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Ice Prince

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About Ice Prince

  • Rank
    This Is The Remix
  • Birthday 04/04/1986

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    http://www.myspace.com/icexprince
  • AIM
    ariesdude86

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  • Location
    TN
  1. Ice Prince

    AC Millia: Videos & Discussion

    Nice analogy Kurum. I should have clarified a bit on the SG traps(and my useage of traps in general) a bit. That should have been his nets in place of that. That was my bad. ^_^ Though I am fairly certain that exe beast does net a CH on SG if you don't have it cancelled by the time it hits you, which is part of the problem in why you can't afford to spam it against Testy like you can against some other opponents that don't have good or fast closing options from full screen length. j.k I mean for general retreating option in air. I know it's quite effective off of disc as a way to still keep on offense (as it can lead to either an IAD, ATG options or even turbofall if you so wish). In other words, it's a very versatile option. j.d does lose to Badlands, but it does offset nets. Once again, bad verbage on my part. I won't lie, I was half stoned when I typed this out. :P Millia really doesn't have a counter to Badlands aside from having to take a risk, but she does with nets(pin, j.d, regular air pokes, etc).
  2. Ice Prince

    AC Millia: Videos & Discussion

    Just to add to this since I talk to Jamie all the time about this matchup. Millia actually can make Testy's life hell if she keeps on her viable gap closing moves game (IE j.d and pin). These can also leave her relatively safe if your opponent is Warrant happy (provided you are paying attention if you attempt a blind rush). SG feint is actually a good way to bait if properly spaced, but don't try to spam it from a full screen's length because you're just asking for a CH from behind due to his exe beast. The safest and most ideal time to use SG is preferably off knockdown for oki purposes. Not only does SG void any near by traps, but it offers you the chance to get in Testy's face most of the time. Testy is designed to be a run away character, so being is his face obviously makes your opponent have to alter their strategy. You have the advantage here because forward exe beast is ineffective at such close range. Just make sure you watch for Warrant, and punish accordingly if there is a space in your offense. Millia is fortunate that she has a good way to offset general traps with pin and j.d as well. Make those your primary rush tools, or if you're unsure of a situation. Another useful tool is random j.k. They seem to be quite effective at stopping Testy's air advances sometimes. Basically you can't afford to play defense in this match. You have to be "offensively cautious" and be aware of your spacing. Testy's game is very limited if you can stay on top of him, but it's when you retreat or go on the defense that his game comes to fruition.
  3. Ice Prince

    General Millia Q&A Thread (Ask away!)

    Koichi played a bit with her in Slash (and he was awesome of course). I still think he should stay with I-No because that's who got him "famous", but I suppose he wants to take Millia for another test run. Can't say I blame him though; she's alot more fun now compared to Slash.
  4. Ice Prince

    AC Millia: Videos & Discussion

    ^_^ No prob. I will say in general, SG is the best way to go off a random CH (like 6hs or j.d for example) because you're not likely to be in close enough proximity even after a roll or IAD for a disc to be that effective. This way it will give you some options(as well as a bit of priority) on how to approach. The most strategic way would be something like SG 6 2 6 8 or something similar on a far knockdown that mixes up the high/low aspect so you can keep momentum. I know it will make your opponent think twice about attacking because they don't want to run the risk another CH that could go into launch or another knockdown. So basically to sum it up, just mix and match. Off random CH's, go for SG. Off typical 2d knockdowns, go for disc if you are spaced properly(especially true for FB disc as it's the safest of any oki option) unless you are getting predictable. I do know SG presents some fun oki options sometimes depending on the range. For instance, if you throw a SG off a 2d, you can IAD crossup and have your opponent "boxed in" between you and the bubble (which at the very least is great for guage jackup if it's blocked.)
  5. Ice Prince

    General Millia Q&A Thread (Ask away!)

    Generally there are certain times someone will attempt to Burst/DAA you that are easy to figure out (off the top of my head I'll list some): -Off throw after 5s/5k followup or whatever you're using to launch. -Corner disc/SG pressure (this is a prime reason I support SG moreso than disc off corner knockdown unless it's FB disc because if they catch you with a DAA/Burst, chances are your SG will only be around it's 2nd-3rd rotation. If you directioned it properly, it should cover you and allow you a slight break). -Corner ATG's/Blocked disc pressure (these are very prime for DAA's) -Pin ATG tactics (I've seen so many Bursts once that pin connects because they know what's coming). The general rule of thumb though is that most will try to save their Burst until they absolutely need it. Just always try to stay aware of your opponent's Burst status so you can predict when it will happen. Obviously if you're winning a match, they'll probably wait until near the end as a last ditch effort. DAA's usually come out when your oppenent is close to a corner. Obviously DAA's are less frequent bc of the tension usage (and even moreso now with useful FBs it would seem).
  6. Ice Prince

    AC Millia: Videos & Discussion

    Hmm not bad. There were some dropped ADC combos(and who HASN'T dropped them at some point) but you generally seemed to have the right approach. Only thing I saw lacking was SG offense. SG is soooooo useful on a far CH knockdown/2d knockdown, so I'd utilize that since it gives you time to cover ground or to try for a safer rush with pin. Another good thing for you to utilize more is knockdown->roll->hs disc/fb disc->6k in corner or IAD->falling air fb disc->5s in corner etc etc. Just something to spice it up a bit. In most cases, your opponent won't try to throw something out during a successful corner knockdown hs disc setup(unless it's very late of course), so if you can, try to learn the timing of when to IAD->falling air fb disc.
  7. Ice Prince

    General Millia Q&A Thread (Ask away!)

