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<rss version="2.0"><channel><title>Millia Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/45-millia-matchups/</link><description>Millia Matchups Latest Topics</description><language>en</language><item><title>Millia vs. Venom: Is he the pitcher or the catcher?</title><link>https://www.forums.dustloop.com/forums/topic/709-millia-vs-venom-is-he-the-pitcher-or-the-catcher/</link><description><![CDATA[
<p>Placeholder.</p>
]]></description><guid isPermaLink="false">709</guid><pubDate>Thu, 05 Jun 2008 23:28:49 +0000</pubDate></item><item><title>Millia vs. Faust: The doctor is in!  Now he's out!</title><link>https://www.forums.dustloop.com/forums/topic/713-millia-vs-faust-the-doctor-is-in-now-hes-out/</link><description><![CDATA[
<p>Any advice on Faust?  Not that I or anyone I play against are even remotely near tournament level (I wouldn't say we're newbs, but compared to you guys we're probably pretty close,) but my friend's Faust owns my Millia every time.  I credit it to his door mixup somehow making him even harder to pin down than Chipp, and things like forward pogo slam --&gt; flower --&gt; Going My Way and comboing pretty much everything into that damn scalpel rape super.  Oh, and the items.  It could be my level of play, but I have serious problems against pretty much anyone who litters (<img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballfa.gif" alt=":FA:"> items, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_balldi.gif" alt=":DI:"> fish, <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballte.gif" alt=":TE:"> traps, etc.)</p>
]]></description><guid isPermaLink="false">713</guid><pubDate>Tue, 11 Dec 2007 05:07:24 +0000</pubDate></item><item><title>Millia vs. Robo-Ky: ROCKET PUNCH! Oh, wrong game...</title><link>https://www.forums.dustloop.com/forums/topic/707-millia-vs-robo-ky-rocket-punch-oh-wrong-game/</link><description><![CDATA[
<p>Placeholder.</p>
]]></description><guid isPermaLink="false">707</guid><pubDate>Thu, 05 Jun 2008 23:27:05 +0000</pubDate></item><item><title>Millia vs. Chipp: GO NINJA GO NINJA GO!</title><link>https://www.forums.dustloop.com/forums/topic/710-millia-vs-chipp-go-ninja-go-ninja-go/</link><description><![CDATA[
<p>Hurray I have another set of ranbats.. I could have made it to 3rd but CHIPP. That matchup drives me nuts. His jD eats almost every aa attempt I did (it even goes through 6P <img src="https://www.forums.dustloop.com/uploads/emoticons/default_frown.gif" alt=":("> ) + coupled with 'triangle jumps' = me a very confused man. Pin doesn't seem to be that useful on him as well.</p>
]]></description><guid isPermaLink="false">710</guid><pubDate>Mon, 25 Feb 2008 02:55:24 +0000</pubDate></item><item><title>Millia vs. Eddie: Oh, you were blocking that?  Too bad...</title><link>https://www.forums.dustloop.com/forums/topic/697-millia-vs-eddie-oh-you-were-blocking-that-too-bad/</link><description><![CDATA[
<p>Placeholder.</p>
]]></description><guid isPermaLink="false">697</guid><pubDate>Thu, 05 Jun 2008 23:13:22 +0000</pubDate></item><item><title>Millia vs. Testament: Dinosaurs, webs, and trees, oh my!</title><link>https://www.forums.dustloop.com/forums/topic/700-millia-vs-testament-dinosaurs-webs-and-trees-oh-my/</link><description><![CDATA[
<p>How do you handle TEstament? I neither see much vids against him nor be able to for the time being.

So far the Testaments I play with its like a match of oki tug of war. The pin is an essential tool here. Withouth the pin you have to count on IAD jS or jD to get past his traps which is easier said than done. He cant do much once you knock him down other than his 6K (or whatever that superfast hilt swipe thing is) or that counter which can be baited. He can use the disc or secret garden to trigger his counter move as another gimmicky way of escaping.

