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<rss version="2.0"><channel><title>Millia Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/328-millia-matchups/</link><description>Millia Matchups Latest Topics</description><language>en</language><item><title>Millia Vs. Bedman</title><link>https://www.forums.dustloop.com/forums/topic/10861-millia-vs-bedman/</link><description><![CDATA[
<p>Anyone got tips for bedman? particularly in neutral.</p>
]]></description><guid isPermaLink="false">10861</guid><pubDate>Tue, 02 Jun 2015 20:24:15 +0000</pubDate></item><item><title>Millia Vs. Faust</title><link>https://www.forums.dustloop.com/forums/topic/10603-millia-vs-faust/</link><description><![CDATA[
<p>i have played 2 sets with really good faust and i usually don't do good. here are just some random stuff i know about this man</p>
<p> </p>
<ul><li>you can run and 2k him if he is doing 5fs buttttttttt he does have 2h so be careful.</li>
<li>anything into item throw leaves him very - abuse it</li>
<li>i sometimes just randomly run at this man and it seemed to work out somehow. note that he wasn't doing 2h and i hit him easily with 2k 5s 5h RC combo</li>
<li>after disc oki you can do this combo on him for big damage 6h(1) 236S 6h(1) jd falling jh 5h 236s jksd IAD jsh for a big combo and that does 200 damage off of 214p starter</li>
<li>you can dustloop this man. i find it somewhat easy but that is just me. just practice it and you will get it. you need to hit this man with everything you got to make sure you hurt him</li>
<li>on defense he has 2k as a low and that is jump cancel able into his j2k mixups. not to mention command throw which gives knockdown. he does have 6h but you should be able to block it on reaction. warning thought that it does so much damage and so much stun.</li>
<li>he has a good 6p AA and do not challenge it. i like pin air dash js or jp to get in that way.</li>
<li>he can camp on that pin so hard. like damn so why not just set up the coffee shop while your there. serving up all those 6p's and 5fs's</li>
<li>his 5d is frame 1-11 strike invuln. 214p and 2369p??? beat this.</li>
<li>he has a reversal super that can be good. just know how to punish it without getting yourself killed in the process.</li>
<li>Doors: <span style="color:rgb(0,0,0);font-family:sans-serif;background-color:rgb(249,249,249);">All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping forward and holding back in the air. be careful of the YRC stuff though.</span>
</li><li><span style="color:rgb(0,0,0);font-family:sans-serif;background-color:rgb(249,249,249);">he can get on the pogo. i feel like jd is the best thing you can do because it feels the safest to me. idk about anyone else.</span></li>
<li><span style="color:rgb(0,0,0);font-family:sans-serif;background-color:rgb(249,249,249);">fight his love. as in you can run right under the move if nothing else is out there and aa him with like 5k or 5p. don't try this if an item is out that may cause you some problems like meteors or oil. you can jump into it and have it blow him up if you are in the air some how.</span></li>
<li><span style="color:rgb(0,0,0);font-family:sans-serif;background-color:rgb(249,249,249);">know the items. they aren't that hard to learn. it also helps so much fighting him when you know what you can do and what you can't.</span></li>
</ul><p><span style="color:rgb(0,0,0);font-family:sans-serif;background-color:rgb(249,249,249);">someone plz help me out. idk what else to do in this MU. i could only take rounds off of Faust not games. the faust i played was ElvenShadow in case you have heard of him</span></p>
]]></description><guid isPermaLink="false">10603</guid><pubDate>Wed, 01 Apr 2015 14:51:48 +0000</pubDate></item><item><title>Millia Vs Axl</title><link>https://www.forums.dustloop.com/forums/topic/10536-millia-vs-axl/</link><description><![CDATA[
<p>I'm still pretty new to Guilty Gear in general, but when it comes to fighting Axl in Xrd - I feel pretty lost.</p>
<p> </p>
<p>Could someone write a basic breakdown of how this match-up should go? Ways of getting in..what to watch out for, etc?</p>
<p> </p>
<p>His DP seems to be pretty good, and recovers real fast on whiff too - so it often goes unpunished. His 2.HS is super annoying too.</p>
<p> </p>
<p> </p>
