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Luigi-Bo 87

Pinless Tactics

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I've been looking through other threads for a good game plan for Millia when you don't have her hair pin ready. I didn't see a whole lot and I want to be a good Millia player with/without her hairpin loops as sweet as they are. If anyone coulld help me out, I would greatly appriciate it.

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http://youtube.com/watch?v=dq3Ct8rqTZA

At around 02:15 Koichi does a nice non-pin corner combo since he didn't have the pin on him. He has a tendency to go for some rather hard Turbofall FRC combos that usually leave me with my mouth gaping.

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That was a pretty fierce match. Very good on both sides. I also confirmed my wanting to make A.B.A my secondary after Evo North. Some things I do without pin are: 1.Launch, j.S, j.K, jump, j.K, j.S, j.H, Tutbofall or Bad Moon. 2.(While opponent is blocking) c.K, c.S, c.H, c.D, Roll or Lust Shaker faked into Roll or Lust Shaker (Cancel out of the Lust Shaker before it connects. Useful to be tricky sometimes, and makes the next move all glittery.).

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Millia without Pin should be focused on regaining Pin, at least in Slash. Not doing anything suicidal mind you, but using proper spacing and movement to get back to it. Luigi-Bo: 1. Remember that j.S doesn't gatling to j.K. Also, Bad Moon won't connect off that combo at midscreen (which is where you'll mostly be using that combo). Without Pin, here are the combos I'd use: Midscreen, launch from 2H: j.S-P-K, dj.P-S-H. Midscreen, all other cases: j.K-S-P-K, dj.P-P-(P)-K. Corner, from 2H: j.(S)-H, Bad Moon RC, land [pick up Pin] 2H, Pin loop Corner, from 2H (no pin near): sj.S-H, Bad Moon Corner, from 2H (no pin near): IAD j.H, land 5P sjc.K-S-H, Bad Moon (In the above, move towards Pin after landing or via ending in Turbofall)

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http://youtube.com/watch?v=GEfEaZ92uVY

Another Koichi vid but with a mid-screen pinless combo utilizing Turbofall FRC into a j.K. Time is around 3:30.

IIRC, you have to barely tap FD after the FRC'd turbofall in order to throw out the j.K?

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in the corner vs. ky or potemkin, if you get a combo started from the ground in/near the corner, you can do a pinless combo that ends in knockdown and has comparable damage: 6P-2H -> iad.S-H, land, 6H -> 236236S, 6H you can throw a 214P -> FRC in there, too.

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Thankfully her AC game won't be nearly as reliant on pin for her big damage as there are ways to improvise. Still her best getting in/lockdown tool though. In Slash she's really almost S.O.L without it, whereas now in AC she can afford it.

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i've never had to FD before the j.K, it's just a momentum trick. the input is just j.H -> 236K -> FRC, j.K -> (9 + Slash at same time, and hold 9)-H -> Pin, airdash, falling H, land, 2H -> TK pin, airdash, land, set disc. Something like that...

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If my execution didn't suck, I would probably do that blitz. Except I'd turbofall instead of airdashing after the TK pin. How hard would you say is the timing of the j.K -> dj.S after the initial turbofall FRC?

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magz: There's really no point in going for the crazy Turbofall FRC j.K dj.S-H combo in serious play. It's just a flash combo that has very tough execution and very little practicality - even Koichi of all people screwed it up twice on that vid before finally hitting it (and failing the followup Pin loop). It seemed obvious to me that that whole vid had Koichi screwing around and aiming to hit that one combo... which he sort of did in the end. There's a reason why you never see that combo used in any other Millia Slash vids and that's because it's too inconsistent, and there are many more consistent ways to get your opponent into the corner and knocked down off a midscreen launch. (See 3-loop thread) Edit: To be on topic, [j.H xx Turbofall FRC, j.K dj.S-H] is a pretty horrible pinless tactic, as it wastes 25% tension and deals less damage than a simple j.S-P-K dj.K-S-H aircombo. It also further separates you from your pin.. unless you managed to leave your pin in the opposite corner, but that's honestly a pretty rare occurence.

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magz: There's really no point in going for the crazy Turbofall FRC j.K dj.S-H combo in serious play. It's just a flash combo that has very tough execution and very little practicality - even Koichi of all people screwed it up twice on that vid before finally hitting it (and failing the followup Pin loop). It seemed obvious to me that that whole vid had Koichi screwing around and aiming to hit that one combo... which he sort of did in the end.

There's a reason why you never see that combo used in any other Millia Slash vids and that's because it's too inconsistent, and there are many more consistent ways to get your opponent into the corner and knocked down off a midscreen launch. (See 3-loop thread)

Edit: To be on topic, [j.H xx Turbofall FRC, j.K dj.S-H] is a pretty horrible pinless tactic, as it wastes 25% tension and deals less damage than a simple j.S-P-K dj.K-S-H aircombo. It also further separates you from your pin.. unless you managed to leave your pin in the opposite corner, but that's honestly a pretty rare occurence.