The biggest problem I have against test is getting cornered. Especially once he brings out the Beast FRCs left and right while he's doing high low mixup.. Is it really cross up? Also whats the best approach to do once he scores a knockdown and is setting up lots of webs. and youre 3/4 screen far from him with no pin. Secret garden is definitely off since its free EXE.</p>
]]></description><guid isPermaLink="false">700</guid><pubDate>Thu, 26 Jul 2007 07:29:21 +0000</pubDate></item><item><title>Millia vs. I-No: Balls to the wall rushdown action galore!</title><link>https://www.forums.dustloop.com/forums/topic/708-millia-vs-i-no-balls-to-the-wall-rushdown-action-galore/</link><description><![CDATA[
<p>Placeholder.</p>
]]></description><guid isPermaLink="false">708</guid><pubDate>Thu, 05 Jun 2008 23:27:54 +0000</pubDate></item><item><title>Millia vs. Order Sol: This match is even more S.O.L. than the other one...</title><link>https://www.forums.dustloop.com/forums/topic/706-millia-vs-order-sol-this-match-is-even-more-sol-than-the-other-one/</link><description><![CDATA[
<p>Order-Sol is probably her new worst matchup. You can't do anything on the ground and your best interruptor/low poke (sweep) gets beaten by not only 5H (at max range, wow look at that!), but Fafnir (low invincibility). Slower 5P means anti-air would be harder if it already wasn't impossible (low jump j.H is like a better Slayer j.H. No option beats this if you react to his jump). His run is faster than normal Sol's, so you can't Iron Savior any sweep attempts on reaction to his run because the speed difference (and Order-Sol's sweep moving him forward) means the sweep will win.

He gets half-life+ off of all of those CH's which he uses as part of his normal space control and offensive hit-checks. Be prudent.

Baiting uppercuts with airdash crossups is risky, because his 5H (comes out if he tried uppercut but failed) will CH anything you do on the other side on an option-select offense. 2D, running 236H, 2369P loses if he does 5H at the same time you do 2369P. I'm pretty sure far S beats your sweep too (why use that though when he has 5H CH CC running crouch combo for half-life?) at arbitrary distances. 

All in all it's like they toned down Millia's anti-air against a souped-up Chipp + Slayer combo. It's definately winnable, but you have to take the definition of "careful" to new levels, and even then you better hope he's not familiar with your mixup patterns/guess right once you get advantage with a knockdown. Pretty much an all or nothing fight, lots of scrambling going on.</p>
]]></description><guid isPermaLink="false">706</guid><pubDate>Sun, 03 Jun 2007 20:10:56 +0000</pubDate></item><item><title>Millia vs. Baiken: Cracking that shell...</title><link>https://www.forums.dustloop.com/forums/topic/699-millia-vs-baiken-cracking-that-shell/</link><description><![CDATA[
<p>How wuld one fight Baike? Blockstrings/oki don't work out to well on her thanks to counters.</p>
]]></description><guid isPermaLink="false">699</guid><pubDate>Wed, 27 Feb 2008 03:28:48 +0000</pubDate></item><item><title>Millia vs. May: Overpowered Loli FTL ;_;</title><link>https://www.forums.dustloop.com/forums/topic/696-millia-vs-may-overpowered-loli-ftl-_/</link><description><![CDATA[
<p>So yeah. How do you beat May? I can't run away and set a H disc without her doing a J.H launching me into the air on counter hit going into the dolphin loop. I can't anti air her when she comes directly over my head with J.2S (I think) without getting punished. I also can't roll out of that or her block string that involves the overhead dolphin because the recovery on the roll is too slow and I will eat a combo. The only thing I can think of is playing cat and mouse the whole game. Trying to make sure I don't get hit. Her hitbox is also really dumb and hard to combo off of a random hair pin hit. So yeah.<img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"></p>
]]></description><guid isPermaLink="false">696</guid><pubDate>Fri, 16 Nov 2007 01:33:14 +0000</pubDate></item><item><title>Millia vs. Zappa: Random! Random! Random! Mamamamama...</title><link>https://www.forums.dustloop.com/forums/topic/715-millia-vs-zappa-random-random-random-mamamamama/</link><description><![CDATA[
<p>Right guys any info on how to handle Zappa? There is a Zappa player here but I get pummeled because I simply wasn't sure what to look out for back then.

