Spiritas Posted December 11, 2014 Posted December 11, 2014 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. Thanks. I like Rachel and someone told me I would have liked Testament in GG. But he isn't in Xrd haha.
SnowMonkeyFunky Posted December 11, 2014 Posted December 11, 2014 I didn't know Secret Garden was so effective against DPs. And I'm a little mindblown that Millia's mixups boil down to a lot more than a raw 50/50 with TK fastfall being the counter to backdash and Bad Moon/Hair car countering reversal throws if you botch your dash up disc spacing. On dash up disc and countering jump out again, is there a timing where 2D dash up HS disc 2K will hit meaty to beat jumps? I'm really concerned about this because my online sparring partners love to try to jump out of my pressure when I use Venom, and I want to shut that down hard when learning Millia.
Rele Posted December 11, 2014 Posted December 11, 2014 @spiritas that's pretty much where the similarities end though. It's true that Testament and prolly Dizzy share a lot more with Rachel than Millia does. But it's a way to look at things. @SnowMonkeyFunky it's certainly possible but it's pretty hard to meaty with 2K since it's only active for 2f. The same goes for 2S. If people try to jump out from oki I suggest trying meaty 5K (active for 6f) which you can chain into 6K or 2K/2S/2D or cancel into haircar or jc into TK badmoon.
SnowMonkeyFunky Posted December 11, 2014 Posted December 11, 2014 I'll have to practice that. Can she still get a damage off of 5K > mixup, or does it mess with the timing to where you can't dash up 5S 2H air combo?
Rele Posted December 11, 2014 Posted December 11, 2014 Corner should be no problem. Midscreen you might have to opt for 2K followup only. 2S and 6K might work but it's probably tight. God I wished I could regularly pmode Xrd. I need to get a PS3 already :x Who is responsible for Millia's framedata in the DL wiki? Because I think I found an error. Both 2K and 2S are stated to have 9f startup, that can't possibly be right.
rayplay Posted December 11, 2014 Posted December 11, 2014 What are some general neutral game tips for Millia? Like best anti-airs, jump in normals, pressure options, etc etc?
RaitoninguSigma Posted December 11, 2014 Posted December 11, 2014 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 I play on a stick and I have the same problem. From P2 side I get a clean 96 consistently but from P1 side I always get a 986 even though I always go into neutral position. The strange thing about that is that it works sometimes. I have no problems IADing from the ground since it just ignores the 8 input but in the air its rly precise. (yeah I even do my 9 super low lol not even anywhere near the 8)
SnowMonkeyFunky Posted December 11, 2014 Posted December 11, 2014 I actually have the same issue. Delaying the input a bit seems to compensate for it. The general rule of thumb for IAD combos in Xrd, at least in my experience with Venom and Millia, is that you want to do the input later than you would expect.
oms3 Posted December 11, 2014 Posted December 11, 2014 Anyone have any tips for trial 38? I can only get Winger to combo like 5% of the time.
Layer Posted December 12, 2014 Posted December 12, 2014 Finally got the game for my PS4 and man is a difficult adjusting to pad again and a PS4 pad at that! Damn TK motion is proving troublesome. I'll get used to it eventually. I actually have the same issue. Delaying the input a bit seems to compensate for it. The general rule of thumb for IAD combos in Xrd, at least in my experience with Venom and Millia, is that you want to do the input later than you would expect. I can definitely vouch for this. IAD seems to always work several frames later than I felt comfortable waiting for. IAD her jump dust is definitely tricky, but if you play by ear its right after the bleeding/hit sound effect reaches it peak and begins to fade.
