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Teyah

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  1. #R Eddie is much closer to Xrd Zato. AC and +R Eddie play very differently, they rely on using the shadow for controlling horizontal space while Zato safely approaches with normals. While #R Eddie has to use the shadow more defensively (eg. right under or right in front of him) and take more risks when throwing out normals (this is offset by how much better his normals were back in #R compared to later games). Learning #R shadow P links into drill or shadow S combo is something that will come in handy in Xrd, so might as well learn it now rather than later. The tough part is finding others to play an older version of the game, since most GG players will be playing +R. If you can though, go for it. Learning +R Eddie and becoming used to the strong AC shadow zoning tools won't help if you're only going to be playing Xrd in the future.
  2. So just a quick update on my Evo experience with Zato. I only got to play one game with him (lines were 1 to 1.5 hours per play) but here's what I noticed from my game and watching AKA play some Zato: The 1-2 pixel white outline on Zato on the PS4 looks really crisp and amazing in 1080p. Flight mode - I thought something was wrong when I first tried to fly. Zato can hardly fly forwards at all, his forward flight speed is so slow that it feels like he's in YRC slowdown state the whole time while moving forwards. Flying backwards isn't as bad though. The new j.D is great. Much faster than the old one and combos more consistently from basic air combos. 2K and 2S are still really good pokes, and they work well since it seems harder for people to move out of their range since movement speed is slower in Xrd. 6P and 2H are still the primary AAs and work the same, though shark didn't feel as dominant as before. The shadow walks... really fast. Felt like it moved faster than Zato himself. Since Zato moves a lot slower in the air and on the ground than before, you really have to pick and choose your normals more carefully. Though I guess this goes for most of the other cast members too.
  3. I'm heading off on vacation for a month, but before I go I thought I would give my Xrd Millia impressions from the (whopping one game) I got to play with her at Evo. Feels like her standard 5S-5H-2D string has less pushback among all the hits, as I wasn't having any issues comboing through to 2D due to being pushed out of range. Her health and damage didn't feel too significantly different than in AC, though her damage output is a bit lower. Silent Force (pin) has way more recovery than in +R, to the point where I couldn't even do Pin -> airdash at all even after telling myself to delay the air dash by a good margin. I opted for Pin -> YRC -> air dash instead which worked well enough. Pin feels harder to pick up, feels like you have to be precisely right on top of it. Though iirc it used to be this way too in the older games. Disc YRC has to be done super late, about as late as the 236H FRC in +R. I used the #R 236H FRC timing a couple of timings, and after Millia dropped her hand the disc just disappeared. Chroming Rose seems pretty dumb. I activated it and ran right into Axl, who poked me out of my run a couple of times, yet the roses still appeared and hit Axl even from a small distance away which left me at frame advantage. Really hope her voice clip in English for this move is "You're going down."
  4. To combo from H Disc -> TKBM, you need to do the TK Bad Moon as soon as you're done setting the disc. Even a couple frames late, and your last hit of TKBM will hit after the disc, giving you a knockdown instead of the disc's wall bounce. Comboing after disc + 6K requires either corner, or for you to be very close to the enemy midscreen and do the 6K as soon as you can after setting the disc. After disc hits, you have enough time to do running 5S, though running 5K j.K may be easier at midscreen.
  5. Oh, I didn't mean to be mysterious, haha. Just the usual stuff like additional console characters, limited edition release, and such. Though now that you mention it, I'm reminded of a conversation I overhead regarding the LE. The conversation went like this... Guy in front of me: "Is there going to be a Limited Edition and where can we order it?" Aksys employee: "We'll have more information about the LE closer to launch" Guy: "So that means there's going to be a LE?" Aksys: "...We'll have more information about the LE closer to launch." Guy: "Well that's an interesting way of answering that question."
  6. So... I don't think this has been mentioned, but GGXrd is confirmed to have English voiceovers. I asked two Aksys employees at the Xrd booth at Evo at different times, and both confirmed that there will be dual audio. They also said that Aksys has no input over handling the VA casting and whatnot, as that side is being handled/directed by Arcsys. It was interesting that both employees I asked about this didn't show any hesitance in answering my question and were discussing it pretty freely, unlike some other topics that came up.
