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Everything posted by Psyken
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Millia vs. Venom: Pitching and catching V.2
Psyken replied to Stellarcircle5's topic in Millia Matchups
If he sticks you in the corner and gets that ball + great normals pressure going.. can you get Barrier Guard to find some space to have a chance to jump out? Sick of his 6H smacking me down lol. -
I laughed so hard xD
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Millia vs Millia is an annoying match up that I just can't wrap my head around.. Does anyone have any tips?
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I'm glad you said that because that's normally what I do and I was wondering if I was doing it right lmao. You have to be careful of his beak driver though.. Hard to pin him out of it. The hitbox for beak driver is good. You can 6K his slide but its still risky. Instant block his slide puts him at 0 frames adv iirc.
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Should you get pegged a lot that means Axl is reading you pretty well. Try to make him guess which way you're come from. Careful with your Instant Air Dashes (IADs) because if you land behind him and next to him.. you're getting thrown. Also be prepared to use Faultless Defense in the air if you're going to tech or just double jump towards him. You can't IAD and block at the same time so just keep that in mind. If he's trying to do 2H into that stupid overhead -most- axl's do.. You can Blitz him or you can 5P it. Try to Just Defend / Instant Blockit to lower the frames on block.
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You can't punish Air Bridal so don't even try it. You can jump back j.p it. Only thing I've found to be of use so far. You can kinda use pin to cancel the grenade's hitbox but.. It won't happen that often tbh. Look out for overheads and if you see that their doing a lot of loose blockstrings in Elphelt's 6P or 5D, you can mash on them up close. Its probably best to just FD it though so you won't have to deal with pressure. Her overheads are slow. I went to the lab and just put Elphelt on 3 records. 66 > 5k5k | 66 > 5K > 6P | 66 > 5K > 5D. Put those three on random if you need help blocking her overheads.
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I think I may need some insight to this matchup. Can 5P counter her dolphins effectively? If so, does it just because a RPS match if she'll go low or not? I feel like I should be able to punish a dolphin if I know its coming on neutral. The one where she rides it horizontal anyway.
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Millia's 6P helps me a lot during this matchup if you time it right and read your opponent well.
- 3 replies
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- Guilty Gear
- Millia
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Yeah I tried it for 10 min straight and couldn't pull it off. Do you have any tips to help with this? Is it anywhere close to doing j.D IADs?
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Did anyone here know you could combo off of 6H without RC? On Ky anyway.. having a hard time trying to replicate this.. No counter hit as well. https://www.youtube.com/watch?v=x3STICl38KM#t=636
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If anyone needs help with blocking Ram's high/lows I would suggest using 3 slots in the training room.. Record 3 different target combos that go high/low or w/e.. and set it to Random. Block awayyy
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You can't throw I-no's super on her wakeup because of the games invul to throws on wakeup in general. You can throw it, just not on her wakeup. As far as Sin goes, he can DP out of it, he just short range.
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Don't forget that a rose will come out if you backdash. Edit: was mentioned already just not by itself. derp.
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How do you deal with pressure from Ky? Do you normally just jump out, or is there a spot where we can press a button? Also, are there any just defend punishes that we can land? which moves
- 19 replies
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- Guilty Gear
- Millia
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Yeah its a grab. You CANNOT crouch it. Hardly have a chance to backdash it even on reaction cause it just goes really far. You can 5P it if you're fast enough. I suppose Pin could work.. It could be that I'm just reading Chipp pressure wrong. idk..
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I read through the topic but, does anyone have answers for 63214S from Chipp? The move where he turns into leaves. The frame data says its a slow start up but if I don't jump it catches all the time since I'm too slow to react with 5P. Is this just a practice thing? This move is pissing me off lol.
