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Posted

It's probably fine. It could possibly be a problem when confirming from non-ideal ranges midscreen, like antiair 5P jc j.whatever. I find myself doing 866 in the corner as well.

 

Instead, you could just worry about optimizing combos whenever you can. I started off just getting used to j.KSD and simple ground starters. Her damage actually increased by like 60 points after optimizing, though.. Leaves them bleeding rather than somewhat low.

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Posted

Anyone have any tips/trick for doing IAD after j.d?

 

I can do it, but I'm really really inconsistent.

 

It's losing me games I should have won by setting up into disc haha.

Posted

So I can do Millia's IAD combos just fine, but I'm doing 866 for the j.D IAD j.SHS portion.

 

Is there any problem with that? It works fine at a glance but I don't know if there are any situations/hitboxes/combos or anything where this would be a bad habit to have. I mostly use j.KSD IAD j.SHS to stabilize the combo but it feels very patchwork-ey and I'd like to know if I should unlearn it. 99 or 966 for is awkward since I'm used to BB/P4A but if it's better I'll definitely learn it.

 

I just use j.D 96 SH etc. I don't think 99 works for me. But you don't need 66 after 9.

Feels actually really great to do, though i sometimes input 99 in the hectic of a match and drop the combo.

Hectic or extreme speed is not required here, a clean 9 > 6 works fine for the IAD for me ^_^

 

 

Edit:

Try hitting 99 right after the j.D, I've been hitting more consistently after beginning to do that.

Ninja'd .... hm.. ok have to try that again, 99  for IAD never worked for me, not on the ground (in +R that is), and not with Xrd Milia in the air.

Posted

I dunno it's very possible that I'm actually hitting 96 without realizing I'll have to properly look at my inputs when I play next.

 

The JP wiki was recommending hitting 99 to make it easier though, out of all the online resources I would assume it's correct,

Posted

I'm doing 99 for aerial iad too I think. Though I'm worse from P1 side with that than from P2 side.

I believe the most important aspect is to wait for the j.D to actually hit and then input the IAD. If you try to buffer it too early you'll just dj forward and look really bad. So just slow down and get the right rythmic feeling.

Posted

Does anyone have any experience playing against a good Slayer? I'm specifically wondering how I'm supposed to go about mixing him up on knockdown. It seems like his option of backdash > jump cancel > faultless defense just gets out of any mixup I can do. It might be possible to throw him out of that or something, but I feel like there has to be something simpler that I'm missing, or else that matchup is surprisingly awful.

Posted

Yeah I'm getting better at it, just gonna have to grind it out till it sticks.

 

On a side note, there is nothing more satisfying to do with Millia than carry from corner to corner in a losing match and keep opening them up with a TK Bad Moon.

 

The Millia dream. :thumbu:

Posted

I haven't played the matchup yet in Xrd. In AC and AC+R I usually dealt with BDC by doing meaty 5K on disc oki (into 2S/2D or 6K). Afaik it doesn't prevent it completely but at least it makes the timing of it a lot harder since 5K is active for a long time.

Another possibilty was to get a knockdown via 6H and do secret garden oki instead. The orb covers the invincibilty duration of his backdash and forces him to land where you can then do your high/low while still being covered by the orb. I think 6H knockdown is still a thing in Xrd? So you might wanna try that. You'll have to keep the pin though in order to be able to go from j.H to 6H.

Another random thought: Disc YRC might disrupt his timings or inputs for BDC, maybe experiment with that?

Edit: Just watched a random matchvideo and j.H(2) j.214S land 6H orb oki is indeed still a thing. You can also omit the 6H and go directly into orb after landing from j.H(2) j.214S.

Posted

Does anyone have any experience playing against a good Slayer? I'm specifically wondering how I'm supposed to go about mixing him up on knockdown. It seems like his option of backdash > jump cancel > faultless defense just gets out of any mixup I can do. It might be possible to throw him out of that or something, but I feel like there has to be something simpler that I'm missing, or else that matchup is surprisingly awful.

 

 

BDC doesn't protect against cross ups, and if you do cross them up they'll be pressing forward forward into your mixup and getting hit by the disc every time. Even if the slayer does manage to BDC jump FD to get away from the high low, as long as you're using grounded normals he's basically giving you all of his tension to prevent getting hit which is a victory in and of itself. FD is super costly in Xrd.

Posted

Anyone have any tips/trick for doing IAD after j.d?

 

I can do it, but I'm really really inconsistent.

 

It's losing me games I should have won by setting up into disc haha.

are you on pad or stick?

 on stick i have a square gate so i just lock my stick into the corner twice, ez. just make sure you go back to netural (5) before hitting 9 again, 6 works just as well.

 

practice doing IADs on the ground over and over

 

 

hey guys, im having trouble with doing secret gardens follows up, i cant seem to get 4 follow ups and it has to be done so fast that i miss input them

is there any trick to doing?

the most important part is entering the first input immediately after you start doing 214h. even before the animation or the sound comes out, after that make sure you hit your directions and HS at the same time, no mashing.

itll seem like your inputting ahead of the sound.

Posted

When doing IAD after j.d, make sure you wait until you can jump cancel the j.d before you input the motion. You want to do the IAD motion as fast as possible but there's a slight pause after the j.d hits.

Posted

Setup:

Throw into dashup disc with 2366H

or

Aircombo ending with j.H into 236H disc oki

or

groundcombo ending with 2D. After 2D either roll into 236H or do a dashup disc with 2366H.

Mixup midscreen:

Tensionless with 6K (high), 2KK or 2S (low) or roll or TK turbofall (crossup). After either one hits, dash up and launch with 5S 2H.

If you have 25% tension you can yrc the disc and go for TK badmoon (high) or haircar (low). Same as above if it hits.

It's basically all the same as in the corner, except you need to make sure you have the time to dashup and launch after you get the hit.

Posted

I'm pretty much an ignorant about the GG Series (and my knowledge in FGs mostly comes from SF, and maybe BB) , but I want to pick up Xrd, and I had a few questions about Millia.

 

I saw she had an excellent oki when she gets the knockdown, using her kunai / pin and her mobility to get in, and then vortex the opponent. She reminds me of Ibuki, but do you know if they feel the same ? I also wanted to know the main differences between Millia and Zato, since both of them can be pretty relentless with below average stamina (and he didn't look like a zoning character, even if I saw him apply pressure from distance). Thanks !

Posted

Ibuki and Millia resemble the same gameplan but I don't think they feel alike very much.

If you have some knowledge about BB i think one character that has some things in common with Millia is Rachel. The disc is the frog which keeps the opponent in blockstun while you do your high/low and the pin is the pumpkin which guides your approach, although the pin is a lot more limited in that regard.

If there's a SF character that shares Millia's gameplan it's probably Urien from 3rd strike.

Millia is a lot about using your movement options to bait opponents into doing something dumb, punish them for it with a knockdown and then run your flowchart.

The difference between Zato and Millia is that... Zato is really 2 characters.

As said Millia wants to simply get a knockdown to be able to run her high/low game. Zato uses his shadow instead to run insane pressure and even unblockables. Zato and his shadow are fairly weak characters on their own, but their strength comes from being able to attack in tandem which allows them to fill in each others hole during pressure.

Posted

Setup:

Throw into dashup disc with 2366H

or

Aircombo ending with j.H into 236H disc oki

or

groundcombo ending with 2D. After 2D either roll into 236H or do a dashup disc with 2366H.

Mixup midscreen:

Tensionless with 6K (high), 2KK or 2S (low) or roll or TK turbofall (crossup). After either one hits, dash up and launch with 5S 2H.

If you have 25% tension you can yrc the disc and go for TK badmoon (high) or haircar (low). Same as above if it hits.

It's basically all the same as in the corner, except you need to make sure you have the time to dashup and launch after you get the hit.

Do some of these setups bait DPs or throws better than others?

