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Milln

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About Milln

  • Rank
    Follow the Hat~~
  • Birthday 10/02/1987

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  • Location
    Murfreesboro, TN
  • PSN
    Milln

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  • Skype
    thatmilln

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  1. Ahoy. I'll be making sure anime/airdashers are taken care of at 2015's Kumite. There's some exciting things in the works!
  2. Hey I would love to join MTNG but I don't live in middle TN. I live in the bottom left of TN. Sooo what should I do or rather can I do.

  3. Milln

    [P4A] Yosuke Gameplay Discussion

    Let's all hold a moment of silence for Chaz. He has been consumed by League. *takes off hat, bows head*
  4. Milln

    [P4A] Yosuke Gameplay Discussion

    Now if only we had oki setups that don't get beat midscreen by not teching...
  5. Milln

    [P4A] Yosuke Gameplay Discussion

    Yup. This is what I was trying to get people to do effing forever ago with my big ass Dash Spring post. Adding to this, since j.A is hard sometimes depending on what button company you prefer, do 6OMC6, j.BB. from the Dash Spring. This cannot be DP'd either and not only gives you more time to hit confirm, but also gives you a more damaging combo. The only benefit to j.A is, it's faster. This doesn't make too terrible much difference because you should be able to see which way your opponent is thinking of blocking when you do Dash Spring. Dash Spring is actually a 5 way mixup with 50 meter, but does have a tell on which, uh, 'branch' you're going to do. OMC off of the first hit and hold 6 on the ground and you'll continue running. You can wait for the blockstun to wear off and throw, immediately Tentarafoo with the OMC red circle as an almost camouflage, or 2A twice. OMC off of the second hit you can 2A, airdash with j.BB > land, or airdash j.BB, Moonsault~Crescent Slash. If you do it too early, you can get some funky things like a rising airdash over your opponent. Tenta loses to any button. Throw loses to DP/backdash. Moonsault loses to anti-Moonsault course of action varying between characters. j.BB and 2A are true blockstring and must be blocked and BEAT DP if they block wrong and try it. The strength of this mixup is that your opponent doesn't know what's next unless they have a good eye. It's on par with Chie's OMC high/low from Rampage. For real. Learn this.
  6. Milln

    [P4A] Yosuke Gameplay Discussion

    I didn't get out of pools cause legitimate reasons. Miller's pool is at two eastern time. twitch.tv/sixfortyfive
  7. Milln

    [P4A] Yosuke Gameplay Discussion

    I'm in Pool 2, 10:00am to Noon Miller's in Pool 5, 2:00pm to 4:00pm LET'S GO LET'S GO LET'S GO I'll be posting some content soon. Withholding juicy stuff until after the tournament. Honestly, i've been really skimpy with new stuff recently. That's my fault and I acknowledge it, but shame no one else is talking about anything!
  8. Milln

    [P4A] Yosuke Gameplay Discussion

    Who's going to Final Round? I know Miller is, I am... anyone else?
  9. Milln

    [Mar 29-31, 2013] FINAL ROUND XVI - Atlanta, GA

    To nitpick, I have a question about KOF's rules. This is how they are written on the website: I understand keeping the same characters, but what about the team order?
  10. Milln

    [P4A] Yosuke Gameplay Discussion

    I haven't forgotten about you all. I've been practicing up for Final Round. Hella shoutouts to Miller and wara for placing some good Yosuke stuff at Winter Brawl!
  11. Milln

    [P4A] Yosuke Gameplay Discussion

    It's how one plays Yosuke, IMO. We don't have giant confirms, but we do have tech traps, resets, and mobility.
  12. Milln

    [P4A] Yosuke Gameplay Discussion

    Hey guys. No combos or shenanigans today, just information. To clarify some things about Tentarafoo that we were talking about earlier. It's necessary to reiterate that it's plus ANYWHERE and the opponent cannot Furious Action after a successful one ANYWHERE. Midscreen, corner, whatever. They -must- block if you hit them with a C Tentarafoo. D and EX move them far enough away to that they can act, but all C Tentarafoos, even ones canceled from blockstrings reward you with advantage for your risk of using it. From this distance (a little more than raw C Tentarafoo) On all characters it is POSSIBLE to run up 5B, but it's tight on anyone with a 9-frame or less DP such as Chie, Akihiko, or Teddie if they're mashing it. On those characters, I recommend doing 5C instead cause of it's range and if you do mis-time and they DP, it hits the persona instead of you, allowing you to recover and punish appropriately. Anything closer and you can move just a little bit and get a 5A blockstring going. Insant airdashing is too slow and will always get beat out by a DP, but if you don't think that they'll throw it out, then by all means, go ahead. This doesn't mean Tentarafoo is any less risky, i'm just driving home the point that you are rewarded no matter where you are on the screen. You always have the advantage from a successful one. If they do any normal or special, it'll get stuffed. Invincibility from supers is not tested, but I don't think it'll push through. Best damage combo with 50 meter is Tenta > OMC Run > 5C, 2C, B Run, Crescent Slashx2, Knives. Does 3077, gains back 4 unless someone has another idea. If you already knew this, good, this is review. If you didn't here, you go. I urge you all to keep playing around with Yosuke, you'll find stuff like this.
  13. Milln

    [P4A] Yosuke Gameplay Discussion

    This is true. Suku is a big deal for him, it changes and improves a lot about him. Learning how to control the speed burst and new cancellation options is important so that one can use it advantageously.
  14. Milln

    [P4A] Yosuke Gameplay Discussion

    I haven't gotten to much Sukukaja stuff, yet, but it's been on my to-do list: Damages with Garudyne are in parentheses. Sukukaja autocombo is actually kind of okay, , doing a j.2B > air backdash after the fourth crescent slash deals 2295(3074, can't combo j.2B into Garudyne) and builds an fton of meter; 38 Modifying it a bit to 5AAA, Crescent Slash, Crescent Slash (Cause you can just keep mashing A, no need to do motions), j.2b, jump cancel j.C, D Knives does 2368(3127) and gains 38 meter so already we have a better alternative. Pssych's 5A > 5B > 5C > 2C > delay 236B > Air 236A~A x4 > j2B does 2913(3681) and gains 27 Optimizing it for Knives Damage (j236A~A's, j.2B, jump cancel j.C, Kunai) does 2963(3800) and gains 26 Ending with j.2B is the better option if you're not killing with it cause you can j.2B > Backdash and j.D. So if you're not comfortable with dash cancels, those are your options. However, we don't use Sukukaja mode just to do the same combos we could do in normal mode. Something interesting is that the Moonsaults from 5AAA don't count as Moonsaults /in that direction/ so you can get funny stuff like moonsaulting twice in one direction without the use of Mirage Slash.... which leads to funny looking stuff like 5AAA, A~A, j.236A~A, EX Moonsault, EX Moonsault in the corner and it's all on the same side. (Does 2298, by the way.) And that's all I got for now. I've been sick for the past week and i'm going back to bed.
  15. Milln

    [P4A] Yosuke Gameplay Discussion

    Yosuke triple triad. Oh, he's not that bad. We need to start delving hardcore into some matchups.
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