-
Posts
997 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Teyah
-
I wanted to make a post about the following two combos. Aerial launch: (eg. after a throw) ...(5S-)2H, ju.H, ADC j.D, ADC j.D xx S Pin, land 6H - replace last j.D with [ADC j.S-H, land j.K...] for relaunch Ground launch: ...2H, ju.S-H, ADC j.D, ADC j.D xx S Pin, land 6H - replace last j.D with [ADC j.S-H, land j.K...] for relaunch I've seen the Japanese (particularly Woshige) have been shifting to these as of late. These two combos are pretty basic, work on many characters, do good damage, and have relaunch potential... basically, they seem to be decent 'universal' combos for many characters. Of course, you can't always start with a 2H, but when you do, these combos seem like the most consistent solution. No idea on how tight the timing is though, or if they are as universal as I originally thought. Lol nice, will have to test that.
-
You tell me, you're the mod here Though it looks like that's what Asenka is doing now, judging by the last update being posted in this thread.
-
I think that was EX Faust, in Slash. Forget which move exactly, and not sure if it carried over to AC. Chomite: you're thinking of Counter Hit stuffs most likely.
-
They're about halfway down the page on Friday's update, here: http://blog.mi-ka-do.net/?day=20071109 Only one vid of Millia though.
-
Oh my god. Pink/purple Anji with pink stick and buttons and a pink bg. I find that pretty amusing actually... Looks very well done though!
-
Sure - here's a line-in recording I did way back when. Quality isn't amazing, but it's a start anyway. http://www.sendspace.com/file/5esbmv
-
Millia tips for Shiro! - Spend more time in the air, and use the threat of Pin to keep your opponent honest with their antiair attempts. I noticed that in the little time you spent in the air, you weren't doing much in the way of being threatening to the opponent - this is where the Pin comes in. A typical way of using the Pin is doing it (214S) at the apex of your jump, waiting a little to fall, then doing a low AD with j.K-S or j.K-P-K to pressure (or AD j.S ADC j.K-S if your Pin hit them). You can also go directly into high/low mixup off a blocked pin by doing a low AD j.S, then either a) ADC j.S or ADC j.K-P-K, or b) land and 2K. For other aerial tactics, using j.D as you're falling is usually safe and gets you a knockdown if it hits / CHs. Turbofall is good after techs where you have used your dj and AD and need to change angles quickly. If your opponent is very close to you as you are landing from a jump, you can AD back, throw S Pin, then AD forward (with j.K-P-K or j.K-S) to get in and start mixing up. - 2K-5S-2H is a very weak string in that once your opponent blocks the 2K, he should know exactly what is coming next and how to avoid it. Even though the string is safe and gives you a launch on hit, it's a one-shot attempt that isn't very efficient overall and does not flow with Millia's gameplan. Instead, try working on alternate strings that start with 5K and lead into either an overhead or a low. Overheads from 5K: - 6K. Standard overhead that gatlings from 5K, and can be hitconfirmed to a 236236S -> aircombo. - TK Bad Moon. Faster overhead, and can be FRC'ed for additional rushdown on block, or RCed for a combo if it hits. Lows from 5K: - 2K (in close). Doing 2K-2S lets you hitconfirm into a 236236S super -> aircombo. Or if it is blocked, you can jc. the 2S into a j.Pin lockdown -> ADC mixup as mentioned above. - 2S. In the corner, you can do 5K-2S-5H, and if the 2S hits low you can then combo to super as above. If it is blocked, you can cancel the 5H to a 236H and try for a Pin mixup. Other 5K stuffs: - jump-cancel. You can simply choose to jc out of 5K early and attempt a Pin mixup. - IAD. Just what it says, an IAD from a blocked 5K - can alternate between a Pin or j.K to get in again. - 5K-(5K-5K)-2K(whiff). By doing 5K repeatedly, you can make the following 2K whiff and run/jump back in. The idea is that the opponent is expecting to block the 2K, so you get a small 'reaction-time' frame advantage. - 5K-(5K-5K)-2D. Same as above, but knocks the opponent down if they are used to seeing the whiff trick and try to jump away or fail their backdash. ...So yeah, you have a ton of options from a blocked 5K, learn and apply them and you'll find more success than going for 2K-5S-2H every time. If you must start your strings low, you can start with 2K-5K and then go into 5S-2H if it hits, or one of the many 5K mixups listed if it the 2K is blocked. - You need to end your aircombos in knockdown. Don't go for the relaunch in that aircombo you were using, it seems too iffy (if even at all possible) and you didn't hit it even once. If you must attempt a