  7. I'll be registering for this! 「The Sugoi Boys' Kawaii Club」 Featuring: GKN|Yaozzer (me) GKN|Teyah (partner)
  8. Will of Fortune covered her moveset pretty well so I'll comment on some other things which I think should be focused on more. These are just some of my thoughts on things that everyone should know about Millia, especially if you are new to the character. Millia plays very differently than most other characters in Guilty Gear. Most newer players will pick her up and think that wow, she's fast, so they should be using that speed to close in quickly and go for damage or airdash in and press buttons. And when they do this, they find that her damage and priority is lacking and wonder why they can't win, not realizing that this isn't how she should be played. If you have a habit of running in and hitting buttons, or just hitting buttons for the sake of hitting buttons, then you will need to get rid of that habit ASAP when playing Millia. None of her normals are made for blowing through attacks and she doesn't have any "fast" ground normals (4F or 3F) like true close range characters. Her fastest ground normals do not have very good hitboxes, so you can't count on them to beat out enemy attacks flat out. Her ground to ground game is very poor, and her air to ground game is equally poor unless she's in the right position to throw Pin (which isn't always easy to set up). From what I've seen over the years, players tend to play her recklessly and press buttons without any meaning behind them, which leads to them getting beat out, antiaired, thrown after landing from air dash, etc. Instead, playing Millia requires you to space yourself out of the enemy's range until you get in the right positon to advance, mainly through Pin or through safe max range poking. This is what truly kills low to mid level Millia players and is why she has the lowest win rate in Japan arcades since Xrd's release. People try to play her like every other character (to varying degrees) and wonder why their normals are getting beat out / why they're dealing so little damage / why they're dying quickly. They don't pause to think about the risk/reward of the buttons they're pressig, or they have habits carried over from playing/watching other characters and try similar approaches with Millia, while her moveset is entirely designed against this type of play. Her main playstyle isn't very intuitive to most players and you'll absolutely need to do some research (watch top Japanese players) to see how she should be played. And then always be willing to rework your playstyle to play more safely in the neutral game. Aside from spacing, having a strong anti air game is crucial, since Millia has several strong AAs to choose from in 5P, 6P, 2H, and j.P. Watch top player matches and experiment to see the ranges and situations for each of these. At lower levels of play there are plenty of opportunities to go for AAs, so don't be afraid to sit back and focus only on anti air during casual games to get a feel for which moves is best at each range. As far as normals go - throwing out normals to convert into damage or oki isn't part of Millia's main strategy. It can be good in Xrd when you have 50% meter, since then she can combo to 5H and RC to convert that into a corner carry and oki situation. But overall you want to use her ground normals mainly to harass the enemy (far 5S) or fish for knockdown (max range 2D). Her air normals are what give her the best risk/reward, since it looks like she can still do random air hit j.P into full combo & corner carry, and throwing that move out there is very low risk. Overall, Xrd Millia requires a much higher level of precision and stronger spacing fundamentals than her previous GGXX iterations, since she no longer has an easy way to get in (Pin was nerfed), she doesn't have high damage combo starters in this version, and her damage output is possibly the lowest it has ever been. But with a refined and safe playstyle, she definitely is one of the strongest characters in Xrd.
  9. Awesome! Can you ask them if their upcoming Evo Xrd demo is going to have sticks available, or will it be pad only like at E3 and (presumably) Anime Expo?
  10. Do you have any match videos you can put up? I find this matchup to play out roughly the same as in AC, except the reward for getting Axl into Mawaru mixup is significantly lower. Now that the damage output has basically flipped from AC where Eddie had the significant advantage, I feel Axl has the edge in this matchup. Slower Nobiru and more escapable Mawaru also hurt, and the Weiss shadow is not really useful at neutral against Axl at all, so the neutral game feels tougher than before as well. That all being said.. the same tools still work for the most part. Some general advice which you may / may not already be familiar with: Eddie 2K shuts down most of Axl's close pokes, with 2S working at mid range pretty well. Axl can 6H (overhead) to go over these and his 6H also tends to beat Eddie's 6P, so it's not a terrible option for him to try - but to beat this you just need to do nothing and be ready with Slashback (it's not hard at all with a little practice). Or if you really have him read, you can beat it flat out with far 5S or even 2H (which is super risky). To deal with Axl 5P I prefer to just run in a very small amount and crouch FD to close distance, but If you're a bit closer, dashing 6P can work to counterpoke Axl's 5P - but the reward for this is pretty low compared to AC (potential stun) so it's not worth trying that often. Your go-to AA should be early 6P if Axl is using j.S from a distance, otherwise you can Shark him pretty easily if he's above your head for whatever reason. If you try to guess air to air j.K, you better be ready to FD on the way down since Axl can pick you off just as easily as ever, with higher damage output than before. Random summons from afar are a no-no, but I like to test the waters with near max range 2K or 2S xx summon (bite, 2S-22H, Mawaru), and if Axl pokes immediately with 5P, I might try doing 2K, 2S-22H next time to fish for a CH, or 2K xx drill (close or FB depending on the distance). Basically you just need to choose your normals carefully and use very few of them, I find that by doing this and inching closer to Axl so you can threaten blockstring into summon/drill is the way to go. Summary: AC matchup: 5.5 or 6.0 Eddie. One good read is all it took for Eddie to get in and get high damage & stun, but it could be tricky to get there. Still winnable by Axl for sure, but it's tough. AC+R matchup: 5.5 Axl. Eddie's neutral is worse and damage is much lower, with no threat of stun now, but his tools are still good enough to give Axl trouble once he gets in.
  11. Definitely looks like an error, since you can't combo into gold bursts in GG. He might have been trying to counter Ain's blue burst with a gold burst, though that should be doable on reaction to seeing the burst, given how bursts are slowed back down to #R speed in Xrd.
  12. IT'S BACK http://www.teyah.net/milliablocker.html (sorry it was down for so long)
  13. www.guiltygear.us was recently updated, now shows "Holiday Season 2014" instead of "Fall 2014" as release date.
  14. Aw man, shoutouts time~ AK1 - Hey - you did really well for being a new player to GG, congrats on top 16. It was cool hanging with you, and listening to you and Kenji get hype over old Japanese shows was hilarious. Amadeous - I really, really wish we didn't have to play each other first round. I totally understand how you were feeling, as I had that same feeling in my very next match against Kenji. Your Jam was impressive and fun to play against. You are really talented, I'm glad I was able to play you a bunch this weekend - GGs! Circuitous - It was great to meet you, and my apologies for not getting to play when you were looking for games (I was super drained after getting destroyed by Kenji). Though I wonder if you would have accepted a FT5 set for Super Mod? Congrats on top 16, and I will pray for Potemkin buffs in Xrd console for ya. DaiAndOh - All this time I thought you were that black(?) guy in your avatar, so I was super confused when you introduced yourself to me, haha. I can see your passion for the game (and Venom) by the way you talk,, you've got the right attitude to take you really far in this game. Fiestament - Dude - why is your power level so high when you play on stream?? Great matches and congrats on 2nd place, you deserved 1st with the way you were playing through top 16. I don't think I will ever forget your match with Brandino, you made Testament look like his old AC self in that fight! I'll catch you at Evo if you go, otherwise SCR next year for sure. KBNova - I have to say thanks to you for suggesting that I come out to Chicago, before we had that talk @ NWM I wasn't really considering it, but I'm super glad I did make the trip. Good job in the tourney, even if Jessie bested you in the end (he played his heart out though). I was still the most scared of you than any other player out there, things just didn't work out this time for you but I'm sure you'll be back stronger than before. I will too! Shinsyn - Big props for putting on this great event. The $1,000 bonus was a nice incentive to get people to come out (it was part of the reason I came too). I've gotta say though, Pool G was unusually stacked on one side and broke many hearts, so please try to seed more in future tourneys! Skeletal Minion - Your ABA was super scary, man. Congrats on top 8, you certainly deserved it after that match with NerdJosh where you just went ham at first, but then changed it up after he started adapting to you. Matches like that one are what keep GG exciting to old people like me, so I just wanted to say thanks - stuff like that is what makes these tourneys worth it, to me. SlothFacts - It was cool meeting you, I can tell you've been working hard since you've only been playing for 3 months. The great thing about GG is that it rewards hard work moreso than other fighters out there - so if you put that level of work into Xrd and keep training, you've got potential to be one of the stronger players out there within a year or two. Stellarcircle5 - Man, I didn't even know you were there until halfway through Saturday, and after that I couldn't find you! Sorry I couldn't say hi in person, but I'll say it now - and I'm glad that GG is alive in other parts of Canada too. Keep playing! SymVici - So after like 6 years we finally meet - good shit on getting 4th place. Your Millia neutral and pressure is on point, even if your ability to do quarter circle motions is a little questionable. Oh, and guess who held down-forward to block 2x Lvl3 Gunblaze and 2x Lvl2 Gunblaze in a tourney match? (Haha, go try it for yourself) VR - Just like with Sym, after 6 years we finally meet - congrats on 5th, and even moreso congrats on sticking it out with Sol all this time and powering through those tough matchups. Watching your FT5 vs Skeletal Minion was really something, I saw some new ways to approach that matchup. Your Sol is going to be a nightmare to fight against in Xrd, lol. And thanks to you and Nam for letting me crash with you guys on Sunday, that was a lifesaver for me. Woocash - I swear, this tourney was like a PC #R netplay reunion. Out of everyone I played in casuals I had the most fun playing you and just chatting about the old days (lol). I hope one of your characters makes it into Xrd soon. In the meantime I hope you have fun spamming those double butterflies online! Zero Wolf Fafnir Brandino - Man, your HOS was super crazy fast, 1000 miles a minute. Those 2H mixups you were doing were cool, you got me nearly every time with those. When we played again after, you dialed it back a bit and that's when I thought you were at your best. GGs dude! Zinac - Hey - it was cool to finally meet you after seeing you on dustloop for such a long time. And GGs - your Faust is really solid and literally turned half the screen into a no-fly zone with your AA reactions. I'm sure you'll enjoy Xrd Faust a lot (unlike the rest of us). And finally... some jbbs poster said: ザッパがTeyahのエディとソルを処理りました 終わり終わり RIP Sol, Eddie See you guys at Evo
  15. Top 8 for tomorrow (Sunday) in GG: Winners side: KBNova vs blackSNAKE SymVicious vs Fiestament Losers side: Teyah vs Skeletal Minion FilthyLucre vs VR-Raiden Tourney has been amazing so far - so many strong players. Glad to finally meet my PC #Reload online Sol bros Vici and Raiden and see us all do well here. Tomorrow is gonna be hype - everyone tune in: http://www.twitch.tv/nobodyexe @ 12 pm Chicago time!
  16. Thanks Tae, you were really impressive yourself. Good to see you again after all the years. Hopefully I'll see you (and Won if he's back by then) next year at NWM7! Yeah it's been way too long, I think I'm as old now as you were back then. Except you still look the same, and as Wuku told me, I look really old, lol. I'll be at NWM7 for sure, hopefully see you then for Xrd! Aginor it was great playing/hanging with you. Train hard, you've got the best North American competition in most FGs in Norcal/Socal, so if you work at it I'm sure you can get to a high level pretty quickly. Catch you at Evo!
  17. Nice stuff. I really hope that Chroming Rose doesn't get nerfed before console release, as it looks like it opens up some really fun possibilities. And maybe seems a little too strong, at least to me. So I was watching the jonio stream this morning (twitch.tv/joniosan) and saw a Millia making some use out of S Disc YRC to counter poke and catch Faust's limbs. This is really cool, since S Disc counts as a projectile so it can be cancelled with YRC during its active frames. But for all intents, S Disc is used as a high priority normal attack to counterpoke. So it's like you're doing a really good poke and RCing for only 25% meter. In the XX series, S Disc was super risky since Millia was in CH state the entire time and if the enemy jumped over S Disc, you would get punished super hard.. But now you can YRC -> antiair on reaction, or YRC into pressure if they don't jump. But if they block you get a regular RC, so it looks like it would be best used just outside of range to try to catch a limb for a CH. I'm looking forward to trying this out too since I've always been a fan of using S Disc as a horizontal shoryu-type attack... sparingly of course.
  18. Is this where to give shoutouts now? I'll keep it quick in case nobody reads this, lol. It was super cool to see the old NW GG crew again after 5-7 years, it has been way too long since I've had the time and motivation to travel. Glad to see that almost everyone made it to NWM. Kyle and Jais, it was an honor to finally meet you two after all the good stuff I'd heard about you guys over the years. I'll be coming back for NWM7 for sure. If any of you are going to UFGT10 I'll see you there, otherwise catch you all at Evo!
  19. Yes it matters because the Hair car mixup was DP safe (the one you listed isn't) in addition to being unreactable and launching when a disc was out. I'll move on anyway... (Disc) YRC 2K/6K should also be DP safe against DPs slower than 5F, so if you want 25% DP safe mixup there are still options out there I suppose. But it won't work against Sol or Chipp which are two of her harder matchups in Xrd.
  20. Hair car RC into TKBM / low, as a mixup? Here are some reasons why this is a bad idea: - You can't combo off the TKBM - There's a huge gap in between the moves where they can mash or DP out - It uses 50% meter The only good thing about this is that it's DP safe low attack - but it certainly isn't a mixup or mixup starter. You don't need to "go out of your way" to block after a screen freeze, it should happen instinctively. You just track where Millia is in relation to your character. Is she in the air? Block high. Did she land? Block low. Has time passed since then? Do something. And the timing for these is set - there's no way to delay the landing after the screen freeze, so there isn't any way to fool them into blocking wrong during this sequence. Also it's not a "slight delay", it's at the very least a 50F delay before any possible overhead after a Hair car RC (20F freeze + ~13-14 for Hair car recovery + ~16-17 for TKBM). Which leaves them ample time to hit you or get out of the way, even with RC slowdown. In the end, you're just paying 50% meter for a DP-safe low attack, which can be okay but is overall inferior to just doing Chroming Rose and trading with the DP anyway. Decent players will just stand block on reaction to seeing a blocked Hair car, there is no reason not to since she can't go low afterwards. It's the same situation as in Xrd, except in Xrd you're given close to 40F (13F hitstop, 20F screen freeze, 4F j.K) plus screen darkening to cue you in and tell you to start blocking high. It wasn't hard to do before, now it will be just plain obvious.
  21. That's not a good idea since Hair car leaves you airborne with ~13F recovery (5 air + 8 grounded) until you land and can even begin to move on the ground. So a throw/low mixup would be pointless from hair car, not to mention that Millia's throw doesn't give much of a reward in Xrd. Agree with the roses, that or 6K xx Emerald Rain is what most people do now since Hair car RC seems mostly useless and disc YRC is not that useful in the corner.
  22. Hair car FRC -> j.K / land 2K is not a mixup, because the high and low hit at different times - you just have to block high until the j.K window ends, then go back to blocking low. You never had the option of doing low -> low with old Hair car FRC because it was at a much later time (at least 10F later) than the low -> high, and there's no way to delay the low -> high to make it hit later (ie. at the same time as the low -> low) since you're too low to airdash after Hair car FRC. And yeah the RC freeze + j.K startup is probably closer to 25-30F now that I look at it. Still very reactable due to the obvious cue of screen freeze + darkening.
  23. YRC/RC screen freeze is much more than 6F, you're probably thinking about startup which is something like 4F. The screen freeze happens after that and lasts something like 40F. And you can't do anything until after the freeze ends, which is what kills this high/low mixup, as well as other 'surprise' type mixups like FRC into immediate throw and even DP RC low/throw to some extent.
  24. For pacing, character acceleration is nerfed heavily, maximum run speed is nerfed, air dash speed is nerfed and there is additional time before you can act (attack) out of airdashes by roughly a frame or two depending on character. Some backdashes are also slower too. For Millia, here is what happens in GGXX: - Combo is ended with j.H (j.2H in +R), she does 236H disc, then immediate 214P hair car - She either FRCs the hair car on active frames 1~3 and performs an immediate j.K, or lets hair car hit low on active frames 4~6 and then FRCs - The enemy has no cue to see which way to block, and if they DP, Millia will have recovered (due to FRC) and just blocks the DP and gets a max damage punish Here is what happens in Xrd if you were to try this: - Combo is ended with j.H, she does 236H disc, then immediate 214P hair car - If Millia RCs at any point in hair car, the screen freezes and she does j.K. The enemy can react to the screen freeze and simply (instant) block high the j.K. - If Millia RCs after the hair car hits low, there is no screen freeze until after it hits. Since there was no freeze, the enemy was still blocking low and blocked the hair car. Once they see the freeze they can block high since Millia is always in the air after hair car RC. So basically there is no mixup, since the high option is preceded by a long screen freeze, turning it from a 4 frame high into like a 40 frame high. It also costs more meter to make hair car DP safe since it's now a RC and not a YRC/FRC.
  25. This match is definitely not bad, I'd say around 6.0 for Millia. Millia can get around Venom's neutral without too much trouble and her oki is far superior to his, and he has no defensive options against it, so one knockdown can lead to a win for Millia. I'll try to break down your post point by point. Definitely, do not try to waste Pin on clearing out a ball to get in. Millia has many other ways around balls and Pin is too precious to throw away like this. You can use Pin when there are balls out, just make sure that it'll actually connect on Venom himself. Millia actually gets around balls very easily. Here are some of her options: Running - if the balls are moving straight, she can run under 3 of the 5 AC ball summons: P ball (waist level), K ball (head height) and H ball (head height but farther away). She can only be hit by the the regular D ball (grounded) and the S ball (knee-height) when she runs. If Venom uses multiple balls then the formation changes so you'll have to judge the height by eye, but this isn't usually too hard. If there are multiple balls already out, then you can only run to close in, but you likely won't be able to run through all the way. But overall running in, and stopping with FD to prevent Venom from setting up more balls, is really good - it lets you get in quickly, so Venom can't just commit to throwing balls out since even a single ball summon -> hit can be punished hard Roll - Millia can roll under every ball except for the AC D ball (grounded ball). This includes Stinger Aim (all versions), but not Carcass Raid since that bounces off the ground first. Rolling through obvious Stinger Aim definitely helps a lot. Neutral jump - Do this at just outside of AA range and it's safe - and you can also threaten with AD S Pin which should stop Venom from setting up balls carelessly. If you're fullscreen and Venom has already set 1-2 balls, then you'll need to be careful and use one of the following options: (FB) Secret Garden - You can backdash to full screen and use regular SG to clear a path forward, or back off a bit and use FB SG more defensively. Regular SG is pretty punishable though, so if Venom sees your backdash and expects it, he can punish hard. But then you've made him stop setting balls to pursue your backdash, so if you don't use SG, you've created a better situation for yourself. Basically, use this sparingly (once you start getting punished for it), but threaten with it a lot. Press D to cancel during SG, you build some meter too! IAD forward (at a distance) - What you're doing here is gauging the situation and then reacting with either air FD, or AD forward/back. Air FD if you're going to land on a ball or think an AA (covered by a ball) is coming, AD back if you don't want to take the risk, or AD forward if there's a glaring gap waiting to be moved through. Run up and FD brake, then normal/instant block - This is basically the equivalent of walking up and blocking a Sonic Boom to get in on Guile in Street Fighter. Except Venom gets way less frame advantage and can't continue to throw out balls more than maybe once more after you get within a decent range. Venom's weakness in his poking is that all of his mid range pokes have fairly slow recovery and don't lead into either damage or oki. You can exploit this by simply jumping forward at the range you think he will poke at, and if he does a 5S or 2S, you get to jump in for free and come down with j.S for a mixup chance (via ADC) at the very least. Alternatively, you can just run the basic 'jump back and airdash S Pin' to get around the poking game entirely. You can also use backdash -> 2D to punish both Venom's 2S and 2D on whiff, although Venom shouldn't really be poking with 2D. If he's using it defensively when you're in close this can be annoying, but really it doesn't lead to much. It has really fast startup so you can't just stuff it reliably. But after it comes out, you can jump back (with FD), and then airdash with Pin to get right back in once it's gone. You can also roll right under the ball and go for roll -> throw once it's out, but this is a bit more risky. Just save your Pin and use it in the situations where he'd want to 6P (likely if he has no balls set up). Since Venom's 6P is active for quite awhile, there's a high chance you'll get a CH stagger which you can then convert into a full combo. This is true for Millia's oki but definitely not for Venom. Venom's oki game is not super threatening since it's fairly low damage, and if you guess right on his better setups (jump and late airdash+high or land+low), he has to convert into frame advantage pressure via Stinger FRC or Carcass Raid, which is much less ambiguous and can be beat with patience. If he does close S into CR/SA, you can FD it to create some space and then avoid the incoming ball. TK Mad Struggle is very blockable on reaction, as is the FB version. I might be able to give better advice if you list what you're getting hit by? Another thing I should mention is that when Venom's in the air, you can't reliably use 2H or (especially) 6P to hit him, since he can change his air trajectory so easily via Mad Struggle. He also has a fairly good hitbox on his j.H, which makes it even harder to space yourself to AA with Millia's grounded AAs. It feels like 5P is your best bet for grounded AAs, but mainly I stick to air to air rising j.P or j.K against him, which you can convert to a full combo via dj.K-H, ADC j.2H etc.
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