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Posted

Millia's niche is that her combos do less damage, but her Oki and mix ups allows her to stay on top of the opponent and keep up the momentum. So in other words, once she's got her Oki going, it's easy for a proficient Millia player to steal the round without the opponent getting to fight back.

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Posted (edited)

Short discussion on twitter between Eki-chan and another player: it's possible for Millia to end her corner aerial combos with pin>6HS>garden oki.

The "trick" is to cancel jH at the second hit with the pin > land and 6HS > Secret Garden. This is huge news because, as Eki-chan was lamenting, it's hard to keep momentum against Sol/Ky/Axl due to their DPs, but with garden oki it's obviously a different matter.

[edit] the combo is: hitconfirm>5S2H> jSjD (against heavy characters it's jKjSjD) > jc AD jS -delay-jH(2)>pin>6H(2)>garden oki. Works on all characters.

Edited by Ronove
Posted

That's good news.

But how tight is the timing? Wouldn't it be easier to bait and punish those DP's?

Posted (edited)
That's good news.

But how tight is the timing? Wouldn't it be easier to bait and punish those DP's?

Just edited my post. The delay is applied between jS and jH. I guess it's done in order to put Millia and the opponent closer to the ground so that her pin will connect properly.

Yes you can bait DP's and you can YRC Tandem too but there's the risk of losing momentum. It doesn't mean that Tandem oki against these characters is a bad choice, but it's good to have garden oki as well because it's definetely going to keep them more honest and it won't cost you meter as well.

And thinking about it, garden oki should technically allow Millia to set up Chroming Rose with nearly no risks either. This is just speculation though.

Edited by Ronove
Posted

Okay, so just having the multiple Oki options is a boon in itself.

I guess having more options is better then having no options.

Posted

Not having access to Haircar FRC (j.K) is what hurts the most against DP characters. If you have 50% tension and a knockdown, it would probably be better used on Chroming Rose than on mixup RCs anyway.

Posted

Yeah. I was chatting with JUN on twitter a few days ago on how Xrd Millia benefits more from saving up to 50% meter rather than 25% because of how useful/good Chroming Rose is. Not that spending 25% for YRCs is a bad idea anyway (Daiji's vids are showing all the neat tricks she can do with YRC). It's just that in the mathcups where she seems to have the most trouble (vs Sol) it's probably vital to ride on momentum as much as possible and use Chroming Rose asap.

Posted

This is just pure speculation, but I wanted to hear everyone's opinion of this.

I've been thinking of how in general Turbofall might have become way more useful thanks to YRCs. Besides what we've already seen in Daiji's vids when he uses it in neutral combined with YRCs to bait and punish anti-airs, I was thinking of how to best make use of this on oki as well: specifically given YRC's slowdown effect, I was thinking that it wouldn't be a bad idea if Millia could do H Tandem YRC>TK Turbofall midscreen oki. Now, if Turbofall hasn't changed too much this means she could "abuse" the YRC's slowdown to atleast cover the startup portion of the move, meaning that if the opponent is mashing on something she could technically not only get behind but she could be able to punish with a CH too.

Posted

Not a bad idea - but when you walk through the YRC mechanics I don't think it would quite work out. When you YRC, keep in mind that everything slows down except for your character, and this means your H Disc will slow down too. So if you do Disc YRC, then Turbofall to cross up, by the time you recover your disc won't even be close to activating yet, and they can simply just block on reaction, so you'd need to do another mixup or try to hit a meaty attack on them to CH them. But this isn't much different than if you didn't YRC -> Turbofall at all, since you have these options available without the YRC too.

I suppose it could work to mess up DP inputs, but with YRC you should be able to throw off their DP inputs with the initial YRC freeze. And even if they do mash one out, you should be able to safe meaty/mixup with 6K/2K/2D since their DP startup is slowed down. If YRC gives you enough time to do Turbofall then 6K/TKBM to interrupt their mashing, then it could be worth it. But somehow I think that's too many actions to do from a mediocre knockdown situation where your frame advantage against the enemy isn't that high to begin with.

So in summary these are the two situations I see:

- If you have a really good midscreen oki setup (ie. throw), Disc YRC doesn't add much value since you already have so much frame advantage to do whatever mixup you want

- If you have a mediocre midscreen oki setup (ie. 2D), Disc YRC is ok, but Turbofall doesn't really add anything because of the very large gap between Disc and your post-Turbofall mixup hitting (since Turbofall is not a mixup in this situation). And depending on the type of knockdown your enemy might be able to hit you out of your post-Turbofall mixup too.

Posted (edited)

Yeah, I was exactly thinking of a way to mess up the opponent's DP inputs actually.

I was also thinking of YRC'ing Turbofall but that of course would not be a DP-proof setup anymore but more like a way to shorten Turbofall's recovery to allow Millia to hit sooner as she gets behind.

Edited by Ronove
Posted

If you're really sniffing out that DP I think I'd let them do it and just safe meaty them with Disc YRC 2K or 6K though. That way you get a full punish if they DP, hit them if they mess up their input due to YRC freeze and also get to continue pressure if they block.

Posted

Why does Millia always have a bad matchup with Chipp? She has stronger oki, usually deals greater damage, and takes less damage than him. I woudl think it would be in her favor.

Posted
Why does Millia always have a bad matchup with Chipp? She has stronger oki, usually deals greater damage, and takes less damage than him. I woudl think it would be in her favor.

There are a number of reasons:

1) Millia's main advantage vs the cast is in her speed and high number of mobility options. These advantages disappear against Chipp, because not only is he faster, he also has better mobility options(in AC+R, at least...) and far superior normals.

