GGXX:Accent Core Thread! [AMERICAN PS2 RELEASE, GO GO GO!]

ah, ok. Glad i asked instead of ending up using it in the wrong context. Thanks!

random side note: it was cool running into random people at PZ yesterday who picked up accent core on tuesday. It seems to do pretty well, i recall going back to gamestop friday, and they had gotten two more copies of it.

People had stopped playing me tho…i tried encouraging them to play me more, but they didnt. Aw well, hopefully people should get the idea in their head that they wont get better if they dont play people who are pretty good at the game.

2P -> BBU = champion combo.

:((( UNTAP THAT SHIT.

Never listen to Koogy. He is teh noobz. I’ll own him in a Frostie match any day of the week. >:D

Ok this is driving me nuts. Johnny has dropped all the way to the bottom tier. Why? I’ll tell you why, because everyone and their mom can tech out of his Throws and 6P. It’s ridiculous! I can’t even start a combo, by the time I’m in the air they’ve already recovered and Johnny can’t RC out of his throw as far as I know. The only other attack is 6K which randomly throws them across the screen and if it doesn’t it’s just as hard to follow up.

It doesn’t help that he has almost no invincible start-up frames which makes just about everyone of his attacks easy to counter or even reverse.

being bottom tier means your worst matchup is like 3.5 - 6.5, just work a little harder.

then again i play potemkin i dont know the definition of work and hard in this game!

The 6k is special move cancellable, so that should help partially.

As for your problems with throw/6p, I really don’t understand why you’re missing the timing for those, they haven’t changed at all since XX as far as comboability afterwards. Just work on the timing.

6P is easier to follow up because you can almost instantly jump into it so it’s not as much of a problem except for the fact that it’s easy to counter.

His throw though is a pain because his recovery from the throw is long. After initiating the throw I’m holding up to automatically jump into it, is there anyway to launch into the air sooner?

no you hit the button sooner duh

ah crap, browser crashed, lost my post.

j.P is easiest to link off a throw, or 6P. Try that till you get use to the timing. Then you can move on to j.K and j.S.

6K wallsticks on counterhit. That’s why they are flying accross the screen. Depending on where you are, you can 421S or MistCancel then instant airdash, to pursue them.

Do you know how to Mist Cancel?

I remember seeing Bleed do a lot of throw, coin, lvl 2 high MF tech baits as well. May want to try that. :o

the links on the first post don’t work, they have ellipses in them lol.

yea, some ik are more useful than others. especially ky’s, since he is able to charge so fast.

in ac, i don’t think you would see him ik in a match, but in slash it happened time to time:

  1. block grand viper, activate, rising force! …like some have already mentioned.
  2. 2d rc or throw rc a.b.a to deplete her moroha guage, activate, rising force! …i’ve seen this happen in tournament with my own eyes couple of times.

Quick AC Millia Primer for Beginners:

Useful Normals that aren’t just combo fillers:

2P - Counter-hit setup. Part of blockstrings where you can interrupt opponents who try to mash out of your strings. Decent tick throw tool too.
5P - Mashy-mashy for anti-airy. Whiffy-whiffy for ticky-throwy too, but whiffy-whiffy on some crouching characters as well.
5K - Blockstring mixup starter. Chains into almost every other normal, including itself.
5S(f) - Pokey-pokey to punish opponent’s whiffs or set up stuff. Fast, good range, chains into 2S and 5H. Ideally you want to do 5S(f)-5H-2DxxRoll to start her Disc Oki game. Or if you have the meter, 5S(f)-5HxxDisc Super, followup.
5S© - Multi-hit, jump-cancellable normal. Use for combos and blockstrings.
5H - Poke into 2D or Disc Super. Pretty long range.
2S - Low poke that’s jump-cancellable as well. Also chains into a bunch of other normals, but most importantly 5P, which allows you to keep the pressure.
6P - Multi-hit anti-air move with some upper-body invincibility. Can chain into 6H. Slow as fuck if whiffed, though.
6K - Overhead. Use to open up your opponent during blockstrings. Can link a 5S(f) afterwards if they’re crouching; otherwise, combo into S Disc, Lust Shaker, or Disc Super.
6H - Far-reaching attack that causes knockdown on hit. VERY useful combo ender. Can cancel into special moves (i.e. Roll, S Disc, whatever).
2D - Knockdown. Far range. Cancel into Roll, Disc, Secret Garden, whatever.
2H - Launcher, anti-air.
j.K - Best air-to-air attack due to it’s attack angle. Doesn’t chain into itself, but you can do j.K-P-K-P-blahblahblah as an air-to-air blockstring.
j.S - Useful because of air-dash cancel shenanigans.
j.D - Millia’s longest air attack, causes knockdown on counter-hit.

Useful Special Moves:

Everything. Quick rundown for each of them listed below:

S Disc - Think of it as a “get the fuck off of me!” move for horizontal attack ranges. Use for pre-empting an opponent’s attack, plus gives decent frames on block, and can combo afterwards in the corner. Also has an FRC point in the first 2-3 frames of the move. Think of the FRC as a regular RC that only costs 25% Tension.

