Jump to content
Dustloop Forums

Teyah

Moderators
  • Posts

    997
  • Joined

  • Last visited

Everything posted by Teyah

  1. If you look at most of the combos in the first post (all except for blitz's throw combos), they should have the pauses indicated. Basically, if there are no |s then that means you're free to go ahead and do the move as soon as possible. Also, a basic rule of thumb is that if you're ADCing into j.K-D, you'll want to do the j.K immediately after a longer delay (usually ||| in corner, || at midscreen) from your previous j.D. This is done so that the second j.D can still hit, and the opponent drops lower. The last j.D is then usually done ASAP, which will give knockdown. Just so you're sure, I'll go through this basic midscreen throw combo: Throw, r.5S-2H, jf.D || ADC, j.K-D | ADC | falling j.D. -Throw, immediate running 5Sf-2H -Immediately jump forward and hit j.D -Pause for a slight moment, then airdash with immediate j.K-D -Airdash again (with only a very slight pause if necessary) into j.D, which should knockdown on most average weight characters. (eg. Slayer, Sol, Axl, etc)
  2. 9 frames of throw invul on wakeup, question has been answered before: http://dustloop.com/forums/showpost.php?p=135226&postcount=1522
  3. You're such a god damn playboy. Wait. What?
  4. It is impossible to recover from Millia's throw before she combos you, if you (the Millia player) have the proper timing. Let's do some quick math here, using far 5S as the move you'll want to hit. Throw untechable time (after Millia recovers) = 15 frames 5Sf startup time = 7 frames 15-7 = 8 frames = Amount of time you have to input a run and hit Slash In the GG world, 8 frames is an eternity. Seriously, just practice practice practice.. you will have it down in no time. The only other thing I could possibly suggest is to try using quicker moves such as running 5K instead of 5Sf, as that'll give you a 10F window to run and hit the opponent. But honestly, you should have no problems with the lenient AC throw once you start getting your dashes out on time consistently.
  5. 10-21F Feet invincible? - Millia's lower body is invincible during this time. The wording is kind of misleading though, since Millia's feet are way above her body at this point... Prorates 85%? - Any combo that starts with this attack is automatically scaled (prorated) down to 85% of its original damage. 1~3F low stance. Floats. Untechable time: 25F on hit, 48F on CH? - Low stance describes Millia's hittable box - in this case, all this means is that she is low to the ground (think Sol's 2D) for the first few frames of 2H's startup. - Floats = launches them into the air - Untechable time = Amount of time before the opponent can tech out Upperbody? - Relates to Millia's upperbody; for example, 6P has some upperbody invincibility that makes it a decent antiair. stun modifier x1.5? - Means that this hit deals 1.5 times as much stun as it normally should. guardstun? - Amount of time that the opponent is forced to block; also called 'blockstun' Blowback? - The opponent gets pushed down+away, think Millia's j.D on regular hit as opposed to say, her j.H on regular hit. j.D pushes downward whereas j.H does not, that downward effect is called blowback. Timing the followups after throw is just.. timing, to be honest. In AC it's way more forgiving than in #R and earlier, so you shouldn't have too much trouble once you get the basic muscle memory down. Practice practice practice!
  6. Added in all updates to the first post and reworked the layout a tiny bit. blitz's combos were not edited to fit the style of the rest of the B&Bs because he wrote like an entire novel on Millia throws, lol (Will update when I have time, and might only keep the best throw combos per character in that post, after testing)
  7. Sorry, I have to sleep at night and my computer fan is quite loud Seeding again now though. Also - Woshige wins at a-cho again, what a surprise...
  8. ? Your combos are not B&B or even useful flashy/difficult combos, that is why they were not included. Same goes for Def's 22-hit combo he posted - sure it looks nice, but it's not all too useful because she has better options in that situation. Anyway, my thoughts: - j.P has no place in this combo this early as it unnecessarily scales down far too much. I'm certain there are other ways to go into a relaunch on Eddie, for example, see the Eddie/I-No combo already posted. - IAD falling 5S(2)? And again, same issues with the j.P. Also, Millia's B&Bs do not end with air FB Disc, as that's a waste of tension and loss of corner knockdown. Winger at the end, again a waste of tension and giving up knockdown This thread is for finding/posting 'B&B Knockdown Combos' only - so please don't take it personally if your submissions don't get posted.