2) Chipp's defensive options are quite good. He has an abnormal wakeup speed that changes dramatically between faceup and facedown, a strong DP, and really fast normals. So he has many options against her style of okizeme. Just watch any match of Samitto vs a Millia. He wins most of the time, and you'll see he almost never blocks on wakeup vs her.

3) While Millia does have higher damage from successful mixup, her damage from converting stray hits into combos is a lot lower. And Chipp has a huge advantage in the neutral game, so...

4) Back to the topic of normals, Millia has a severe disadvantage fighting Chipp ground-to-ground and ground-to-air, so she is pretty much forced to fight in the air. And her damage from converting air hits is quite poor. Kind of related to the previous point

to be fair, I think the Millia vs Chipp matchup is probably a little bit better in Xrd. It was godawful in AC and ACR. Chipp has lost a number of the problematic options he had in the previous games, so the MU should be easier

Posted
Why does Millia always have a bad matchup with Chipp? She has stronger oki, usually deals greater damage, and takes less damage than him. I woudl think it would be in her favor.

Chipp has always been one of Millia's worst matchups. First off, Chipp's mobility is superior and makes it really tough for Millia to catch him and pin him down. He has better normals so Millia can't win the poking war either. Moreover, supposing that this hasn't changed in Xrd, Chipp should still be getting up faster than any other character (when he falls face down), meaning that Millia has a hard time playing oki against him given that combined with that he also has good wakeup options (DP, teleports). Secret Garden oki against him just doesn't work at all.

So if things haven't really changed too much in terms of normals and movement Chipp still remains a headache for Millia. Thinking about it, it wouldn't be weird if Chipp players would just YRC as they get up and just teleport away.

[edit] guess I was late by two minutes, Goldenrody and 4r5 summed it up better than I could :v:

Posted

Wow thanks for the prompt responses guys :)

So what has Chipp lost exactly in ACR that makes the matchup more tolerable then? Sounds like Millia vs Chipp is like Ky vs Venom, a bad matchup by design someone excels more in somethign the other character was designed to play like.

Posted

Well, slow down from Red RC looks awesome for converting random hits in to something meaningful. And Blitz Shield don't care about crossups. Xrd has taken away from the character, but has given to the player. So uh, just be the better player, shrug.

Posted (edited)
Wow thanks for the prompt responses guys :)

So what has Chipp lost exactly in ACR that makes the matchup more tolerable then? Sounds like Millia vs Chipp is like Ky vs Venom, a bad matchup by design someone excels more in somethign the other character was designed to play like.

Hmm... no FRC in the game means Chipp cannot make his beta blade "safe". Also lack of forcebreaks. Haven't really seen Chipp's changes list in Xrd, will have to give it a look to see what else has changed that Millia could benefit from.

Well, slow down from Red RC looks awesome for converting random hits in to something meaningful. And Blitz Shield don't care about crossups. Xrd has taken away from the character, but has given to the player. So uh, just be the better player, shrug.

Ironically I'd say things might have sort of gotten better for Millia in terms of converting certain stray hits? With jH now effectively knocking the opponent down alone it makes technically air-to-air jP/jK far more of a threat.

Edited by Ronove
Posted

From Daiji:

Corner throw combo

throw>f.5S>S Tandem>jK>jS>delay jD>jc AD>jS>delay jH>land 5K>c.5S>jK>jS>delay jD>jc AD>jS>delay jH (works on Sol, Millia, Potemkin, Axl)

Midscreen corner carry combo (no pin required)

(dash)c.5S>2H>jS>delay jD>jc AD>jS>delay jH(1)>land 5K>jK>jS>jD>jc AD>jP or jS>jH (works on Sol, May, Millia, Potemkin, Slayer, Bedman; you have to be glued to the opponent when starting this combo else it's going to be tough)

Posted

Is it possible to combo Silent Force > YRC / PRC (dunno which one works) > Turbo Fall > stuff ?

 

Also it could be good for a safe approach if Silent Force hits the guard. I know you can YRC the Turbo Fall but Silent Force looks safer to me.

Posted

Yeah but you could YRC before it connects, and the slow motion would allow you to confirm if it hits or not and then Turbo Fall into combo.

 

But that was a question, I've never seen it in a video I believe

Posted

Yeah but you could YRC before it connects, and the slow motion would allow you to confirm if it hits or not and then Turbo Fall into combo.

 

But that was a question, I've never seen it in a video I believe

If the move connects the slowdown effect goes away, so it's pretty unlikely that she should be able to comfortably follow up with Turbo Fall.

Posted

I haven't watched any new videos lately but have any Millia players found a way to deal with players who up back fd on her oki?  

Posted

I haven't watched any new videos lately but have any Millia players found a way to deal with players who up back fd on her oki?  

They shouldn't be able to do that. If the opponent can comfortably chicken block away then either the Millia inputted H Tandem too late or didn't get a proper knockdown in the first place.

 

Worst case scenario it "might" happen against certain characters off 2D knockdown, but then you can just YRC and do 5K/5S, but if it's off throw/jH knockdown I really can't see the opponent getting easily away like that unless the Millia player is sleeping. Besides, TK Badmoon/5K should be enough to lock them in place, given that H Tandem now hits twice too. There's also the option of doing an empty IAD to cross them up and hit them with the disc.

 

Anyway I'm going to watch the latest batch of vids I've uploaded/linked and see if I can find this scenario occurring, just to be sure.

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