]]></description><guid isPermaLink="false">10536</guid><pubDate>Sun, 08 Mar 2015 08:34:50 +0000</pubDate></item><item><title>Millia vs. Venom: Pitching and catching V.2</title><link>https://www.forums.dustloop.com/forums/topic/10008-millia-vs-venom-pitching-and-catching-v2/</link><description><![CDATA[
<p>(Reposted from gameplay thread because relevance. And we should probably get matchup discussion going as it is.)</p>
<p> </p>
<p>What am I supposed to do against Venom? Pin isn't reliable against him anymore as it gets stuffed by balls and his 6P. Neutral feels like a real (mad) struggle. And if if he sets up ball spam I can barely get in now that roll gets wrecked by projectiles. Anti airing him with anything that isnt j.K feels really hit or miss. Finally, it feels nigh impossible to win a poke war against him, he has the range advantage, and H-Stinger RC confirms REALLY hurt. It feels a lot harder than it was in +R, although Venom is definitely a stronger character now.<br><br><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">Also throws. </span><br><br><span style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">THROWS! What can I do against a Venom who is adept at reactionary YRC &gt; air throw? It makes jumping a really scary decision.</span></p>
]]></description><guid isPermaLink="false">10008</guid><pubDate>Mon, 15 Dec 2014 05:30:36 +0000</pubDate></item><item><title>Millia vs Sol: The more things change...</title><link>https://www.forums.dustloop.com/forums/topic/10017-millia-vs-sol-the-more-things-change/</link><description><![CDATA[
<div>Not much appears to have changed in this matchup since the XX days.  Some cliff notes:</div>
<ul><li>Far 5S is your main ground poke as always.  It does wonders against Sol, beating the great majority of his ground normals and specials when done near max range.</li>
<li>2D is your secondary poke, which will beat Sol's risky options to your 5S, like 2D and Fafnir.</li>
<li>Basically you want to be on the ground most of the time, in between maximum 2D and maximum 5S range.  If Sol runs in closer, either stand your ground with 5S, or backdash to get back to your optimal range.</li>
<li>Silent Force, which was always not so great against Sol, is even worse now that it travels slower, has a worse angle and is immediately disabled when Millia gets hit.  The chance of scoring a CH against Sol's amazingly fast anti air 5K is extremely low, so don't use it to beat AAs in this matchup.  You can use it early to force a block, then try to come in with a low airdash which has a better chance of not being reactionary AA'd.</li>
<li>Coming in from the air can be tricky, since if you end up in the air in Sol's 5K range, it will cleanly hit you out of every air normal save for maybe a max range j.P (which isn't exactly a great jump in).</li>
<li>If you throw Sol in the corner, you can combo far 5S xx 236S &gt; j.KSD IADF j.SH (relaunch with Pin), so it's definitely worth going for throw occasionally once you've got Sol cornered.</li>
<li>End air combos with Secret Garden.  An easy setup for one is to end with IADF j.S into delayed j.H(2) xx 214S, 6H xx 214H.  Good patterns to use here are 1646 and 2828, depending on if you're closer or farther away, respectively.  Don't forget to tap down for a frame to pick up your pin before doing a mixup!</li>
<li>You can easily Blitz Shield the 2nd hit of Bandit Revolver on reaction, so watch for this if you're getting pressured hard.</li>
</ul><div> </div>
<div>If you watch enough videos on this matchup you'll see how important far 5S is for Millia to handle Sol's aggressive offense.  So here I'll break down some ways on how Sol can counter your 5S and what you can do to deal with these counters.</div>
<div> </div>
<div>Sol can use his 6P to beat 5S if you're being way too predictable.  But if you didn't 5S and he uses 6P and whiffs, you get to run up and kill him on reaction.  So if they're using 6P, just start doing nothing on occasion and wait and punish.  Tthe risk/reward is still far in your favour.</div>
<div> </div>
<div>Alternatively he can try to Fafnir, which can go through 5S if timed correctly, or get CH if not.  Millia's 2D should always beat Fafnir, so mix this in on occasion as well, as the reward for landing 2D is pretty high as well.</div>
<div> </div>
<div>Another way Sol has to dealing with 5S is his amazing 2D, but even on CH at max range, he doesn't get much off of this unless he spends the bar to RC.  Millia's 2D shuts this down too, if Sol is looking to counterpoke with it outside of its range.</div>
