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Everything posted by Teyah
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2D into roll is almost always going to leave a gap big enough for the enemy to backdash away with little risk, or just block low since you won't be able to combo after an overhead without RC. I try to mostly save it for point blank situations or when you end up in the corner. If I do find myself doing it mid screen, I'll mix between running 2K, run up throw, running 6P to beat back dash, roll behind, or air dash over and back, with 6K very rarely used when I know it's close enough to connect the disc afterwards. I almost never do TKBM since it takes longer to hit it due to the distance, and because 6K at this range is unthrowable anyway. But yeah, go for 2D -> 2366H whenever you can, instead. It lets you get close and you get more setup time, which opens up more mixup options like haircar FRC -> full combo, 6K -> run up into full combo, and TK turbofall which would miss at farther ranges.
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That string isn't used because at that range after going through 5S 5H into 2D -> LS, you would be left outside of optimal disc range. You'd have to do 2D -> LS -> roll -> 2366H, which would take too long and not allow for proper mixup. And at farther ranges (eg. running far 5S 5H 2D) the LS won't hit. So basically in situations where you would want to do 2D -> roll -> 236H, you'd have to do 2366H, and in situations where you'd want to do 2D -> 2366H, LS won't connect.
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Enemy grounded: j.S, airdash cancel j.K j.S, land and 5S 5H 2D or 5S 2H -> aircombo Enemy in air: j.P j.P, confirm that it hits, j.K, dj.K dj.H ADC j.2H (3 hits), j.214S or j.236D, land, 6H 214K, set up disc
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[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
Initial dash velocity has been heavily nerfed across the board. Especially noticeable with Sol, who takes a long time to get up to a decent run speed. In the loketest and early videos you'd see Sol/Ky players try to FD brake their dashes for movement, but they hardly went anywhere before breaking the dash. I guess eventually people just stopped using it as much as before since it doesn't mesh well with the slower dashes. -
Yeah but I don't think she's actually going under in this case, I think Shadow S does still hit down all the way towards the bottom even that late into the move. It looks more likely that her hitbox is just really far back when she starts running. Either way, one of the hitboxes in play here doesn't visually match up to what its animation would imply.
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One of the benefits of using a low health / tiny hitbox character Edit: Looks like the shadow S runs out of active frames, coupled with Millia having a really small hurtbox during her run start animation
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Millia vs. Faust: The doctor is in! Now he's out!
Teyah replied to Kjorteo's topic in Millia Matchups
Full screen SG can definitely work, but if Faust catches on to you backing away, he can move back into just outside of his poking range and poke you out with far S or 2H on reaction. So you have to be careful, but it can work for sure. Another way to deal with a jumpy Faust would be to backwards jump IAD and depending on what he was doing when you jumped, either come down with j.H (if he is in the air) or if he's still grounded, mix up between j.S (ADC j.K-S) or 214S. If he's not afraid to AA you with his 6P or 5K, then make him afraid by throwing Pin and getting in. And if he jumped, j.H is a huge cover that should beat him out of any attack. If j.H whiffs in this situation, that means Faust would be higher in the air, which would mean you have time to land and rejump with j.P to pursue. -
Yup that's basically it. But really it'll probably be very rare to see it happen in practice. If in the future you do see your tension drain though, remember that you're actually in Chroming Rose - and your opponent probably doesn't know it! Also some minor updates on things I've noticed: 6H - just saw that the first hit of 6H is jump cancellable - saw it being used after a 236H mixup hit in the corner. (236H, 6H j.KSD, etc) So it'll be like +10 damage and a bit of extra meter on corner combos, better than nothing I guess. 5Sc - I see people getting CH out of this move left and right. Since the move looks like it's the same speed as before, most likely the priority of this move has been nerfed. Specifically it looks like Millia's hittable box is much larger during this move right when the wing appears on the ground (so there's little chance of a trade, high chance of a straight CH to Millia). If any of you play/played MvC3, it reminds me of the nerf in Dante's 5B antiair, it went from being pretty great in vanilla MvC3 to pretty bad and now hardly sees any use in UMvC3.