  9. Updated up to post #41, which includes that whole batch of corner Disc combos by Jjuice. Very good stuff, though I can't see that Johnny one working due to his extra bit of mass and the lack of connecting hits.. will have to test on that. (I'll also add notes as I go, if needed) Anyway if I severely fucked up the direction or pauses of these combos while replaying these in my mind (lol, can't test every single one of these in my limited time) please let me know so I can correct it.
  10. Whoa lots of combos~ I'll be adding the most useful ones into the first post over the night, with video clips to come in the near future. FYI the most consistent combo I found for knockdown in my short time with AC is: Aerial launch, combo to 2H, j.D ||| ADC j.K-D | ADC j.H xx S Pin, land 6H. Works from throw or connected Disc / FB Disc on almost all normal weights and some lights. Also: Aerial launch, combo to 2H, j.D || ADC j.H | ADC j.S-H, land... seems to have potential for relaunches at a good height. Broken_Dust, Def - good to see you guys back and posting :P blitz - Post those throw combos already!
  11. Teyah

    Eddie Q&A's

    That's cool, I was planning on posting my WIP but I'll just append to yours. I've already got detailed descriptions of normals complete, with B&B mixups -> followups well underway (though they're already fairly obvious). Edit: Upon reading the posted guide, it appears it's not very useful. Those B&Bs were.. well, not B&Bs, and the rest is incorrect (ie. SG combos) or just basic combo stuff that has been posted all over already and is seen in any vid. I'm sorry SD, but it is being removed. For future reference, please consult the moderator for the specific forum before post any authoritative topics such as guides. (I believe this applies to every character forum) poon's Eddie Guide is a very in-depth look at how Eddie fundamentally plays. New AC Shadow moves aside, it should get you very far in understanding Eddie's basic gameplan. And if you're playing #Reload/Slash, all/most of it still applies. The guide that will be put up in the near future will be written by myself, but reviewed by the better/better known Eddies so that misinformation doesn't make it's way through. It's already ~25% complete (4 pgs or so), so expect it up within the coming week(s). Once the initial guide is posted up, it'll be open to criticism and contributions for whoever wishes to help out, which will be acknowledged accordingly. In the meantime, enjoy poon's now-stickied advice~
  12. I thought S Disc was made easier to combo from, due to the higher pop-up? :o I've seen enough 2S xx S Disc and 6K, link 5Sf xx S Disc combos into 5P j.K-D etc, anyway... 6K FRC removal sort of sucks, but since her 5K mixup game was improved, it's not such a huge deal. Having the option of 5K into 2K xx LS hitconfirm FB is pretty sweet for midscreen.. and is still + frames on block, lol. Anyway this is a combos thread not a mixup thread so.. yeah. I'll update the first post and bring home a ton of combos after my AC meet and PS2 acquisition this weekend.
  13. Combo list updated and now sorted into tested/untested sections to see what still needs verification - thanks for all contributions so far! Video clips are a very good idea, and I definitely plan to do some vid capping of combos as soon as I can (which should be early next week). Jjuice - Hi, and welcome to dustloop! Thanks for contributing those relaunches. Though I think you mean regular j.K instead of sj.K? Anyway they're added to the first post, feel free to keep'em coming. Shino - The pause lengths are written with | being a very short pause to |||| being the longest possible pause after which the following move will still combo. For example: on j.D, a |||| delay is when Millia's hair begins pulling back during her j.D animation recovery. You can pretty much only connect an ADC j.K after a |||| delay on j.D.
