GGReload/Millia Rage/Okizeme: Difference between revisions

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Get your opponent used to the above, then mix them up with a low or a throw.
Get your opponent used to the above, then mix them up with a low or a throw.
* j.S/2S
* j.S/2S
Very hard to fuzzy.
Very hard to fuzzy, j.S hits crouchers.


===== Crossups =====
===== Crossups =====

Revision as of 21:31, 1 October 2019


Introduction

Millia's wakeup game is centered around placing a H Tandem Top (236H, from now on referred to as "disc") after a knockdown. Her primary ways to score a knockdown are by winning the footsies game by getting a clean hit into/with 2D, beating the opponent's air approach with j.PxN>j.H or CH j.D, etc., ending an air combo with j.H, or by successfully getting a mixup in through pressure.

H Tandem Top

After scoring a knockdown, place a disc on top of your opponent or dash disc (2366H) if they were not close to you when they got knocked down. When comboing into 2D, avoid cancelling it into 214K to set a disc, as it grants less frame advantage than doing dash disc except at tip 2D range. How much frame advantage you have will determine the kind of reward you will get out of your mixup and how safe/tricky your mixup options can be. Disc FRC is an excellent use of resources that allows you to make the most out of knockdown situations where a regular disc would've granted you poor mixup choices or even nothing at all.

High
  • 6K
  • TK Bad Moon (2369P)
  • Iron Savior (214P) whiff FRC j.K
Low
  • 2K
  • 2S
  • Iron Savior
Air blockstrings

These are done following a late air dash forward. Note that these will whiff if the opponent is crouching.

  • j.K>j.P, land, throw
  • j.K>j.S

Double overhead with good frame advantage on block.

  • j.K, land, 2S/throw

Get your opponent used to the above, then mix them up with a low or a throw.

  • j.S/2S

Very hard to fuzzy, j.S hits crouchers.

Crossups

Raw disc hit nets 50 damage which is the highest damage option that leads into a 2H relaunch combo.

  • IAD (then ADB)

Leave about a character's width of space in between you and the opponent for the pickup.

  • TK Turbo Fall (2369K), 2S

Needs you to be next to the opponent. Either gatling the 2S into 2H on hit or try another mixup on block like 214K or 2369P.

  • Jump forward (9j), (delay) ADB

Needs you to be next to the opponent. Doing the ADB early will cross up again and leave you on the side you started on and allow for a f.S>2H relaunch, delaying it will make you collide with the opponent's back and not cross them up again.

  • 9j, then at the top of jump arc 7j/8j

Needs you to be next to the opponent. Ambiguous cross up into another cross up or same side that will conveniently avoid certain overly horizontal reversals.

  • 9j/7j, air FD, late ADF air blockstring

Jump forwards or backwards depending on your distance from the opponent. Simple anti-reversal setup that still allows for mixup pressure.

  • 2K xx 214K

The good thing about this is that you can use it as a meaty but you're in a poor situation on block after roll recovery.

  • IAD j.K

You need to be at a specific (but easy to recognise) range for this to work.

Secret Garden

Secret Garden is a "programmable" projectile that allows for very creative oki and pressure. During the startup of the move, input a direction + H up to four times and after a short while a sphere will spawn on top of Millia's head (active frame 1), first moving forwards, then moving according to the pattern you input.

Due to the slow startup, as far as okizeme usage goes, you'll mostly only be using this after the j.214S, 6H corner ender, or any 6H hit for that matter. 1646 pattern will keep cornered opponents in blockstun for a very long time allowing you to go for multiple mixups. A risky way to use it is to cancel into it from 2D midscreen (again, 1646 pattern) against characters with slow wakeup timings or poor ways to punish you; the idea is that they'll have the time to run into you and get a hit in, so they'll probably do that for the first couple of times, but they'll then be counterhit by the sphere, allowing you to combo off it.

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