All of that is true. Some of those turbofall FRC combos really are too inconsistant to nail, and you'll more than likely mess them up. Not to mention you could improvise with something alot easier and more damaging. I'm glad somebody pointed that out, as some of the combos posted on here are just for show anyway, that I've never seen done in serious play because of the "inconsistant" factor or just waste tension.

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Koichi didn't become the JI HCL freak he is now overnight. Surely if he stuck his main as Millia, he'd be pulling Turbo FRC Normal Jump Cancelling combos without any effort like he does with I-No's combos.

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Koichi didn't become the JI HCL freak he is now overnight. Surely if he stuck his main as Millia, he'd be pulling Turbo FRC Normal Jump Cancelling combos without any effort like he does with I-No's combos.

That's what I was trying to explain.

Anyways, I think that there is no point in trying to do combos without the pin, because you are going to need the pin some place or another, IMO.

This thread would have some potential if it was #R Millia.

It's awesome to see more Millia players in Slash.

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Koichi didn't become the JI HCL freak he is now overnight. Surely if he stuck his main as Millia, he'd be pulling Turbo FRC Normal Jump Cancelling combos without any effort like he does with I-No's combos.

I don't 100% agree with that, but it's valid. Koichi has played Millia quite a bit in Slash, and used her in #R before he made I-No his primary, so it's not like he's unfamiliar with her. It just proves that some of those FRC Turbofall combos can't be done consistantly.

Anyways, happy easter you all. <3

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Koichi didn't become the JI HCL freak he is now overnight. Surely if he stuck his main as Millia, he'd be pulling Turbo FRC Normal Jump Cancelling combos without any effort like he does with I-No's combos.

Even if he could get it down to a somewhat reliable level, there are still better alternatives, which I hope you could see from my previous post.

That's what I was trying to explain.

But this is your first post on the subject! :o

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Even if he could get it down to a reliable level, there are still better alternatives, which I hope you could see from my previous post.

But this is your first post on the subject! :o

haha. Yeah, this is my first post in this thread, but we have discussed something similar in another thread.

Back on topic: It really doesn't matter who plays with Millia in slash. The most consistent way to get damage is through the pin loops (as Teyah and IP mentioned).

@ Teyah: I really don't think that the adc's will do as much damage as the pin loops. Plus, the pin loops are easier to get a knockdown with, IMO. Would you care to enlighten us? :eng101:

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AC Millia now seems to do about even damage across the board, as opposed to Slash Millia who only dealt heavy damage in the corner (or from 6H CH), and low damage from midscreen. Standard AC Millia combo seems to go like: j.K-D, ADC j.D, ADC j.S-H, land, rejump j.K-D, ADC j.D, -> a) ADC j.H xx S Pin, land 6H (knockdown into corner) b) delayed ADC j.D (knockdown into corner) c) ADC j.H xx FB Disc, land 6H (knockdown away from corner) The advantage that AC Millia has here is that she can get the majority of her damage without needing the Pin, and - if you're good enough - can get knockdown pretty consistently. As far as damage factor goes: you're going to get alot more opportunities (via FB Disc, ADCs, useful throw, LV2 j.K) to mixup and land the complete B&B, which should help make up for any lack of mega damage options.

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Sorry to move the thread off-topic as well, but I wholeheartedly welcome the new ADC combos. I mean, it will require a lot more effort in combo execution (I think) but the amount of flexibility she has with how she combos is going to increase dramatically. Can't wait for May 31st =X (or whenever the thing freaking ships!).

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Wow, I can't even keep up with my own thread.:sweatdrop: All the advice has been very helpful. All this talk about AC Millia and ADC's has me feenin' for AC to be released.

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May 31st is so far away.......*le sigh* Anywho, I thankful the pin isn't her lifesaver tool this time (except for getting in/lockdown of course). But it's not necessarily needed for those lovely ADC combos. So no more having to be like "Must recover pin!" like it was before to do the big damage.

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It still is over a month away (sads). I feel that when AC is released, I will instantly drop Slash. Those FB moves are looking like they have quite a bit of potential for combos/lockdown stuff. Ice Prince: Sweet new sig (that's all I wanted).

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Here's a possible corner lockdown tactic that can work regardless of wether or not you have a pin using Secret Garden. On okizeme depending on your distacne (ideally one backstep away from the guinea pig) Activate silent use the following 2+HS, 8+HS, 2+HS, 8+hs in theory what should happen is this. If you're Far enough away from them that TACTICs SHOULD SHUT DOWN and ALL wakeup options thus freeing up more mixup opportunities. Please post here wheter or not this tactis works for work YOU and if not then why or why not?

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Wait, are you talking about secret garden(214H)? If that's the case, there are specific patterns you use in specific situations. 2828 is one of them, but so is 3464, and 1646, to name the most commonly used ones. Most common situation is when you get them into an air combo and end it with pin, land, 6H. 6H into 214H, 2828. If you do 214H while the opponent is NOT knocked down, certain characters can punish you for free (testament, for example). If you DO get one off before getting touched, for the most part, the opponent will be on you, so a better pattern is one that backtracks in case you got caught (so a pattern like 1494, or 2448).

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