Posted

i keep getting grabbed when i set up my disk oki any tips on dashing in to setup the disk midscreen or off throws? ive been trying to do to 236 6 HS to slide but it still puts me too close for a grab, on disk oki ive been doing a simple 2P or 2K for low and a 6K for overhead but thats if i dont get grabbed out of it. I tried to do Iron savior and that solves the grab problem so i guess my question is am i doing it right? I saw people saying stuff about TK Bad Moon which im guessing is Tiger Knee Bad Moon which i can do once in awhile but im not consistant.  Is the millia Oki based around these 2 moves? (Iron Savior and TK Bad Moon) and if so im not sure how to convert off the hit from either move. am i on the right track with this?

Posted

I haven't tested anything yet regarding reversal safety. In AC it was possibly to time certain normals on oki in way that certain characters couldn't really reversal out of it. I don't know if that's still the case.

As for protecting against wakeup throws, none of Millias groundnormals are throw invincible, so if you're afraid of getting reversal thrown either space the disc in a way so you're out of throw range or use the yrced disc oki variant with tk badmoon/haircar. Those moves are considered airborne so they automatically punish wakeup throw attempts. TK turbofall crossup can also work but depending on the timing and how good the enemies 5H is they might hit you out of it.

@dudestory the only advice I can give you is to practice dash up discs. Make sure you do indeed input it as 2366 instead of 66236. Your aim is to be around half a character in front of the enemy. Pick Millia as your training mode dummy, record sweep from a typical poking distance or throw and do dashup disc into any non-aerial low or high and see if you can grab it. Practice this until you don't throw her anymore.

2P doesnt hit low by the way.

Yes Iron Savior and TK Badmoon are the moves you're using to bait throw attempts if you're afraid of them. Midscreen you can't really convert off of it though unless you yrced the disc, in which case you should have enough time to dash up and launch with 5S 2H. In the corner you should always be able to launch wih 2H after successful disc oki.

Posted

Setup:

Throw into dashup disc with 2366H

or

Aircombo ending with j.H into 236H disc oki

or

groundcombo ending with 2D. After 2D either roll into 236H or do a dashup disc with 2366H.

Mixup midscreen:

Tensionless with 6K (high), 2KK or 2S (low) or roll or TK turbofall (crossup). After either one hits, dash up and launch with 5S 2H.

If you have 25% tension you can yrc the disc and go for TK badmoon (high) or haircar (low). Same as above if it hits.

It's basically all the same as in the corner, except you need to make sure you have the time to dashup and launch after you get the hit.

How do each of these options handle things like jumpout/1 frame jumps, reversal dp, reversal throw, backdash, and any other common escape methods that I can't think of at the moment?

Also, is there any benefit to doing 2D xx roll HS disc over 2D dash up HS disc or vice versa?

Posted

When it comes to reversals ad jump outs, punishing that is on you. If you smell a DP, down back. If they want to jump, use Secret Garden or air throw them. Dealing with throws comes down to the timing and spacing of your disc and the followup. Both Badmoon and Iron Saviour automatically punish throw attempts, so those are what you want to opt for if they aren't respecting you. If they are sitting and blocking, you can go for crazier stuff like empty jump mixups.

 

I don't think there much of a difference in doing roll over dash, but dash might be slightly faster(?)

Posted

I wished I could tell you all of these but unfortunately I cannot pmode atm. I suggest you try these out for yourself.

Generally though I'd say that strong DPs win vs all these (hence you will see Millia players favor secret garden vs Sol for example) so you have to bait from time to time to keep them honest, backdashes win vs non-crossups and jumpout isn't usually a problem if your timing is good. At least noone ever tried to jump away from my oki. Wakeup throws see above.

As for 2D roll disc vs 2D dash disc, I feel like the latter is always superior. You can vary the timing and distance to your liking and you can generally do the disc earlier than after a roll. Also you cannot really confirm a roll after a sole sweep if you use it during footsies so if the opponent blocks 2D and you roll to him you might be punished. Really I think the only thing 2D roll has going for itself is that it's easier to do :x I'm currently trying to get myself rid of the habit of doing roll after 2D because I believe that dash disc is the way to go instead.

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