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About orphanfight317

  • Birthday 03/17/1987

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    occgcna

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  1. Some Elphelt related oki notes: Her get up animation is 55F so you can abuse secret garden more after knockdown.
  2. TKBM meterless midscreen: It requires an H Disc setup. You use the hitstun from the disc to continue the combo. It should be like (Knockdown, disc setup) TKBM, disc hits, rising j.k etc. Haircar: Same thing. Use the disc's hitstun to do rising j.k and convert from there. Neutral: Your anti-air options are garbage in comparison to almost every other characters. You have 5P which has no invuln but a decent hitbox and fast startup. 6P has upper body invuln but is a bit slower. 2H hits hard and is easy to convert but is very specific on what you can anti air. Your best bet is to get above your opponent if they're jumping around. J.K hits slightly above you so can use that to your advantage. J.P is fast, decent hitbox and gatlings into itself so you can keep your opponent in blockstun in the air. Jump back JD is another option as well. Use pin at your discretion. It's good if you're in the air and they're on the ground or to bait out an anti-air. Midscreen mixup is kind of limited depending on if you had to roll in or not. Meaty 5k into TKBM or meaty 5k into 2K or 6K works as well. If you want more than one or two mixup options you can try for YRC disc.
  3. Execute the air dash faster. You can use 959 as a shortcut to air dash. The basic air combo being j.k, j.s, j.d IAD, j.S, j.H right?
  4. I think bad moon has a minimum height requirement so like it's been said before, just put a small gap between the 9 and the P. Really practice is the only way you can get better. For me i just thought the motion through first and slowly did it following up then increased the speed.
  5. Gotcha, that would be great if it kept the same frame advantage on hit/block. You're right, losing 6K into f.S won't make that much of an impact, however for the sake of cataloging any potential changes I thought it should be brought up.
  6. It's my assumption from the level down change and from the current frame data. Currently you can get a knockdown off of far S meterless if it's spaced right, nothing too crazy but it's still a meterless knockdown. Here is how I came to that assumption using the frame data, assuming the recovery is unchanged. Again please correct me if I did this wrong: Current 6K frame data: Startup is 19f Active is 4f recovery is 12 Attack level is 4 (19f standing hitstun, 20f Crouching hitstun) On hit you're +7/+8. Which gives you enough time to link into far S which has a 7 frame startup or 5k which has a 5F startup. Assuming everything but the attack level is unchanged, here is the new 6K frame data. Startup is 19f Active is 4f Recovery is 12f Attack level is 2 (14f standing, 15f crouching hitstun) Against a standing opponent you're at +2/+3 which isn't enough to link into 5k or far S. If it's counter hit however you're at +6/+7 which still isn't enough to link into far S, but enough to link into 5k.
  7. So from looking at this (correct me if I'm wrong) -6K will no longer reliably give a decent combo midscreen without meter or disc. 6K used to be able to link into 5k/fS into a combo midscreen but now appears to only link into 5k midscreen on crouching counter-hit. In the corner this doesn't change much since you can still cancel it into 236S and get a combo. -Dead angle change is fair, knockdown into disc setup was stupid to begin with. -Digitails seems like it has a higher risk higher reward, it's less safe on block but as a frame trap it has better rewards. -Winger: I'd have to see it in action first.
  8. A couple of things I've noticed: H followup to dandy step S on wakeup is hella plus. However the only thing he can really go into afterwards is 2k or 5k. Either way if you see the slash followup whiff on your wake up he's going to either throw or followup with H. You just need to block high then low. Also once you start respecting slayer too much he'll start to do c.s, f.s, c.s xx dash, c.s etc. Just be aware of when he dashes and expect the mixup. I don't know if you can 2P or throw him out though.
  9. It's been said before but rolling on wakeup is generally a bad idea. It has no invulnerability and it only low profiles starting at the 4th frame. A decent meaty option will blow this up. I don't even really like winger as a reversal option.It can blow up certain frame traps since it's invuln starts at frame 1, but you need to be close to the opponent. The pay off is that you can convert winger into a combo that has corner carry and knockdown. You can get punished pretty hard for whiffing it though. On the flip side, using dead angle out of pressure is a bit safer and still gives you a hard knockdown into disc.
  10. I'm guessing it hits the usual suspects like potemkin.
  11. So the general idea is that since you end in pin you're closer to the corner so you need to bring back the orb with 1. If you end with 6H (2) the pushback should be sufficient enough where you don't need to bring the orb back with 1.
  12. I've seen a bunch of ramlethals use 2S, 2H as a blockstring in neutral. Can 2H be blitz shielded on reaction after the 2S?
  13. Thanks! I'll add this to the original post. I still haven't been able to test the different patterns since overtime work is killing me. If anyone has notes about the specific patterns, feel free to post them and I'll amend the post.
  14. You have a couple of basic bnb's. From far away with no meter you can do: fS, 5H. You will generally use this in neutral if you're too far away. This does some damage but doesn't lead into knockdown, however it is safe. If you want to catch your opponent sleeping you can do follow the 5H with 214K~H. It doesn't combo but it does get you closer and leaves you at neutral. Some characters can mash out of it though. If you're close enough, but still far away you can do: fS, 5H, 2D, (214K,) 236H This converts into knockdown and sets up tandem top mixups. If you are too far away for the top to hit you can use 214K to roll in closer. At the closest range you can get your best bet is: c.S, 2H, jump cancel, j.S, j.D, instant air dash, j.S, j.H. This is the combo that all her other combos are built on. It's the most basic of her bnbs, and 90% of the combos you will learn as millia are built on this. As for what to learn in training mode: 1) Learn her movement. This is critical to learning her as this is arguably her best tool at neutral. You have two airdashes and a fast run. Love this. 2) #Godblessthepin. Learn how to do air approaches with the pin (j.214S). The pin is love, the pin is life, all praise the pin! Seriously though. Learn the angle and speed this comes out at, this will stuff almost every anti-air attempt against millia and the threat alone is enough to make opponents block. 3) Your pokes! Learn the distance of f.S, 2D, and 5H. f.S and 2D are good pokes and generally convert into a knockdown. 5H is risky but it covers some decent amount of space. 4) Your anti-air options. Millia's anti air options aren't that great. 6P has upper body invuln but is slow and you really have to commit to it. 2H has massive start up but converts to a full combo/knockdown on hit. Put a training dummy on record and learn what your anti air options are against that character. 5) Combos! Learn the basic bnb's and then improve on them. 6) Pressure strings: Millia's pressure options are limited by her limited cancel options. Fortunately as millia you don't really need to pressure that long since your mixup is really good. Although it's good to know what your gatling options are. 7) Hitconfirming. Set the dummy to block randomly, pressure it and see if you can consistently confirm. 8) Okizeme. Learn your mixup options on the opponent's wake up. I have a thread dedicated to Millia's wake up game since it's that important to her.
  15. The standard air BNB is js. jD, IAD j.s, j.h The input for the IAD is 9,6 or up forwards then forwards. You need to be able to do this pretty fast in order for the air dash to come out.
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