BladeOfJustice7 Posted October 24, 2014 Posted October 24, 2014 https://www.youtube.com/watch?v=3ulaYF1iGb0#t=1178
TheLoneMortal Posted October 31, 2014 Posted October 31, 2014 4gamer's Millia Wiki Character Page Contains frame data, descriptions of her moves' properties and uses as well as a basic combo video. Here's the full frame data table. EDIT: Updated most of her character wiki page with the numbers here. EDIT: Updated the character page with more of the numbers(recovery and active frames) and images.
Ronove Posted November 1, 2014 Author Posted November 1, 2014 4gamer's Millia Wiki Character Page Contains frame data, descriptions of her moves' properties and uses as well as a basic combo video. Here's the full frame data table. EDIT: Updated most of her character wiki page with the numbers here. EDIT: Updated the character page with more of the numbers(recovery and active frames). Looks like f.S has become more unsafe (from -4 to -6). jK has less active frames. Both S and H Tandem Top have longer recovery (I'm actually surprised by the S version having lon ger recovery than the H one). There are other minor changes but it's pretty much the same, atleast frame-data wise.
Syklone Posted November 9, 2014 Posted November 9, 2014 So what should Millia be doing while the opponent is blocking? I don't believe staggered pressure is all that great in GG as it is in Persona. Should I be YRCing and fish for a knockdown?
Stellarcircle5 Posted November 9, 2014 Posted November 9, 2014 So what should Millia be doing while the opponent is blocking? I don't believe staggered pressure is all that great in GG as it is in Persona. Should I be YRCing and fish for a knockdown?Stagger pressure is actually really strong in GG. Most of the cast actually have fairly weak high/low mixup. Millia is one of the few who doesn't. Venom and Ky are perfect examples of characters that rely on stagger pressure to force people into making mistakes. The thing is, Millia's pressure is actually pretty weak. Given that her gatling table is quite limited, she doesn't have many options to keep the opponent respectful. If you arent going for a tick throw or just staggering 2K/2P, a standard Millia string would look something like 2K > 5S > 5H > 2D > 236S. At this point you would be pushed out far enough that you will probably end up resetting to neutral, but for Millia that's actually not a bad thing. Since her pressure is lacking, resetting to neutral puts you in a position to make a read on what the opponent is going to do to contest you at the footsie range you got pushed back into. It's here that you can use your mobility advantage to punish whichever option your opponent chooses if you make the right call. You could catch a backdash with microdash 5S or IAD pin for example. If the opponent IS being respectful, you can use 6K or TK Badmoon to try and score a knockdown, though the latter is a bit risky. I also know I mentioned it before, but throws are super rewarding for Millia, so use em! In Xrd she does have some limited frametrap potential with Digitalis, but it's still a risky option and you really have to be reading your opponent for that stuff to work. YRC is also an option obviously. The bottom line is that you aren't going to be opening people up with her blockstrings all that often, it's the fact that it sets up her scary bait/punish game that it could be considered effective. It's kind of a strange gameplan in comparison to other characters which is why she has been an infrequently played character.
Syklone Posted November 9, 2014 Posted November 9, 2014 So Millia is most rewarded for having a strong neutral game? If so I've decided on the correct character as I've been working on my neutral for the past 2 months ^_^
heavymetalmixer Posted November 9, 2014 Posted November 9, 2014 ^This. Though I have played FGs for 2 years and my neutral game is still bullshit, and that okizeme is too good to let it go.
Syklone Posted November 9, 2014 Posted November 9, 2014 ^This. Though I have played FGs for 2 years and my neutral game is still bullshit, and that okizeme is too good to let it go. I think playing non-high mobility characters actually helped me. Maybe it may do the same for you. I think having good neutral is also a test of patience sometimes, waiting is the best thing you can do sometimes.
heavymetalmixer Posted November 9, 2014 Posted November 9, 2014 (edited) I think playing non-high mobility characters actually helped me. Maybe it may do the same for you. I think having good neutral is also a test of patience sometimes, waiting is the best thing you can do sometimes. I hate not having good speed and movility, but I've already learned that speed is not something that can be abused easily: patience is the key. Waiting for the enemy to make a mistake while playing footsies, and then get in using the speed. Using it with out a good a chance to get in is a message to the opponent: "Please hit me, I'm free". EDIT: Does any version of Tandem Top dissapear if Millia is hit? Edited November 9, 2014 by heavymetalmixer
Cashus Posted November 9, 2014 Posted November 9, 2014 Stagger pressure is actually really strong in GG. Most of the cast actually have fairly weak high/low mixup. Millia is one of the few who doesn't. Venom and Ky are perfect examples of characters that rely on stagger pressure to force people into making mistakes. The thing is, Millia's pressure is actually pretty weak. Given that her gatling table is quite limited, she doesn't have many options to keep the opponent respectful. If you arent going for a tick throw or just staggering 2K/2P, a standard Millia string would look something like 2K > 5S > 5H > 2D > 236S. At this point you would be pushed out far enough that you will probably end up resetting to neutral, but for Millia that's actually not a bad thing. Since her pressure is lacking, resetting to neutral puts you in a position to make a read on what the opponent is going to do to contest you at the footsie range you got pushed back into. It's here that you can use your mobility advantage to punish whichever option your opponent chooses if you make the right call. You could catch a backdash with microdash 5S or IAD pin for example. If the opponent IS being respectful, you can use 6K or TK Badmoon to try and score a knockdown, though the latter is a bit risky. I also know I mentioned it before, but throws are super rewarding for Millia, so use em! In Xrd she does have some limited frametrap potential with Digitalis, but it's still a risky option and you really have to be reading your opponent for that stuff to work. YRC is also an option obviously. The bottom line is that you aren't going to be opening people up with her blockstrings all that often, it's the fact that it sets up her scary bait/punish game that it could be considered effective. It's kind of a strange gameplan in comparison to other characters which is why she has been an infrequently played character. Very interesting breakdown. Its something ill try to take notice of as I continue to watch Xrd matches.
