Teyah Posted December 30, 2014 Posted December 30, 2014 New corner mixup (maybe): After setting 236H > TK Fastfall (j.236B) > YRC There's only one overhead available: j.P, but it's very fast. 2K is also a very fast low in this situation, I think we can even do throws in this mixup. This isn't exactly a legit mixup, since you can't hit high/low during the same timing window. The j.P (or j.K) will always hit 5+ frames before the low, making it the solution to beat this simply being: block high -> when Millia lands, block low. It's easier than it sounds - you just watch where Millia is and block accordingly. The only way to make this a legit simultaneous potential high/low is to YRC and then do an air dash jump attack / land low attack. But to do Turbofall YRC -> air dash, you need to YRC the move pretty high up, so you can't do a TK Turbofall but instead must do a normal jump Turbofall. So really this isn't much more effective than just jumping and doing this mixup. You could instead save your meter and do: knockdown, (disc) IAD -> as they're getting up, double airdash j.K j.S or land 2K. One thing that I discovered today (probably you already know it): 5H is REALLY good for pressure and zoning: Two hits that can be confirmed into 2D, faster than f.S (just 6 frames) and more range than f.S. 5H is good situationally, keep in mind it's only 6 frames when the first hit hits which only happens at point blank. If the move misses it has long recovery during which you're totally open. And since it doesn't hit until frame 12 when at poking range, it's actually a really slow / risky move to toss out there. If you get a hard read on someone doing an unsafe move, you can use 5H to score a CH and big damage, but there are pretty much always better / safer alternatives.
currentlemon Posted December 31, 2014 Posted December 31, 2014 Oh god I played against a really good Zato player for the first time. Before playing GG I always knew Zato/Eddie will be hard for me after seeing Ogawa in action. After playing a good Zato tonight, I fear playing good Zatos. His pressure tools are so good.
Rele Posted December 31, 2014 Posted December 31, 2014 Zato vs Millia = Don't get hit: The Movie: The Game for both players :x
waifuaddicted Posted December 31, 2014 Posted December 31, 2014 Has anyone incorporated JI into their game, or is it totally useless for her?
heavymetalmixer Posted December 31, 2014 Posted December 31, 2014 Has anyone incorporated JI into their game, or is it totally useless for her? What is JI?
waifuaddicted Posted December 31, 2014 Posted December 31, 2014 Jump install. It grants another jump after super jump cancel. an example would be close 2S>8>2H>28....
Stellarcircle5 Posted January 1, 2015 Posted January 1, 2015 I never see any top players making use of it, and given that her damage output is pretty static, I can't see it being all that good.
blitz Posted January 1, 2015 Posted January 1, 2015 If you want to mini-dustloop faust from throw in the corner, you'll need to JI: throw, K-(JI) -> SJC sjK -> sj214S, falling sjD -> DSJC dsjD, falling dsjD, land, pick up pin, 2H/6H -> continue comboing. Not really useful, considering. I could think of some other situations where it could be useful, but nothing common place enough to put time into yet.
LunaKage Posted January 3, 2015 Posted January 3, 2015 So I find that I'm hitting max range 2K a lot, and when I do this the standard BnB into 2D just wont work, if the 5H doesn't whiff(which it does quite often) then the 2D will whiff. So what do I do? I've been doing 2K > 5S > 214K~H for a frame trap, or 2K > 5S > 214K~K > Throw, I'll also just let the 2K recover and run in to apply close range pressure. Is there anything else I can do though? Preferably to actually get a knockdown going? I know with meter this is easily corrected, so I'm fine with that.
heavymetalmixer Posted January 3, 2015 Posted January 3, 2015 So I find that I'm hitting max range 2K a lot, and when I do this the standard BnB into 2D just wont work, if the 5H doesn't whiff(which it does quite often) then the 2D will whiff. So what do I do? I've been doing 2K > 5S > 214K~H for a frame trap, or 2K > 5S > 214K~K > Throw, I'll also just let the 2K recover and run in to apply close range pressure. Is there anything else I can do though? Preferably to actually get a knockdown going? I know with meter this is easily corrected, so I'm fine with that. 2K > f.S > 5H > 2D only works completely with dash momentum, usually the combo ends in 5H.
Teyah Posted January 3, 2015 Posted January 3, 2015 So I find that I'm hitting max range 2K a lot, and when I do this the standard BnB into 2D just wont work, if the 5H doesn't whiff(which it does quite often) then the 2D will whiff. So what do I do? I've been doing 2K > 5S > 214K~H for a frame trap, or 2K > 5S > 214K~K > Throw, I'll also just let the 2K recover and run in to apply close range pressure. Is there anything else I can do though? Preferably to actually get a knockdown going? I know with meter this is easily corrected, so I'm fine with that. The answer is simply to not poke with 2K unless you're willing to commit to the full dash in (which should not be very often). Instead use far 5S into 5H then 2D if possible, otherwise you can roll or simply let it recover. 5S into 2S into jump cancel (pin+AD, IAD+pin, or IAD j.P) is also a good choice from a far 5S poke.