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Millia vs. Faust: The doctor is in! Now he's out!
Teyah replied to Kjorteo's topic in Millia Matchups
Far S should do the trick to beat out Faust 2K if he is in range to hit you with it, and 6P might actually work too. I avoid poking with Millia 2K since it doesn't lead into anything unless you are point blank right next to the enemy. If I'm going to counterpoke in any matchup, like 90% of the time it will be with far S or (backdash) 2D. The other 10% would be with 6P, 2H and 6H (this move has a surprisingly great hitbox for anti-ground poking, but it's risky) roughly in that order. But for Faust specifically, the safer and more rewarding solution would be to do a preemptive jump back S Pin - if it hits Faust out of one of his 2K's 12(!) active frames, you'll get a CH stagger which you can easily combo out of. Faust's air j.2K is really annoying in that it beats many antiairs and causes others to whiff since it has such a good hitbox. I find that doing 6P works ok, as it clashes its first hit and CHs with its 2nd hit, which I cancel into roll -> close S -> aircombo. You can also try a rising j.P or j.K if you think it's coming, both of which are pretty safe options. Hitting Faust out of the air in general is tricky, since you'll probably hit an extended hurtbox with your air to air, which can be tough to combo out of. Fishing for j.P (CH) into j.H can work ok, but really it might just be safer to space yourself until Faust lands, where you can approach him on the ground up close with far S, jump back S Pin, yolo 6P (not a great idea usually, but can work against Faust), etc. -
You can link out of 6K (it's +8 or so in hit) so it's likely they are ready to link a far S on hit, or use the frame advantage on block (+5) to get back in.
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[Xrd] News & (Theoretical) Gameplay Discussion
Teyah replied to Shinjin's topic in Guilty Gear General
Just to correct some of this info here: - Millia beat Sol handily in every version of XX except maybe Slash. +R was probably 6.0 for her and AC was even better since Sol really struggled to do anything at midrange in that game. - This advantage was because of Millia's superior normals and antiair - Sol basically had very little that could deal with reactionary Millia 2H AA, and her far S and 2D controlled the ground game really well. In Xrd, it looks like Sol's normals may be buffed in priority (or Millia's were nerfed) as this isn't working out as well when people try to go for the same game plan. The match in Xrd more resembles Order-Sol than regular Sol, when looking at how their normals interact. - Sol actually wasn't too worried about Pin CHs since it rarely CH him if he went for early 5K antiair, since that move is so fast and enters recovery so quickly. But its true he has to respect it even less in Xrd. - The biggest change in Xrd is that Millia's oki against Sol is severely nerfed as there is no more 25% meter haircar FRC 50/50, and Secret Garden is not as practical anymore Still, are all of these changes enough to sway the matchup from advantage to disadvantage? It looks like that's the case right now, but I'm not so sure Sol will keep the advantage as the game matures and people learn how to effectively keep Sol out and force him to take big risks to get in, which has always been his weakness in previous games. -
Updated with revisions to Roll - thankfully it's not nearly as bad as I originally had thought (the guy who was using it was just waiting way too long to attack). It's only slightly slower than her XX roll. Also updated with 6H notes, since yeah I did see it working after an air combo to j.H xx Pin. So this is hilarious, and also kind of ridiculous - if you hit Millia out of her new Chroming Rose after her tension bar drains but before the screen freeze, she will still power up even though it doesn't look like the overdrive has activated. See here: https://www.youtube.com/watch?v=99E-P6GUC18#t=15m42s Unfortunately it looks like rather tight timing for this to happen, as Slayer hit Millia just one or two frames after her bar drained but before the freeze would have happened, so don't count on this occurring too often. Also his j.H wasn't a CH (thank god) as it looks like Millia enters recovery frames for the super right when her tension drains.
