-
Posts
576 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Stellarcircle5
-
His reward off of mixup has been axed with removal of raw It's Late and meterless combos off of 6K. His 2H is also way worse (though I thought it was retarded in +R, so good riddance). He also just has few ways to confirm into real oki outside of either crouch confirms or spending meter. I don't think he's awful, but he lost too many tools for him to be absurd like he used to be.
-
So I've been having a lot of trouble with opponents using the 1 > 7 > 1 fuzzy jump OS during my pressure. Too often do people just try jumping out for free with it, and I'm not sure what ways Valk can circumvent it other than making a read with an air throw. I have a set with someone in my scene who makes ample use of it, so Ill post it when it's uploaded if you want a better idea what I'm talking about
-
I guess I'm just bad because Millia vs Venom feels awful :V
-
That's my question. I don't know how often you will end up hitting someone with raw 6H. And even then, is the reward really that great?
-
Bind BC to R1 and AB to L1. Piano 1DCA. On default layout that would look like 1X > R1 > L1. It's super easy and helps with other stuff like 236B rekka > br.jA
-
Venom absolutely deserved the bump up in ranking. I honestly think he had been slept on more than any character thus far. Dude is a nightmare to deal with. I still think Chipp should be in S, but that's probably the Millia player in me resenting the matchup he brings.
-
Hellfire Winger tho
-
Woshige (MI) vs Dei (EL/RA), Rozu (Ky), BLEED (SI) - http://youtu.be/wj7_Z0Opk_w
-
If May is jumping out of your Oki, its not tight enough. Typically, any oki setup that requires you to microdash and set a disc will need to be YRC'd to be effective. So if you are finishing a mid screen confirm, you will typically need to dash if you want to set oki, meaning you should keep some meter to make the setup as tight as possible. In the corner, YRC disc is not needed of you are ending your combo with j.H.
-
Millia vs. Venom: Pitching and catching V.2
Stellarcircle5 replied to Stellarcircle5's topic in Millia Matchups
Found a cool method of getting in on Venom when he is trying to zone you out. Approach from about half screen length and follow up with a jump into late IAD Pin. The pin will snipe whichever ball is immediately in front of him. When the pin hits, immediately YRC and run forward to counter hit him out of his next move. This should help in keeping Venom more willing to stay in your kill space (which is also his, but hey, it's an even trade.) Don't do it too much of course, last thing you want is the Venom player growing wise to your shenanigans. -
This matchup feels pretty even IMO. If not, then it's just slightly in Millia's favor. Her f.S flat out beats all your normals at round start, so IAD back or backdash to create some space. Rammy isn't particularly scary early game because she can't really mount an offense without setting up her swords, so move around enough that she struggles to get a bead on you. You can challenge her air to air with j.K, though it could go both ways as her j.P is equally as nuts. The key to winning arises when she starts setting up her swords. When she does, try and do what you can to separate her from them (RC confirms, pin, airthrow). Rammy with no swords equipped midscreen is pretty weak, as she has no range to get in on you. Rush her shit down, but watch out for her reversal super, Explode. It hurts a lot. It's hard to anti air her when she has her swords, as her j.H is just a massive vertical hitbox. Try and go air to air for this one unless she's unequipped. If you are preemptive about it, 2H can beat her jump ins pretty cleanly. On the flipside, her 6P has a fairly small hitbox that can be easily baited. Rammy gets midscreen oki by having you tech into her vertical set sword slash off of j.D or PPP. She can make it super meaty and it leaves you in enough blockstun for her to move in to apply pressure and mixup. Her midscreen pressure is okay, but you should have enough openings to jump out, especially if you IB her strings. Learning to IB Daruo (623P) is great for getting out of her strings, as it can be thrown on IB. In the corner though, she becomes a monster. Her mixup is based around late air dash high/lows, fuzzy setups, and her command grab, so blocking her is not easy, especially with swords locking you down. Save your burst and/or meter for these situations, because her swords cover any escape you could make otherwise. If you get hit, prepare to lose a solid 40-50% life. One of the biggest challenges you will face against Rammy is her Trance super. In combos, it adds 40 extra damage in 1 damage ticks, so her combos will end up hurting a lot more. She can also use it for oki to chip you out, and oh my god is this shit annoying. Try and save at least 30-50% meter to FD so you can minimize the damage. It's one of, if not the most momentum based matchup in the game, so it's a "first hit wins" situation. Love this matchup though, it's so fun.