LunaKage Posted January 4, 2015 Posted January 4, 2015 Aight cool. I took a look at her frame data finally, and found out 2K was 9 frames, and there are plenty of moves faster than that, that I can use in it's place for what I normally used it for.
Rele Posted January 4, 2015 Posted January 4, 2015 I still think that that's not correct. 2S is also listed as 9f startup and those two moves can't possibly be the same speed.
LunaKage Posted January 4, 2015 Posted January 4, 2015 That's what I was thinking, though I just figured 2S seemed slower because it just has much more recovery. Did this information come from the mook? Is there even a mook to get info from? Anyway, new question: What would you say are Millia's worst Matchups? And her best Matchups?
Stellarcircle5 Posted January 4, 2015 Posted January 4, 2015 That's what I was thinking, though I just figured 2S seemed slower because it just has much more recovery. Did this information come from the mook? Is there even a mook to get info from? Anyway, new question: What would you say are Millia's worst Matchups? And her best Matchups? In my opinion her worst matchup was and still is Chipp. Sol and Ky can also be problematic, though not to the same extent as the ninja president. Anyone with strong normals can be considered a threat. I'm not actually sure what her best matchups are, but Millia vs. Axl feels pretty stacked in our favor, at least from my experience.
ZerAlizar Posted January 4, 2015 Posted January 4, 2015 I can't remember where this was mentioned, but is 2/6K for midscreen oki the best way to go without any RC?
Teyah Posted January 4, 2015 Posted January 4, 2015 I almost never use 6K midscreen unless I really notice the enemy is conditioned to sit in down-back and not press anything while a disc is on them. TKBM is faster, unthrowable, and leads to either a combo or another disc setup everytime, so I prefer this. 2K (which is 5 frames, not 9) is your best midscreen low for oki because of its speed and recovery, allowing you to convert from any decent setup.
LunaKage Posted January 4, 2015 Posted January 4, 2015 5 Frames? Good. Much good. As far as matchups go, I'm having problems against pretty much every character. Except for Faust, I can deal with him.
heavymetalmixer Posted January 4, 2015 Posted January 4, 2015 5 Frames? Good. Much good. As far as matchups go, I'm having problems against pretty much every character. Except for Faust, I can deal with him. I also think they're fast, but this is GG, where there are characters with normals of 4 or even 3 frames of startup.
Margatroid Posted January 4, 2015 Posted January 4, 2015 Does 2P not have a faster startup than 2K? It definitely feels faster, and the range is shorter so you'd think it would be quicker to compensate for that.
Teyah Posted January 4, 2015 Posted January 4, 2015 Same startup, but 2P is +2 on block instead of 5K's +1 on block (not a huge tradeoff). Helps with frame traps or tick throws though. I use 2P as a meaty against certain 9F reversals, like I-No's reveral super, Ky's DP, or Axl's DP. If they did a reversal you can recover in time to block, and if they didn't then you can do a late gatling to 2K. You can use 2K in these cases too, but it's a 1 frame window rather than a 2 frame window so I opt for 2P instead.
LunaKage Posted January 5, 2015 Posted January 5, 2015 So I keep hearing people say that you can meaty throws, the Ky players in my scene use his 5K (I think), what's our best move to meaty with to stuff throws? Or is Millia just better off hard baiting them?
Rele Posted January 5, 2015 Posted January 5, 2015 You cannot meaty throws in Guilty Gear if you don't have a throwinvincible normal or special. Ky 5K just has long enough range where he can stand outside of throwrange and still meaty you and get a full combo. Millia can do the same but won't get anything from it unless you spend tension. Your best bet to stuff wakeup throws are instant j.K (midscreen) and tk badmoon/haircar (corner).
LunaKage Posted January 5, 2015 Posted January 5, 2015 Yeah I figured as much. At least she's got Bad Moon and Da General. What of this instant j.K though? Is that something you can confirm off of without disc set? I wasn't even aware it could be used like that.
Rele Posted January 5, 2015 Posted January 5, 2015 It's something you can use if you set a midscreen disc and dashed too far into them so you're in throwrange. Most people will be tempted to throw you so they will be standing. Just jump forward and immediately hit j.K for a counterhit. Disc hits, you can land and continue your bnb. Once you conditioned them to not press buttons you can mix in a 6K from time to time.
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