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This matchup will primarily consist of you trying to get the first knockdown on I-No just like the rest of the cast but it is very important that you stay near her as much as possible because I-No has very little options. Antidepressant Scale (Music Note): Be wary of this and learn where they start when I-no performs this move, it will usually indicate where the note is going. She will try and use this to lock you down and scare you into blocking a mixup. The longer it travels the more hits it gets, up to 5. So jumping out of this or running under isn't bad.. I don't think blocking it fullscreen is that much of an issue but she will definitely be closer if you just sit there and eat it on block/hit. Some options that you can use against antidepressent scale is jumping a low note, if she presses forward you can throw your hairpin and may even begin to start your own pressure. If you jump the low note and you don't have a dagger, be wary of her Sterilization Method if she makes the right read she will snatch you and begin a combo. IAD j.p isn't a bad choice either. High notes you can run under and she jump try to stick to 5P/5K/J.P.. these are great normals when dashing in because you might even catch her recover or hit her before she gets a button out. If you make the right read and you're in her face when she's performing Anti, you'll at worst trade. Chemical Love Vertical: We hate this move, and let me tell you why. It can cross you up if you let I-no fly over your head. It stuff low hits. She can YRC this and get a combo off of it. She has great vertical range with it. The hell with this move lol. Because of this move alone you have to think twice about your buttons and spacing. 5P/5K will smack her out of this but if you try 5S and she's a bit too high.. whiff. If you dash in and get to close.. let's say you try a 2D. Oops. 2K? Oops. Chemical Love Horizontal: We can dig this move.. I like it. Millia has a "tiny" hit box when dashing. Millia be right below I-No CLH when dashing towards I-No. This will WHIFF on Millia. Unless... You stand up. So if you see CLH don't do that. 2K, 2S, 2D, are great normals for CLH. Naturally you can also be in the air when she does CLH off the ground but if she does it in the air at your level, block of course. There is not hitbox very close to I-no if she does this in your face for whatever reason. I'm talking grab range but thought it was interesting to note. Don't be scared of CLH, embrace it, then punish I-No if abusing it. Longing Desperation: Super "Frame 1~13 Strike Invul. Starts 2 frames after the flash so it's possible to reversal throw it right before it goes active if used at neutral (it's not throw invul)" LD is best used on wakeup which causes a problem. You can't throw her and she forces you to block. I-no is also + on block by 1 frame. You can jump this super buuuut, we Millia's know what we really want after knockdown ;D Just keep an eye out on her meter. Sultry Performance: General rule in GG is, if its in the air block high. So if she dives on you block high. Trades with 5P given the angle. 6P is an option but its usually hard to react to because Millia's 6P has a longer start up. SP can also be Charged. From personal experience, blocking this lets me throw out swift normals so.. I'm assuming its negative on block. It depends on where she hits you with it on block. If it is above Millia's waist its a free punish. If it is close to the ground, you're plus but harder to punish. Stroke the Big Tree (Spike): It low profiles so you'll have to 2K/2D this one. This move have a long start up though. Wiki says 20 Frames for S version and 28 frames for H version. 0 on block and +3 respectively. You have to look out for this move during neutral because if you go in and you're trying to hit CLV with that standing normal, you'll definitely get hit. This has gone under Millia's 5HS > 214K - HS follow up on block. 6P (AA): "1-11 frames invul above the knees." 21 recovery frames on whiff -10 on block. This AA is really good for I-no. You can't just jump in and go crazy. You have to respect this AA but there are ways you can help yourself via jumping in. Dagger, and turbo fall. Dagger will alter your jump and projectile at the same time while turbo fall will.. make you fall faster but can still be hit. She can use this to beat out pokes with the right read. Oki: You have a right to be scared of her oki and by gawd is I-no's oki good. Should you unfortunately get knocked down, Dead Angle, BURST, Winger (2141236+H) are pretty much the only options you have if you have to press buttons on wake up. If you don't have meter or burst though be prepared to block. She can attack with 2 overheads, 1 then go go low etc. Its hard to react to some of that shiz especially on empty dash into low. If you decide to Winger I-No can make the right read by not pressing buttons and punish you. I-No's dash can act as a safejump. J.D is hard to see and when you throw in BS, can be dashed out of, make it look like its going to hit and drop to the ground for the low and idfhsoighoighoi'ahsg MIXUPS. DONT GET KNOCKED DOWN. D:< oh... and throws... This match can be stressful but with the right reads and knockdowns you'll secure the victory. Your 5P will be good on I-no's dash in and I-no's 2S is NOT a low. Millia can 6K I-No 2S, 2D and other low moves. Fullscreen, using garden isn't a bad idea every now and then but careful of Antidepressant. --------------------------------------------------------------------------------------- If I come up with more stuff I'll add to this post. Sorry if this isn't detailed enough or if I'm missing a bunch of information. Will gladly add to it at later times.
