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Poultrygeist

Vs Millia

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Being the lazy piece of shit that I am I found this gem scoping another character's matchup threads.  #scumbag.

 

 

Right so this is what I've been told take from it what you will

 

In regards to her Oki, j.HS into Tandem Top (or disc special)

 

The disc will never hit meaty, so be prepared to throw the overhead

 

tk Badmoon / Hair car are used and are un-throwable so if you see them don't try.

 

Overhead is used when looking to confirm into Badmoon or Hair car to throw you off.


If I'm understanding this correctly, we could look at this like a flowchart when Millia gets KD and sets out disc.  Sadly it seems like we can't dash through stuff if Millia is airtight.  I guess the name of the game is to not let her get that advantage to begin with.

 

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I've not fought Millia more than a couple times, but I'm glad that 6P is gigantic. Task C Deja Vu and airborne Task B are good at stopping her approach.

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Most of this is going to be "learn to play" as I'm really new, but:

 

She's super tough for me to catch.  A common theme with most of my Bedman matches is I have zero idea how to chase some one down.

 

I was having a hard time doing anything when I'd block her dust.  It puts her -10, but she's far enough away that I couldn't punish reliably.  Same with Iron Savior.  It seems to put her just far enough away that I can't do much vs it except breath for 13 frames. 

 

Admittedly though, I have a hard time doing anything vs her at all once I'm in block string.  Advice?

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It's not an easy matchup for a new player. Even though her dust is unsafe by frames, spacing makes it extremely difficult to punish. Try doing some stuff in training mode, you might only be able to get f.5S into your own pressure. You won't get a chance to chase a good Millia down, she'll be in your face too fast. Play defensive with 6P, aerial Task B to stop airdashes, or Task C Deja Vu if you're lucky enough to get one out. Against characters other than Millia, your "chase someone down" move is Task A'. It's a free in against just about everyone in the cast. It's unfortunately just too slow to use in this matchup.

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Yeah my blocking got infinitely better after just a few short matches.  My problem is I could never go from blocking to pressure, so I basically just stayed in block stun until I inevitably screwed up.

 

Chipp seems to have similar pressure, but his damage is low enough that I know a few good hits brings me back to even.  It doesn't seem that way with Millia who was taking off huge chunks of life.  Is her abarre pretty good?

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I feel like this matchup is 8-2 Millia...it seems really lopsided.

 

First, Millia seems to outrange Bedman on most of her pokes and they're also faster than Bedman's. In most cases if I try to play footsies, they beat me to it, even though they aren't actually trying to play footsies with me (they're just dashing in doing normals while I'm trying to react to the dash ins with normals). It's just counterhit after counterhit for me, even when I do normals way in advance...it's really baffling.

 

Because of this, it feels like she can dash around whenever and however she wants, which makes her build tension much more than Bedman does.

 

Millia can run under projectiles at various heights. She also can crouch the ground one, eliminating many setups (yes you can TK the projectiles but then they don't hit meaty, so she can jump away).

 

Her standing hitbox is also strange in that you can't do a lot of dash mixups on her.

 

Millia can do whatever she wants when she lands a knockdown. Parry teleport isn't viable here.

 

Seriously, what can be done? I can't play footsies with her on the ground or the air. Attempting to anti-air jumps with 6P either gets stuffed by the normal (her IAD is really fast so it's hard to react quickly) or she throws the pin which beats the anti-air clean.

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My main issue is offense with her, as her IAD mixups really kill me more than Disc Oki and Digitalis alone.
 
If you respect the disc, you can get away with jump FD blocking it... if Disc is midscreen, I got away with jumping backwards blocking
 
I find that some aggressive Millia players forget Bedman can throw a Standing P or Crouching P or any of his 2H/1H/3H ground pokes in their rushdown if they're on the ground... 2D sometimes also works if they're some distance away.
 
For Guardstrings I've been learning to do 
c.5S > f.5S > (mixup) <6H, 2H pokes, or special of choice>
c.5S > 2D > Special of Choice or 
c.5S > f.5S > 2S > (mixup) also seems to work
and c.S > 5H (both hits) > 1H > Special of Choice as well.
 
Haven't quite figured out what to do about Moon or Pin air to ground attacks yet... as Bedman doesn't seem to have many anti-air or anti-IAD tools other than gambling with a jump throw.

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My issue with this fight is that float seems near useless unless you get on the offense. Even then, almost every one of her normals functions as some kinda AA. At neutral if I try to cover space with float, like 90% of the time she can dash forward into rising j.P and it beats whatever I try to do. The mixup I've learned is just part of the characte4 I have to deal with, but why does her neutral (read speed) so good? Dx

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Not too good of a matchup for sure, but I have yet to feel Millia's rage on myself. Thing is, while she's mobile and hard to outpoke on the ground, I just stick to zoning and it nets good results. I approach Millia as if I was playing Faust. That is: avoid challenging her pokes, throw a lot of Task A and pair it with smart use of 2/3H, force her to go airborne and hope to Svarog timing on my 6P/YOLOTask C is good enough to beat her and score a knockdown. Also air to air j.S is always a good choice, provided you don't spam it thoughtlessly.

 

On defense, I have no tips though. My defense with BE is poor at best.

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I've only played against one solid millia so far, so it may be more of a player exp rather than actual matchup. I would just try some shenanigans to bait pin, like walk up block, empty jump or sj back vs airborne Millia. Also the pin is why I mentioned j.S. Plenty of horizontal distance to work with as long as she's not too high above you, and works 100% against iads.

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Pre-emptive jump S will get beaten easily by Millia just running in with 2H, 6P or jP. I mean I do it from time to time but I don't feel it's the right thing to be doing...

 

The thing is that I can beat good Kys, Slayers, Zatos ,etc but even a subpar Millia can be a problem for me. By subpar I mean someone that perhaps knows how to setup oki but is pretty autopilot on neutral and just does whatever.

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You'd have to be doing preemptive j.s with terrible timing and spacing if you were to be beaten by run up 2H or 6P. It consistently loses to well timed j.D and pin only.

 

I can hardly give personal advice, but Millia is one of the matchups that should test your patience. And seeing how you play Bedman, the only matchup where the opponent could possibly out-patience you is vs. Potemkin.

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