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Jam vs Millia

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My Millia impression. I'm struggling, and some advice would be appreciated. Shout at me if I got any information wrong.

Overall impression: slight favour for Jam? She keeps up in terms of mobility. Millia BS is hard/impossible to shut down in general but Jam might still be better off than other characters. Jam ends up with a massive damage advantage off every situation, imo the most important factor of this matchup.

Millia overview: get knockdown into faceflooring, NOT GETTING HIT (this is important). getting away from Jam in case of emergency is not all that easy as in other matchups.

Jam goal: let damage carry you to victory? Millia is actually better in a lot of ways; tiny hitboxes, amazing normals, just as abare conversion off every random hit. by far more powerful okizeme and defense tools (backdash, bluedisk, high/low evasion normals), but what it comes down to is the fact that she needs to hit you three times to even out the damage of a single wallstick loop.

air game: needle, j.K, j.H and j.D are the devil. Don't try playing the air game on her because she'll win this flat. When she's below you jumping up at you and pressing j.K will beat every of your buttons flat. j.H and j.D are practically impossible to beat air to air. At the same time her 6P and her close 5S will beat all your attempts except a very high spaced air gekirin. Being the one that goes into the air first should be avoided from what I believe.

Parry, close/far 5S and j.S are all great tools to deal with her air approach. 6P 'beats' a lot of her jumpins as well, but this will from experience often end up becoming a very awkward 'whiff trade' with Millia just falling through your 6P hitbox and actually landing on the ground, either blocking or throwing you (lol)

Being below her and jumping at her with j.S is also notable for shutting down her fastfall option, which she could normally use to get out of the air safely. God bless this angle.

The Needle is the biggest issue to tackle, and there's really not all that much to do about it but to avoid it by being directly below her or, if you can't avoid it, to parry it (this is difficult and needs reaction not only to the throw but to the actual version Millia is using) and decide what to do from there. She will be following after, and either throwing out a 5S right away or doing a second parry into 5P were the only things I've ever had success with.

On the ground she's going to harass you with hair cars, dashing f.5S and 2D. All of those potentially end in a knockdown ending in the start of the Millia guessing game. Going over those options with max distance gekirins help with this, as she won't be able to stuff it with j.K/airthrows/6P, but won't be able to confirm into combos if no ryuujin card is available. Either way, Jam's getting in.

6P, 5D, 2D and disks will all shut puffball game down. Avoiding hazards with ~P and ~236P can save lives, and throwing out the ~K threat to prevent her from just stuffing puffballs with 6P/5D.

regarding combos, Millias has some goods and bads. The wallstick loop is difficult on her and needs special adjustment for her crappy hitbox (similar to Dizzy). The 5H 6H ground loop will barely work on her, if not point blank the first 5H won't even get all three hits in. She's relatively easy to hit with 2D 236S~K and even any gatling -> 2D -> grounded ryuujin will actually connect on her, though. Ryuujin cards are even more of a blessing in this matchup.

regarding okizeme, Gacho un-crossup gekirin seems more difficult to connect than on other character due to her weird moving stance. The regular 6H oki to build up guardbar or forcing the opponent to waste a lot of tension also doesn't quite work as her backdash is too good. I'm just getting cards all day every day.

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