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Millia vs. I-No: Balls to the wall rushdown action galore!

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5S.f beats stbt on start up. (I found this particularly useful if you can get yourself to react doing it when she starts it) Millia can run under HCL. j.HS beats or trades most of your air options. Her 6P > your 6P. I-No can do her overddrive to get out of your oki. SG seems particularly useful when she does her note. It just seems like a race to get the other one in the corner to do their respective mixups. Whoever does that first, wins. Anyone else add anything? I'm having problems outprioritizing her pokes. Any help would be appreciated.

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got back from a tiring weekend at nec, I'll throw more into my thoughts on this from playing mynus in casuals. This matchup I would put in millia's favor. 6-4 or 5.5-4.5, I wouldn't know to b exact, but I'll stand my opinion at 5.5. most of it's mentioned already but here's sum more info i should add. -millia 6p is good as an AA when i-no tries to approach u air to ground. avoid using it as a ground poke bcuz stroke the tree will trade nd hit u still. on ch, i-no can shake out in time to combo. in addition, it's going to be baited a lot so don't get too caught up on that. -SG would be considered a free punish for i-no midscreen on startup bcuz she gets free hcl. its still ok to use it on fullscreen after combo or knockdown. -i-no's od option to get out of oki loses to fb disc oki for free. nonetheless keep an eye out on her meter nd bait nd punish it. -fish for knockdowns w/tip of 2d. millia's pokes are better than i-no's so playing footsies is effective. 2d and 6h beat out stroke the tree. iad back j.d when she tries to dash at u for air to air. she can still beat the start up or trade so watch out and don't get predictable with it. -pin is very good at shutting down her momentum when she tries to start on it. like in a majority of her matchups. abuse the hell out of it nd capatilze on the chs when u land it. millia has more control in the air over i-no. -as mentioned she can run under HCL and punish it. -Knock her down once, she's dead. If she knocks you down, do your best to block because Millia doesn't have any reliable reversal out of her oki either. tl;dr Millia has advantage in neutral ground and air. Stay in the air a lot when you have the pin and abuse it. Don't let I-no get her momentum rolling when she knocks you down.

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