From what I can see this is how some players approach the following spirits:-
Sword:- Stay away, get him far away if he gets in, look for gaps via the pin and fully capitalize on em.
Dog:- Lure the dog away from him and make it chase but  a good Zappa player will at times walk with his dog which then makes it quite difficult to get into him or kill the dog.
Ghost:- Have no idea but it seems it is very capable of locking Millia down if he has meter.</p>
]]></description><guid isPermaLink="false">715</guid><pubDate>Wed, 20 Feb 2008 08:14:43 +0000</pubDate></item><item><title>Millia vs. Johnny: Smack that pedo!</title><link>https://www.forums.dustloop.com/forums/topic/703-millia-vs-johnny-smack-that-pedo/</link><description><![CDATA[
<p>I had trouble with a Johnny player today.  Johnny's air HS is impossible to AA and 2D beats out my rolls and stuff.  Get hit with one low mist finer and I'm practically dead.  Coin makes so everything safe and all I get at the right distance is a FD sj.  Any tips?</p>
]]></description><guid isPermaLink="false">703</guid><pubDate>Sun, 16 Dec 2007 19:49:46 +0000</pubDate></item><item><title>Millia vs. Potemkin: I PB you and take 80% of your life! KEKEKEKE!</title><link>https://www.forums.dustloop.com/forums/topic/343-millia-vs-potemkin-i-pb-you-and-take-80-of-your-life-kekekeke/</link><description><![CDATA[
<p>After getting my ass handed to me by Mike Z a while ago and Ken I last night, I've decided that the Millia vs. Pot matchup is borderline bullshit if you try to wing it out without a solid gameplan.  For starters, throw EVERYTHING you know about the matchup from pre-AC days out the window, cuz that shit just does not work here (like trying to rush him down lolz).  With that said, here's a couple of tips on the matchup.</p><p>
</p><p>
1. <strong>Be a DICK, literally.</strong></p><p>
</p><p>
There's a video out there of Kaqn being a dick to a Pot player by abusing Secret Garden all day (one of those gamechariot vids), and Kaqn ends up winning easily.  However, there's another vid of Woshige letting up vs. FAB after he had a fat lead, and Woshige ends up losing the match because his heart thawed, and we all know what happened to badass dicks who had their heart thawed (look at Shin, Juda, Thouther, Raoh, hell, all of the whole Hokuto no Ken villain cast); they start off as certified beasts only to lose the match, and subsequently their balls once they grew a heart.  Don't be like them.</p><p>
</p><p>
2. <strong>Stay awake!</strong></p><p>
</p><p>
See FAB making comeback after comeback on Woshige.  Not to mention countless Pot vids where all he needed was one knockdown into guessing game into massive pain into grown men crying all because the other guy decided to stand there and scratch his nuts when the match wasn't over yet.</p><p>
</p><p>
3. <strong>Watch out for Slideheads.</strong></p><p>
</p><p>
One of those, and you're at a disadvantage already, or are likely dead.  Backdash, iad (most likely double iad), jump, Turbofall, or Iron Sabre far Slideheads, jump, TK Bad Moon, TK Turbofall, or block low for close Slideheads.  A blocked Slidehead is -11 on block, but unfortunately Millia doesn't have much in punishing blocked Slideheads, so your best bet is to jump it or 6K it whenever possible (as long as you're not stuck in blockstun).  Beware that Pot's hitbox during Slidehead changes, causing some stuff to whiff if mistimed, which means Pot gets a free PotBuster if you mistimed an iad attack to try to punish a Slidehead.  Usually, the best bet for Millia is to jump to avoid the Slidehead, and find some way to move in close to try to throw him, like doing TK Turbofalls into Throw or whatnot.  Alternatively, you can 6K over the Slidehead to avoid the move without putting yourself at risk (like when you're far across the screen and he's spamming Slidehead); instead of jumping, 6K over, and you'll have decent frame time to start up Secret Garden.  If you're up close, 6K works wonders as well; if timed right, 6K will prevent you from getting knocked down, then you should have time to launch him on recovery (both Slidehead and 6K will pass through each other if timed right).</p><p>
</p><p>
4. <strong>Stay away from the danger zone!</strong></p><p>
</p><p>