relaunch, try using one of these two combos on Sol: Aerial launch: (eg. after a throw) 5S-2H, ju.H, ADC j.D, ADC j.S-H, land j.K... Ground launch: ...2H, ju.S-H, ADC j.D, ADC j.S-H, land j.K... But at your stage with Millia, I don't recommend going for relaunches at all. Just stick to the basic combo enders with her (j.D, or j.H xx S Pin, land 6H) into a 236H Disc mixup. Also, do not OTG the enemy when they get knocked down! The only time an OTG is to your advantage is if you need more time to setup a Disc mixup; in this case, use a single OTG hit (2K) and cancel to 236H.. but that's it. The only time you should be going for multiple OTG hits is if they are near death - in that case, use OTG 2K-5K-5K-5K-5K-5K for the kill. I noticed you doing OTG 2K-5S-2H a few times vs Zappa, this is a bad habit that lets your enemy escape early. You want the enemy to wake up into your Disc and be forced to block, but OTGs let them tech out before that can happen. I won't speak about wakeup 236H Disc mixup right now 'cause this is enough for now - but you can check out the Millia forums for specifics there. Ok I can say this much: it is easiest to start learning by using 6K/2K as your high/low mixup. But of course you have a ton of other options involving Iron Saviour (haircar) FRC, TK Bad Moon, early ADs, etc etc etc. - Practice the throw -> r.5S link. I see you missed this most of the time, which is surprising since it has a fairly large window to hit (moreso than #R, I think). If you spent even like 10 minutes in training mode, I'm sure you can drastically increase your rate of success. - 2D xx 236S <- Don't ever do this; it is a bad idea as the Disc can easily miss and your opponent can then run up and do pretty much anything to CH you during your recovery. Regarding Sol: - Learn to punish VV. That Sol was using far too much VV at neutral. You'd be surprised what a little patience can do - after seeing Sol whiff a move, just block/backdash to bait out the VV, then run in and punish hard. To avoid being fooled by the followup knockdown kick delayed landing, use this simple combo to launch and punish: r.2P-5Sc-2H. If Sol does the kick, the 2P will whiff, then you recover in time to do the 5S-2H launcher. If Sol doesn't kick, the whole combo will connect. - Practice 6Ping on reaction to Riot Stomp or Bandit Bringer. These are very easy moves to punish with a 6P into huge combo, so make sure you can deal with these. Vs Riot Stomp: 6P-2H, j.H or j.D, ADC etc Vs Bandit Bringer: 6P (CH) xx Roll, 5Sc(2 hits) j.K-D etc. ...whew that's all for now. In conclusion I will say this: to get Millia's basic gameplan and strats down, you really need to spend some time in Training mode. Practice (the above), and you will see progress.
-
http://blog.mi-ka-do.net/ Mi-ka-do update... Zayasu shows up and well, gets owned. Granted he is fighting Chipp, a tough matchup for Millia, but he doesn't take advantage of his (few) opportunities and fails some basic stuff like 6K hitconfirm. Just seemed like he was out of practice or totally psyched out or something. Zayasu may have been amazing in Slash, but in AC he's just been mediocre in the few vids I've seen. Also, Kaqn has switched back to Millia. Hopefully we will see him up his game and challenge Woshige for the title of best Millia player.
-
The old tier list that's going around lists A.B.A as Sol's worst matchup, probably due to her domination at Sol's optimal range. Historically, Dizzy and Bridget have always been bad matchups for Sol. May got pretty ridiculous in AC and is probably up there is well.
-
Vs Millia, your j.D should work just as well. If you manage to land a CH j.D vs her j.D, you get huge damage + a setup. Whereas Millia only gets a setup, and only if she does it closer than halfscreen or so. Also, her j.D doesn't have all that great priority if approached from below - your 6K can CH her out of it at most ranges. Just watch out for the Pin... For ED vs TE, Arcadia says: "If Eddie starts using fly, try to hit with the tip of Testament's j.S, it's important to note that this should beat out every jump attack Eddie has." Sounds accurate. In match videos, I recall seeing Testament using running j.S dj.S-(H) xx Badlands (1-hit), etc etc. to punish flying Eddies.
-
^ That would be me (for that particular zip file anyway) No idea about the new NoK though, I've pretty much fallen out of the loop regarding official GG plot stuffs.
-
Guide updated! Split the mixups section into four parts, as I felt it needed to be expanded on. Added the second part - Aerial Shadow Mixups. Though, this is now getting beyond the scope of a beginner's guide, so maybe I'll just convert this into a comprehensive guide once the basics are up. Combos section to come next.
