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Posted

I just recently fell in love with Millia! I want her to bare my children, and whatnot. Anyway, I've developed a few tactics based on some match videos I've seen. Let me know if they're actually any good. On knockdown, I'll usually throw out a Delay Tandem, then IAD over them and AD back past them again to cross them up with a falling j.S. If I time it right I can usually lead that into an aircombo, which usually tends to be one of these: Launch, j.S j.H, ADC j.H, ADC j.H, Forcebreak Tandem, land, then either relaunch and end the ADC string with j.D, or go for knockdown with 6H. After that since they're too far away for another delay tandem, I'll throw out an Orb, and usually mix up the directional inputs a whole bunch. And although its probably a waste of tension since I haven't seen many use it, I like to throw out the Forcebreak Lust Shaker every now and then. 'Cause the sliding effect is cool. The only time I *ever* use Forcebreak Tandem on the ground, is if I'm getting hit (during a gap in the string), or after a CH 6P, I'll cancel the first hit since they'll be stuck in stagger. I never do it on knockdown 'cause then all 3 hits don't get in, unless you throw it out late. So some questions... Does anyone use Bad Moon anymore? I haven't found any uses for any of her FRC's so far, except FRC Delay Tandem for safety, and Iron Savior FRC instant j.K. I'd like to learn the uses of her Fastfall FRC, 'cause that looks like it has some uses but I could be wrong... Thanks in advance for some tips!

Posted

oh, her FRCs are very useful. Badmoon FRC allows insane pressure and mixup that takes some monumental execution. It's actually BETTER in this game than it was in previous games. But as it goes, by itself it is a great overhead (2369P, TK badmoon). And if you set it up right, it'll lead to a combo. Millia's FRC's really are to let her combo off of weird situations. like, at midscreen, you can stuff like 2369P -> FRC, j.K, land, j.K-S-H -> ad.D -> ad.S-H, land, j.K-D -> 214S, j.D -> ad.H -> ad.D on some characters, and other combos will work for other characters. But all the characters have good combos against them off of that FRC, and the same goes 214P -> FRC (midscreen as well). And then 236H -> FRC lets you do ridiculous things too. If people like to DP you, a late 236H -> FRC, backdash is a good bait, and has follow ups whether it worked or not. If they start jumping out, late 236H -> FRC, 2K (in some cases, 2H, cuz it's so meaty and allows holy hell damage afterwards on CH) is good for stopping that. Once you got them scared of the disc, you can get away with some heinous cross ups, like, late 236H as they are waking up, FRC, 2K -> 214K really fast is a really quick cross up. And remember that you do the first airdash over late if you do the airdash cross up after disc if you aren't FRCing the disc. That way, they don't have time to react to you airdashing over, they'll be hit the moment you cross them (and then you airdash back over immediately with a falling ad.S/H, land, 5P. In reload, you could do falling ad.S-H, land, relaunch, but meh, pushes you too far out against most characters in Slash and AC). And I could see her new winger super FRC being useful in that "whoops, didn't mean to super, and don't want to die from it" way, and maybe as a tool for beating out stuff without committing to a bunch of recovery frames. You can do regular air combos off that FRC as well with a falling j.D/H into madness. Incase you are wondering what the badmoon pressure is that I'm talking about, here are some possible ways to use it: 236H -> FRC, 2369P, land (disc hits), run after and aircombo 236H, 2369P -> FRC, 214S, ad.S -> 236P -> FRC, falling j.S -> ad.S... etc. Oh, and when you use the secret garden, always have a plan for how it will interact with the opponent. It's a good tool for anticipation and a way to lock them down for a mixup if you know how they are going to respond (since it literally goes through everything in the damn game, it's like, operating on a different plane of existence than everything else in the game LOL). You could even use yourself as bait by having it go down and through you and behind you. After 6H knockdown in the corner, some simple and effective patterns are: 2828, 1646, 3816, 2927, 2646, 2672, 2924, etc(as bait, you hide the orb behind the edge of the screen, so they don't know where it's coming from). There's a LOT of possible patterns to choose from. Another thing is that, if you know your 6H got them too low to the ground to make secret garden safe, you can still do stuff like 1444 and be ready to combo them when they get hit out of their combo =) Of course, do something like back dash or some move so that they don't just throw you through the orb. Though some characters have a very short throw animation, and might be caught afterwards if you setup the orb right. When following up a fullscreen orb, cover the areas they might try to use to get away from it with something like j.D or pin or anything with good priority really =) Just note, fullscreen orb setups are really only viable against certain characters. Pot will slidehead, chipp will just dash in and hit you before the orb can materialize, jam will do 236S~H for massive damage, slayer might be close enough to hit you with any number of things like 236K, dead on time super, etc, but if you are literally in seperate corners, he can't touch you in time... ky will fast stun edge you, axl and may are the same story as slayer... bridget will turbo KSMH you for free, Testament will laugh and then EXE beast you for free, and millia will just orb you back (aka, SHENANIGANS!! XD) Anji, Johnny, ABA, Robo-ky, Sol, Eddie, Order Sol, Zappa, Venom, and Baiken really have no B&B way to stop you from getting the orb out if done from far enough away. Be careful though, since characters like eddie, venom, zappa, etc. might have things on the screen that make it very possible to stop you, so be weary.

Posted

Man that was some readin'! Answered my Bad Moon question I was about to axe though. I've been having trouble fighting AC Potemkin. Pots seems alot better than in Slash and I need help on how to go about avoiding Heat Extends and his ground fall move. I assumed that since Pots is big and slow, I could rush no problem, but I always end up in a counter combo or Giganter setup.

Posted

despite being such a big target, you really have to play safe against potemkin...

you might think that you can just lock him down since he's not going anywhere, but the match is actually won in the context of priority. Remember to actually punish him if he does something like hammerfall or flick recklessly. Zone him persistently and consistently.

This matchup is actually easier to see than explain, so here's some matches you should watch over and over:

http://www.youtube.com/watch?v=cdSnXuoBMFc

http://www.youtube.com/watch?v=2_xsyYmuAak

http://www.youtube.com/watch?v=pzrNOGSr7d8

and strangely enough, this vid right here illustrates what i said about secret garden as well pot in one fell swoop (nakamura is A-OK!):

http://www.youtube.com/watch?v=bzBLNHE67GE

  • 1 month later...
Posted

I need rushdown/blockstring tips. I plan on attending a tourney in October and I want to start working on my pressure game now that my combos are decent.

Posted

5K is a good blockstring starter since it's long and hits fast. If youre closer stand alone 2P and 2K are also good blockstring starters because of being really fast and gives you some advantage on block especially 2P which also makes it ideal for ticking. Here are some strings (Millia trio be sure to correct me) 5K/2K 2K (number of times will determine the space due to push back) 5K/2K 6K 5K/2K 6K block 214 K (tick throw also) Mix and match the above 2 strings for a high low game 5K/2K 5S 5H (gives alot of push back to open yourself/ possible to end with H disc so that characters like Sol, OS and Slayer will be less able to rush in safely) 5K/2K 5S 5H 214 K (tick or close space) 5K/2K 5S 2S 5P (same but 5P eliminates recovery of the unsafe 2S/ follow up with 6H possible) 5S/2K 5H (poke blockstring) 5K/2K 5S 2H TK bad moon/ IAD jP (overhead but be sure to FRC the badmoon or else itll get punished) or 2D (nice smacking low if youve conditioned them to block high) If you think you're up to it if your blockstring ends with a cancellable normal you can use S disc FRC to make it super safe which opens up lots of manueverability options while also being a good pressure tool.

Posted

i just started playing GG, and im interested in playing Millia i've seen videos of jap players who after trowing, proceed to combo and launch i was wondering is there specif timing or cancel, to be able to combo, launch from trow?

Posted

Can anyone give my tips on fighting Order-Sol and Slayer. These two are so gay for me to fight.:sad:

Against Slayer, every action except backdashing and jumping beyond his threat range is a risk. Even pin can be punished by using BDC backwards jump into j.H to CH your followup attack if you try to just get in at random with it.

Iron Savior and 6P beats D-step, but both lose to sweep pretty bad. 6K beats sweep, but loses to any button Slayer chooses.

Run away if he jumps, or use roll into throw as an anti-air. 6P and 2H are free CH's for him, so just forget they exist unless he's falling straight down on top of you after a tech and you throw out 2H EXTREMELY early so he falls into it and gets CH. Double-jumping beats this, so air-throwing him is the best option in that situation.

Avoid frame traps on Slayer because of the threat of BBU. 2H beats your 2D clean and kills you. BDC jump backwards on wakeup disc trap forces him to block, but nullifies any and all mixup you get from a running disc at midscreen because of the extra time he has to escape. BDC is actually his get-out-of-jail free card and prevents you from landing damage on him.

Rolling to escape his pressure is a bad idea. Slayer can just walk forward and do a very specifically timed and spaced 6H, so that it will catch a backdash, a jump, gives him frame advantage, and will auto-throw you all in one go. This is just inside of his 5K range, so be wary. Howver, you can most certainly roll through any high attack strings and frame traps that you successfully yomi for a free throw. Just be wary of baits, as a good Slayer KNOWS this will be one of the main ways you'll be landing damage and becoming a threat to him.

He still eats combos and damage like everyone else, just play very carefully and try to read his reaction. Unforunately you have very few risk-free options in this matchup, making solid 1/1 counters hard to come by. By far her worst matchup.

Order-Sol beats your ground game clean due to Fafnir, and anti-airing him is harder than Slayer because of his low jumps. It doesn't help that his air attacks are all pretty much as stupid as Slayer's, so again use rolling to anti-air him. 2H works well against random IAD attempts, but a good Order-Sol won't be doing that to you out of the blue, it'll get him killed.

Order-Sol is a shenanigan master, with a lot of free-flowing option trees that leave him safe at pretty much all times. If he makes you block something, he controls the match until you're on the opposite end of the screen without question. He can't exactly throw out Fafnir at random, because your jumps and rolls go through that attack if you space them properly, and the only thing he can do to beat rolls is throwing out a 2D and buffering a CC in order to combo you if you try it. If his sweep whiffs, you get yours as punishment. However, if you both sweep, his will randomly win based on the nature of it's forward-moving hitbox.

Fortunately Order-Sol has terrible ways of dealing with your attack strings. Properly delayed attacks will prevent him from doing a DAA, and once he's knocked down he's out of luck as his uppercut doesn't hit close to the ground and is somewhat lacking based on its slow startup, making it easy to auto-bait with safe jump attacks and Iron-Savior whiff mixups. In any of his frame-traps, you can vie to use FB Disc in order to get a favorable trade, but if he has meter you might as well hand him the round because Fafnir will beat that.

Order-Sol isn't as hard as Slayer, but there's nothing stopping them from just sitting there all day and reacting to what you do. Mixing up your attack strings and abusing her fast runaway and the basics (throwing pin when you know they have to block, or want to anti-air you) will create the opportunities you need in order to get an offense going. Use your head and use proper risk assessment as you go in, and these matches should become much easier. Again be careful, if you get hit you're done.

Posted

Question what about ending a blockstring with H disc against shorter ranged characters like Sol or Slayer? I see some players use it. I assume it's to force the opponent to undergo block animation so they cant move back? I also see it can stop mappas when its fully set.

Posted

i just started playing GG, and im interested in playing Millia

i've seen videos of jap players who after trowing, proceed to combo

and launch i was wondering is there specif timing or cancel, to be able to combo,

launch from trow?

As soon as you finish your throw animation, quickly dash forward and use your sliding frames to your advantage to catch up to your opponent and then hit then with x attack. Most people use far slash( (f)s) or standing kick (5k). The timing is pretty generous compared to other games, so just go to practice mode and you should have the jist after a few tries. As for the whole combo part, those are character specific and some of the better ones can be found if you skim this thread. Hope that helps and was clear enough. If you still have questions, just ask me.

EDIT- thanks zer0 for the protips.

Posted

As soon as you finish your throw animation, quickly dash forward and use your sliding frames to your advantage to catch up to your opponent and then hit then with x attack. Most people use far slash( (f)s) or standing kick (5k). The timing is pretty generous compared to other games, so just go to practice mode and you should have the jist after a few tries. As for the whole combo part, those are character specific and some of the better ones can be found if you skim this thread. Hope that helps and was clear enough. If you still have questions, just ask me.

EDIT- thanks zer0 for the protips.

thanks man:yaaay:

BTW i dont mean to sound like a noob but

im guessing FRC stands for False roman cancel?

if it does how do you do it?

is it like an ST kara cancel?:?:

Posted

If Slayer predicts the H disc, you eat a CH Mappa. At the end of strings is the only time it's 100% safe. The only way to stop this, really, is a pre-emptive S disc. But if he did nothing...he can CH mappa you AFTER the S disc whiffs. Pretty shitty fight.

Posted

thanks man:yaaay:

BTW i dont mean to sound like a noob but

im guessing FRC stands for False roman cancel?

if it does how do you do it?

is it like an ST kara cancel?:?:

False/Force Roman Cancel is right. It is done the same way as a normel roman cancel but can only be done with certain moves. Go to training mode and trun the button input display on. Every move that can be frc'd will have a blue flash in the input display. The blue flash represents the window to perform the frc. Hope that helps.:eng101:

If Slayer predicts the H disc, you eat a CH Mappa. At the end of strings is the only time it's 100% safe. The only way to stop this, really, is a pre-emptive S disc. But if he did nothing...he can CH mappa you AFTER the S disc whiffs.

Pretty shitty fight.

Shitty fight indeed. My friend used to always beat me with Slayer and thought that he was the shit since I've been playing GG a little bit longer than him.:mad: Next time I see him, it's on.

AKA-Where you been son? You going to Seasons Beatings?