  14. So with Accent Core's release, once again Millia players are faced with the task of figuring out her new character-specific B&B knockdown combos. The aim of this thread is to make this transition as quickly and smoothly as possible - for this to happen, any and all contributions are encouraged! This includes ideas, testing, and also comments on the validity of said combos. For future reference, here's some of the terminology I'll be using in this list. | - Pauses during ADC combos. This is just my shorthand of writing out how long you should delay your next motions without having to write "small/regular/long/maximum delay" every time. Maximum = 4 |'s, or ||||. Aerial launch - a launcher that pops the enemy into the air while they were already in the air. Examples: post-throw, or after Disc hits. Typical launchers that follow include 5P, 5K, 5Sc, and 5S-2H. Ground launch - a launcher that pops the enemy into the air while they were on the ground. This exclusively refers to combos against grounded opponents that flow to 2H to launch. r. - Running (eg. r.5S = running 5S). jb. / jf. - Jump back / jump forward. Contributors: blitz, Jjuice, Teyah, TGS * All combos end with knockdown unless otherwise stated. --------------------------------------------------------------------- *General, non-specific combos* [Midscreen combos] Conditions: Millia farther than 2/3rds from enemy corner Throw, r.5S-2H, jf.D || ADC, j.K-D | ADC | falling j.D. -Will work on a good chunk of the cast - exact specifics to come. Conditions: Millia 2/3rds or closer from enemy corner, have Pin Throw, r.5S-2H, jf.D ||| ADC, j.K-D | falling j.H xx S Pin, land 6H. -Will work on a good chunk of the cast - exact specifics to come. Conditions: Millia farther than 2/3rds from enemy corner Combo to 2H (ground launch), jf.K-S-H, ADC | j.D || ADC | falling j.D. - Works on several characters (specifics coming). Vs Sol, sj.K-S-H. [Corner combos] Conditions: Millia 1/3rd or closer from enemy corner Aerial launch 5S-2H, j.D ||| ADC, j.K-D || ADC falling j.D | Bad Moon. - The first j.D should be a ju.D or jb.D if deeper in corner. Works on most average-weight characters. Conditions: Deep in corner Combo to S Disc, 5P, jf.K-D |||| ADC j.K-D | ADC falling j.D (xx Bad Moon). - Works well on many normal weights; can also end with ADC j.H xx S Pin, land 6H. General, non-specific combos - UNTESTED [Corner combos] Conditions: Millia 1/3rd or closer from enemy corner Aerial launch 5P, jb.K-D ||| ADC, j.K-D || ADC falling j.D | Bad Moon. - The first j.D should be a ju.D or jb.D if deeper in corner. May only work on chars with larger hitboxes (needs testing). If so, omitting the last j.K may help. [Midscreen combos] Conditions: Millia farther than 2/3rds from enemy corner Aerial launch (any but 5S-2H), jf.K-D ||| ADC, j.K-D | ADC falling j.D. - May only work on chars with larger hitboxes (needs testing). If so, omitting the last j.K may help. Conditions: Millia farther than 2/3rds from enemy corner Aerial launch 5S-2H, jf.D ||| ADC, j.K-D | ADC | j.D. - Should work on most normal weights. Conditions: Millia 2/3rds or closer from enemy corner, have Pin Aerial launch (any but 5S-2H), jf.K-D ||| ADC, j.K-D | ADC | j.H xx S Pin, land 6H. - Should work on many normal weights. Conditions: Millia 2/3rds or closer from enemy corner, have Pin Aerial launch 5S-2H, jf.D ||| ADC, j.K-D | ADC | j.H xx S Pin, land 6H. - Should work on most normal weights. --------------------------------------------------------------------- Midscreen, character-specific combos Ky Conditions: Anywhere, have Pin Combo to 2H (ground launch), ju.S-H | ADC j.D | ADC j.S-H, land, j.K-S-H | ADC j.D, ADC j.H xx S Pin, land, 6H. Millia Conditions: Millia (you) 2/3rds or closer from enemy corner, have Pin Combo to 2H (ground launch), j.D || ADC j.K-D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D | ADC j.D, ADC j.D. - Can also begin this combo with j.S-H | ADC j.D. Conditions: Millia (you) 2/3rds or closer from enemy corner, have Pin Combo to 2H (ground launch), j.S-H || ADC j.D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D | ADC j.D, ADC falling j.D. Conditions: Fullscreen Combo to 2H (ground launch), jc || j.K-D | ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D, ADC j.D. Eddie, I-No Conditions: Close to corner after Disc hits Combo to 2H (ground launch), jf.H | ADC, j.D, ADC j.S | j.H, land, jf.K-D ||| ADC j.K-D || ADC | j.D. Jam Conditions: Anywhere Combo to 2H (ground launch) |||| j.D || ADC j.K-D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D. - The 2H -> j.D is reaaaaaaaalllllyyyyy late. Potemkin Conditions: Millia 1/3rd or