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Do FB disc, then do any of: 2K 2S 2D Iron Saviour 6K TK Bad Moon If it gets blocked, do another one of the above moves. All of them lead into a combo on mixup #1, and several of them lead into a combo on mixup #2, even from midscreen.
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Updated the main post with an index of matchups by character. Thanks for keeping us updated Ronove.
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Zato has a lot of uses for YRC: Break the Law YRC to escape bad situations - this should be 100% safe as hehe's invincible while underground during YRC startup. Shadow Gallery FRC before it hits - would put him on the ground right away from the air. But not sure if this would work as a YRC since the move is active soon after he reappears. Drunkard Shade YRC could work to reflect projectiles and give you a time slow for a summon. The reflect happens starting from frame 3 and the move is active on 9, so if you YRC between this point, this might work. Amorphous YRC looks like an amazing (but expensive) wakeup option. You keep your invincibility to dodge their meaty attack, then YRC to create time to punish their meaty or summon, depending on the situation.
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Not much appears to have changed in this matchup since the XX days. Some cliff notes: Far 5S is your main ground poke as always. It does wonders against Sol, beating the great majority of his ground normals and specials when done near max range. 2D is your secondary poke, which will beat Sol's risky options to your 5S, like 2D and Fafnir. Basically you want to be on the ground most of the time, in between maximum 2D and maximum 5S range. If Sol runs in closer, either stand your ground with 5S, or backdash to get back to your optimal range. Silent Force, which was always not so great against Sol, is even worse now that it travels slower, has a worse angle and is immediately disabled when Millia gets hit. The chance of scoring a CH against Sol's amazingly fast anti air 5K is extremely low, so don't use it to beat AAs in this matchup. You can use it early to force a block, then try to come in with a low airdash which has a better chance of not being reactionary AA'd. Coming in from the air can be tricky, since if you end up in the air in Sol's 5K range, it will cleanly hit you out of every air normal save for maybe a max range j.P (which isn't exactly a great jump in). If you throw Sol in the corner, you can combo far 5S xx 236S > j.KSD IADF j.SH (relaunch with Pin), so it's definitely worth going for throw occasionally once you've got Sol cornered. End air combos with Secret Garden. An easy setup for one is to end with IADF j.S into delayed j.H(2) xx 214S, 6H xx 214H. Good patterns to use here are 1646 and 2828, depending on if you're closer or farther away, respectively. Don't forget to tap down for a frame to pick up your pin before doing a mixup! You can easily Blitz Shield the 2nd hit of Bandit Revolver on reaction, so watch for this if you're getting pressured hard. If you watch enough videos on this matchup you'll see how important far 5S is for Millia to handle Sol's aggressive offense. So here I'll break down some ways on how Sol can counter your 5S and what you can do to deal with these counters. Sol can use his 6P to beat 5S if you're being way too predictable. But if you didn't 5S and he uses 6P and whiffs, you get to run up and kill him on reaction. So if they're using 6P, just start doing nothing on occasion and wait and punish. Tthe risk/reward is still far in your favour. Alternatively he can try to Fafnir, which can go through 5S if timed correctly, or get CH if not. Millia's 2D should always beat Fafnir, so mix this in on occasion as well, as the reward for landing 2D is pretty high as well. Another way Sol has to dealing with 5S is his amazing 2D, but even on CH at max range, he doesn't get much off of this unless he spends the bar to RC. Millia's 2D shuts this down too, if Sol is looking to counterpoke with it outside of its range. Now for some notes on Anti airs, which have changed a bit from previous games: 2H is a little nerfed against Sol, as his j.H seems to cut through it easier. So you can't throw it out at the last second and get a trade / CH like you could before in the XX games - you need to do it a bit early now. But it still works well enough. 6P is a good idea when Sol is right in front of you and not on top of your head, as it'll beat most attacks and beat or clash with j.H then beat it out for the 2nd hit. If you happen to trigger Danger Time against j.H (which has potential for happening a lot actually), simply let the 2nd hit of 6P connect as it will beat out whatever Sol tries afterwards, VV notwithstanding. Then go to 2H and carry him to the corner. 5P - Don't use this as a reactionary anti-air, it simply doesn't work this way anymore from my experience. I'd be happy to be proven wrong though, if you can give examples. Woshige likes to use this as an alternative to FD stop to stop his running, which saves tension and can score random hits at times. He does take the occasional hit to the face for this though, but it's probably a good idea to try out. Overall, I feel like this matchup has become tougher, but I don't think it's necessarily a bad matchup for Millia. Looks like 5-5 at the moment but my opinion will probably change as I watch more of it and get more experience myself.
