TGS Posted September 29, 2007 Posted September 29, 2007 Thought I'd share some random Millia-related and general stuff with you guys here to at least get some forum activity going... Anyways, this thread isn't just for my random stuff; feel free to post up some random stuff as long as it's guaranteed to work, and is at least feasible and reasonable to do during matches. Guess I'll post up some stuff now... Ow, FUCK that move! Dealing with Jam's FB Puffball As most of us all have known for a while now, Jam's FB Puffball is fucking bullshit. Fast startup, great range, safe on block (-1, I think), leads to her 6H corner loop, stuns like crazy, hurts like hell, goes through a bunch of attacks, and beats out a lot of attacks that just doesn't make sense. And a lot of Jam's become trigger-happy with FB Puffball when they have the meter, due to it's low risk/high reward ratio. Unfortunately, Millia has a hard time defending against this move with conventional means. Her 6P will at best TRADE with it, and the trade is not in your favor at all considering that you just got CH FB Puffball'ed while Jam only took a measly 22 or 23 damage. All her other usual normal attacks lose to it, so don't bother trying to pre-empt it with a quick attack; you'll just end up hurting yourself. Even worse, FB Puffball will definitely beat out your Discs, and hell, she can do FB Puffball on REACTION to you setting a Disc (not S Disc, though), which is a big no-no. So how the hell does Millia deal with it? Aside from trying (and most likely failing) to Slashback the FB Puffball on reaction, Millia actually has a move that can beat it out. Ironically it happens to be one of her least used moves in the game; her Standing Dust. Yes, you read right; that slow-ass overhead beats out FB Puffball. Apparently the upper body invincibility plus Millia's altered hitbox during her 5D allows her to avoid the FB Puffball and launch Jam during her recovery. And yes, you can react to FB Puffball with 5D. Hell, I think it even beats out her other 2 regular Puffballs. So brush up on those ID combos, since they're actually useful against Jam. Help! I've fallen and I can't get up (against Potemkin)! How to deal with his Gigantor Loop This should be general information that applies to everyone else as well, so yeah. If you've been paying any attention to any decent match vids involving Potemkin, you've noticed that Potemkin has a loop involving his Gigantor, Slidehead, and Heat Knuckle. Basically he knocks you down with Slidehead, OTG's you into a combo ending with Heat Knuckle, then planting a meaty Gigantor on top of you as you wakeup, which primes you for another Slidehead. If you don't know how to deal with it, that could be the end of the round for you right there. Nevertheless, if you've been paying attention to any Japanese Potemkin match vids lately, you've noticed that they stopped doing that loop now (except under certain conditions where it's truly guaranteed) because everyone and their mother knows how to escape it. Preventing it from starting is one thing, but stopping it once it has started is another. Here's a couple of ways to stop it once it has started: 1. Burst to avoid the Slidehead after you block the Gigantor. Easy way out, but that means you'd have to save your Burst in case shit happens instead of using it to avoid taking a shitton of damage. Not advised unless absolutely necessary. 2. Instant Block the Gigantor then jump or backdash to avoid getting knocked down by the Slidehead. Preferred method to escaping the loop. If you fuck up and get knocked down, you still have a chance if you still have your Burst. So essentially, you'd have 2 chances to escape the loop. 3. Use your character specific ability. Namely Robo-Ky's delayed wake up, Jam's Parry, Baiken's Counters, etc. Unfortunately this doesn't apply to Millia. Boo. 4. Dead Angle. However, some character's Dead Angle attacks are completely useless in this situation and Slidehead will still knock them down. Unfortunately, Millia is one of them. With that said, your best bet is to Instant Block the Gigantor, then take evasive actions. However, once the Pot player gets