Jump to content

stalebread

Members
  • Content count

    16
  • Joined

  • Last visited

About stalebread

  • Rank
    mrAgua

Other Info

  • PSN
    mrAgua
  1. stalebread

    AC Millia: Videos & Discussion

    Agreed with Tritone's post.. or in corners since the untech time is reduced on pins,, the extra air dashes would bring the opponent close enough to the ground to pin and relaunch.. then again after a relaunch... And then there's the potential changes to badmoon.. the change to 236k in the air (well the frc change).. new ex moves like lust shaker garaunteeing a knockdown.. Pretty maze.. there's still potential.. just we'll hafta relearn it all..
  2. stalebread

    AC Millia: Videos & Discussion

    I really don't see her as potential S tier like everyone had been complaining. The whole air hs rumour had everyone all wonky but it wasn't true.. I'm excited for the change in HOW she combos however (probably going to use the ability to cancel some air moves with dashes).. They took away her Air dust wall bounce on CH . And the 6h floor bounce .. Ah well.. less spamming now! I hope they kept the 6k frc and simply changed the timing.. especially if the timing came AFTER it hit now.. though that would mean no more tick throw... If the frc just reduced the pushback from it so you could follow up with more than just a disc safely then I would be happy.
  3. stalebread

    Video Recording and Movie Making Discussion

    I know it's kinda late bringing this back up from a closed topic, it's based on a product someone suggested sometime in the past, the adaptec gamebridge.. No one actually checked it out and being a cheap college kid needed an economic space saving way to watch tv and play games.. I found the gamebridge for 25 dollars, figured I couldn't go wrong. However I found one main prob with it and was wondering if anyone had any suggestions. Eventually everything did run smoothly with tv and recording and whatnot but there's the problem of the framerate dropping while I'm playing and some lag behind button pushes and on screen representation. As a result I could only land full combos maybe 10 percent of the time. Is this because of the data transfer over USB2.0 being so slow? Or is it something else? Either way hope this quick opinion helped whoever was interested. If you want it like I said, it's dirt cheap... *EDIT*- Just in case someone didnt realise the relevance of this post- it can't be good for movie making unless the players can play their best.
  4. stalebread

    General Millia Q&A Thread (Ask away!)

    O.O... what the fuck.. that shouldn't be possible.. I always wondered if you could combo from a frc'd disc that way though.. Any idea if THAT part is eddie specific though?
  5. I think IB-ing there was what the guy may have been looking for? Instant Blocking from what I can explain is blocking the second a hit would have connected.. Doing this takes you out of blockstun faster as well as reduces push back. So by timing and IB-ing most of a pressure string you'd be able to counter right after. At higher levels I suppose opponents would see this coming and cut a string short to keep some sort of advantage or at least a neutral level.. Oh forgot to mention.. when you successfully IB a hit you flash white. Oh also FD while blocking helps in another way... FDing or green blocking or whatever u wanna call it drains your tension meter but at the same time causes more push back, so an opponent may have an attack in a string whiff and you can counter from there or at least regain some ground. Also there's DA attack (fwd and two buttons cept dust while blocking). Takes half tension but instant knockdown for you if done correctly As for your question fenrir.. when in character select screen.. start>>> go down to SP or special or whatever it's called there>>> select with any button cept dust.. dust gets u the gold version.
  6. stalebread

    General Millia Q&A Thread (Ask away!)

    ways to avoid, set it IN FRONT them, AD over jk which pushes them into it. OR, frc it when setting it.
  7. stalebread

    General Millia Q&A Thread (Ask away!)

    Blitz made some good suggestions on pokes a page back... As anti air for most I find 5p to work well.. Except against stuff straight overhead etc.. s(f) is a nice poke and follows uip to hs, 2d, SG or hs, 236236s or 236s or hs,2d disc set and TK Bad moon or whatever. Nice safe long distance too. IAD back and air dust works well, or simply jump dust or dj dust for a CH. Spot on with IAD s pin, though I also use hs pin if the opponent figures I can't attack from that range and starts a setup of some sort. Question on CH stagger for pin into air to ground combo. does js,jp,jk,land s/2k etc work? Does it rely on timing?
  8. stalebread

    General Millia Q&A Thread (Ask away!)

