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Posted

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.

  • 2 weeks later...
Posted

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?

Posted

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.

Posted

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 ^_^

Posted

^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.

Posted (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 by heavymetalmixer
Posted

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. 

Posted

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

Posted

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.

Posted

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? 

:roboky:

Posted

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.

Posted

Will somebody translate all the 4gamer wiki page? 

 

Ronove? 

:roboky:

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.

  • 2 weeks later...
Posted
 

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.

Posted

 

 

 

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? 

Posted

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).

Posted

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.

Posted

I read months ago that this is no longer true in Xrd (not being able to throw during dash frames)? Can somebody confirm?

Posted

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.

Posted

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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