<div> </div>
<div> </div>
<div>Now for some notes on Anti airs, which have changed a bit from previous games:</div>
<div> </div>
<div>2H is a little nerfed against Sol, as his j.H seems to cut through it easier.  So you can't throw it out at the last second and get a trade / CH like you could before in the XX games - you need to do it a bit early now.  But it still works well enough.</div>
<div> </div>
<div>6P is a good idea when Sol is right in front of you and not on top of your head, as it'll beat most attacks and beat or clash with j.H then beat it out for the 2nd hit.  If you happen to trigger Danger Time against j.H (which has potential for happening a lot actually), simply let the 2nd hit of 6P connect as it will beat out whatever Sol tries afterwards, VV notwithstanding.  Then go to 2H and carry him to the corner.</div>
<div> </div>
<div>5P - Don't use this as a reactionary anti-air, it simply doesn't work this way anymore from my experience.  I'd be happy to be proven wrong though, if you can give examples.  Woshige likes to use this as an alternative to FD stop to stop his running, which saves tension and can score random hits at times.  He does take the occasional hit to the face for this though, but it's probably a good idea to try out.</div>
<div> </div>
<div> </div>
<div>Overall, I feel like this matchup has become tougher, but I don't think it's necessarily a bad matchup for Millia.  Looks like 5-5 at the moment but my opinion will probably change as I watch more of it and get more experience myself.</div>
]]></description><guid isPermaLink="false">10017</guid><pubDate>Mon, 17 Mar 2014 06:59:02 +0000</pubDate></item><item><title>Millia vs Chipp</title><link>https://www.forums.dustloop.com/forums/topic/10150-millia-vs-chipp/</link><description><![CDATA[
<p>I need some hints on how to play against the President.</p>
<p> </p>
<p>* j.H is unbeatable</p>
<p>* 5k/cl.5S are unbeatable</p>
<p>*Teleport YRC hard punishing any bold moves during this already difficult neutralgame</p>
<p>*His reversals during disk okizeme force too much respect, making the ONE CHANCE approach for this matchup quite difficult</p>
<p> </p>
<p>I feel Chipp can out-scumbag Millia in this matchup which is... really weird and I honestly don't really know how to approach it.</p>
]]></description><guid isPermaLink="false">10150</guid><pubDate>Tue, 30 Dec 2014 14:04:50 +0000</pubDate></item><item><title>Millia vs Ky?</title><link>https://www.forums.dustloop.com/forums/topic/10127-millia-vs-ky/</link><description><![CDATA[
<p>Maybe I'm playing the match up wrong all together but I can't seem to get in on Ky without eating DPs and Ride the Lightnings. Silent force helps but without the knife it's usually "Get dp'd and get oki'd by his heavy shot" Anyone got any advice? I was looking for a match up thread but the Xrd forums seem dead. </p>
]]></description><guid isPermaLink="false">10127</guid><pubDate>Wed, 24 Dec 2014 20:54:00 +0000</pubDate></item><item><title>Millia x Millia (stupid mirror /rage)</title><link>https://www.forums.dustloop.com/forums/topic/10569-millia-x-millia-stupid-mirror-rage/</link><description><![CDATA[
<p>Millia vs Millia is an annoying match up that I just can't wrap my head around.. Does anyone have any tips?</p>
]]></description><guid isPermaLink="false">10569</guid><pubDate>Sun, 15 Mar 2015 22:39:37 +0000</pubDate></item><item><title>Millia Vs Sin</title><link>https://www.forums.dustloop.com/forums/topic/10424-millia-vs-sin/</link><description><![CDATA[
<p>~~~</p>
<p>Millia Frame Data ~ <a href="" rel="external nofollow">http://www.dustloop.com/wiki/index.php?title=Millia_Frame_Data_(GGXRD)</a></p>
<p>Sin Frame Data ~ <a href="" rel="external nofollow">http://www.dustloop.com/wiki/index.php?title=Sin_Frame_Data_(GGXRD)</a><br>
~~~</p>
<p> </p>
<p>I'll update the main post as relevant, was hoping to have some discussion going.</p>
]]></description><guid isPermaLink="false">10424</guid><pubDate>Fri, 06 Feb 2015 04:39:59 +0000</pubDate></item><item><title>Millia vs BURUAIDARU EKUSUPURESU</title><link>https://www.forums.dustloop.com/forums/topic/10212-millia-vs-buruaidaru-ekusupuresu/</link><description><![CDATA[
<p>Urgh. Her normals are really annoying, and the grenade seems like a problem. I'd never fought a really good Elphelt until tonight, and he was keeping me in the corner quite a bit. Any suggestions here?</p>