TheLoneMortal Posted November 10, 2014 Posted November 10, 2014 EDIT: Does any version of Tandem Top dissapear if Millia is hit? H Tandem Top disappears if Millia is in hitstun or blockstun.
heavymetalmixer Posted November 10, 2014 Posted November 10, 2014 H Tandem Top disappears if Millia is in hitstun or blockstun. Then why do people respect H tandem so much?
D.R.F. Posted November 10, 2014 Posted November 10, 2014 Because if they don't hit her then they have to deal with that shit again. Way riskier than attempting to block out of it
Stellarcircle5 Posted November 10, 2014 Posted November 10, 2014 Then why do people respect H tandem so much?Anything without invincibility will be hit by H-Tandem, meaning that in most cases if Millia gets tagged, the opponent gets counter hit with disc and goes back to neutral mid screen, or into a combo/oki setup in the corner. Anyone who is yolo enough to DP out of disc oki can be easily conditioned to think otherwise, and by that I mean you hold down back and laugh as they fall into a free combo.
Mumm-Ra Posted November 10, 2014 Posted November 10, 2014 I'm checking the 4gamer wiki and the 2S>5P gatling is no more, also f.S no longer has JC? bummer Will somebody translate all the 4gamer wiki page? Ronove?
heavymetalmixer Posted November 10, 2014 Posted November 10, 2014 Anything without invincibility will be hit by H-Tandem, meaning that in most cases if Millia gets tagged, the opponent gets counter hit with disc and goes back to neutral mid screen, or into a combo/oki setup in the corner. Anyone who is yolo enough to DP out of disc oki can be easily conditioned to think otherwise, and by that I mean you hold down back and laugh as they fall into a free combo. Free baits, awesome indeed.
Ronove Posted November 11, 2014 Author Posted November 11, 2014 Will somebody translate all the 4gamer wiki page? Ronove? I'm already on it, I'll see if I can gradually get our Millia's wiki updated with the 4gamer info. Also given that the release date is gradually approaching within the next two weeks I'll be creating a combo thread too. Let me or Teyah know if you think there should be additional (useful) threads, although I'd say that a general, a frame data, a video and a combo thread should be more than enough to cover for all the basics. Matchup specific discussions will be available once the game is out, for now if you can use this thread for anything noteworthy.
9:02 PM Posted November 20, 2014 Posted November 20, 2014 So what should Millia be doing while the opponent is blocking? I don't believe staggered pressure is all that great in GG as it is in Persona. Should I be YRCing and fish for a knockdown? You should dash up, faultless brake, and throw until they start to respect it, and THEN your stagger pressure will work because they'll be trying to jump or mash out to escape the throw. Throwing is as big a part of Milia's mix up game as high/low, but most players don't exploit it enough. Down back is (for the most part) still the safety blanket of choice for most players in GG.
Cashus Posted November 21, 2014 Posted November 21, 2014 You should dash up, faultless brake, and throw until they start to respect it, and THEN your stagger pressure will work because they'll be trying to jump or mash out to escape the throw. Throwing is as big a part of Milia's mix up game as high/low, but most players don't exploit it enough. Down back is (for the most part) still the safety blanket of choice for most players in GG. looked around and couldnt find an answer, can you explain what faultless break is?
TheLoneMortal Posted November 21, 2014 Posted November 21, 2014 looked around and couldnt find an answer, can you explain what faultless break is? It's when you use FD (Faultless Defense) to cancel your dash and go into FD to prevent the sliding recovery animation after a dash(also known as Dash Brake). The dash brake has a stronger effect when you do crouch FD as well (you slide forward a bit from the dash momentum when you do standing FD).
9:02 PM Posted November 21, 2014 Posted November 21, 2014 Its relationship to a throw being that in GG you can't throw if you're running or recovering from a run, but FD brake cancels your recovery and lets you throw immediately. So the input would be like 6[6], 4+KS, 6H or 4H to get a run up throw.
Mumm-Ra Posted November 21, 2014 Posted November 21, 2014 I read months ago that this is no longer true in Xrd (not being able to throw during dash frames)? Can somebody confirm?
Giggles454 Posted November 21, 2014 Posted November 21, 2014 I read months ago that this is no longer true in Xrd (not being able to throw during dash frames)? Can somebody confirm? Yea, you can't throw during dash frames as stated by the above posts. Exactly why you cancel the dash frames with the Faultless Defense.
heavymetalmixer Posted November 25, 2014 Posted November 25, 2014 Question: What's the reason that no one uses Lust Shaker? At least it should be good for ending pressure or doing frametraps.
Fortune Posted November 25, 2014 Posted November 25, 2014 The reward seems meh. It doesn't really help unless they're at magic pixel imo and cranking up guard gauge doesn't seem to be a thing - at high level play anyways (someone correct me if this isn't true). IIRC Roll > Digitalis is better as a frame trap (it's 7f compared to Lust Shaker's 10, though it follows a slower roll). The Longinus Force Break followup to Lust Shaker has basically been replaced by Digitalis so there's no longer any corner combo routes with it.
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