Generally, I'd like to think of the "danger zone" as the max range of Pot's 2S due to it's unique vaccuum properties as well as the ability to cancel it into Hammerfall Brake, which obviously would pull you in range of his "oh-shit zone", or rather, his PotBuster range.  Any closer than that would be his "Russian Roulette" range where you have to deal with his overhead, low, throw, and anti-backdash mixups (pray that the Pot player can't do meaty Slidehead on wakeup or you're fucked for good).  Also, the range where he can do a Hammerfall Brake into OTG combo after a Slidehead would probably be called a "uh-oh zone" because while the OTG combo doesn't hurt much compared to his other combos, the fact that it leaves you in his "oh-shit zone" makes you go "Uh oh, OH SHIT! Russian Roulette time!" after you eat it.  </p><p>
</p><p>
In the event you do land in his "oh-shit zone" and "Russian Roulette zone", be prepared to play his guessing game, which leads to all sorts of stupidity.  Now, let's see what he can do.</p><p>
</p><p>
a. Go low.  His 5K hits low, and depending on what he wants to do, he can go for an easy knockdown (5K-5S-2S-2D) into another spin on the roulette, harder-hitting easy knockdown (5K-5S-2S-2H-Heat Knuckle) into another spin on the roulette, or cash in for big damage (5K-5S-2S-2H-Heavenly Pot Buster) but no spin on the roulette unless you're already in the corner and in that case you're fucked anyways.</p><p>
</p><p>
b. Go overhead.  His 6K is an overhead, and can be combo'ed into a 2H, so he can either go for easy knockdown (6K-2H-Heat Knuckle) or big damage (6K-2H-Heavenly Pot Buster).  Also, his 6K apparently has some anti-throw frames during startup, so mashing throw on wakeup won't beat it.</p><p>
</p><p>
c. PotBuster.  Go figure.  Just pray he doesn't have an FRC ready if he lands it.  If he does, it's back to another spin on the roulette wheel...  </p><p>
</p><p>
d. Anti-backdash.  If he knows that you're keen at doing Reversal Backdashes on wakeup (Reversal Backdash can beat all of the other above options), he can do a 6H to catch you in the recovery of your backdash.  Sure, 6H will hurt, but if your back is not in the corner and you're still alive and not stunned, guess what?  You're all the way across the screen out of Pot's ideal range, and live to fight another day.</p><p>
</p><p>
e. Meaty Slidehead.  Now this is where the stupidity truly shines if your opponent is any good at doing this repeatedly.  Nothing will beat this except 4 things, and chances are, you probably won't have access to those 3 of those things 90% of the time.  They are: Burst, Reversal Winger, Reversal Emerald Rain, and Reversal Backdash.  Option #1 is probably going to be Reversal Backdash, but if you have the Tension, Reversal Emerald Rain is your best option here because the startup negates the earthquake of the Slidehead and Potemkin gets juggled by all 3 discs, which means free combo for you.  If you do NOT have access to a Burst or at least 50% Tension, the round is literally over if you can't do Reversal Backdash cuz Pot can keep doing his Meaty Slidehead loop and you can't do anything about it except pray that your Burst meter fills up before your life depletes to zero.  So brush up on those Reversal Backdashes!</p><p>
</p><p>
And that's not all, he's got some frame traps to keep you guessing if he feels like he wants that PotBuster.  For example, he can do 5K-2S-Hammerfall Brake into a guessing situation where he can get that PotBuster if you freeze up via ticks to screw up your backdash input (5P, PotBuster), a Heat Knuckle if you try to jump away, letting Hammerfall finish to catch your backdash (and FRC'ing it into another combo), or another reset into that same guessing situation by doing another 5K-2S-Hammerfall Brake.  Same thing with his 6K-2H string; if you guess right, he can cancel the 2H into a Hammerfall Brake like usual.  However, in the event that you actually do guess right, your best bet is to FD the blockstring to create some space and backdash to safety.  If you have the Tension, you can Dead Angle Attack to defeat the mixup (and plant a Disc or runaway or whatnot).</p><p>
</p><p>
5. <strong>Respect his defensive abilities.</strong></p><p>
</p><p>