closer from enemy corner, have Pin Combo to 2H (ground launch), jf.H xx S Pin, j.D || ADC, j.K-D || ADC, falling j.D (xx Bad Moon). --------------------------------------------------------------------- Corner, character-specific combos Conditions: GROUNDED, combo to 2H Sol Combo to 2H (ground launch), j.K-D ||| ADC j.K-D, ADC | j.H, land 5S-2H, j.K-D | ADC j.H, ADC falling j.D xx S Pin, land 6H. Millia Combo to 2H (ground launch), || j.K-D, ADC | j.H || ADC j.S-H, land, j.K-D || ADC j.D | ADC j.H | xx Bad Moon. Conditions: GROUNDED, 6K xx Lust Shaker, FB Longinus (214D) Sol, Millia, Axl, Faust, Anji, Slayer, Zappa, I-no, Order Sol 6K, LSFB, r.5Sc(2), 2H, ju.H | ADC j.D | ADC j.S-H, land, ju.K-D xx S Pin, falling j.D. Ky, Eddie, Chipp, Venom, A.B.A 6K, LSFB, r.5Sc(2), 2H, ju.P-K-D | ADC j.D | ADC j.S-H, land, ju.K-S-H, ADC j.D xx S Pin, land 6H. May, Baiken, Dizzy, Jam, Bridget 6K, LSFB, r.5Sc(2), 2H, jf.K-D | ADC j.D | ADC j.S-H, land, jf.K-S-H | ADC j.D, ADC j.D xx S Pin, land 6H. - On May jump straight up j.K-D etc. Note this is fucking hard but, it works on May. Testament, Robo-Ky 6K, LSFB, r.5Sc(2), 2H, ju.P-K-D | ADC j.H | ADC j.S-H, land, ju.K-S-H | ADC j.D xx S Pin, land 6H. Potemkin 6K, LSFB, r.5Sc(2), 2H, ju.S-H | ADC D | ADC j.S-H, land, jf.K-S-H | ADC j.D, ADC j.D xx S Pin, land 6H. Conditions: AERIAL, after Disc hits Sol, Robo Ky, Order Sol Aerial launch, 6P-2H, ju.K-D || ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H. May, Millia, Baiken, Jam, Dizzy, I-No, Bridget Aerial launch, 6P-2H, ju.D || ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H. Ky, Eddie, Chipp, Axl, Testament, Zappa, Slayer, A.B.A Aerial launch, 6P-2H, ju.H || ADC j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H. - For Eddie & Testament, you must jump towards them after 2H instead of straight up. Anji Aerial launch, 6P-2H, ju.D || ADC j.D || ADC j.K-D, land, 5Sc(1)-2H, ju.D || ADC j.K-D | ADC j.D xx S Pin, land 6H. Venom, Faust Aerial launch, 2H, ju.D || ADC j.H | ADC j.S-H, land, ju.K-D || ADC j.K-D | ADC j.D xx S Pin, land 6H. Johnny Aerial launch, 6P/5Sc(2)-2H, ju.S-H | ADC j.D | ADC falling j.D, land, j.S-H | ADC j.D xx S Pin, land 6H. Potemkin Aerial launch, 6P-2H, ju.H || ADC j.D | ADC j.S-H, land, ju.K-S-H | ADC j.D | ADC j.S-H, land, j.K-S-H | ADC j.D xx S Pin, land 6H. --------------------------------------------------------------------- Throw, character-specific combos Ky Conditions: Midscreen, have Pin Throw, r.5K jc | j.K-S-H | ADC j.D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D, ADC j.D, ADC j.D - Very slightly delay (1-2F) after the jump, but before the j.K. Millia Conditions: Midscreen, have Pin Throw, r.5S-2H, j.H | ADC j.D, ADC j.S | H, land, j.K-D | ADC j.S-H | ADC falling j.H xx S Pin, land 6H. Conditions: Fullscreen, have Pin Throw, rj.K-S-H | ADC j.D | ADC j.S-H, land, j.K-D xx S Pin, falling j.D. - If you really are fullscreen the combo ends there, since the pin will hit Millia right in the corner and really late, the falling j.D will be really low. If not, it continues: ADC j.H | ADC j.D. Jam Conditions: Anywhere Throw, r.5K, j.K-S-H | ADC j.D | ADC j.D. Conditions: Millia farther than 1/3rd from enemy corner, good timing throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D Conditions: Millia 1/2 or less from enemy corner, have Pin Throw, r.5S-2H, jf.D | ADC, j.D | ADC, j.S-H, land, j.K-D xx S Pin, falling j.D | ADC, j.H, ADC falling j.D. Slayer - others tbd Conditions: Millia 2/3rds or more from enemy corner, have Pin Throw, r.5S-2H, j.H | ADC j.D, ADC j.S || j.H, land, j.K-S-H, | ADC j.D || ADC j.D xx S Pin, land 6H. - Once you rejump it gets hard but it works. This is a corner to corner combo. KY throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (74 damage) throw, dash K-K -> j.K-S-H -> ad.D -> ad.D (80 damage) throw, dash 2H -> j.K-S-H -> ad.D -> ad.D (92 damage) (midscreen)throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (92 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (92 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (93 damage) throw, dash 2H -> j.S-H -> ad.K-D -> ad.D (96 damage) throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (99 damage) (midscreen)throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.D (104 damage) JAM throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (84 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (86 damage) throw, dash j.K-P-K-D -> ad.H -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (89 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (112 damage) POTEMKIN throw, 2H -> j.D -> ad.K-D -> ad.D (74 damage) throw, 2H -> j.K-D -> ad.K-D -> ad.D (75 damage) throw, 2H -> j.K-D -> ad.H -> ad.D (76 damage) throw, dash S(f)-2H -> D -> ad.K-D -> ad.D (79 damage) throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (81 damage) throw, 2H -> iad.S-H, land, j.K-D -> ad.K-D -> ad.D (83 damage) throw, 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (87 damage) throw, 2H -> j.S-H -> ad.H/D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (89 damage) throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (89 damage) throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage) throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.K-D -> ad.D (91 damage) (midscreen)throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (92 damage) throw, 2H -> iad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) throw, 2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (101 damage) MILLIA throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (99 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (100 damage) throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (107 damage) throw, dash 2H -> j.K-S-H -> ad.D -> ad.D (110 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H/D (112 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (113 damage) (midscreen) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D (128 damage) AXL throw, walk K -> j.K-D -> ad.K-D -> ad.D (77 damage) throw, dash j.K-S-H -> ad.D -> ad.D (82 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (94 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) (midscreen)throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> ad.S-H -> 214H, falling j.D -> ad.D (111 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (114 damage) CHIPP throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (99 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (103 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (119 damage) throw, dash 2H -> iad.H -> ad.S-H -> j.K-D -> ad.K-D -> ad.D (128 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (138 damage) SLAYER throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (72 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage) throw, dash 2H -> j.K-D -> ad.K-D -> ad.D (82 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (85 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage) throw, dash 2H -> j.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (94 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D - >ad.D (95 damage) throw, dash 2H -> iad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (96 damage) (midscreen)throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (96 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (101 damage) ANJI throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (94 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.D (94 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) throw, dash 2H -> iad.H -> ad.H, land, S© -> j.K-S-H -> ad.D -> ad.D (103 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage) throw, dash 2H -> j.H -> ad.S-H, land, 2H -> hj.D -> 214S, ad.D -> ad.D (110 damage) throw, dash 2H -> iad.H -> ad.H, land, S©-2H -> hj.D -> 214S, ad.D -> ad.D (111 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> 214H, falling j.D -> ad.D (112 damage) ZAPPA throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage) throw, dash P-P -> j.K-S-H -> ad.D -> ad.D (81 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (83 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (90 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.H -> ad.D (92 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage) EDDIE throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (92 damage) (midscreen)throw, dash K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (92 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (110 damage) ORDER SOL throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (72 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (76 damage) (midscreen)throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (77 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.D (85 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (85 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (87 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (99 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (100 damage) SOL (corner only)throw, dash j.K-S-H -> ad.D (73 damage) throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage) throw, dash j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (80 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (81 damage) throw, dash j.K-P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (81 