-
Posts
266 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Rele
-
Ok boys, time to find a way to loop this meterpositively ( ͡° ͜ʖ ͡°)
-
You can't possibly instant overhead Faust the way you described it. I believe the setup you mean is 236H, backdash yrc, j.K. Backdash can be yrced so you're airborne at a really low altitude. Mix it up with land 2S. The backdash has to be yrced very early or you'll be too far for j.K. You can subsititute backdash yrc with haircar yrc. It's easier to do but also easier to see. You'll have to train them to block low before you can hit them with an overhead.
-
TK Badmoon (badmoon done instantly, input as 2369P)/haircar (214P) is your best 50/50 in the corner. Both hit at roughly the same time and both start with an animation that resembles a jump so you can't block it reactively, also both are not throwable and generally lead into the most damaging combo with a disc setup. You can also do 2S or 2D or 6K from a distance to switch it up a bit. Midscreen with a disc you'll kinda have to stick to 2K for a low, rising j.K for antithrow (works best when you're right beside them so they're tempted to reversal throw you) or a crossup with 214K or 2369K from time to time. Overheads are generally too slow midscreen and they can just backdash or jump every time.
-
Bandit Bringer is safe on block I believe. It's also not really antiairable since it hits really deep. Your best bet is probably to blitzshield it. You might be able to throw it if you instant block it but don't quote me on that, I'd have to test that. Should we maintain a thread where we list character specific punishes (how do I deal with move x) or should we just post whatever we find in the matchup thread for that character?
-
I played with them already but on the Japanese version so that might be a reason you don't see them yet.
-
I usually use it after any knockdown in the corner if I have 50 tension then spam a lot of TK badmoon/haircar and go into her normal bnb if it hits. If the first or second mixup hits right away you still have enough time to use it for the next wakeup. I don't see how it's situational, you can use it pretty much every time you could use a disc. Except flowers stay out if the opponent bursts or deadangles so they can't even properly retaliate :x
-
They are already out.
-
Chroming Rose is such a dumb super. It's like 8s of free AC blue disc. If you haven't been using this super yet you should do so now. It's so gonna get nerfed in the next version :X
-
That's a Sol problem I think? If he's at a low altidude like that when you hit him with j.D, go for IAD j.K j.P j.H. Less damage but way more consistent. On most other characters you shouldn't get that problem.
-
Got killed by Millia acualy not daed x n
-
You still have to be careful against some characters. Against Potemkin you don't want to do Secret Garden when you're too close because he can just Pot Buster you. This happened to me a lot in AC and +R (I'm always learning the hard way). Adding a rep into your combo will push you out some extra distance so this won't happen.
-
My local I-No player sometimes likes to "poke" with HCL and I found Roll > Digitalis to be pretty good against it. Will lose to STBT though so still need to be careful with it.
- 3 replies
-
- Guilty Gear
- Millia
-
(and 1 more)
Tagged with:
-
It's matchup dependant. I've seen Woshige do it against Chipp when he tries to read their teleports. Basically it gives you a projectile that's fast to come out and hits on both sides that you can combo off of. Like a 1hit safety belt for 25 tension.
-
Yes Chipp and May airnormals aren't designed to be antiairable.
-
dp (mobile phone ._.)
-
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.
-
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.
-
@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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.