Namely Hammerfall, his backdash, Heat Knuckle, Heavenly Pot Buster, 6P, j.D, and Mash-Buster.  When I mean respect his defensive abilities, I don't mean "don't attack at all", I mean watch out for those moves when you're attacking, because each of those moves will either lead to a knockdown, massive pain, or in some cases, both knockdown and massive pain.</p><p>
</p><p>
In the case of Hammerfall, if Pot knows you're gonna commit to an attack that has some recovery and he has meter for an FRC, you're likely gonna eat a Hammerfall FRC into a Heat Knuckle combo.  Hammerfall WILL cut through your strings like a hot knife on butter, which sucks.  However, there are some situations where you might be able to do something when your opponent does Hammerfall in the middle of an attack string.  </p><p>
</p><p>
If you're on the ground and he does Hammerfall, you can stop attacking and block the Hammerfall if you were using an attack that has quick recovery (namely, 5P or 2P...), jump-cancel a jump-cancellable attack into a 1-frame FD jump to block the Hammerfall, cancel your attack into a Command Roll immediately to avoid the Hammerfall and end up behind Pot and throw or combo him, or cancel your attack into Emerald Rain if you have the meter, because Emerald Rain cuts through Hammerfall's armor and nets you the knockdown.  </p><p>
</p><p>
If you're in the air (usually iad'ing in) and he does Hammerfall, your best bet is to block, but most likely you're gonna be committed to an attack.  Again, if your attack is jump-cancellable (most likely j.K and j.D, but if you were iad'ing, forget about it)), jump-cancel into FD block to stay safe.  But, if you committed to any other attack (except for j.H, you're screwed), you may be able to interrupt Hammerfall before it hits you if you were able to do a quick two-hit string such as j.S-P, j.K-P, or j.P,P since the 2nd hit of your string will stop Hammerfall from completing since he used up his armor by then.</p><p>
</p><p>
With that said, the next thing to look out for is his backdash, since it has the most invincibility frames out of all the backdashes in the game, and naturally it leads to all sorts of stupidity if he guesses right and backdashes your offense into a PotBuster.  If you can bait out his backdashes, (usually doing some running and FD-braking stuff), you can punish it with all sorts of shit, but however, smart Potemkin players will use this much like the same way they'll use Hammerfall, so shit is gonna suck.  All I can say is watch out for it and don't put yourself in that scenario (like doing blind iad's into his backdash-PotBuster range, or running in and 6P'ing trying to start something only to see the 6P go through Pot during backdash-PotBuster...), even though Millia's game revolves around trying to start an offense.</p><p>
</p><p>
Next up is his anti-airs.  Heat Knuckle leads to stupidity if he guesses right (usually if he knows you're trying to jump to avoid PotBuster mixups), Heavenly Pot Buster is there to keep you from staying in the air forever, and 6P can be used to stop jump-ins (and naturally combos into Heat Knuckle, lolz).  Silent Force stops all of the above if used correctly.  So ideally if they're keen to anti-air you, fire off Silent Force and work with what you've got off of it.  Otherwise, stay at an angle where his anti-airs will whiff or stay grounded (and away from his "danger zone").</p><p>
</p><p>
For some reason a lot of Potemkins like to use j.D after whiffing a Heavenly Potemkin Buster or teching very high in the air.  And for some reason his j.D seems to beat out a lot of attacks (must have buns of steel, I guess) and cause confusion over which side he will end up.  Usually you get a free Gold Burst if he ever does this, but if you don't have a Burst ready, you can use 6P, 5S©, or 2H to clash with it (you have to time all 3 attacks somewhat early though depending on the height, but for simplicity I prefer to use 2H so you don't have to worry about side confusion), and do whatever from there.</p><p>
</p><p>