damage) throw, dash j.K-P-K-D -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash 2H -> j.D -> ad.K-D -> ad.D (86 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-P-K-D -> ad.D (89 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (97 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (109 damage) VENOM throw, dash j.K-P-P-K-D -> ad.H -> ad.D (75 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (110 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (110) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, ad.D -> ad.D (114 damage) BAIKEN throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (86 damage) throw, dash K-S© -> j.K-D -> ad.K-D -> ad.D (91 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.D (91 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (105 damage) (midscreen)throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (118 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (122 damage) DIZZY throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (86 damage) throw, dash P -> j.K-P-K-D -> ad.D -> ad.D (87 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (92 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (106 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (121 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> ad.D -> 214S, falling j.D -> ad.D (121 damage) BRIDGET throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.D (83 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (98 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H/D -> ad.D (113-114 damage) (just a teaser for the tension list)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> ad.S-H -> ad.D -> 236D, land, dash 2H -> j.D -> 214S, falling j.D -> ad.H/D -> ad.D (121-122 damage) MAY throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) (midscreen)throw, dash K -> j.K-P-K-D -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (87 damage) throw, dash S©-2H -> j.D -> ad.K-D -> ad.D (93 damage) throw, dash S(f)-2H -> hj.D -> 214S, ad.D -> ad.D (97 damage) throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (101 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (110 damage) FAUST throw, dash j.K-P-K-D -> ad.H -> ad.D (74 damage) throw, P -> j.K-D -> ad.K-D -> ad.D (76 damage) throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (76 damage) throw, j.K-S-H -> ad.H -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D ->ad.D (80 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (92 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (105 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (106 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (109 damage) INO throw, dash P -> j.K-P-K-D -> ad. H -> ad.D (77 damage) throw, dash P -> j.P-K-D -> ad.K-D -> ad.D (79 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (84 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (94 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.D (94 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (95 damage) throw, dash j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D (95 damage) throw, dash 2H -> iad.D -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (102 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land,j.K-S-H -> ad.D -> ad.D (110 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.D -> ad.D (110 damage) JOHNNY throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (73 damage) throw, dash K-K -> j.K-S-H -> ad.D -> ad.H -> 214S, land, 6H (84 damage) throw, dash S(f)-2H -> j.K-D -> ad.K-D -> ad.D (92 damage) throw, dash S(f)-2H -> hj.D -> 214S, ad.D -> ad.D (93 damage) throw, dash S(f)-2H -> j.K-D -> ad.K-D -> ad.D -> 214S, land, 6H (100 damage) ABA throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (62 damage) throw, dash K -> j.K-S-H -> ad.D -> ad.D (69 damage) throw, dash 2H -> j.S-H -> ad.D -> ad.D (78 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (79 damage) throw, dash 2H -> iad.H -> ad.S-H, land, j.K-D -> ad.K-D -> ad.D (85 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (90 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (94 damage) TESTAMENT throw, dash K -> j.P-K-D -> ad.K-D -> ad.D (74 damage) throw, dash P -> j.K-S-H -> ad.D -> ad.D (80 damage) throw, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (90 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (105 damage) throw, dash S(f)-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> 214H, falling j.D -> ad.D (107 damage) (midscreen)throw, dash S(f)-2H -> j.D -> ad.S-H -> ad.D, land, j.K-D -> 214S, falling j.D -> ad.H -> ad.D (109 damage) ROBO-KY throw, dash K -> j.K-P-K-D -> ad.K-D -> ad.D (65 damage) throw, dash S(f)-2H -> j.