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dot_Nova

Potemkin vs Millia

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So if played correctly this MU isn't terrible but it isn't fun either.

 

In Neutral: 

Pot's pokes far outrange Millia's so if she's trying to contest on the ground, it's very easy to beat her.

However, there's very little Pot can do when she's in the air especially with hairpin. If your opponent is using hairpin predictably then flicking is a risky but rewarding response as she's already in flight towards you and will get hit by the missile. Otherwise, be careful and try not to get hit. The safest option is to just block when she's trying to jump in with hairpin as 6P will get beat by it and incorrectly predicting a flick will also get you hit.

 

Another option against airdash or jump-in hairpin or if she's approaching with j.D is to hammerfall > YRC through the hit and then punish her immediately when she lands.

 

Without the hairpin it's still a little difficult to predict her approach but you can now safely anti-air if she commits to a jump in.

 

Remember, since she has to crouch to pick up the pin, you can slidehead when you see her hanging around where it landed to prevent her from getting it for free.

 

In Defense:

If you're stuck trying to block Millia, 9 times out of 10 you're going to die. Pot has very few options against the mixup oki outside of hoping to guess the first hit right and then FD'ing her away so she's out of range for an overhead or too far for to run up for a quick grab.

 

Your best bet to winning this MU is to never get knocked down by Millia otherwise your chance of winning drops significantly.

 

One big thing I recommend is to learn her gatling chart so you know which moves are jump cancellable on block and what goes into what. Learning Millia's mixup is the best way to know what she can do so you're not completely in the dark when guessing her mixups. Having this information gives you the ability to ANTICIPATE what she's going to do next rather than trying to blindly guess and "react" to mixup. She has tons of options and variants so the best way to learn this information is via the dustloop frame data wiki and by watching match videos.

 

Things to Remember:

Keep in the mind that the HS disc is not meaty. How Millia mixup works is she'll do a meaty normal/special on your wakeup and then the disc will either combo you or force you to block the next incoming mixup. Doing so forces you to respect her so she can eventually start doing really gimmicky and silly mixup that you're too scared to try to contest.

 

She has to be very close to do mixup into knockdowns so FD her away if you didn't get hit by her oki setup. She can only use 2D after HS so if she's too far she can't convert to a knockdown without rolling or committing to an unsafe approach

 

If she doesn't have a disc on you, her wakeup options are very limited so expect very basic stuff such as meaty 2K or one of her special overheads or lows. Mashing is not recommended especially if she has meter as S disc YRC will beat anything you do.

 

Her 6H is 2 hits and the first hit is special cancellable and jump cancellable. Most of the time they'll either let the 2nd overhead hit or cancel into the command low to throw you off. Block high while looking for the low, it's easier to react to the low than it is the 2nd overhead hit.

 

IT IS NOT POSSIBLE TO BACKDASH A CORRECTLY PLACED/TIMED DISC, DON'T EVEN TRY

HS disc will catch your backdash during it's 1f of recovery because it hits twice and is so delayed. If she places it too far away and you're midscreen, then it's possible but keep in mind she can chase down your backdash with an IAD or by running up to you.

 

 

Response List

 

Keep in mind your safest options are to just block and either FD or immediately dead angle or fuzzy jump out if she's not doing meaty lows. If she's not doing a meaty normal, you can always jump out of the setup and FD, don't be afraid of the disc. Remember, there is no high-low guessing game in the air.

  • If she tries to badmoon or iron savior (hair car), mashing 5P or a reversal heavenly will beat it as both moves count as her being in the air and have a decent startup.
  • Recognizing her distance and if she timed her disc correctly is very important. A late disc without using YRC leads to a free reversal pot buster or jump out.
  • Gigantor beats all her specials and gives you momentum if she gets hit. Otherwise, you'll get hit by disc but she's forced to block it breaking her momentum and preventing disc oki on your wakeup
  • If Millia is opting to do meaty normals to keep you from jumping, blitz is an option to force her to be more wary next time giving you more opportunities to simply jump out scot free. However, this is still extremely risky
  • If you block her 6K, the only way she can convert is by special cancelling it. Most Millia's will 6K > S disc > etc. If you block her 6K and then IB the S disc, you can potemkin buster for free. Same applies to IB'ing a close bad moon and iron savior.

On Offense

She has no reversal options outside of blitz or winger super, the latter of which is very slow and easily safe jumpable.

She's also very fragile so 3 full damage Pot busters or 2 damaging corner combos leads to a quick win.

Her backdash and jump are both fairly quick so she can reset to neutral fairly easily. So once you have momentum, try to keep her in it as having the game resetting to neutral gives her a chance to gain momentum instead.

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