Mash-Buster should be self-explanatory; if the Pot player is sniffing out holes in your attack strings, chances are he may be trying to mash out a PotBuster to interrupt your string and therefore make you look stupid for delaying your string (intentionally or unintentionally) without having a back-up plan.  Therefore, if your opponent is known to try to Mash-Buster at times, you can bait out his Buster and punish it hard by making sure that your blockstrings end at attacks where you can jump-cancel it WHILE still staying close to Pot (a Pot player who Mash-Busters on blockstrings that leave you outside his PotBuster range isn't likely to make that same mistake twice in a match) so that when you do jump-cancel your string and he whiffs PotBuster, you can make him look silly for even trying it.  But then again, the rewards are greater than the risks for attempting a Mash-Buster (hello FRC PotBuster...), so I'm sure your opponent is bound to try it a couple of times.</p><p>
</p><p>
6. <strong>So how do I attack?</strong></p><p>
</p><p>
Follow Kaqn and Nakamura's style and literally be an asshole with Secret Garden vs. Pot.  Sure, he can try to Slidehead you in reaction, but while you're lying there not taking damage, Pot has to worry about that big ball before even trying to get in close, and that ball deals out damage while keeping him at bay.  Sure, he can Flick it, but the ball will still move and hold him back even if he does Flick it.  Hell, you can even use specific patterns that avoid his Flick while still keeping him locked down (like F, DB, F, B).  Basically anytime you get a knockdown, summon Secret Garden then rush him down trying to fish for another knockdown into another (you guessed it) Secret Garden.  Don't worry about doing combos on him that don't do a lot of damage; your goal is that knockdown.  In the event you do knock him down in the corner, that's when you can pull a Nakamura and literally rape his ass with Secret Garden + air-dash mixups.</p><p>
</p><p>
Obviously Pot is gonna try to take this battle to the air, so what do you do?  Secret Garden <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)">.  Well, if he does get close, try to keep him at bay with j.D's and short air blockstrings like j.K-P-K to try to interrupt whatever he's trying to do in the air.  If the string does connect, proceed into a combo that sends him across the screen again (like j.K-P-K, dj.K-D, adc.D or insert an air FB Disc somewhere in there into land, 6H, Secret Garden lolz).  If you're not confident in your air game (especially if you do fuck up and Pot gets an air throw, which lands him next to you on wakeup lolz), you can always take evasive measures such as doing Iron Savior to get outta dodge and go under him all the way to the other side of the screen, or you can do a defensive FB Disc to force Pot to re-think his jump-ins (remember, FB Disc does not go away if Millia is interrupted after the disc begins to form after 4 frames of startup, so use wisely!) and buy you some time to get away or do a combo on him if he gets juggled.</p><p>
</p><p>
Generally, you don't want to risk doing long combos unless you're 100% sure you will get a knockdown.  Nothing feels shittier than doing a double relaunch combo only to fuck up and Pot techs in the middle only to PotBuster your ass on recovery into death when you could've done a simple combo that only does a couple points less damage, is much easier to execute, and nets you the knockdown.</p><p>
</p><p>
That's all I have for now; hope this helps...</p>
]]></description><guid isPermaLink="false">343</guid><pubDate>Sun, 18 Nov 2007 14:48:27 +0000</pubDate></item><item><title>Millia vs. Slayer: Get hit and die in one combo! Wheeeee!</title><link>https://www.forums.dustloop.com/forums/topic/698-millia-vs-slayer-get-hit-and-die-in-one-combo-wheeeee/</link><description><![CDATA[
<p>Slayer on the other hand is a bit of an uphill battle for Millia. He can safely get out of your okizeme and if you get hit by any counter hit, it's usually over for you lol. He can also backdash cancel to dodge any pins if you try to attack from the air, and his 5P is incredible. You can't zone with j.D either because his 5P beats that. 2D is your only decent poke, but only at max range since it comes out slow. So if you hit any 2D, cancel into roll then throw a disc. If you notice they are backdashing alot, you can do airdash rushdowns, then throw a FB air disc when you predict a backdash. Sometimes you have to predict some of his slower moves like 6K and throw out a FB disc so that you take a hit, but you get a combo after + knockdown. Overall I find this matchup hard for Millia and don't have much experience either to understand what works against him.