-
XRD [Xrd] Chipp Zanuff Gameplay Discussion
Stellarcircle5 replied to AtTheGates's topic in Chipp Zanuff
Hey guys, I've been messing around with Chipp for fun and I can't for the life of me get wall cling alpha blade to combo after regular alpha his BnB. They just drop out and the move comes out too slowly. Is there a trick to this?- 260 replies
-
Really solid normals, 3 frame anti air, fantastic damage conversion with meter, best uppercut in the game, solid oki options with safe jumps and Gunflame YRC, decent grounded mixup with Wild Throw. As far as I know, the few characters that do well against him are those who can keep him out. Besides that, he's a really stable and rewarding RTSD machine.
-
Everyone has their own way of doing it. I use a pad with analog sticks, but for SG inputs I use the D-Pad. Whether or not you are on stick doesn't really make a difference. Just dick around with it and you'll find your method.
-
I guess I could've worded that better. By optimal, I meat getting a guaranteed pin setup every time. I had noticed that some people have trouble with it, so I thought I throw something in here. Its also the the Millia player in me thinking that optimal = best setup, damage is secondary in my brain :P Thanks for the pointers though.
-
Edit : Debunked because I'm bad.
-
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.
-
I'm not sure if you can poke out of it like in AC, but my bet is that it's the same as in +R, meaning you just have to jump. Maybe airdash back into pin would work as a punish?
-
Oh, using dust after a disc is absolutely a viable option, just don't go throwing it out willy nilly!
- 19 replies
-
- Guilty Gear
- Millia
-
(and 2 more)
Tagged with:
-
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.
-
You should never intentionally try to clash on oki. That isn't how Millia or any other character is supposed to work. Just set your disc and either bait a reversal (rising j.K is really good against throw attempts) or do a mixup. You will gain absolutely nothing with what you're trying to accomplish. Work on tightening up your oki, and you'll understand why in time.
- 19 replies
-
- Guilty Gear
- Millia
-
(and 2 more)
Tagged with:
-
ArcSys Voice Acting [This thread has rules now]
Stellarcircle5 replied to SoWL's topic in Zepp Museum
I'm sorry, but its not Grant George. Sol doesn't sound breathy or smooth enough to be him. -
This is still probably Millia's worst matchup. His normals are better, his damage is better, his mobility is better, his mixup might as well be just as good as ours in some situations, you can't anti air him..... It's really the matchup from hell, just like in +R. Even I don't really have any good advice for this one, it feels awful.
-
Does the j.P really make that much of a difference? I've tried using this with j.K and it has been completely useless and reactable. I think the YRC just gives it away entirely. Mixing it up with 2K sounds decent enough, but I'm not sure its as good as it sounds.
-
I wouldn't recommend using using Iron Saviour or raw Digitalis when you're in Ky's f.S range, like, ever. His f.S is one of his strongest tools, and sitting in its range is just going to get you killed. Instead, hover just outside of it and punish his attempts to make you block, specifically his Stun Edge. You have to make a read on him, but if he uses ground Stun Edge, IAD and pin him for it. If he uses aerial Stun Edge, you will be at the perfect distance to run up and anti air him. When you are at the optimal range, you can try stuffing his approach with f.S and 2D. Also, never use raw j.HS in neutral. Jumping all over is risky since his 6P is so godlike, and his poking toolset gives him many opportunities to air throw you, especially with YRC. Stay grounded, respect his space, and make him respect yours. If Ky locks you down, you better know how to block, because he has all the tools to make sure you never get out. Save some meter for a counter assault of you are worried. Millia's CA is super good because it leads to a disc setup. Shits cheap, yo. You want to focus on making him whiff something so you can run your vortex, but be wary of RTL and the occasional Vapour Thrust if you start your oki. As Rele said, if the Ky you are playing is throwing out VT in neutral, you aren't playing a very good Ky. Think about how you can make him eat shit next time he does something so yolo. Establish that you are aware of his options, and you won't have to deal with dumb BS like that. Sometimes it's as easy as running and FD stopping. I almost made it to top 32 at UFGT in Chicago on this principle alone back when I played +R. It's is a very honest and footsie heavy neutral game, so I hope you have your spacing down. The matchup feels more or less even. Good luck!
- 19 replies
-
- Guilty Gear
- Millia
-
(and 2 more)
Tagged with: