Jump to content
Dustloop Forums

Recommended Posts

Posted

TGS, I just saw your vid, and it was really bad. I could have done worse. I wont be able to land any hits. Question though, how can I control the space between me and pot, without spamming SG?

keep the optimum distance away for j.D to be a threat (sometimes this requires jumping straight up empty in order to react properly, though never do this while standing within heat range...). If he's above you, try not to be directly under him on the ground or in the air, being on the ground not directly under him means you can AA him pretty late. Otherwise, j.K is good at interrupting him during the startup of his air normals, so get used to comboing off it (things like j.K-D -> ad.H/D -> ad.S-H land etc or j.K-S-H -> ad.D -> ad.D etc, and if they are way too high, just combo into ad.H -> FB disc, and figure it out from there based on yours and their proximity from the edges of the stage).

Millia S(f) is really good on pot, and shuts down any close poke superiority he thought he had, it's quick enough to execute, and quick enough to recover, that it's pretty safe to use against pot if he's just in its range (this includes at the start of the match, but don't always do it, pot does have answer, though it's really unsafe). You can roll to escape hammerfall after hitting him, and get a nice big combo into corner knockdown and rape-age. For judge gauntlet... you can combo into winger to cleanly punish (ground 236D is also an option, or slash disc frc into SB -> punish).

...But as far as controlling space against pot, just punish him for trying to close in unsafely, and make sure you have your reversal backdash down PAT. If you do, you will avoid a lot of unnecessary pain that he doesn't deserve to be dealing out. Don't backdash if he's close enough to hit you directly though, at that point you should just IB it, then dash(or not) into combo, possibly just a 2H to keep the damage high (i suggest 2H -> iad.H -> ad.H land S©-2H -> j.H -> ad.H -> ad.S-H land 2H -> j.D(8) -> ad.S-H -> 214H, j.D -> ad.D if you have the pin).

And spamming SG -> cancel isn't to control space, it's to goad pot into closing in on you. Cancel it and grab your advantage! Cancel and iad over his slidehead/6H/etc. Most consistent punish slideheads done out in the open is to HAIR CAR him. Throws him into the corner for mixup. Cancel SG and dash forward to get under him before he realizes he shouldn't have double jumped, and then dash 6P him from behind or something.

As long as he doesn't descend in a way that would touch your head, you can 5P him out of anything, literally. Do NOT use 6P as anti-air if he hasn't double jumped, he can just double jump just above you and j.D to come down on your extended hitbox for the knockdown if he wants, or just double jump into slash for the CH, land into (6K->) flick, HF -> break, buster -> FRC, S(f)-2S -> heat or something equally ridiculous (i don't know pot combos, but I know they kill millia outright a lot of the time) edit: things have changed... more like, watch out for j.S (CH) into either land (S(f)->) HEAT or cancel into air FB PB as you bounce up, into 5S-2S -> HEAT.

Another thing about controlling space against pot, is well layed air and ground FB discs. Sometimes, getting in the air below pot is GOOD, if you can get off a quick 236 6 D to leave a disc behind, and go reap the damages. Sometimes, a simple late tk fb disc will move you out of the way, and leave pot falling onto it. Ground FB disc works as space control and a contingency to not having the pin/getting the pin back. I'd add more, but I can't remember anything else =S

Well, I've rambled enough, I hope that helped somehow...

  • Replies 446
  • Created
  • Last Reply

Top Posters In This Topic

Posted

well i'd rather not give advice, atleast not right now, don't feel qualified...and more importantly dont feel like hearing "omgyoudontknowshityoufuckenscrub"

currently playing with top chicago players to get ready for midwest champions, i guess if i do well enough maybe i'd feel my opinion would hold more weight :eng101:

but your a pretty good player judging from your vids Posted Image

Make sure you look for me at MWC. We can trade protips and whatnot. Assuming I still go that is.:vbang:

Posted

save up for it right now, its like 2 months away(a little less now i think) you definitely should go, too bad you can never make it to andy's gatherings, theres alotta good players there you need to move closer to the city :vbang:

Posted

testament is not an easy matchup against millia. Testament can use his range to his adv. to keep millia at bay in addition to his traps. The key to approaching testament would be iad pin and 6P. You should also plant 236H discs and 236D when hes approaching u. They can also b used for defensive purposes. You want to close in the gap between u nd testament. cuz if u giv him ne room. He will rape u with his scythe. Not only that don't spam secret garden against him like zaido said. Ur very wide open for an attack and punishers.

