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Posted

So what do good Milias typically do in their blockstrings, and how do they keep from getting predictable? 

 

5cs there u go spam it. no really though you can either do badmoon after it or 2s for a high low mix up that leads to oki. nobody ever sees the high on the first time. you can also do badmoon from any move on block that is jump cancle able.... something not many millias do from what i see

 

also roll YRC is good. you get to reset into 5k or what ever u like.

 

basically you are trying to stay in and force them to guess block. keep that mentality in mind and aim for the knockdown. after that aim for another hit while then taking them into the corner.

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Posted (edited)

So what do good Milias typically do in their blockstrings, and how do they keep from getting predictable? 

 

I use the basic blockstring mentality:

2 or maximum 3 moves per blockstring, and the most used is 5K. Why? because it leads to ANYTHING Millia has, even jump. So after 5K she can do: 2K for fram advantage, 6K, jump for pin, IAD, air attacks, TK j.236P, 2S, 5D, 2D, etc.

 

In the corner I usually go for 236S to finish pressure and if it hits it's easy to confirm with 5K > j9c > j.KSD > j.P/SH. Also notice that 2S is jump-cancelable so they still have to guess if you will go for TK j.236P, jump, 5H, 5D or 214P.

 

And sometimes I finish the blockstring with 214K for doing frametraps, throws or overheads.

Edited by heavymetalmixer
Posted

Tldr: Millia's pressure is pretty bad and you're using it mostly to set up an advantageous situation where you can punish a whiff or a jump out. 2K > 5S > 5H > 214K > Digitalis is a really safe string that you can use anywhere.

Posted

If you want to mix it up besides ABC blockstrings I like 6HS block strings

2K 5K > 6HS

2K 5K > 6HS (1 hit) > Hair car

2K 5K > 6HS (1 hit) > air dash jK ect

Posted

6h is good in pressure. but it is also unsafe (can be mashed out and can mash after). just make sure ur opponent won't read it.

  • 4 weeks later...
Posted

That's actually already a known usage for Chroming Rose. Though usually I've seen it done with a hard knockdown and then TK Badmoon again and again until it's gone.

  • 1 month later...
Posted

Regarding the new Proximity FD OS: It does not work during Millia's oki with disc (resp. orb) because the disc counts as Millia doing something, which will always trigger the "do move" part of the OS. So the opponent cannot use the OS on his wakeup to do a reversal if we do a high/low or FD if we bait a reversal, instead he will always get the reversal if he attempts the OS.

 

tl;dr: keep flowcharting :eng101:

Posted

Regarding the new Proximity FD OS: It does not work during Millia's oki with disc (resp. orb) because the disc counts as Millia doing something, which will always trigger the "do move" part of the OS. So the opponent cannot use the OS on his wakeup to do a reversal if we do a high/low or FD if we bait a reversal, instead he will always get the reversal if he attempts the OS.

 

tl;dr: keep flowcharting :eng101:

 

would you know if he get the reversal because of the disc or because of the fd?

  • 5 weeks later...
  • 1 month later...
Posted

I just got GG yesterday & will start practicing, too. What should I start with in terms of Millia Rage? I want to play her.

Posted

I just got GG yesterday & will start practicing, too. What should I start with in terms of Millia Rage? I want to play her.

Hi. I would start with the basics like movement, normals, etc. then learning how to do simple combos and such. then learn about 236h oki and setting it back up after you hit them out of it. after that i would go to arcade mode/ netplay to try some matches. hope this helps any questions just ask

Posted

Hi. I would start with the basics like movement, normals, etc. then learning how to do simple combos and such. then learn about 236h oki and setting it back up after you hit them out of it. after that i would go to arcade mode/ netplay to try some matches. hope this helps any questions just ask

Thanks for the info. What you say her type of play is? Offense or Defense? 

Posted

Thanks for the info. What you say her type of play is? Offense or Defense? 

Offense easily. she has one reversal and its not really that good.

 

Her offense is amazing she has every tool that you need. great mixups and setups and huge corner carry. she is also second fastest and has 2 air dashes. only problem is once you get hit ur in trouble.

Posted

Offense easily. she has one reversal and its not really that good.

 

Her offense is amazing she has every tool that you need. great mixups and setups and huge corner carry. she is also second fastest and has 2 air dashes. only problem is once you get hit ur in trouble.

Don't forget that her range is very short, don't go too YOLO.

Posted

Don't forget that her range is very short, don't go too YOLO.

my mans do u even watch me play?

 

see me fighting Sol mashing him out of pressure

 

BRUHHHHHHHH

 

Posted

my mans do u even watch me play?

 

see me fighting Sol mashing him out of pressure

 

BRUHHHHHHHH

 

I'm not from USA so nobody (almost) wants to play me  because "0 BAR", so no. Show me a video.

Posted

my mans do u even watch me play?

 

see me fighting Sol mashing him out of pressure

 

BRUHHHHHHHH

 

hi

heavymetalmixer is 100% correct, you can't go super YOLO with millia

i wouldnt say her range is "short", but there is quite literally no margin for error or sloppiness with the character

 

Posted

that was a joke -_-

 

but what you just said that about the margin of error seems like ughhh. nobody can kill you off of one combo there is always at least one guess you can make. im not what exactly you mean by that. is it because of her heath or what. Chipp has low health but he has a dp so i guess that makes a difference?

Posted

you're correct, you won't die in one combo

but consider the game flow

 

for example, if you do get hit, what does that lead to? a standard conversion should lead to knockdown right? and millia's defensive options are subpar at best

so im not saying one hit will kill you, but one hit will certainly put you on the path to a loss

 

and an error that puts you into a disadvantageous situation (even just blocking), depending on the character, can be bad

  • 4 weeks later...
Posted

So having problems with trial 34 i can't get the close S I understand that it's because my jhs is hitting the whole 3 times so I need to delay something but I don't know what is it the js into the jhs or just jhs. thanks

Posted

idk the trial but for something like 2h js jd iad js jh 5s 2h js jd iad js jh you should delay the jh after the js so u can get 2 hits and make the relaunch more easier

also u can watch the demonstration 

Posted

Thanks I figured it out today though you have to kick the dog shit outta sol on the ground to get max hight then delay j hs now if I can not get wrecked by the cpu during neutral 

 

 

 

Posted (edited)

The input buffer is bigger in 1.1, so you can buffer it.

Of course, off a single JK it's a little tough, but the Faust combo below gives you plenty of time. In the end, you have to grind it out.

 

Throw > 5K > JKPK > iad JKSH > land 5K > JKSD > iad JKPH

Edited by Lord Knight

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