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Dr. Stormlocke

Robo vs Millia

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Matchup Statistics

Japanese Ranking: 5-5 even match.

Openers:

Okizeme: Opponent's tension is below 50% = 5p/5k

Opponent's tension is @ or above 50% = 5p

Punishes:

Counters:

Anti-airing: 2hs is not as effective if the Millia player has a hairpin at her disposable. If she airdashes in and tosses a pin it will trade with your knee rocket and she will be able to continue her momentum.

Zoning:

Their game plan:

Strategy: 5hs CAN BE effective versus her. I have success with it. Millia should have the tools to punish you correctly if you are cornered or become too predictable. It beats TK Badmoon attempts against you as you're waking up, her 6k, her roll, tick throws, some discs, and also doubles as the throw button.

Char specific details: She can crouch under your 5p, but will still be put in blockstun from it if she blocks. Odd.

It can also be possible for her to roll under your missiles, so be cautious.

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If you blockstring into 5p (say from 5k), it won't whiff on crouching Milia. I also have a suspicion that if you do a meaty 5p, she can't crouch it.

As far as I can tell from testing, air dash j.s j.hs whiffs on her when crouchblocking a bazooka. To beat this, you can either not air dash and do s or hs while falling (or do s p for double overhead she has to block), or you can do a very delayed j.hs at the end of your air dash.

Don't ever 2hs against grounded Millia, she can easily punish your whiff.

Far slash is great, and she cannot easily punish this whiff (and she will make you whiff, because she is so fast). 5k is great because it beats basically everything she has but obviously doesn't lead to anything. Her best response to you poking with 2k is to do her overhead 6k over it (it's low invincible). Far slash will beat her overhead as a poke. Millia can beat 5s by doing disk and seeing if you are dumb enough to throw your arms into it. This isn't really a good option for her, it's just her best response.

Once you have 60% meter, Millia has to respect your ability to do random level 3 horse to catch a backstep, sweep, or other poke. You need to kill her if you hit her here.

Millia's backstep is very good and the only real way to punish it is to guess and level 3 horse. In oki situations, robo dash is too slow to punish.

Robo has lots of ways around her mixups between backstep, guess 5h/throw, wakeup uppercut, and delayed wakeup. 1 frame jumping out of her midscreen mixups can definitely be worth it.

In the corner, if they have a disk out and you have meter, you can still wakeup level 3 uppercut. If you're going to make a guess, it's not necessarily a bad one to wakeup uppercut. You also get an air combo from the super in that spacing with dash 5k 5s, dash 5s (if you don't dash far enough you'll get far slash), or dash 5h frc.

If you think she's going to hairpin, jump up to meet her. Don't block it on the ground. As a general rule, if she's in the air, you want to be airborn. If she's on the ground, you want to be on the ground.

Because Robo is so heavy, Millia can do j.hs j.d combos which lead to better oki involving the bubble. The mixups are horseshit even compared to her obscene disk wakeups, and you basically have to block two successive guesses at least and then you're in a disadvantageous situation in the corner. If she does instant overhead kick(?) be prepared to block a falling overhead/empty jump low/fake empty jump low air dash overhead mixup.

If she gets you in the corner, be willing to use FD a bit to mess with her blockstrings and spacings.

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