This is all i hav to say. feel free to add nethin else.

Just to add to this since I talk to Jamie all the time about this matchup.

Millia actually can make Testy's life hell if she keeps on her viable gap closing moves game (IE j.d and pin). These can also leave her relatively safe if your opponent is Warrant happy (provided you are paying attention if you attempt a blind rush).

SG feint is actually a good way to bait if properly spaced, but don't try to spam it from a full screen's length because you're just asking for a CH from behind due to his exe beast. The safest and most ideal time to use SG is preferably off knockdown for oki purposes. Not only does SG void any near by traps, but it offers you the chance to get in Testy's face most of the time. Testy is designed to be a run away character, so being is his face obviously makes your opponent have to alter their strategy. You have the advantage here because forward exe beast is ineffective at such close range. Just make sure you watch for Warrant, and punish accordingly if there is a space in your offense.

Millia is fortunate that she has a good way to offset general traps with pin and j.d as well. Make those your primary rush tools, or if you're unsure of a situation. Another useful tool is random j.k. They seem to be quite effective at stopping Testy's air advances sometimes.

Basically you can't afford to play defense in this match. You have to be "offensively cautious" and be aware of your spacing. Testy's game is very limited if you can stay on top of him, but it's when you retreat or go on the defense that his game comes to fruition.

Posted

i am not a millia player or anything so my opinion means nothing as far as about millia tips, but just want to point out on those few parts where you do i think its called sacred garden from full screen away.. stop doing that against testy :V... its too risky against him imo XD..

and as for DAA, not even doing 2P but holding it as down back P and let it whiff, and if they DAA, just block, not work?

Why? At worst I eat an EXE beast that does 5% damage even if it's frc'ed there's nothing he can do off it. It's the only way I can get him to move. As for the DAA thing you suggested that's not what I'm looking for. I was looking for something more mixup oriented and something I can get some good damage off of even if they don't DAA. I found two variations though so I'm fine now.

testament is not an easy matchup against millia. Testament can use his range to his adv. to keep millia at bay in addition to his traps. The key to approaching testament would be iad pin and 6P. You should also plant 236H discs and 236D when hes approaching u. They can also b used for defensive purposes. You want to close in the gap between u nd testament. cuz if u giv him ne room. He will rape u with his scythe. Not only that don't spam secret garden against him like zaido said. Ur very wide open for an attack and punishers.

This is all i hav to say. feel free to add nethin else.

I don't set H discs when anyone approaches me. It's only good at neutral imo. Way too easy to get CH out of and owned too hard. FB disc isn't a bad idea though, thing is that doesn't matter when you're playing a TE that turtles.6p owns TE really hard, but can be baited if he decides to set nets on the way down and he'll throw you on the way down. So any time you see that just spam 5k.

SG feint is actually a good way to bait if properly spaced, but don't try to spam it from a full screen's length because you're just asking for a CH from behind due to his exe beast. The safest and most ideal time to use SG is preferably off knockdown for oki purposes. Not only does SG void any near by traps, but it offers you the chance to get in Testy's face most of the time. Testy is designed to be a run away character, so being is his face obviously makes your opponent have to alter their strategy. You have the advantage here because forward exe beast is ineffective at such close range. Just make sure you watch for Warrant, and punish accordingly if there is a space in your offense.

