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Teyah

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Everything posted by Teyah

  1. Three more AC Millia match vids, from joybox (Yay). Uploaded at megaupload for those who'd rather not go through FileBank: http://www.megaupload.com/?d=D2RLAFJ5
  2. They're from ghakojoybox, so my guess is no. Many of their vids have been pretty scrubby, by our standards even... but I'll grab these three and have a look, anyhow.
  3. True, but I don't think j.S -> ADC j.S will combo.. at least not by doing j.S RC AD j.S, in Slash or #R anyway. The framedata also says that there's a frame or two less than needed to make that link: j.S = 10F startup and Lv3 AD = 6F+ delay before you can act... Lv3 hit on croucher = 15F hitstun. 1 frame or so too little. :sad: But yeah, j.S (AD j.S), AD j.K-S (or at least j.K-P, land 2P...), or land 2S-2H looks like it would work for a good mixup. So any time you get the opponent blocking, you should be able to do high-low stuff much more safely. It's not I-No-like BS where everything combos, but it's at least a lot better than what she previously had!
  4. Lol yeah, the new voice set in that vid kind of sucked. There're still the other two though, and hey, at least it's the same voice actress... Doren: In case you didn't check the other thread, Millia vs Potemkin
  5. But, this is the same as her Slash [j.H, 2H] loops... well, except a bit more rapid, anyway. Alternate link for the Millia vid: http://www.megaupload.com/?d=4D2CBMZ9
  6. And so nearly two weeks after AC's release, we have our first official AC Millia match vid: ttp://freett.com/homura824/movie.htm -> ggxxac4.zip (Millia vs Pot) First of all, the players in this vid are actually quite good, so there's a lot to be gained from watching this (unlike those random ghakojoybox sets of 70). New stuff observed in vid: #Reload (Untechable) Throw - Yes it's in, and yes it does huge damage if you can follow it up with her B&B. This will probably be different for each weight class of characters. Force Break: Longinus - Is comboable/cancellable into from Lust Shaker, causes 'sliding' property. In the vid, the player does corner 6K xx Lust Shaker, FB Longinus, then proceeds to do a running 2S-2H to pick Pot off the ground and go into her new B&B aircombo. IMO, this is a great addition, as it's a lot easier to do [6K xx LS xx Longinus] than [6K xx Slash Disc, 5S-2H], as you don't have to be super close to the opponent now, and Millia usually has tension to spare anyway. Force Break: Pretty Maze? - a.k.a "Air Disc". The Millia player did Iron Saviour FRC, then immediately went to Air Disc while still aerial. This crossed up, but the other player somehow blocked it (was possibly going for a wakeup Pot Buster, which reverts to block on crossups). Given how short of a timeframe there is before Millia lands from IS FRC, this new FB must be very, very fast, within a 5 frame startup or less... it would be a huge boost to Millia's midscreen game if she could go into her B&B combo from this crossup setup. This also seemed to be a Level 5 move, given the amount of pushback. Other things I observed: - j.D landing recovery reduced/removed? A couple of times, the Millia player ends a combo with j.D xx S Pin, then lands and immediately does a 6H on landing. With the old j.D landing recovery, I doubt this would have been possible, but it seems to work in AC. - Faster j.D startup Well, there must be, in order for it to combo from a still-Level 1 j.K... so I'm thinking it has gone from 11F to 9F startup, most likely. - FDC Throw back in? At 4:09, after doing a ground string to Slash Disc in the corner, Millia tries for something that looks suspiciously close to an FD throw, which ends up being an aerial FD. No idea what the player was going for here, but it seemed to be deliberate... Anyway, this new Millia looks much improved over the old Slash Millia, despite the reduction in combo damage. In fact I'd even be willing to say that she's comparable to #Reload Millia at this point - given that a player can convert every combo opportunity into a corner knockdown. Finally, Millia seems fun to play again.
  7. Ah okay, I gotcha. I see you added my relaunch section in there earlier today, which is good stuff... The 'Millia's Fight Plan' section may just be the toughest part to write, as it seems that many of Japan's better Millias simply don't play the same way (in neutral situations anyway). It will take some work to get a good, in-depth playstyle strategy written up, so maybe it would be best to just stick with general tips and pointers. In any case I'd be willing to help you out with this, TGS, so let me know what sort of info you'd like to see in this part of the guide!
  8. The guide is actually still being worked on? :amazed: It's a bit late for the #R Millia stuff (which would mostly be combos), Slash would be still be useful though. Just ransack the forum threads for combo info, Def1nitely's got some great posts in there.
  9. Sounds like Millia is getting back to her #roots, can't really complain about the changes we've seen so far. But, she's back down to #R's damage output as well now. No more practical zero tension, 60-70% damage loops is kind of disappointing... but having nearly every combo leave you with a cornered opponent + knockdown, I think we'll somehow manage.
  10. Almost right - but replace 7D with j.K-D (a new gatling) and throw in some j.Hs when you get too low, and you have the general idea for Millia's new B&B combos. At least she gets knockdown off every B&B again.. assuming you can get into it in the first place, that is.
  11. From about best to worst: Block/FD (Block the shadow, FD Edward) FD Jump (2147PK) 6PH (forward OS throw - FRC possible on whiff!?) IB -> Emerald Rain (...okay maybe not, but at least it'd be unexpected.) Don't DAA, it has massive recovery and will most likely make you eat a Damned Fang for 111 damage after it hits the shadow. Also, don't Winger on wakeup, same deal.
  12. Happy Birthday to fellow Millia players Ho0v-Man and AKA Hairpin: The move that makes Slash Millia playable. Used to get in, but more importantly, used to string together combos that do obscene amounts of damage. (But then again, every character's combos do obscene amounts of damage to Millia, so this isn't really too great of an advantage) See the "3-loop" thread for more details.
  13. Hitting crouching characters gives an extra frame of hitstun (but not guardstun). So as long as the 2K hits a crouching opponent, the 5S-2S-Tatami that follow will all combo... since the opponent is still in crouching hitstun.
  14. Surprised you don't know this, but anyS xx Tatami will combo on CH or crouching characters. You can verify (hitconfirm) the hit before the FRC point on the Tatami, so you can FRC accordingly. Not a bad tactic, but not a great tactic - just another misc way Baiken has of going into her B&Bs.
  15. Not true: moves like Johnny's j.D and Millia's delayed Disc both have wallbounce and are techable afterwards (or before, depending on positioning). Floorbounce moves like Sol's Bandit Bringer or Chipp's "Banzai" are certainly techable as well.
  16. Having played on Sega VS cabs myself for #Reload, it feels to me that the first set of 6 buttons (L1, L2, etc) is too close to the stick in comparison to the cab. The second set is definitely way farther than the standard, but have the correct setup to match the curvature of your hand and won't have you accidentally bumping thumbs together or the like. But anyway to answer your question, the first set of buttons on the HRAP1 is closer to the correct distance.
  17. I've always held 2 during Pin loops, and haven't had any problems picking up the pin. I think you're probably just hitting 2H too early, Hint, so try waiting a bit before hitting it. The other possible problem would be that you're hitting the falling j.H too early, allowing your opponent to tech earlier and causing your 2H to whiff - which may lead to your tendency to hit 2H a bit earlier, but that's a bit of a stretch.
  18. Generally, Millia should stick to the air and use her mobility to move in. The threat of Pin is often enough to make your opponent think twice about mindlessly hitting the AA button, so use that knowledge to mix up your AD advances. If you're grounded, a max-range 2D is a great poke that feeds into pressure on hit. If he's trying to run under Disc, just tag him with 2K (which also recovers in time for you to block a wakeup summon, should Zappa be silly enough to try). Secret Garden is safe after any knockdown (2D or 6H being the most common), and also after a throw in most cases. Also some characters don't have an answer for a fullscreen SG.
  19. If Eddie was SSS Tier as you seem to think, there wouldn't have been just Ogawa, but other Eddies with significant wins as well (See: HnK / Toki). It's not like Ogawa was the only Eddie out there. Eddie's playstyle didn't change a whole lot from XX to #R, so those existing Eddie players should've had a cakewalk upon #R's early years, yeah? No. Well that's just America and their general tendency to hop on the top tier for competitive play, not much else to be said there.
  20. Yeah because SBO2/3 were just full of Eddies all over the place like with SBO4 and Sol/Ky oh wait
  21. Luckily for you, this actually has its own thread in the I-No forum: http://www.dustloop.com/forums/showthread.php?t=1162
  22. The developers think that toning down most of the cast makes for a better game It's about time they got around to May they missed her the last 2 versions around ;o
  23. The best use of 2 FRCs would probably be (after knockdown) a running Disc FRC followed by Iron Saviour FRC -> immediate j.K for a very quick high/low (or just high). Follow with running 5S©-2H to loop from anywhere on the screen. 6K FRC kinda sucks for confusion purposes, IMO.
  24. For light/medium characters I find it's just best to get them into the corner if you can, and just end the loop after one relaunch by comboing into a 6H knockdown. Taken from a previous post in the '3 loop' thread, here are some options from midscreen: A General Midscreen to Corner Combo (+ knockdown, possible loop if nearer to corner): Ground launch, straight up j.S, S Pin, Turbofall, 2~5S-2H (same direction), continue loop or end with something simple (j.H, S Pin, land 6H or j.S-H, H Pin, land 6H) if you started from a 2K for easy knockdown. A General Midscreen Damage Combo (+ knockdown): Ground launch, j.S, S Pin, Turbofall, 2~5S-2H, sj.S-H, S Pin, land, running 6H (xx Roll). Works on most average-light characters. Broken_Dust would probably tell you to do launch -> IAD j.S-H, running j.K-S-H -> H Pin -> corner loop but I find it kinda hard to time the IADs (timing is really tight) so I usually stick to my lame easymode combos. Still an option though! TGS also transcribed the "Black Fire" Millia combo vid, which has some doable (but mostly unpractical) midscreen combos on various characters. Check that out here. Edit: Oh yes and everyone's favourite 'first ever useful midscreen -> knockdown combo discovered in Slash (!)' Midscreen knockdown combo (works on most characters): Launch, sj.S-P-S, H Pin, land, 6H. Can go into Roll -> Disc or Secret Garden from there. Combo depends on height as well, probably won't work after Disc -> 5S-2H on light-average chars, so you could try removing the first sj.S or something.
  25. Overlooked that change to j.D, I guess that helps her out quite a bit depending on just how long the untechable time is. Judging from the Pot vs Millia vid, it seems at least decent enough (causes knockdown on a somewhat aerial Pot) So if j.D has enough additional untechable time to allow for another j.D followup then I'm thinking you could do something like: (aerial launch) 7D, AD j.D (AD j.D), S Pin, land 6H (ground launch) 8S RC j.D, AD j.D (AD j.D), S Pin, land 6H Tested in #R by replacing ADC with RC->AD so take this with a grain of salt Hm... You cannot combo after a connected j.S/j.H cancelled into airdash - well, not anything meaningful anyway - only a j.P or j.K which has very tight timing and doesn't offer much further combo potential. I'm thinking the AD cancelling is more for mixups on a grounded opponent rather than combos, but it seems that Millia has a special case with the somewhat untechable j.D, so who knows. Hard to tell at this point without new info/vids coming in though.
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