- 3 replies
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- Guilty Gear
- Millia
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(and 1 more)
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https://www.youtube.com/watch?v=Ns16EGTJhpo&list=UUyV9c57z3v5Ot5d4PklDxeA#t=1636 (Woshige vs. to-ru) I would say just try to play Neutral as best as possible, not going jump crazy but definitely looking for the knockdown so that you can get in his face. 6P works on his flying kick (sorry, new to GG) careful of his 6H.
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So her oki is a guessing game more or less.. I just didn't know it was that bad.. geez lol. Thanks Rele
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What are the frames on TK Moon?
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On the contrary Keo-Bas.. I feel like Orie controls the battle when it comes to Gordeau. He has a couple of tools that reach far but for the most part you can whiff punish him. Once you realize you can make him block and know how to answer to some of his stupid shit, you'll separate the bad gordeaus from the good ones in no time. You should always shield anything he throws are you from long distance. Be wary of his DP after he gets 100 meter or if he can Chain shift. 3C 3C 3C 3C 3C.. I cannot stress enough how much this tool has helped me. You can lift off of the ground and still strike without getting grab PLUS a counter it. Grabs are always mind games but if you just know that he's going to grab.. and this goes for anything.. 3C this bitch. Just play your spacing right and pick your moments. Go ham on his knockdown if you want to. Can always save meter for VEIL OFF if things get hairy. His slide will go under your divine thrust I think.
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Looking for help with the Linne match up. I know stuff as far as 5A/5B/Divine Thrust as spacing tools but I typically get hit by her.. command jump? and then she CS. I also have issue with her 5C overhead. Also, is 3B a good tool in this MU?
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Hey everyone. I've been using Orie for about 2 days now so hopefully I can shed some light on somethings. I noticed a FAQ about getting 623.A > 5A to connect. Try whiffing 2A/5A after your 4C connects and then do 623.A. You should have an easier time getting 5.A to connect. How do you play her neutral game? From experience and studying videos, I would say you have to choose your moments but if you get a knockdown you're good to go ham. Especially on characters that can't DP on wakeup such as: Yuzuriha, Chaos, Byakuya etc. Divine Thrust is always a good option if spaced properly but you still have to be wary about characters that ignore that shiz and can slide like Gordeau (I think). (only char I know atm that can do that) Linne can bait it with a roll as well. You just want to be patient and out poke. If someone is running directly to you, dash up (or can just sit there.) 5A normally does the trick. If you're not going to go for the 214.A > 214.B ender on blockstrings, try to end your strings with 5A/2A. You could do some cool stuff like 2C > Whiff 2A > 2C again. 3B is a little iffy at times, if you know the trajectory then by all means use it. You should be safe to run and DP though if you see an aerial coming. Chain shifting when someone jumps in your face works as well. 22.C Really nice for going for a mixup. A few mixups you can attempt when you have someone locked into 22.C are 6D > Late j.a > xx 6D > j.a > CS > j.a/j.c > xx 6D > v > 2A 6D > v > 6B (problem with 6B is that your persona ((lulz)) is still out and so you may not be able to follow up with much) 6D > late j.a > 2A Chain shifting is really nice if you're mid blocking and you see them going for an overhead or something, you can CS into 623.C (if you have meter of course.) Range characters you can block and Shield while waiting for an opening because you'll still get vorpal when applied correctly. There's more info I could give up but at work at the moment and this is a TL;DR already lol. If anyone wants some more insight or theory just let me know. AND OH About the 9 > j.2c > j.214 B on block .. I typically see JPN players do it on enemy's wakeup. Doesn't mean that's the only time it can be applied of course. Hope this was helpful.
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Does 5A stuff his 214D~A?
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Sounds good to me.