EXE beast does not cause a CH on SG. SG does not destroy trees which is what the real problem is when facing TE. The only way to clear them is to jump over them. Problem is when the TE player is sitting there on the trees there is nothing you can do but take a risk. Even when using iad pin if the TE is sitting there on trees when you actually do get in and he blocks the pin you have to block because if you don't you will eat a tree CH. This pretty much gives him a free chance at a mixup. And it's only safe to do that after you've cleared the webs. Forward exe beast is still retarded at close range because it comes out in 1 frame. Any gaps in your pressure can still be punished and it almost always wins on trade, and will cause a CH into badlands loop. :I:

Millia is fortunate that she has a good way to offset general traps with pin and j.d as well. Make those your primary rush tools, or if you're unsure of a situation. Another useful tool is random j.k. They seem to be quite effective at stopping Testy's air advances sometimes.

I honestly haven't tried using j.k to beat TE or clear traps. I do know j.d loses to random badlands though, that's shown in the match vid.

Basically you can't afford to play defense in this match. You have to be "offensively cautious" and be aware of your spacing. Testy's game is very limited if you can stay on top of him, but it's when you retreat or go on the defense that his game comes to fruition.

Yeah I agree with all of this. It's retarded how hard the match gets when you decide to let up a little. I think I have a solution the the damn trees. I think trying IAD pin into another IAD fb disc should work. It sends you over the trees fast enough clearing them and putting TE in block stun long enough for you to get a mixup game started. Forward exe beast is still a problem though, good thing he doesn't use it!!!!
Posted

Nice analogy Kurum. I should have clarified a bit on the SG traps(and my useage of traps in general) a bit. That should have been his nets in place of that. That was my bad. ^_^ Though I am fairly certain that exe beast does net a CH on SG if you don't have it cancelled by the time it hits you, which is part of the problem in why you can't afford to spam it against Testy like you can against some other opponents that don't have good or fast closing options from full screen length. j.k I mean for general retreating option in air. I know it's quite effective off of disc as a way to still keep on offense (as it can lead to either an IAD, ATG options or even turbofall if you so wish). In other words, it's a very versatile option. j.d does lose to Badlands, but it does offset nets. Once again, bad verbage on my part. I won't lie, I was half stoned when I typed this out. :P Millia really doesn't have a counter to Badlands aside from having to take a risk, but she does with nets(pin, j.d, regular air pokes, etc).

  • 2 weeks later...
Posted

- Only use 6p into 2H, 6p into roll only works on counter hit and you end up missing opportunities if it's not a ch and 6p into close slash also doesn't work all the time, it's range and hitbox dependent. - Time your attacks better? There were sometimes when you would jump up and throw out a j.s immediately as you left the ground. I think both times you did it you got thrown. Also don't use j.d if you're not going to make them block or get hit by it you should just use j.k on the way down. I know j.d is good for spacing though. - Hold back during your ADCs to block bursts. I swear it works. - Idk what you were doing with some of your Pretty Maze mixups. Pretty maze gives you two free chances at mixups but you were only getting one because of the mixups you decided to do that weren't really mixups at all lol. You got thrown out of two of them. Just do a simple 50/50 and if that doesn't work do another 50/50. - Work on execution and hitconfirm but that's always a problem. You also don't use the pin that much for some reason?

Posted

Latest Gamechariot update finally has some Koichi Millia in action, as well as some Nakamura. Peep them out...

Posted

Call me stupid, but I didn't find the new matches THAT interesting. I guess Woshige is the only one that can really impress me.

  • 3 weeks later...
  • 2 weeks later...
Posted

For those who haven't been keeping up, Game Chariot has been upping vids like every 3 days. Got a lot of Koichi matches posted up.

Posted

Ko-1 is already better. Against kaqn HOS... he is on fire, and a very different Millia to the ones we've seen so far.

Posted

So I just got back from MWC and boy oh boy did AKA put on a show! The General is in full effect! Good stuff. Can't wait for the youtube links.

Posted

So I just found two glitches that can be VERY useful if mastered.

What are they? :psyduck:

Posted

hold up...first you say they can be "VERY useful" and now...theyre not important??? FESS UP i wanna see what youre talking about

Posted

ohh right... 5k beating slayers super...lol didnt it have to be really close range and you pretty much had to KNOW that it was coming? i dunno...doesnt seem all that useful honestly whats the other one?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...