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Grimsley-San

[Xrd] May vs. Millia

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Can someone else please verify if you can interrupt 6HS,214P with a 6K after the second hit of 6HS at all ranges?

It looks like you can from testing but you pretty much have to hit 6K right after blockstun ends to avoid taking a step forwards first (if you step forwards 6K you just get counterhit).

If this does work at all ranges you can follow up with 5S,jc,jS,jH,63214HS for around 100 damage and knockdown.

Not sure how useful this is as Milla has a whole arsenal of nastier tricks up her sleaves but I'd been having trouble dealing with that because of how safe hair car seems to be so figured I may as well lab it up and share the results.

Edit: Dont bother with the 6K trick more than once, roll - anything after 6H beats it clean.

Started doing 2P after blocking 6H instead, it seems to stuff all the roll stuff clean and clashes with 214P.

Even if you IB the second hit of 6H you will still have a dolphin charged before she even lands after the clash.

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Millia's j.HS and j.P are both super good for dealing with May in air-to-air. You can try to play a ranged A2A battle with May's j.HS but then Millia can easily beat it out with her j.D. Even worse is that getting hit by any of the aforementioned means you will have to start dealing with Millia's okizeme.

 

Summoning a ball or dolphin in neutral is DANGEROUS! Millia has a stupidly fast run speed, and it can be deceiving when summons are safe and when they're not.

 

The most difficult and frustrating parts of this matchup is catching millia and beating out her neutral tools. But at least you're rewarded with great damage. May really has to make every knockdown count.

 

Play this matchup super lame. Use 5K and f.S to poke Millia as she runs in. 6P and 2HS are both slow, but powerful AA's to keep in mind.

 

It might seem silly but throwing out HSHD isn't really ll that bad of an idea. Just don't spam t because Millia's 5P can beat it pretty easily. You should use the dolphin as more of a tool to keep Millia afraid of bum rushing and not a primary offensive move.

 

Just remember that dolphin okizeme with 6K leads to some pretty nasty damage and corner carry.

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