Rele Posted December 12, 2014 Posted December 12, 2014 What are some general neutral game tips for Millia? Like best anti-airs, jump in normals, pressure options, etc etc? ground to air: 5P if people jump over your head a lot (5PP j.K j.D iad j.S j.H to convert) 6P against airdashes especially if done late (6P 2H into bnb to convert) 2H can be good if done early but you have to be kind of psychic with it. Air to air: j.K comes out fast, lots of active frames, huge hitbox. Chain into j.P to confirm. On hit do something like j.KPK dj.KPPH. On block.just continue to chain j.P and j.K with each other until you land. j.D if you need a long ranged normal to contest the opponent. Hard to hitconfirm out of though so you'll mostly stick with the single hits. Jumpins: Not really that great. Mostly you airdash in after a hairpin with a j.S or j.KS or j.KPK, or to whiffpunish something. j.S is generally her best jumpin though but it's not comparable to something like Chipp j.H or Slayer j.H. Pressure: Also pretty lackluster. Millia is pretty good at getting in and doing one mixup. If that doesn't hit you're better of going back to neutral and wait for the next chance. However you can from time to time end your blockstring with a haircar or roll digitalis, and if people start getting afraid and block you can do shenanigans like cancel into roll -> throw, 2K then dash in throw, 2K dash in 2K etc. Most important: Abuse the hell out of 2D. It's long range, safe on block (-1), has some invincibility and on hit results in a knockdown which will start your flowchart. It's incredibly frustrating to play against and your first goal is to make the opponent hate you for using this normal over and over again.
Dudestory Posted December 12, 2014 Posted December 12, 2014 Shoutouts to LunaKage for the very helpful video on corner disk oki https://www.youtube.com/watch?v=prxjpKkO8O0
rayplay Posted December 13, 2014 Posted December 13, 2014 After a 2D, should I run up disc or roll disc?
GoldExperience1 Posted December 13, 2014 Posted December 13, 2014 You can do either, I think the general consensus is that dash up 236H is better though due to being able to control the distance between you and your opponent better. Saying that though, I'm having success just rolling up and doing it.
sobe Posted December 13, 2014 Posted December 13, 2014 Noticing I cant get the last 3 hits of j.H after a normal combo 2H, j.SD IAD j.SH On the same character ill either get 2-3 hits, not sure what part i need to fix to get it consistent. Also having trouble AAing attacks directly on top of me like may and chipp jumpins. I find either meeting them in the air or even blitz shielding better than trying to 5p 6p or 2H
Rele Posted December 13, 2014 Posted December 13, 2014 Yes Chipp and May airnormals aren't designed to be antiairable.
Ediwat Posted December 14, 2014 Posted December 14, 2014 Hi, new millia player here, and i was just wondering in what situation i should use secret garden over disc oki? and vice versa, what advantages does disc have over secret garden?
Teyah Posted December 14, 2014 Posted December 14, 2014 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. Midscreen mixup is definitely very different than corner mixup. Only after knockdowns such as throw or close TKBM, do you have time to do things like tensionless disc + 6K/TKBM into full combo. After a j.H(1) xx Turbofall knockdown midscreen, or after a 2D knockdown, there are few ways to safely mixup without YRC and convert to a full combo; two common setups are via disc + rising j.K (anti-throw) or via 2K; the high options in these setups are very escapable since you don't have much advantage. You can also do running 5K -> TKBM for a safer midscreen high, which doesn't give you a combo but does give you another setup. And in all midscreen setups, haircar basically isn't an option unless you want to burn meter on YRC, which often isn't worth it at midscreen due to the power of RC hitconfirms for Millia. After throw, you get a legit meterless 50/50 as you can do running disc into TKBM -> rj.KSD etc for a corner carry. Also from practical tensionless midscreen setups, you will almost never be able to launch with dash up 5S-2H, it's either r.5K or rj.K to start your combo.
Teyah Posted December 14, 2014 Posted December 14, 2014 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 ! I'll chime in given that I've mained these two for the past few games. Millia is a character that must aim for the knockdown in order to be effective. Her normals have limited range and low priority, and at max range do not offer much reward, except for 2D. As such you'll always be aiming to do certain, low risk attacks such as 2D, j.K/j.P, or Pin + airdash, until you score a hit or get 50% tension, where your combo options really open up via (anything -> hitconfirm) RC into corner carry. Once you gain your knockdown, Millia gains access to repeated corner mixups via 236H or 214H, all of which lead back into the same setups if the enemy guesses wrong in one of the 2-3 mixups that occur after the corner knockdown. The downside is that her damage on a correct mixup is fairly low in comparison to other characters like Zato. Zato, especially moreso in Xrd, is a character who excels in zoning and has strong oki & pressure in more limited situations. Like Millia, his normals have low priority, but due to their range most characters do not have normals that can contend with them at their maximum distance. Zato is a designed to be able to control screen space exceptionally well with his own normals (2S, 2H, j.D, 6H) in conjunction with shadow attacks (mostly using -S-). If you get a knockdown as Zato, either via drill, RC 2S into far drill, or otherwise, the pressure you get is longer but much less ambiguous than Millia's, and it does not loop back into itself like Millia's does due to the shadow gauge being emptied during the pressure/combo that occurs during mixup. Zato does have the option of ending the combo early to refill his gauge/pressure ability, but he trades off damage for it - Millia has no such tradeoff for the most part.