    Thanks for the suggestions Blitz, few things I wanted to ask about though.. I'm guessing 214s is meant to be iron savior.. the air throw from it is a nice suggestion although I don't know about timing (easy? hard?) Alright now I guess anyone can answer the following analysis I did after watching the vids... Against both johnny and jam, Millia kept certain distances more or less. At all times trying to be more or less within s(f) range or 2d range. From there Millia more or less tried to get the opponent to rush or assume an opening. Openings however were filled with p's, 2d's and even s(f). Every once in a while Millia jumped straight up or maybe slightly fwd or bkwd... On Johnny I believe twice by jumping straight up instead of dashing the johnny would assume an opening and be countered by an air dust (late). Was not random at all but very deliberate and well timed, anticipated. I'm guessing hiro depended on gaining the upperhand and then trying to keep it through hs discs tkbadmoon and what not and not slipping up too much after getting the upperhand. So in essense it was a kind of waiting game? Not sure... I looked at some other vids after to see the difference against other chars. In sol matches spacing such as that would be harder to achieve. I'm guessing here that's because sol players can rush a bit harder since they have dp, and pretty strong normals. (IMO sol is anti-millia :P) When millia does commit to an airdash it's only when the player does not have to worry about the opponent being able to do much other than block. From there js,jp,jk, land, ground mixup etc. In the end I'm guessing spacing and zoning comes down to a mix of millia's potential at each distance as well as that of the opponent. One final question.. Does Millia have any good use for JI? I can't think of anything but I get the feeling I'm missing a good possibility that doesn't use more than half tension. Ah well. Suggestions welcome. I'm off to try this stuff a bit.
  9. stalebread

    General Millia Q&A Thread (Ask away!)

    High(ish) level tick throws/ overhead-low mixup. Best used in corner.
  10. stalebread

    General Millia Q&A Thread (Ask away!)

    Agreed. And in the MI v IN match most interesting thing she did was waste her pin.. I-no player just wasn't so great.. Millia vids ar beginning to disappoint me now
  11. stalebread

    General Millia Q&A Thread (Ask away!)

    Yeah that works, there's also anti air 5p, 5p into a loop or a CH air dust which can cause a wall bounce. As a last resort, if the opponent isn't very wary you can use the pin to cause a CH stagger. Other than those there's always the tick throw (roll or TK turbofall or combo of pin and turbo fall or 6k FRC on turtling opponent). After the throw either run foward and set disc, SG or run foward and 6h. I don't recommend you sticking to throwing out random 6H to get a CH. If the 6H misses you can be FAR from safe. Especially if the opponent baits it. Also I'd recommend you start practising the mid-screen pin loop, at least on light characters where it is relatively easy as they float. It can do decent (180+) damage from 3 reps.
  12. stalebread

    General Millia Q&A Thread (Ask away!)

    Ways to get out SG midscreen- 2d-sg (slow characters) s(f),h,2d, sg once launched- j.k,j.s,pin,land,6h,sg CH 6h, sg (pretty much a waste though) throw- this one is situational; GENERALLY opponents recover backwards, that gives you enough time to get it out. I'm not sure but I think it's possible that if the opponent techs foward the sg will hit depending on timing. DO NOT attempt sg's on a testament with half tension unless he is very far away... Nightmare circular is a bitch... Even without tension I think exe beast may also bring some problems so.. be cautious with sg and testament.
  13. stalebread

    General Millia Q&A Thread (Ask away!)

    you must have been really magical to get above 4 inputs to begin with... in midscreen set try using 1 first against faster/ more offensive characters...
  14. stalebread

    General Millia Q&A Thread (Ask away!)

    Apart from what zer0kage said you could also TK another badmoon or even a hairpin to keep on pressure from the frc'd bad moon. Meter can also be used to frc the 6k into a tick throw or block if you're baiting a dp... In corners although I believe the possible followup overhead j.K has been removed from an frc'd iron sabre it's still vital to frc it for rushdowns. Also an frc'd turbo fall appears to be pretty useful at higher levels of play. Upons seeing the start of a turbofall if spaced correctly they may try to rush and attack. A turbo fall frc into 6h nets you a counterhit with a sexy bounce--> aircombo. Of course you could use other attacks depending on your situation. SF Punker use 6k to mix up after setting a disk. If you're offensive enough and can read your opponent you can throw it out during a rushdown. Otherwise you should avoid it although I agree it's very useful.
×