damn I just played GG1 like a week ago…soooooo bad it’s good. kinda.
I miss those days… but I thought what made her strong passed XX was her bubble setups?
she was still way stronger in #r. chargeable spear in slash made bubble loop easier to set up in more situations, but you only have opportunity to do those every so often.
in #r, ice spike didn’t scale and being able to cancel from 2d (which was stronger than 2h up to slash) was great… and you used ice spike combo more than anything else back then. and being able to do it from random hit 2d was really awesome, too.
and the non-scaling air throw allowed to her to do near half-life combos with 1/4 tension.
dizzy cheese
DL is way better than the way GC forum ran. The Dizzy thread had a total of maybe 3 or 4 people who give useful info. Now, when I go to DL, there are many people with helpful information. i r loser
Ohhh I see, I would agree that she was stronger in #r. I am still stuck in the XX frc icespike days :looney: thanks for the update
dude #R Dizzy was like a million times better than crappy XX Dizzy.
The main thing about #R Dizzy is that her pressure and setups were way safer and still led to ridiculous damage opportunities… and her poking was a lot better/safer as well. Slash Dizzy wasn’t quite as safe without a knockdown, but her pokes were okay with tension (whatever to 2D FRC) and her pressure was still really tight, but delayed spear meant you could delay a mixup as well so you’d have like 3-4 mixups in one series if you needed to.
fuck yo option select airthrows nigga :sad:
That’s funny cuz I did too. Millia was so broken.
Did you try and contact me or Trag? Throw me a PM here on SRK and I can help you out.
Beginners should just make sure to skim through the player’s guide here: http://www.dustloop.com/ggac/index.html
Hell yeah, esp. since you get infinite overdrives in the red, then everyone became broken XD…some alot more than others. But damn that engine had a disese, I’m glad daisuke took care of that :looney:
EDIT: Just played some GG petit 2, and damn Zato-1 is broke in that one as well xD.
Millia didn’t even need red, she just needed dem arrows + you in the corner lol.
Uhhhh, I’m not riding the japs nuts of I dis-agree with your post, idiot.
Unless you forget what you posted already, lol.
In general, it kind of obvious where we are in levels with terms in japs.
I guess people just want to pretend Evo or Showdown 7 didn’t happen for GG or something…
Anyone have any tips/tricks on Millia pressure? I understand how to use her normals and when, but basically my block strings are lacking because all I can seem to do is S disc (which is the one FRC in this game I have never pulled off once and don’t think I’ll ever get, so forget adding pressure after that), or c.S, JC then either IAD back - pin - AD forward, or just try to land a jS to ADC and pressure. But the gap between cS and jS is pretty easy to avoid after I do it like once, anti-air, get outta the way, etc.
On larger characters I like to block string into cS and then into 5p then dash up and either continue attacking or FDC throw.
Also, are there any Anji players 'round here? Does anyone have any specific useful times for autoguard moves? I’m pretty good with 6k and actually even have some 6hs setups sometimes - but I’ve yet to ever use 3k autoguard… Or the other low ones but if anyone has any blockstrings that set them in a frame advantage that sometimes works for certain normals/etc., let me know.
I play Millia like I play Johnny. I try to bait out a counterhit or just throw them. Stuff like …-c.S(2)-2S-P(whiff), then CH with Sdisc. Or dash up and throw them. Or dash up and 2K or something and reset it all over again. But then again, I’m not a Millia player.
But hopefully this post will instigate an actual Millia player to quickly provide some good advice for ya.
you should really stick that on the front page or something so people can notice it
very helpful
We should probably have DL.com’s front page link to the guide, then link to the forums from the guide
Millia’s 2k, 5k, and 2p are all good ways to start pressure. 2k is my personal favorite. Gimme a sec and I’ll edit this post with more.
5s (far), 5h, 2d is also good. Some of Millia’s pressure actually starts with her specials.
For example, tk Bad Moon frc opens up a goot amount of options such as: pin, fb disc, airdash mixups, another Bad Moon, turbo fall, and burst (yeah burst lol).
Iron Saviour frc is also good for corner mixup. If it is blocked, immiedately hit j.k for an attack on the way down for an instant overhead. You also can use fb disc and land to restart pressure.
For her s disc frc: it’s pretty hard to do straight up, I’ve only done it like 3 times htat way. It’s actually no good straight up. If you practice landing a move, then immediately buffering a s disc, and then quickly do 6 frc 6, you’ll get the feel for it soon enough. Don’t do this too much though, it’s been seen way too much now and people expect it. Hope that helps.
S disc FRC? Someone enlighten me as to why you would use it since I have never seen that done in a match.
AD pin gives good pressure and covers you a bit, air D is nice too as well as AD K. 6P stuffs a lot of things but sucks on whiff.
S disc FRC is hard to see, since when you do it, you don’t see the disc at all. But anyways, it essentially gives all of Millia’s ground normals a FRC.