Good luck.</p>
]]></description><guid isPermaLink="false">698</guid><pubDate>Tue, 16 Oct 2007 18:14:08 +0000</pubDate></item><item><title>Millia vs. Axl: That Axl Bomber loop hurts!</title><link>https://www.forums.dustloop.com/forums/topic/711-millia-vs-axl-that-axl-bomber-loop-hurts/</link><description><![CDATA[
<p>During regionals on Saturday I went up against an Axl player in the loser's bracket. I really have no idea how to play against Axl especially as Millia. Since it was only one match, I didn't have enough time to feel out the Axl and so I lost <img src="https://www.forums.dustloop.com/uploads/emoticons/default_frown.gif" alt=":(">

After the match, Kensou gave tips such as to rush him down, and be sure to oki FD disc since Axl can't really do anything on wake up.</p>
]]></description><guid isPermaLink="false">711</guid><pubDate>Mon, 17 Dec 2007 08:08:10 +0000</pubDate></item><item><title>Millia vs. A.B.A.: I want my mummy... :(</title><link>https://www.forums.dustloop.com/forums/topic/702-millia-vs-aba-i-want-my-mummy/</link><description><![CDATA[
<p>So, with the TX wars tourny over, I have some questions.

I was playing against an ABA player yesterday, and I got him down to his last bits of life, then I notice him somehow, getting back almost half of his health bar back, WTF?  So, yeah, any tips on ABA matchups would be great.