-
Sol's neutral mixups involve low/throw, not high/low since his overheads suck as you mentioned. However, he can get high/low going off of many knockdown setups, such as BR. Jump after the BR knockdown and do either AD j.S or land 2K for your high/low, or just land and throw. That's a big part of Sol's game, along with punishing simple mistakes with quick 2-3 hit combos to Grand Viper (damage + knockdown) or BR (to a basic AD/land high-low-throw mixup). *Throw = Wild Throw
-
Welcome, good to have more people on board here. People have stopped posting their matchup questions in the matchup thread (for whatever reason), so there's not much to discuss there at the moment. Of course, providing details always helps... why don't you try posting there?
-
Oh right, that post.. after some experimentation, I see that a bit of that info is off: Depending on how fast you are at hitconfirming a stun, you can IK from a 6P. So puddle usually = GGPO Dizzy And regarding my reply to that 2D, 22D + -D- UB setup, it's somewhat irrelevant since a more common setup now is 2P-2H-22D + -D-. This sort-of-blockable technique has seen lots of discussion over on the Chipp boards of all places. It starts here and spans a couple of pages, it's a good read for knowing where your gaps lie.
-
Just so you guys know.. that combo isn't highlighted for the damage it does (though it is pretty good), but the way that S Disc FRC is used. Normally, you can only FRC that move before it hits, so something like what you see in that combo vid would not normally be possible. So that combo is either using some sort of glitch / "feature" that we don't know about, or if EX Millia has a different FRC on 236S then that could be it as well. I'll test it out tonight if I get the time...
-
The combos listed there generally do the best damage while still allowing you to get knockdown, so I wouldn't worry too much about the exact amount of damage. Throw combos are generally between 80-110 damage so the difference isn't that huge.. you can also usually guess how much a combo will do just by looking at the moves used - if any of 5K, j.P, or j.K are present then it's probably going to do less than something involving a relaunch combo starting from something like 5S-2H. Knockdown and consistency > damage! In throw combos, at least, since they are mixup setups for more damaging (corner) combos.
-
No idea.. maybe it has something to do with the hitstun of the previous (level 5 move) delaying the FRC point? Or maybe it's EX Millia or something.
-
Millia's j.D actually has poor priority when approached from below, and she can be CH out even at fullscreen by many moves with upperbody invul or good hitboxes (ie. 6Ps and the like). Strange, looks like the A.B.A somehow managed to jump before her stun animation kicked in on that last round. Though when she lands from her jump you can see her start it before the IK hits her... odd.
-
A surprising amount of Japanese players don't rely on relaunches, and I haven't seen that specific one used in recent memory. Anyhow, the Japanese seem to be shifting to avoiding j.K-D and instead starting with j.S-H or j.H and often doing one rep into knockdown. I'd suggest starting with that, then working on character-specific relaunches once you're very comfortable with different ways of setting up the heavy-hitting single rep knockdowns. And sorry, I still haven't commented on your vids. Will do so... soon. (Exams end tomorrow for me)
-
FIX'D FOR TGS I am a Millia player too! :8/:
-
Hey, not a problem. If you've got your mind set on learning Millia, who am I to complain? Though there aren't too many Millia players around (except in California, that state can't seem to get enough of her...) so it's always good to see more people join in the fun. :P I'll say this again though - Millia's combos are very character/weight-specific and it's tough to get consistent beyond the very basic knockdown combo (which many players settle for). Thankfully, we've got most of them mapped out in the first post, so if you ask about combos you'll probably just get pointed to that post + Training Mode. Though if you have any questions on her gameplay, feel free to ask. Hopefully the basic gameplay guide will be up soon (I make no promises.. I am overburdened by school these days) so that will be a good reference once it gets up. Until then, post away in the Q&A or whichever thread suits your fancy if you're in need of advice. Welcome to Millia!
-
Yep, you got it right - ju/jb/jf is simply jump up / jump back / jump forward. This preciseness really does matter with Millia, because if you jf when you should ju you may end up zooming past the opponent, or if you jb when you should ju you won't reach them in time for the next hit.. that sorta thing. "xx" is simply a way of writing 'cancel', usually done with special move cancels. Like, j.H xx 214S (S Pin) is just a jump Heavy cancelled into the S Pin. About learning Millia.. well, I'll quote what I mentioned in another thread:
-
I think the problem here is that you aren't reading the data correctly. For Jam, she is invincible from frame 3 -> 13. Then the move goes active on frame 14, where she becomes hittable - but since the move is already active, it is guaranteed to come out for at least that first frame. Same for Axl - he's partially invincible all the way up to the first active frame (5).