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eXodous094

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Everything posted by eXodous094

  1. Could use some help in this one, guys. I understand hair car and digitalas are negative, but a good Millia wont need them. Her ground movement speed is so good that TK air SE's...she runs under them for a free 2H!, Most of the time millia scares me out of my neutral game because one poorly spaced fireball could be the end. I understand she's S tier for a reason, but come on. I almost feel helpless! What I do understand: The roll mixup isn't as scary as it looks. Everything she does with her roll mixup outside of her HHS is minus enough to sway the tide in your favor, and the roll > roll again is throwable. Her dust makes my brain hurt, I get hit by this almost 100% of the time at the moment, because the roll back throws me off. What Im starting to look for, is how big of a disadvantage she is at if you read this correctly. According to the frame data, she is -10 after a blocked dust. This is enough time for a stun dipper, or if you can afford to, Sacred Edge her shit. Hair Car, if read correctly, can be BS'd and punished super heavily. Do not let her get away with murder... BS into micro dash, c. S, 2H jc j.S, j.S, j.H xx HT VT is my go to punish in that situation. Outside of the corner, the HS version of her Top (disk) is challengeable. Remember: The disk isnt what youre dealing with. there is going to be a normal (or special!) before the disk actually hits you. Sometimes, I will see a millia go for knockdown into disk, then follow it up with a hair car. This may potentially allow her to be safe, as the disk should become active while shes recovering. Suggestion on defense (and someone in here please step in if this is ineffective) You have to FD her out to about f.s range, and thats where you need to keep her. Always make her respect your VT, and dont let her get into shenanigans. Come on guys, lets spitball here! Shes a problem!
  2. Everything BladeofJustice said is absolutely correct, just going to chime in a little bit here, as my sparring partner is an I-no player. Matchup feels ABSOLUTELY 5-5, and is extremely high paced, but still has a pace you must control under all circumstances. Ky will attempt to avoid haphazardly approaching I-no, and as a personal reccomendation, your first round should be completely feeling her out. Give yourself some space. Opening moves are actually important in this matchup. Your 2D is good, and you start in position for a good, strong 2S. 2S and 2D will both lose to IAD normals, but your 5HS will counter a quick dash in. A backdash is an option to consider, but STBT will hit you out of your backdash. Basically 50-50 for both sides to start. Reason why i go into detail on the opening move, is simply because one error on either side can be the round. (Reasons posted above.) I-nos HCL needs to be respected. Your f.s is a tool to use here, but will be outranged by hcl. When your opponent is in the corner, you have to play an immaculate lockdown game. Do not allow the airdash out, air throw them back into the corner. Vary up your pressure strings and attempt to force her to hang herself. She is a (correct me if im wrong) lighter character, and most standard bnbs work on her. You can end your combos into Stun Dipper, and proceed to do CSE yrc, or for meterless okizeme, go for 2D xx CSE. Now, this is only neutral. On offense, utitilize every tool you have, as they are all effective. Be careful for blitz shield with 6HS on her wakeup, thats an easy read and shifts momentum heavily. At some point ill discuss defense, as that is way more important than talking about making kys offense work on her. More to come!
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