used to it, they'll try to divert from the loop to try to punish your attempts at escaping (i.e. Heat Knuckle your jump or 6H your backdash), and in that case, it means that the loop is now done; it's no longer a loop anymore if you can escape it. Fall down, dammit! Dealing with Slidehead If you've played against a decent Pot, chances are he's got some Slidehead tricks. A popular one is a blocked 6H into Slidehead. The blockstun from his 6H prevents you from jumping out of the Slidehead. How do you deal with it? The same way you deal with his Giganter loop; Instant Block, then jump or backdash. Instant Block the 6H, then you should be able to avoid the Slidehead. If the Pot resorts to random Slideheads, you should be able to IAD your way in after a whiffed Slidehead due to Millia's mobility, but if you're too far out to IAD inside in time, you can avoid his Slidehead and attack him at the same time by using Iron Savior; technically Millia is considered airborne during Iron Savior even though the move hits low, and Slidehead only knocks down grounded people and people within it's attack range if they're not blocking (but then again if you're within it's attack range, just block the damn thing). With Iron Savior, you get to move closer to Potemkin, you send him flying far (hopefully into the corner), and you at least have enough time to summon Secret Garden safely. WTF, I died from THAT?!? Millia's Dead Angle RC Trick This trick has been known since the GGX days, but anyways... Millia's Dead Angle RC Trick enables you to turn the tides around in your favor considering her crazy oki game or whatnot, at the cost of ALL your Tension (assuming you had 100% in the first place) and your opponent's willingness to attack you. Since Millia's Dead Angle launches the opponent, you can combo off of it by RC'ing it; yeah, damage gets prorated to hell (like 90% I think), but if you think about the gains from it (full combo to carry the opponent to the corner, Disc oki or Secret Garden oki afterwards, all from a Dead Angle combo that does only about 10-15% damage), it might be worth it, especially if it's during an endgame phase where the opponent is almost dead and needs to get in to try to win. That's all I have for now... More to come later.
Gonzales Posted October 27, 2007 Posted October 27, 2007 i was just wondering does millia have an anti-air move? she seems to have no priority whatsoever:(
blitz Posted October 27, 2007 Posted October 27, 2007 millia no anti air? What are you smoking?! somewhat in order of how often you'll use it, the first being most often: 5P - doesn't have invincibility, but it's quickness and good recovery make it very effective. 6P - GODLY, but can be baited cuz of its long recovery time. 5K - sorta good recovery, useful when your opponent is really low in the air next to you. S© - bad recovery, but useful when your opponent thinks they can get in for free by coming straight in on top of you. 2H - bad recovery, and slow to start, but this beats out things that 6P loses to when anticipated far enough in advanced. have people jumping out after hair car? FRC, 2H. The CH from this move ends rounds due to the damage output it generates.
zer0kage Posted October 27, 2007 Posted October 27, 2007 Doesn't roll work as well as 5D against Jam's FB ball? An anticipatory roll under the FB ball can also net in some 5K punishment.
Shiro Posted October 28, 2007 Posted October 28, 2007 Doesn't roll work as well as 5D against Jam's FB ball? An anticipatory roll under the FB ball can also net in some 5K punishment.I'm guessing you'd have to time the roll really well since you're not invulnerable during it. /shrug
zer0kage Posted October 29, 2007 Posted October 29, 2007 It's more of an anticipatory thing and it works well in situations when you know the FB ball will come. On the other hand against Slayer's aerial shit like jK and jH. It's worthwhile to jump and stick out jDs and jKs provided you managed to get enough space to jump away or back iad semi safely.
KA-GE-MA-TSU-RI Posted October 31, 2007 Posted October 31, 2007 Yes very interesting. Good read. Oh yeah that DAA prorates 40%. but nevertheless.
TGS Posted March 20, 2008 Author Posted March 20, 2008 Some people have been asking about her best Dust combo, and since I don't see a list anywhere, I guess I'll list her best Dust combo in case you actually land a Dust. Millia's Dust Combo 5D, [8]H, [8]H, adc, land, 5S© (one hit), 2H, normal air combo depending on character weight. Depending on how good you are with combos, you can end it with a double relaunch (most likely would need to use a Pin for an ender), but if you want to keep it simple, just go for a single launch. Besides, the opponent should be already pretty close to the corner after the Dust launch, so a single launch should most definitely put them in the corner. 6K Quirks A couple of random things about her 6K overhead you may or may not already know about. -Millia's 6K has 18 frames of lower body invulnerability (from frames 1-19), but it is NOT invulnerable to ALL low attacks. It is invulnerable to a lot though (i.e. low-hitting moves done from a crouching state, special moves that hit low, and some moves that have a really low hit box like Venom's D Ball Formation that travels along the ground), but however, some low-hitting attacks done in a standing state like Ky's 5K WILL interrupt Millia's 6K during her invulnerable frames everytime. Kinda dumb if you ask me... -You can link a far 5S after a normal hit 6K on a crouching opponent, provided that you're close enough. So instead of doing a 6K into blind Emerald Rain, you can hit-confirm with 5S(f), 5H into Emerald Rain to save that meter. Additionally, you can also do 5S(f), 2S into jump-cancel shit or Reverse Chain to 5P into whatever. -Counter-hit 6K on standing opponent = chain into 5S(f). However, if done up close and DEEP and they're in the corner, you can get a dash-in 5S©, 2H launch, but it's inconsistent. -A counter-hit 6K on a crouching opponent = FREE LAUNCH. Well, almost; you have to buffer in a dash after the CH 6K. Timing is kind of tight though, but it's no different from buffering a dash after her throw. So yeah, CH 6K on crouching opponent, dash-in 5S©, 2H into air combo. -This may be kind of useful, but you can use 6K as an option select attack against ticks if done right. Ideally you want to use it right before the tick comes out because most of the time the tick attack used has a low profile, which means 6K should go over it. Or if the opponent mis-times his throw attempt after the tick, you could throw him before he throws you, so yeah. However, use it too late and you'll get thrown out of your 6K (6K does NOT have throw invulnerability unlike other attacks like Pot's 6K or Jam's 6H). More to come later...
Luigi-Bo 87 Posted March 21, 2008 Posted March 21, 2008 Wait, I thought you couldn't OS throw with special normals (in this case 6+k+h)
4r5 Posted March 21, 2008 Posted March 21, 2008 You can do it with 6HS, why not 6K. All the button priority and stuff are still doing there thing.
Luigi-Bo 87 Posted March 21, 2008 Posted March 21, 2008 Hmmm, maybe I'm just doing it too far away lol. I don't really OS throw with Millia. I'mma try it tomorrow though.
blitz Posted March 21, 2008 Posted March 21, 2008 for dust combos, in the corner you can get a 5D -> homing jump [H H] double jump, falling H -> ad.H/S-H, land, 2H -> aircombo on some of the characters.
Hatred Edge Posted April 3, 2008 Posted April 3, 2008 Dunno where else to ask this but... If Millia performs her mixups with the disc and then does command roll>throw... Can she be thrown? IIRC you can't throw someone in blockstun.
Ice Prince Posted April 3, 2008 Posted April 3, 2008 Hmm do you mean during the mixup(before the disc actually hits) or after? I know Millia can be thrown out of her roll before the disc hits. Yes you're correct that you can't throw during blockstun(6 frame no throw window I believe). However, you can time it to where you delay your roll slightly so that it corresponds with the disc hit to where you can throw afterwards if you're close enough on recovery(since the disc will hit during your roll).
Hatred Edge Posted April 3, 2008 Posted April 3, 2008 I didn't know that. The reason I ask was because the local Pot here keeps getting thrown while under disc pressure/mixup. I thought that if Millia can throw you, can't you trow her. I can't specify exactly when. All I see is Millia gets a KD then starts her poke game or starts with a disc.
Ice Prince Posted April 3, 2008 Posted April 3, 2008 Oh I think I get what you mean now. (lulz blonde moment there ^_^) Millia can throw someone during disc pressure before the disc hits. I guess a scenario could be she gets knockdown, lays disc, 44's back, then rushes in and throws before the disc hits(which nullifies it). However, your opponent can also throw you during this time frame as well if they are expecting this or if it gets predictable. I guess just keep in mind that anytime Millia can perform a throw during disc pressure, your opponent can as well.
jabhadouken Posted July 9, 2008 Posted July 9, 2008 Oh I think I get what you mean now. (lulz blonde moment there ^_^) Millia can throw someone during disc pressure before the disc hits. I guess a scenario could be she gets knockdown, lays disc, 44's back, then rushes in and throws before the disc hits(which nullifies it). However, your opponent can also throw you during this time frame as well if they are expecting this or if it gets predictable. I guess just keep in mind that anytime Millia can perform a throw during disc pressure, your opponent can as well. Most likely it's the last option on their minds, though. It's fun stuff.
Mechanica Posted July 10, 2008 Posted July 10, 2008 Honestly rolling and throwing should just not happen much... IMO most players reaction is to throw you and it just results in a throw break and you lose your momentum right there.
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