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If you're really sniffing out that DP I think I'd let them do it and just safe meaty them with Disc YRC 2K or 6K though. That way you get a full punish if they DP, hit them if they mess up their input due to YRC freeze and also get to continue pressure if they block.
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Not a bad idea - but when you walk through the YRC mechanics I don't think it would quite work out. When you YRC, keep in mind that everything slows down except for your character, and this means your H Disc will slow down too. So if you do Disc YRC, then Turbofall to cross up, by the time you recover your disc won't even be close to activating yet, and they can simply just block on reaction, so you'd need to do another mixup or try to hit a meaty attack on them to CH them. But this isn't much different than if you didn't YRC -> Turbofall at all, since you have these options available without the YRC too. I suppose it could work to mess up DP inputs, but with YRC you should be able to throw off their DP inputs with the initial YRC freeze. And even if they do mash one out, you should be able to safe meaty/mixup with 6K/2K/2D since their DP startup is slowed down. If YRC gives you enough time to do Turbofall then 6K/TKBM to interrupt their mashing, then it could be worth it. But somehow I think that's too many actions to do from a mediocre knockdown situation where your frame advantage against the enemy isn't that high to begin with. So in summary these are the two situations I see: - If you have a really good midscreen oki setup (ie. throw), Disc YRC doesn't add much value since you already have so much frame advantage to do whatever mixup you want - If you have a mediocre midscreen oki setup (ie. 2D), Disc YRC is ok, but Turbofall doesn't really add anything because of the very large gap between Disc and your post-Turbofall mixup hitting (since Turbofall is not a mixup in this situation). And depending on the type of knockdown your enemy might be able to hit you out of your post-Turbofall mixup too.
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Not having access to Haircar FRC (j.K) is what hurts the most against DP characters. If you have 50% tension and a knockdown, it would probably be better used on Chroming Rose than on mixup RCs anyway.
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Yeah, it is definitely due to the pushback/plummet effect of j.H, which is greatly increased over her old +R j.2H. Looking at both Bad Moon and Silent Force, they both have the same startup (11F) as in all previous games, so it doesn't have as much to do with these moves as much as the effect of the j.H. Bad Moon travels slow so it won't catch the enemy as they fall (more quickly than before), and now Pin travels slowly too, so that often doesn't catch them either. Though Pin is still the faster of the two, and will catch them if they're high enough. So we'll need to gauge Millia's height in relation to the enemy when deciding if we can follow up with Pin or not, similar to what is done in +R with when we decide to relaunch with 5Sc or not.
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Oh whoa I could swear it was there. Anyway Bad Moon is still 11F startup and still sorta safe on block. So at least we still have one unreactable overhead left.
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Here is a rundown of the changes that Millia has experienced going from GGXXAC+R to GGXrd. All frame data listed here is approximate and could be off by a frame, so it's meant to be an approximation with a ~1F margin of error. General - Cosmetics: Has a new outfit, new idle stance, new animation for entering crouching stance, and new walking forwards / backwards animations. All other non-attack animations are mostly the same. - Has a unique animation for blocking overhead attacks (other characters do too) - Slower acceleration on forward run, this is more of a universal change though - Slower top speed when running. universal change - Jump is slightly floatier, again a universal change for most characters - Air dash: Startup: 5F -> 6F. Slower movement seems like a universal change. - Backdash: Total time: 11F -> 13F. As above. But maybe it was too good before. - Health: Reduced. Seems to be the lowest in the game when she is out of guts range (last 1/3 of health bar). Inside of guts range she has okay-ish health. Overall she may be lower than Chipp now though. Normals 5P - Startup: 7F (same). Looks the same as in +R (7/5/6), not #R (5/5/6). Haven't seen it chained into itself on whiff, so it probably can't be, which would make it identical to its AC and +R versions. 5K - Startup: 5F (same). Looks the same as in previous games. 5Sc - Startup: 7F (same). Noticed a lot of players trying to use this to AA but getting CH out of it, seems like it has a much bigger hittable box now. 5Sf - Startup: 7F (same). Looks the same as in previous games. 5H - Startup: 6F (same). Slightly different visual animation but effectively used the same way as in previous games. 5D - Startup: 27F (same). Frame data looks like 27/4/20 which would make it around -10 on block (at a distance, so somewhat safe). Dust has a new animation - Millia rolls backwards in a low profile stance, and a rose pops up at her previous location and launches the enemy. Looks like it has potential as an evasive anti-air, or also as an anti-throw tactic where you run up to the enemy's face and dust to retreat / catch their throw mash attempt. 6P - Startup: 7F -> 9F. Still looks to have upper body invulnerability which makes it useful as anti-air. Also has a slight visual change to the animation. 6K - Startup: 20F (to hit crouchers) -> 22F. Slight speed nerf that makes this move much more blockable on reaction. Can still link a far 5S after hit, so likely still +8 on hit. Huge frame advantage on CH against crouching enemies, at least +18 - enough time to run up and land a 5Sc. Also still has lower body invulnerability during the flip. 6H - Startup: 16F (same), 2nd hit startup: 24F. New animation - Millia now flips a large strand of hair at the enemy. Hits twice, 1st hit is jump cancellable and the 2nd hit is an overhead. Can use this to end air combos after Pin, but only in the corner since you need to hit with it when the enemy is very low to the ground for both hits to hit. Could possibly be used as a meaty attack by making only the 2nd part hit (overhead), but since it knocks down on ground hit, followups aren't possible. 2P - Startup: 5F (same). Looks the same as in previous games. 2K - Startup: 5F (same). Looks the same as in previous games. 2S - Startup: 9F (same). Looks the same as in previous games. 2H - Startup: 11F (same). Untechable time is likely similar to #R and AC, and not shortened like in +R. Same as in previous games otherwise. 2D - Startup: 13F (same). Looks the same as in previous games. j.P - Startup: 5F (same). Looks the same as in previous games. j.K - Startup: 4F (same). Looks the same as in AC and onwards (level 2 attack). j.S - Startup: 10F (same as #R j.S). j.H - Startup: 8F (same as +R j.2H and #R j.H). Untechable time increased from +R, back to #R status where it knocks down at even a fairly high height (eg. after a complete dust combo). Looks like it hits a larger area, and plummets opponent downwards very quickly on hit. This means that ending a combo in j.H -> Bad Moon is not usually possible, and even j.H -> Pin doesn't work when Millia is too high up, since the Pin takes longer to travel to get to the enemy now. j.D - Startup: 17F -> 11F. Similar start-up to her j.D from pre +R. Still chains/combos from a j.K like in AC. However, does not knockdown on hit against a grounded opponent, similar to in #R. Throw - Similar to her throw in #Reload as it provides knockdown, and a limited ability to combo afterwards (much more limited than in #R). Can hit a far 5S on Faust and possibly a 2P or 5P on others. Most players just take the knockdown and do a running disc. Air throw - Looks to be the same as in pre-AC (untechable). Dead Angle Attack - Looks the same as in previous games. Knocks down against grounded enemy, gives lots of time for oki. Specials Lust Shaker - Startup: 10F (same). Mashed version can have longer startup by up to 8F since you gatling to 5S and then cancel that into Lust Shaker, causing 5Sc -> SSSS lust shaker to not combo - so always use 214S! Tandem Top (S) - Startup: 11F (same). You can now follow Tandem Top S immediately with Tandem Top H / Secret Garden (previously you had to wait 42F before you could do either of these). Otherwise looks the same as in previous games. Tandem Top (H) - New animation: Millia raises her arm and summons the disc from the air. Total time: 32F -> 35F. Startup (time until it hits): 60F -> 72F. Now hits twice instead of just once. Disc now disappears if Millia is forced to block. Remains fully untechable with wall bounce near corner. Roll: Total time: 24F -> 26F (with no followup). Followups possible beyond 14F (15~26F). Is in CH state during the move. Roll -> throw is a little harder to use as a legit tactic due to nerfed roll speed. However, now the roll has follow-ups you can do! -> Digitalis: Startup: 7F(!). New move - a very fast, high damage poke from the initial roll. Launches slightly on regular hit (does not knock down though; they can tech). Similar to her Longinus force break from AC and +R, it even wall-sticks on CH. After using Roll -> Digitalis enough you might be able to sneak in and... -> Follow-up Roll: Total time: 20F. Very similar to first roll, but much faster. Can be used to roll -> throw similar to in previous games. But obviously very telegraphed due to the first roll. Good to mix in after conditioning opponent with Roll -> Digitalis. -> Follow-up Lust Shaker: Not sure about this one - probably the same properties as regular Lust Shaker (see above). Iron Saviour - Startup: 17F (same). Travels a bit slower, but otherwise same as in previous games. Bad Moon - Startup: 11F (same), ~16F for lowest TKBM (same). Still unreactable! Turbo Fall - Hard to tell, but looks same as in previous games. Silent Force (S) - Only has S version of Pin now. Startup: 11F (same!), but travels much, much slower. When done right after inputting an air dash, looks to be fast enough to allow Millia to get in. Not so useful for baiting and counter hitting antiairs when done late after an airdash, due to slow startup and slow speed, as the enemy's antiair would be in recovery by the time the Pin reaches them, so you won't get a CH. Secret Garden - Total time: 74F (same). Startup (time until hit): 56F (same). Not cancellable with D like in Slash onwards. Overdrives Winger - Startup: 5+1F (same). Has a fancy cutscene now - otherwise looks the same as before. Millia no longer has the air version of Winger though (2nd half of the move only). Emerald Rain - Startup: 4+2F -> 4+5F. Similar to in previous games despite being a little slower. Unknown if it still has strike invincibility. Chroming Rose - New super. Startup: 25+12F. Causes roses to trail behind her every time Millia does an action (movement, normal moves, special moves). Lasts for roughly 8 seconds. Amazing super that lets Millia do repeated mixups between Bad Moon and Iron Saviour, with the rose trail appearing during the recovery of each move so that the opponent cannot escape. During recovery, Millia is not in CH state. Also if she is hit between the time when her tension drains but before the screen freeze, Chroming Rose still activates - both of these can be seen here. Iron Maiden (Instant Kill) - New animation - Millia stabs you with about 1,000 pins, very cool. With 100% tension it should be possible to combo into it, possibly via Chroming Rose -> IK super freeze activation -> IK, or via air combo -> Pin, RC, land and activate + IK. ----------------------------------------------- Will update with more info in the future. Please feel free to discuss move properties/changes and the like here.
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j.H is still special cancellable, it's just that it doesn't combo into much unless you hit with it and you're below the enemy. I remember seeing one match where the Millia ended a combo with j.H(3) and cancelled into Pin, and the Pin actually OTG'ed the enemy after they were knocked down by j.H because of how slow it starts up now.
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Over an hour of solid Zato play @ a-cho, vs Bedman, Sol, Potemkin, Millia: https://www.youtube.com/watch?v=aaffcsHR2N4 Unfortunately not the best of opponents. Nothing groundbreaking here, just some solid zoning and good use of the corner dust UB we've come to love.