]]></description><guid isPermaLink="false">10212</guid><pubDate>Tue, 06 Jan 2015 08:49:41 +0000</pubDate></item><item><title>Millia vs Seaworld</title><link>https://www.forums.dustloop.com/forums/topic/10453-millia-vs-seaworld/</link><description><![CDATA[
<p>I think I may need some insight to this matchup. Can 5P counter her dolphins effectively? If so, does it just because a RPS match if she'll go low or not? I feel like I should be able to punish a dolphin if I know its coming on neutral. The one where she rides it horizontal anyway. </p>
]]></description><guid isPermaLink="false">10453</guid><pubDate>Tue, 10 Feb 2015 19:54:33 +0000</pubDate></item><item><title>Millia vs Slayer</title><link>https://www.forums.dustloop.com/forums/topic/10271-millia-vs-slayer/</link><description><![CDATA[
<p>Im not at all sure what to use and approach this mu is weird. Whats thE strategy here what tools I need to use?</p>
]]></description><guid isPermaLink="false">10271</guid><pubDate>Sun, 11 Jan 2015 09:45:02 +0000</pubDate></item><item><title>Millia x I-No: Knockdown City</title><link>https://www.forums.dustloop.com/forums/topic/10044-millia-x-i-no-knockdown-city/</link><description><![CDATA[
<p>This matchup will primarily consist of you trying to get the first knockdown on I-No just like the rest of the cast but it is very important that you stay near her as much as possible because I-No has very little options. <br><br>
 </p>
<p> </p>
<p>         <strong>Antidepressant Scale (Music Note):</strong> Be wary of this and learn where they start when I-no performs this move, it will usually indicate where the note is going. She will try and use this to lock you down and scare you into blocking a mixup. The longer it travels the more hits it gets, up to 5. So jumping out of this or running under isn't bad.. I don't think blocking it fullscreen is that much of an issue but she will definitely be closer if you just sit there and eat it on block/hit. <br><br>
Some options that you can use against antidepressent scale is jumping a low note, if she presses forward you can throw your hairpin and may even begin to start your own pressure. If you jump the low note and you don't have a dagger, be wary of her <strong>Sterilization Method </strong>if she makes the right read she will snatch you and begin a combo. IAD j.p isn't a bad choice either. <br><br>
High notes you can run under and she jump try to stick to 5P/5K/J.P.. these are great normals when dashing in because you might even catch her recover or hit her before she gets a button out. If you make the right read and you're in her face when she's performing Anti, you'll at worst trade. <br><br>
         <strong>Chemical Love </strong><b>Vertical</b>: We hate this move, and let me tell you why. It can cross you up if you let I-no fly over your head. It stuff low hits. She can YRC this and get a combo off of it. She has great vertical range with it. The hell with this move lol. Because of this move alone you have to think twice about your buttons and spacing. 5P/5K will smack her out of this but if you try 5S and she's a bit too high.. whiff. If you dash in and get to close.. let's say you try a 2D. Oops. 2K? Oops. <br><br>
         <strong>Chemical Love Horizontal:</strong> We can dig this move.. I like it. Millia has a "tiny" hit box when dashing. Millia be right below I-No CLH when dashing towards I-No. This will WHIFF on Millia. Unless... You stand up. So if you see CLH don't do that. 2K, 2S, 2D, are great normals for CLH. Naturally you can also be in the air when she does CLH  off the ground but if she does it in the air at your level, block of course. There is not hitbox very close to I-no if she does this in your face for whatever reason. I'm talking grab range but thought it was interesting to note. Don't be scared of CLH, embrace it, then punish I-No if abusing it.<br><br>
          <strong>Longing Desperation: </strong>Super "<span style="font-family:sans-serif;background-color:rgb(249,249,249);">Frame 1~13 Strike Invul. Starts 2 frames after the flash so it's possible to reversal throw it right before it goes active if used at neutral (it's not throw invul)" LD is best used on wakeup which causes a problem. You can't throw her and she forces you to block. I-no is also + on block by 1 frame. You can jump this super buuuut, we Millia's know what we really want after knockdown ;D Just keep an eye out on her meter. <br><br>
         <strong>Sultry Performance: </strong>General rule in GG is, if its in the air block high. So if she dives on you block high. Trades with 5P given the angle. 6P is an option but its usually hard to react to because Millia's 6P has a longer start up. SP can also be Charged. From personal experience, blocking this lets me throw out swift normals so.. I'm assuming its negative on block. It depends on where she hits you with it on block. If it is above Millia's waist its a free punish. If it is close to the ground, you're plus but harder to punish. <br><br>
          <strong>Stroke the Big Tree (Spike): </strong>It low profiles so you'll have to 2K/2D this one. This move have a long start up though. Wiki says 20 Frames for S version and 28 frames for H version. 0 on block and +3 respectively. You have to look out for this move during neutral because if you go in and you're trying to hit <strong>CLV</strong> with that standing normal, you'll definitely get hit. This has gone under Millia's 5HS &gt; 214K - HS follow up on block. <br><br>
          <b>6P (AA): </b>"</span><span style="font-family:sans-serif;background-color:rgb(249,249,249);">1-11 frames invul above the knees." 21 recovery frames on whiff -10 on block. This AA is really good for I-no. You can't just jump in and go crazy. You have to respect this AA but there are ways you can help yourself via jumping in. Dagger, and turbo fall. Dagger will alter your jump and projectile at the same time while turbo fall will.. make you fall faster but can still be hit. She can use this to beat out pokes with the right read. </span></p>
<p> </p>
<p><span style="background-color:rgb(249,249,249);">           <strong>Oki: </strong>You have a right to be scared of her oki and by gawd is I-no's oki good. Should you unfortunately get knocked down, <strong>Dead Angle</strong>, <b>BURST, Winger (2141236+H) </b>are pretty much the only options you have if you have to press buttons on wake up. If you don't have meter or burst though be prepared to block. She can attack with 2 overheads, 1 then go go low etc. Its hard to react to some of that shiz especially on empty dash into low. If you decide to <strong>Winger</strong> I-No can make the right read by not pressing buttons and punish you. I-No's dash can act as a safejump. J.D is hard to see and when you throw in BS, can be dashed out of, make it look like its going to hit and drop to the ground for the low and idfhsoighoighoi'ahsg MIXUPS. DONT GET KNOCKED DOWN. D:&lt;  oh... and throws... <br><br>
This match can be stressful but with the right reads and knockdowns you'll secure the victory. Your 5P will be good on I-no's dash in and I-no's 2S is NOT a low. Millia can 6K I-No 2S, 2D and other low moves. Fullscreen, using garden isn't a bad idea every now and then but careful of <strong>Antidepressant.</strong> </span><br>
---------------------------------------------------------------------------------------<br><br><br>
If I come up with more stuff I'll add to this post. Sorry if this isn't detailed enough or if I'm missing a bunch of information. Will gladly add to it at later times. <br><br><br>
 </p>
]]></description><guid isPermaLink="false">10044</guid><pubDate>Wed, 17 Dec 2014 17:11:11 +0000</pubDate></item><item><title>Millia vs Ramlethal</title><link>https://www.forums.dustloop.com/forums/topic/10209-millia-vs-ramlethal/</link><description><![CDATA[
<p>I want to discover more this this matchup that's giving me trouble.</p>
<p> </p>
<p>For one, Millia's speed helps in intimidating Ram from deploying, but i feel it's really hard to get in on Ram, i cant beat her 5S at all for some reason. 2S and HS are problems for me too.</p>
<p> </p>
<p>What pokes would be good for getting in or atleast CH?</p>
]]></description><guid isPermaLink="false">10209</guid><pubDate>Tue, 06 Jan 2015 05:52:40 +0000</pubDate></item><item><title>Millia vs Zato-1</title><link>https://www.forums.dustloop.com/forums/topic/10154-millia-vs-zato-1/</link><description><![CDATA[
<p>I fought a good Zato last night and I realized that he has several good AA options against Millia. It was difficult to start an offense in the air, and Eddie makes it hard to move in on the ground. What are the best offensive options at neutral in this matchup?</p>
]]></description><guid isPermaLink="false">10154</guid><pubDate>Wed, 31 Dec 2014 20:03:34 +0000</pubDate></item></channel></rss>