PS:  Good shit, TGS.  It seems you HATE pots.  I still can't believe I lost to a fucking TE srcub yesterday.........shit/</p>
]]></description><guid isPermaLink="false">702</guid><pubDate>Mon, 19 Nov 2007 16:25:47 +0000</pubDate></item><item><title>Millia vs. Dizzy: Fishes, scythes, spears, and spikes, oh my!</title><link>https://www.forums.dustloop.com/forums/topic/714-millia-vs-dizzy-fishes-scythes-spears-and-spikes-oh-my/</link><description><![CDATA[
<p>Placeholder.</p>
]]></description><guid isPermaLink="false">714</guid><pubDate>Thu, 05 Jun 2008 23:34:12 +0000</pubDate></item><item><title>Millia vs. Anji: Fun with autoguards and Fuujin going through your shit...</title><link>https://www.forums.dustloop.com/forums/topic/701-millia-vs-anji-fun-with-autoguards-and-fuujin-going-through-your-shit/</link><description><![CDATA[
<p>hello, I am having trouble vs. Anji and vs. Sol.

Anji:
I play against a fairly skilled anji player, alot of guardpoints into big combos, cross ups on get up, very tight defenses, rarley misses max damage combo set ups. Aside from just learning to defend better and how to flash guard better, there are some other things killing me.
Red Butterfly mix ups, on get up, if he does it, I try to 1 frame jump and FD in the air, but it either doesn't happen, or he air throws me with the command air throw, what can I do better when he tries to butterful trap me?
Also his force break overhead thing, it catches me out of EVERYTHING, even if I iAD out of guard, it catches me and bounces me, what moves can I use (if any) to get around this thing, its also hard to block on reaction when he mixes lows in his strings often.

He also guard the pin alot, is there a set up I can I can string it or jump cancel out of, that has been effective against Anji's you have played?


also a general question that might be character specific. When I do the Lust shaker force break midscreen...or even in the corner, I can't get anything to link to a launcher, what do I do on Anji if I hit lust shaker FB?

thanks!

-MJY</p>
]]></description><guid isPermaLink="false">701</guid><pubDate>Tue, 18 Dec 2007 17:31:09 +0000</pubDate></item><item><title>Millia vs. Millia: Millia wins! No, really!</title><link>https://www.forums.dustloop.com/forums/topic/716-millia-vs-millia-millia-wins-no-really/</link><description><![CDATA[
<p>Placeholder.</p>
]]></description><guid isPermaLink="false">716</guid><pubDate>Thu, 05 Jun 2008 23:35:47 +0000</pubDate></item><item><title>Millia vs. Bridget: Androgynous characters FTL. ;_;</title><link>https://www.forums.dustloop.com/forums/topic/712-millia-vs-bridget-androgynous-characters-ftl-_/</link><description><![CDATA[
<p>Placeholder.</p>
]]></description><guid isPermaLink="false">712</guid><pubDate>Thu, 05 Jun 2008 23:32:27 +0000</pubDate></item><item><title>Millia vs. Ky: FOREST BLAZ....err... Never mind.</title><link>https://www.forums.dustloop.com/forums/topic/705-millia-vs-ky-forest-blazerr-never-mind/</link><description><![CDATA[
<p>some tips for Ky??
I have some problems getting close (well i've the advantage against my friends anyway).</p>
]]></description><guid isPermaLink="false">705</guid><pubDate>Fri, 22 Jun 2007 14:56:08 +0000</pubDate></item><item><title>Millia vs. Sol: This match is S.O.L.  Well, not really...</title><link>https://www.forums.dustloop.com/forums/topic/704-millia-vs-sol-this-match-is-sol-well-not-really/</link><description><![CDATA[
<p>Playing against Sol and Ky are pretty similar. The matchup in general is very winnable if you play your okizeme game right.

- Don't jump in without your pin because Sol's 5K and Ky's 6P beat all your jump-ins, they also have their 623HS to anti-air you.
- You have to play your okizeme game safely with these two because they have good wakeup options to easily get out of your okizeme. In the beginning of the match, for your okizeme, use HS disc then use crossups like 214K, 2369K, or air-dash across and back to hit them with the disc. These are more safe than say doing 2K or 6K because you won't get hit by their wakeup if timed right. Then when you punish their wakeup attempts a few times, they will start blocking on wakeup and that's when you can use easier mixups like 2K/6K. Or good players will try to jump out of the disc, in those situations try to predict it or use FB disc to lock them on the ground and give you more time to mix them up for a combo.
- Careful with secret garden corner setups because Sol can get out of it easily with ground viper, and Ky might try his slide, though that doesn't travel too far so he might still get hit depending on your input.
- Their rushdowns are pretty similar. Against Sol just watch out for wild throws, his high/low game is simple enough to react to. Against Ky they like to cancel 2D into jumping sphere ball FB and that's ur chance to backdash or 214K to get out. Even if you're in the corner and ky is spamming 5S into fireballs, if you FD to push them a safe distance back, then you can 214K under his fireball.</p>
]]></description><guid isPermaLink="false">704</guid><pubDate>Tue, 16 Oct 2007 18:14:08 +0000</pubDate></item></channel></rss>