(K-)D -> ad.K-D -> ad.D (81 damage) throw, dash S(f)-2H -> j.S-H -> ad.D -> ad.D (82 damage) throw, dash 2P-K -> j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (74 damage) (midscreen)throw, dash S(f)-2H -> j.H -> ad.S-H, land, j.K-D -> 214S, ad.D -> ad.D (91 damage) --------------------------------------------------------------------- Flashy/Difficult Non-B&B Combos~ Ky Conditions: Millia 2/3rds or closer from enemy corner Combo to 2H (ground launch), IAD j.S-H, land, j.K-D || ADC j.K-D | ADC j.D. Conditions: Millia farther than 1/3rd from enemy corner S©-2H -> 2369D, land, dash S(f)-2H -> j.D -> ad.K-D -> ad.D (knockdown) Millia Conditions: Millia's back to corner (or closer) Combo to 2H (ground launch), IAD j.D | ADC j.S-H, land, j.K-D || ADC j.K-D | ADC j.D (knockdown) Potemkin (lol) Conditions: Millia 1/3rd or closer from enemy corner Combo to 2H (ground launch), IAD j.H, ADC | j.H, land 5Sc etc. Conditions: Anywhere Combo to 2H (ground launch), IAD j.S-H, land 2H, jf.D || ADC, j.K-D | ADC | j.D, land 5K -> etc. Conditions: Anywhere Combo to 2H xx Lust Shaker, Longinus (214D). - May work on other heavies / large hitbox characters - Can repeat if in corner Jam Conditions: Millia 1/2 or less from enemy corner Throw, rj.K-P-K-D | ADC, j.S-H, land, j.K-D ||| ADC, j.K-D | ADC j.D. Conditions: Millia 1/2 or less from enemy corner, have Pin Throw, rj.K-P-K-D | ADC, j.S-H, land, j.K-S-H xx H Pin, falling j.D ||| ADC, j.K-D | ADC j.D.
  15. 1) Set yoyo, hold H button 2) Flick autofire switch on HRAP 3) (can anyone confirm that this works?)
  16. Off-topic posts have been removed; please keep online discussion to its respective forum. If you have a problem with someone on a personal level, please take it to Private Messaging. Thanks!
  17. The official site is probably right, the command in the framedata should be changed to reflect that. I just remember reading that many Force Breaks were performed by just pressing D during certain moves, like May's Dolphins, Millia's Lust Shaker, etc... so that's how that error came about.
  18. Arbitrary measurement of time - in this case, every time your health drops due to poison, that's our tick.
  19. Sure.. but if Millia has already committed to 2K xx Disc (which is often why the 2K is done), then there's no way the opponent will get airthrown as they have more than enough time to just AD away. I'm assuming forward tech off 2K OTG, since it's not in the opponent's favour to go for the others in this case. If Millia doesn't Disc, then it's a potential airthrow for Millia.. 55 dmg and minimal setup time. Which isn't all too rewarding when compared to regular corner oki, IMO. Edit: Then again... I'm a guy that doesn't like to deviate from tried and true methods. If people find this working better for them on certain opponents then by all means use it; everything is based on reading your opponent in the end anyway.
  20. That's actually her new super-early Youzansen FRC. :P Why? Allows you to mixup between high/low with something like [FRC j.P-P-K] or [land 2K] into stuffs. (At least that's the idea from the situation in the vid)
  21. OTG 2K gives you a bit more time to setup Disc oki. The downside is that it's completely techable, which helps to explain why it's not a common tactic among Japanese players.
  22. 1) I think he means air H Stun Edge - in AC, the FRC point has shifted to just after its release, so you can airdash right after it to keep up the pressure. In #R and Slash, you can still airdash after air Stun Edges.. you just have to wait until the animation is over. By that time you'll be very close to the ground though, so it's not nearly as useful. Edit: nvm, he probably did mean VT
  23. During bursts, you shouldn't think of it as 'they can only be thrown', but more like they have invincibility to strikes. Same goes for what you're asking about - which is commonly referred to as 'throw invincibility'. Examples of this include when leaving blockstun, hitstun, and when getting up. Various normals/specials/supers also have invincibility to throws. (See framedata to find out which)
  24. Fixed, and reposting: 2.3 GB compilation of AC Millia match video goodness: http://www.mininova.org/tor/782501 Contains everything from this thread and a bit more (as of May 3, 2007), I'll be seeding over the next few weeks at the least. Details on characters and players involved can be found here.
  25. Sorry for the delay guys. Torrent has been reposted, here. Contains every single vid of AC Millia that has been posted publically on the internet, as of May 3, 2007.
×
×
  • Create New...