H Disc - Oki starter. Disc takes a while to form though, but you can create nasty mixups off of it depending on what the opponent does. Has an FRC point at the end of the Disc, but I’d rather use the Tension for a FB Disc. Due to the startup of the Disc, you have enough time to actually Throw the opponent while the Disc is still forming, which is part of her mixup game. Of course, if the opponent sniffs it out and tries to throw you instead, bait out their whiffed 5H and they’ll eat the Disc, and you proceed to combo off of it afterwards.

S and H Pin - Used to start an offense since the Pin locks down the opponent, which gives you time to airdash in. Also used for air combo enders in order to give you enough time to do some of her better Oki setups.

Lust Shaker - Useful NOT because it’s scrubby easy damage (there are better options, dammit), but because of it’s decent mixups during the move plus FB Longinus. During Lust Shaker, you can do a Command Roll, Iron Savior, or a FB Longinus, and each of those has decent mixup options afterwards.

Iron Savior - a.k.a. Iron Sabre/Hair Car/Surfboard. Hits low and sends opponent flying across the screen. Decent low attack, but it shines when used in conjunction with its FRC in which you can create nasty mixups.

Command Roll - a.k.a. Barrel Roll, Roll, whatever. Used for crossing up opponents during Disc Oki games to open them up. Also used to cancel the recovery of laggy normals to bring Millia closer to start her Disc games.

FB Longinus - a.k.a. FB Stab, Stabby. Can only use it during Lust Shaker. If, for some magical reason, you actually connected with Lust Shaker unintentionally, FB Stab will combo afterwards. On block, it gives good frame advantage, and on hit, it causes Slide Stun, which is useful for forcing your opponent to the corner, and if you’re close enough, you can combo off of the Slide Stun.

Secret Garden - a.k.a. Bubble/Ball/Moon/wtfisthatshitohfuckican’tblock. If you’ve seen Nakamura use this on cornered Potemkins, you’ve seen what nasty shit you can do with this.

Bad Moon - Overhead that causes knockdown. Fucked on block. FRC it, and you open up more crazy mixup possibilities.

Turbofall - a.k.a. Trijump. Used to crossup opponents during Disc Oki as well. Also gets Millia to the ground faster if she’s waaaaaaaaaaaaaaaaaaay high in the air (like for example, you eat a dust combo and you tech’ed waay up there). Has an FRC point in the beginning, but that’s used for hella advanced shit. Oh, also you can cancel it’s landing recovery into another special move, so you can do really nasty shit like Disc Oki, TK Turbofall (crossup), Command Roll (crossup) and the opponent will be confused as hell and eat the Disc.

FB Disc - a.k.a. Broke Shit. Millia’s best FB. Think of it as a waaaaaaaaaaay better version of H Disc that hits multiple times. It comes out in 3-4 frames, and cannot be interrupted if Millia is hit after the Disc has started forming. Air version lets you extend your combos, and also has crazy crossup capabilities if used right. Learn it, use it, and love it.

VERY VERY BASIC COMBOS TO KNOW THAT WORKS ON EVERYONE:

  1. 5S(f)-5H-2DxxRoll, Disc Setup
  2. 5S©-2H, j.K-D, adc.K-D, adc.D.
  3. (Random Disc Hit that’s not S Disc), 5S© (two hits), j.K-D, adc.K-D, adc.D
  4. Throw, dash-in 5S(f)-2H, j.D, adc.K-D, adc.D

That’s just really basic Millia shit, so uh… yeah. Super duper advanced shit is on dustloop, or you can ask in this thread as well.

No, you can’t.

-9

Does anyone have any basic strats with Anji?

Best strat: don’t pick Anji.

How are people generally supposed to deal with constant lockdown from characters like Dizzy or Eddie? I find that I can’t figure out when to move, so I sit there as patiently as I can. When I finally try to do something, it’s the wrong time. Occasionally I use the burst, but in hindsight I probably should save it for when I’m actually being hit instead of just blocking multiple hits.

Thanks.

PS. I use Slayer.

Faultless defense, instant block, backdash, jump. Try and find the unsafest move that character has in their pressure string and Instant Block -> Backdash or throw.

Look for holes in their game and it’s often worht it to take a hit or two if it means not being pressured in the corner.

i don’t play slayer (i play dizzy), but i constantly play against slayer. slayer has a lot of trouble once dizzy locks him down, so you just have to be patient and look for a opening or wait for her to screw up.

things like bdc jump can help you get out of some tight spots. bdc jump is a useful trick in general for slayer vs. dizzy to maneuver around her bubble zoning in mid range.

you can also use big bang upper and full screen super to punish faulty summons. both those moves can punish any of the summons instantly (assuming that you’re not in block stun and have the room to do it). dizzy players have the tendency to resort to scythe whenever they run out of summon options, so you can wait for that to happen and bba or super as well. you need to make sure that there is no active fish on the screen, though… as it will eat the super and give dizzy a full combo.

also, do you ever use dead angle attack? that’s really good to toss out whenever dizzy hits you with a j.h or j.2s. assuming that there is no active fish on the screen, you should be able to get out of pressure without problem.

is it possible to negative edge and FRC? I can pull off robos 5HS about 60% of the time but if I could negative edge it, then the timming would be easier for me. thanks for all the tips guys!