Spiritas Posted December 14, 2014 Posted December 14, 2014 Thank you very much for all these informations.
Teyah Posted December 14, 2014 Posted December 14, 2014 Noticing I cant get the last 3 hits of j.H after a normal combo 2H, j.SD IAD j.SH On the same character ill either get 2-3 hits, not sure what part i need to fix to get it consistent. Also having trouble AAing attacks directly on top of me like may and chipp jumpins. I find either meeting them in the air or even blitz shielding better than trying to 5p 6p or 2H May can be antiaired by 2H, but you need to throw it early and can't just do it on reaction. Even so, May's j.S can beat out 2H, so I often opt for pre-emptive rising j.K to AA her instead. More commonly, I backdash or run under her to avoid her jump in or if I'm forced to block, do an early IB and aim to backdash, since May players like to time their air normals early which can give you time to backdash before they can land and follow up. j.P used to be godly at A2A vs May but sadly that's no longer the case in Xrd, but it's still worth using at closer ranges I've found. Chipp has always been A2A only, I don't know how that matchup works in Xrd yet. I suspect you'll have to stick to j.P/j.K though. In all matchups, the only time I ever use 6P is to catch very obvious low airdashes on reaction, or to use its high amount of active frames to read backdashes and punish with running 6P-2H. I've almost given up on using 5P for anything but reading the enemy jumping out, or vs I-No 66. It might be okay against characters with worse air to ground normals like Millia and maybe even Zato. The nerfs to hitboxes are real.
Wow_Ben Posted December 15, 2014 Posted December 15, 2014 I am a beginner to the guilty gear series and im trying to pick up millia. Im having trouble doing this combo consistantly (challenge 27) 2S> 2HS JC > jump S > Jump D JC > air dash > Jump S > Jump HS. I believe this is one of her bnb's but im having trouble getting the jump cancel air dash to jump S. how exactly should i be moving my stick?
Beatrush Posted December 15, 2014 Posted December 15, 2014 I am a beginner to the guilty gear series and im trying to pick up millia. Im having trouble doing this combo consistantly (challenge 27) 2S> 2HS JC > jump S > Jump D JC > air dash > Jump S > Jump HS. I believe this is one of her bnb's but im having trouble getting the jump cancel air dash to jump S. how exactly should i be moving my stick? How I do it is I usually tap 8 when I see JD hit, then right away airdash to j,S > j,HS
Dudestory Posted December 16, 2014 Posted December 16, 2014 I am a beginner to the guilty gear series and im trying to pick up millia. Im having trouble doing this combo consistantly (challenge 27) 2S> 2HS JC > jump S > Jump D JC > air dash > Jump S > Jump HS. I believe this is one of her bnb's but im having trouble getting the jump cancel air dash to jump S. how exactly should i be moving my stick? I had the hardest time figuring the instant air dash in this combo. I found out that it this problem has two things that needed fixing. First was that I had a problem doing IAD towards the right side, so I did a bunch of reps of them off neutral standing position for like fifteen mins or until you can remember what it feels like to tap that 9 corner of your fightstick. Also try and make it so that your IAD only comes out with two inputs 96. After you feel comfortable with that try the combo up untill the j.Dust and jump cancel it with 9 so you move forwards, but get used to inputting the 9 right when the dust hits. Now put the two together. Here I had another big problem where the jump cancel would come out but no dash! I would just get to the j.Dust and jump cancel forwards with no dash over and over for like 50 tries I got so frustrated. So I figured out if you get a jump cancel with no dash and you're sure you put in the input you most likely did it too early. Keep at it and if you get frustrated take a break and come back to it and break it down into parts and don't give up. TLDR: You're probably doing it too early. Also practice your IAD 96 and don't mash out the dash like 96666 if you didn't get it try again and be confident that you can do it in only two inputs, 96.
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