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Teyah

Eddie vs. Millia

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Vs Millia: Millia (+ Pin) has the advantage in this matchup from a neutral situation, so you'll want to get off a safe Shadow Summon as soon as you can. This can be done by either creating space or forcing Millia to block. A properly spaced Eddie's 2S should beat all of Millia's normals, aside from her 2D done at max-range. It might be tempting to use an early j.K or try to antiair a Millia that sticks to the air, but keep in mind that both of these options can be unsafe. If you do early j.K or quick dj.S and fail to predict a Millia jump, you're probably going to be eating one of her many AAs and getting comboed into knockdown. Similarly, if you try to AA her when she has Pin, she can fire that off and get CH -> whatever. Although, early Nobiru can CH trade with an early j.Pin, which may be something to keep in mind if this is something your opponent relies on to get in. Separating Millia from her Pin opens up your AA options, so if Millia is still trying to get in via the air it won't be as easy. This also allows you to use 2S more freely, which grants safer Shadow Summons. Even the japanese can be spotted camping Millia's Pin at times. :eng101: Vs Jam, Dizzy, Millia.. basically any character who spends a decent amount of time in the air: Defense is key. - Avoid spamming drills at neutral, this will get horribly eaten by an opponent who sees the huge opening for an IAD. - Limit your air time. Avoid flight in close; chances are that your opponent will have far better priority/more damaging setups/better reward from random air hits than you. Superjumps can still be a good way to move around if you have to, provided you're not predictable with when/where/if you airdash. Covering yourself with j.K near the landing of your sj is usually safe. Regular jump-back j.D mixed with jump-back, AD back j.K cover is another movement option you have. - Watch for predictable air patterns from mid-far range, throw out early Shadow Summon -> Nobiru when you see your opponent jump and suspect a followup dj or late AD. Risk/reward is in Eddie's favour since on CH, your followup 6P(2) -> shadow combo leads to about one third of their life + good stun damage. If spaced correctly, this is hard to punish well on whiff since the Nobiru takes up so much space and may even act as a meat shield. The alternative to Shadow Summon S is try for an early 6P/2H antiair... both of which are much faster, but leave you open to if your opponent just lands and doesn't AD or move in. And of course, you can always just reposition yourself if you want, as explained above. As far as offense goes.. once you have Shadow out, you should be aiming to make your opponents fear making a mistake. The new invincible Shadow P attack means that trying to kill the shadow becomes alot more dangerous. If you suspect this, do Shadow P and throw a drill immediately after; if Shadow P and the drill hit, you've got yourself a free puddle unblockable. If not, you're free to use Mawaru/Nobiru as you see fit and advance.

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