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Coma

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Everything posted by Coma

  1. http://www.dustloop.com/ggac/data/conv.html The explanation on how to read the frame data is at the bottom of the page. Also, 'A' means that it can be normal guarded or FDed if you really want to.
  2. To add: Millia can get out of Little Eddie's K by instant blocking the first hit and backdashing. you can also back dash it or jump it if Eddie gatlings into it.
  3. You should be getting ER every time. You're probably getting a S disc because you don't have enough tension for emerald rain or because you're entering in emerald too slowly, in which case the game would discard the first 236 and only register the last 236 and S. Edit: Saw your last post way too late.
  4. you want to input ER during the heavy slash. Try having the move inputted right after the 2nd hit.
  5. 1. yes 2. It just means that you cancel that move into another move, usually a special, the special move appearing after the 'xx'. 3. It could be because you don't have the pin when you input the command.
  6. What I mean is run in and commit to either IADing toward axl which would beat the 2HS and his crouching punch, or just keep running which would beat his anti-air options. You gotta make him think you're going to do something and do the other. When Axl throws out his long range pokes he's taking a big risk because if you guess right you get a free combo. Edit: You could also IAD and pin or jump and pin.
  7. Also, just commit to something such as running in. The axl player may think you're going to jump and throw out an anti air poke and let you get in for free.
  8. http://www.dustloop.com/ggac/data/def.html You'll find meaties there. To tiger knee something is to do an air attack, usually a special, as close to the ground as possible without touching the ground. You can do this multiple ways but the most common way in my opinion is doing the directional inputs on the ground for the special attack then pressing 7, 8, or 9 and then the button. For example, to tiger knee Millia's bad moon (236p in the air) you do 2369p.
  9. First I'll list the usual mixups Millia uses in the corner and midscreen while the opponent is waking up with a disc set on top of them. Corner: High options- TK Badmoon - it's bad on block unless it's used with an FB disc or you frc it, 6K, Hair Car frc into jumping kick. low options- 2K, Hair car, 2S, in addition to raw highs and lows Millia can also go for a throw if she trained her opponent to block before the green disc comes out. Millia can go for ADC mixups usually starting with her jumping slash then airdashing and either go for another j.S, land and throw, or land and do a low. Or Millia can use her Hair Car FRC to go for a high/low/throw mixup. Midscreen: Millia can do everything she can in the corner and more. Some of the added things are her HS Disc crossups and her FB aerial disc crossups. There are some more mixups that I know I didn't mention such as her turbo fall FRC and her bad moon FRC, but they're not very effecient. As to which mixups to use when. Midscreen it's good to throw out the usual corner mixups (with the exception of ADC mixups. They don't work well midscreen) with the crossups here and there for mind games. In the corner use all the corner mixups. I usually use ADC mixups or just jump land and go with a high or low.
  10. Chipp is tough. It's hard to approach him in the air. His jumping dust beats out most of Millia's air moves if he's above you. And on the ground he out runs you making it really hard to pin him. What I found that still works as an anti-air is 6P. It stops most of what Chipp jumps in with. j.P also works as a good anti-air; even though Chipp's J.D beats it, j.p is fast and doesn't give Chipp players enough time to react. Use the pin when the Chipp player is trying to attack you from below you. This fight is tough but it's not impossible.
  11. Jam is Chinese
  12. It really depends on how high or low the character you are comboing is. When you run into this situation, it is best to use the following combo instead: 2H,jc,j.K-S-H,adc,j.D,adc,j.D. Or you can use the combo: 2H,jc,j.s-H,adc,j.D,adc,j.S-H,land,j.K-S-H,adc,J.D,adc,J.D. On Johnny use the first combo.
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