Posted

does anybody have any idea how to play againts Potenkin i have a hard timing evading his unblockables into comboes:( it just seems like he's to easy to win with in accent core

Posted

does anybody have any idea how to play againts Potenkin

i have a hard timing evading his unblockables into comboes:(

it just seems like he's to easy to win with in accent core

PATIENCE!x3:psyduck: Don't fall into the whole "I'm Millia and I'm fast, so I can roll up on Potemkin whenever I want because he's slow" mindset as it's a sure-fire plan for failure. You need to mix playing keep away with things such as j.d, hair pin, etc. and fishing for counter hits and knockdowns. If you can score a knockdown DO NOT LET UP ON POTEMKIN! You need to keep him at bay like your life depends on it, because as soon as he gets going, you die. Use disc (this includes h disc also), hair pin, iad, bad moon mixups etc after knocking kim down like you would anyone else, but know that things are a little bit easier since Pots is big. A string I use after a midscreen knockdown is h disc or fb disc, iad crossup, j.k, s pin, airdash, j.k, j.p and keep punching and kicking until you land and contimue combo/ pressure from there. Sometimes to mix that same string up, I do h or fb disc, iad crossup, j.k, h pin, [ bad moon frc, airdash, j.k-j.s, land, continue combo/pressure] or [airdash j.k, j.p until you land and then roll, tk bad moon, or iron saviour. Hope this helped, I'm not sure on how much info you will actually get out of this since I have a tendency to write a lot and explain very little.:gonk:

Posted

ah, against pot, you can do both heinous combos, and heinous okiseme. something like this in the corner works: 236D, 5K (or 2S for iad variations) ->... a)... iad.S -> ad.S (high) b)... iad.S -> ad.236D(cross up) c)... iad.(empty) -> land, 2K(low) d)... iad.S -> ad.(empty), land, throw e)... 2369P(high) f)... 214P(low) -> FRC, j.K(high) g)... iad.(empty), ad.S(high) h)...2S(low) i)...6K(high) j)... 214K, 2369P(high) -> FRC(SHENANIGANS!!) k)... 214K, 214P(low) etc... but yeah, the vital point of that match is to keep him from starting any kind of rushdown, and doing so as safely as possible. This is the matchup where you try to space like a champ =)

Posted

I love how every associates the word "shenanigans" with Millia lol. To be honest, I thought you were gonna rip me a new one when you read my post.:toot:

Posted

Hello...I'd like to learn using Millia. Can you tell me what should I know and practice first? What kind of moves I should use frequently in battle? likes the anti air, high priorities attack, and other special stuff about Millia? I've searched this forum's thread but I can't find the Millia basic for begginer 's Thread. Can you tell me where? Because I can't find it. THX.

Posted

im making it as we speak...

Was gonna tell you, but he beat me to it.

Hello...I'd like to learn using Millia.

Can you tell me what should I know and practice first?

What kind of moves I should use frequently in battle?

likes the anti air, high priorities attack, and other special stuff about Millia?

You should start by just learning what attachs gatling into what since Millia relies heavily on pressure. Then you should probably start learning airdash cancel combos. You can instantly airdash after a jumping slash, hard slash, or jumping dust connects which is good for combos and pressure. Ramember that Millia can airdash twice and can airdash once after super jumping. It sounds like common knowledge, but make sure you always remember this especially if you play other characters as you tend to forget about it (or at least I do). You should frequently be using her hair pin and force breaks a lot special move wise, but her others are good as well and play an important part of Millia's mixup, especially in the corner. After you get comfortable with her gatling combos and special moves, then you should work on her FRC's (force roman cancels). Millia has FRC's on both of her disc moves, her iron saviour, her bad moon, and her turbo fall. The FRC point on the slash version of her disc is insanely hard to do and there isn't much point in doing it straight up, but if you do it after connection an attack, you recover insanely fast and can continue pressure. The easiest way to learn the slash disc FRC is to go to training mode and set the dummy to guard all. Do a standing kick into a standing hard slash into a crouching dust attack (sweep). After the sweep connects immediately do the input for the slash disc and then press three buttons to FRC it. Milla should go back to a standing state, allowing you to do what ever you want since you have the advantage. By the way, when you FRC the slash disc you don't ever see it come out. Once you get the timing for the FRC down, try dashing after it immiadetly out of the FRC so that you can continue pressure. A way most people do this is, blockstring into sweep, slash disc, forward, three buttons (FRC), forward, continue pressure. Also remember that your ground force break disc stays out even if you get hit, it also brings people towards you on hit or block, so if you set one and they're in the corner you can cross them up. Hope this helps a little bit, I'm not too good at explaining things, but I like to help people out so meh.:vbang:

Posted

Oh...THX a lot. Now I get Millia's Characteristic. She does a lot of mix up and cross up to strike the enemy. And what should I use as an anti air? Usually it's 6P but I don't think so for Millia's. Or maybe Millia's 6P has another usage?

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