    ^Pretty much. Not as much reliance with FB disc being so godly, but they do have their uses as always on blockstrings and the like. They do really great especially if your opponent's guage is jacked.
  8. Ice Prince

    General Millia Q&A Thread (Ask away!)

    Yup Teyah is correct. ER off of 2d is usually only best saved when you've learned the hitboxes and the required spacing of it to connect. But yes, alot of the more experienced Millia's will rarely if ever use that type of offense. These days it's smarter to simply follow a 2d(assuming it connects of course) with SG or FB disc....something that generally leaves you some oki options and that is a guarantee for mix up options. ER is best used on say, a standard ATG string ending in 5hs. In general, it's always been versatile, just not so much with 2d since you're not always guaranteed the correct space needed and/or the character hitbox.
  9. Ice Prince

    General Millia Q&A Thread (Ask away!)

    As Kane said, her pin is probably the best tactic to use if you're going to attempt a rush. Also playing cat and mouse a bit can frustrate your opponent with little pokes here and there (5p/5k/5s as they are generally safe bets for pokes). Try to learn to learn how to cancel SG if you're oppenent like to play keep away alot and bait them with that if you are properly spaced (IE full screen or close to). This way it throws them off when you actually do use it in your gameplan.
  10. Ice Prince

    AC Millia: Videos & Discussion

    Haha yea I've been on hiatus for awhile. But Kurumster, you've picked her up pretty decently for only a month and a half. It seems you're fairly well at your spacing game, and your pokes for the most part have all been correct. I'd suggest you practice learning how to "bait" a bit more. Also learning some fancy SG inputs for when you have oppertunity to use it. SG can put some serious confusion and hesitance on your opponent's shoulders. Making them learn to fear it's arrival is always a plus, and can give her a free rush if you've responded with SG accordingly. Also learn to throw it in on your oki game just to switch it up every now and then. Some good inputs for oki that I like to use are: -2, 8, 3, 4 -2, 8, 2, 8 -1, 6, 8, 4 -1, 6, 8, 2 Pretty much just anything that starts with a downward motion and just crosses them up. It's really great to keep the pressure on if you don't have the tension for FB disc, or if you don't want to throw hs disc. Plus guard guage jack up is great anyway even if they block, and still gives you time for a followup tactic.
  11. Ice Prince

    AC Millia: Videos & Discussion

    ^Agreed. Don't worry about dropping them sometimes Kurumster. It's happened to all of us (and still does). Just spend a bit more time in training to practice your timing/execution. Besides, HOS is like.....Millia's worst matchup anyway, if that's any consolation. :P
  12. Ice Prince

    GG:AC Official Tier List Thread

    Just a little thing for Millia, since I consider it important: -5p has an extra 2 frames tacked on as most of us know (5f~7f now). It's only worth noting because this used to be her best "close" poke because of the fast startup and execution (and could be used quite effectively off of her disc oki crossup into j.s, 5p). It's notebale the diffence from Slash 5p to AC 5p in animation. It looks "sluggish" in AC compared to Slash. You can still get the 5p to work off the crossup oki j.s, but it's alot tighter now and easier to drop going into the j.k for tech. Basically, it's not her safest poke anymore as it's run of the mill with anyone else's for the most part, when it used to be one of the best.
  13. Ice Prince

    AC Millia: Videos & Discussion

    http://youtube.com/watch?v=nldCDQCPV9E Nakamura () vs Koichi () Good stuff, and it's been out for awhile, but haven't seen it posted in here, so here it is for the people that haven't. Thanks goes to stinkymonz for uploading it. ^_^
  14. Ice Prince

    AC Millia: Combo Discussion

    Yes, I've noticed that too stinky. That's one reason I try to go for regular 5s, 2hs launch, largely due to the whiff/tech factor. If you whiff/opponent tech's during the ADC stuff, at least you got more raw damage from the 5s, 2hs launch as opposed to a running j.k. Followup hasn't been that big either way, as far as I have seen. I've been able to disc or SG oki just fine from either launch type.
  15. Ice Prince

    AC Millia: Combo Discussion

    While that is true, I've always believed in variety. It is the spice of life. I searched through here earlier and have some stuff that isn't posted yet. I'll try to write it up later to post.
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