Magaki Posted August 17, 2015 Posted August 17, 2015 Placeholder. Will update this thread with all the posts in their specific sections later and finally update the first post afterwards.
Synyster17 Posted August 19, 2015 Posted August 19, 2015 Millia POV General Impression This MU feels like its in Elphelt favor. Her buttons far surpass Millia's. I feel that Millia must outplay Elphelt in neutral with her speed and make her whiff something to get pressure and offense going. After that Millia can win easily untill reversal super comes into play. Solid oki choices are the way to go here. Her offense is tremendous and that is a problem for Millia. This MU is 5.5 in Elphelt favor. Its tough but if u can outplay the opponent in neutral, Millia can win fairly easily Matches 1.1 LK vs Hotashi 3 matchesNakamura vs Fumo 1 matchKarinchu vs Fumo 1 match 1.0 Woshige vs Koichi 1 hourWoshige vs Kei-chan 2 matches Round Start MilliaCrouch Block - defensive round startBack-dash - defensive round start, creates spaceForward jump jp - offensive round start, challenges jump pull and jump backRun up 5p - IDK seems risky with no rewardJump back - Defensive round start, can pin if Elphelt pressed a button (2s)fs - Beats 2s, beats 5hNeutral jump pin - beats 2s and 5s2d - beats 6h, seems really badElpheltIad Pine throw - Defensive round start, gets nade ready and creates space2s - offensive start, throws out quick normal with good reward on hitJump pull - Defensive round start, no Iad so no space but can air BEBridal express - IDK seems like a bad ideaJump back - Defensive round start but can react quicker cause no nade pullfs - good poke offensive start Back-Dash - Defensive start, can see what millia is doing and react6h - really offensive round start, really good if hits or is blocked but bad on whiff, seems like big riskNeutralTends to play more passively due to major damage off any hit236h seems alright to control space and doesn't look like it can be punished by something214h may work full screen but she has rifle Back off if directly above herRun after her if she does Iad back nade pullAfter her burst you can FAD and throw pin to try to retain momentum. kills nade throw after pullAfter you burst u can try to go for a SG setupSG kills NadeJd is a good far air to ground poke but loses to 2s and early 5h. reward might not be goodCan setup SG in neutral with Rose activated"Woshige" Tends to stay in the air a lotcome down with jp if they whiffed a buttonCan run under her 5hFootsies/Pokes 2d dash inswhiff punish with fs or 2dcan run under low pine throwknock back nade with jp/5p/2p5p beats guessed iad6p most jump insblitz air bridal5p catches air bridal out of startup5p ground bridalAir to Air you want to be just outside of her range to whiff punish anythingWhen running at her with her back to corner you could jump to get her to wiff a button and punish her5d beats her 5h?Iad pin beats h5PinUsed to keep her in the cornerUse if it will make her blockFire at her when she has nade to blow her up and try to get block string after itDefense GeneralDon't mash when nade is near youCan you up-back after a spaced CS?Don't burst after 2hCan throw Bridal if blocked but if nade is about to blow up then u must blockShotgunNo overhead or LowCan Os her roll through cross-up with the nade by doing back S+HHer throw is throw invulnerable so you must either back-dash it or jumpHer roll from frames 1-10 is full invulnerability but after that its only strike from 11-16 so throw thisDoes lots of chip damage so FD and try to jump out when she is to far to use her -s-SG-h reload is -1, -2 without reloadSG-h reload SG-h has 4 frame gapFuzzy jump out of normal shot - reload - normal shot with 1-7-fdFD p stagger pressureP combo starter is really badSOffenseShe can punish 214k-h with 5hShe can punish 2369p with sc 2hCombos/Setups/Wakeup Combos5d 6h 236h 5k 2s works214p 5k jk Iad jk delay jp delay jh 5k jksd Iad jsh worksthrow 5k jk Iad jk delay jp delay jh 5k jksd Iad jsh worksmost likely should end combos with jph cause hitboxSetupsIad in corner after 236h to bait reversal superWakeupFace up - 27Face Down - 27Considered airborne if hit on frames 17-18
WindGodDude Posted September 20, 2015 Posted September 20, 2015 (edited) This is a stressful matchup for both characters. The way I like to put it is that Elphelt has to be on point during neutral whereas Millia has to be on point during her okizeme game. Millia needs to weave in and out of Elphelt's range and get a whiff punish and run the knockdowns to victory. Elphelt has a late wakeup facedown which means cannot fuzzy jump out of a sweep knockdown. In addition, Secret Garden becomes a powerful tool off of most knockdowns and the pin 6H SG ender is reliable.Concerning grenade pull --> IAD back --> grenade throw --> bridal express, this is easy to handle as Millia due to her ability to adjust space and kick away grenades with her normals or whiff punish by running in/spacing to punish bridal express.Both characters can low-profile REALLY hard. This is important for Elphelt as this restricts Millia's angles of attack with the pin.Sniper harass is a non-factor for Millia due to the threat of IAD pin and her speed. Just don't get too predictable.Personally, the matchup feels like 5.5 - 4.5 for Millia however the matchup is easily 50 - 50 at lower skill levels as the Millia will need to have a greater grasp of fundamentals to make her gameplan work. Edited September 20, 2015 by WindGodDude
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