GGST/Millia Rage/Strategy: Difference between revisions

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'''Throw, {{clr|4|236H}}, meaty air normal ({{clr|4|j.H}}) or anti-DP movement:'''
'''Throw, {{clr|4|236H}}, meaty air normal ({{clr|4|j.H}}) or anti-DP movement:'''
* H Disk doesn't hit on wake-up, so the opponent can jump out of it or mash a fast button unless you meaty with a falling air normal before H Disk becomes active. These are links, so you should practice the timing in training mode (input {{clr|4|236H}} as soon as Millia touches the ground, before the camera can zoom out). Once you condition the opponent to sit still and block your falling air normal, you can start using H Disk for mixup instead (high, low or crossup) or land for another throw.  
* H Disk doesn't hit on wake-up, so the opponent can jump out of it or mash a fast button unless you meaty with a falling air normal before H Disk becomes active. These are links, so you should practice the timing in training mode a bit (input {{clr|4|236H}} as soon as Millia touches the ground, before the camera can zoom out). Once you condition the opponent to sit still and block your falling air normal, you can start using H Disk for mixup instead (high, low or crossup) or land for another throw.  
* '''Meaty option -''' {{clr|4|j.H}} is the safest default option for all matchups because it beats all normals and safejumps against most reversals (including Supers). On the other hand, {{clr|2|j.K}} loses to {{clr|1|6P}}, but it has the benefit of being easier to time against 3-frame normals (Sol and Chipp), as well as allowing an airdash-cancel for a second overhead if it hits high enough.
* '''Meaty option -''' {{clr|4|j.H}} is the safest default option for all matchups because it beats all normals and safejumps against most reversals (including Supers). On the other hand, {{clr|2|j.K}} loses to {{clr|1|6P}}, but it has the benefit of being easier to time against 3-frame normals (Sol and Chipp), as well as allowing an airdash-cancel for a second overhead if it hits high enough.
* '''Anti-DP option -''' However, some fast reversals can punish the landing recovery of either falling air normal, so you should use a different option if you expect one of these: use {{clr|4|j.236H Kapel}} against Sol DP; jump forward/airdash against Chipp DP; jump back/forward against Giovanna Super; and air backdash/neutral jump against Leo DP (this one is kind of tight). Besides, {{clr|4|j.236H Kapel}} trades with Chipp or Leo's DPs, so it has some uses in these matchups.
* '''Anti-DP option -''' However, some fast reversals can punish the landing recovery of either falling air normal, so you should use a different option if you expect one of these: use {{clr|4|j.236H Kapel}} against Sol DP; jump forward/airdash against Chipp DP; jump back/forward against Giovanna Super; and air backdash/neutral jump against Leo DP (this one is kind of tight). Besides, {{clr|4|j.236H Kapel}} trades with Chipp or Leo's DPs, so it has some uses in these matchups.

Revision as of 00:00, 6 August 2021




Beginner Tips

If you're a new player, and you're trying to learn Millia, read the Blockstring sections and learn these combos:

  • Punch Starter: 5P > 6P > 236S. It's just a bit of damage. It's usually better to just mash 5P or 2P with no follow-ups.
  • Kick Starter: 5K > 2D or 2K > 2D into 236H for H Disk oki. After this, you can go for 2K for a low, j.H for an overhead, or airdash j.H for a crossup. It's Millia's strongest point and 2K is her fastest starter, so aim for this.
  • Slash Starter: c.S(2) > 6H(2) > 214P or c.S(2) > 2H > 214P. These combos are also used after 236H Disc hits.
  • Charged Dust Starter: 5[D]8 > j.H > j.D > j.H > j.D > j.H > j.D > j.D
  • Common Roman Cancel points for combo extension: 214P, Throw

The next step could be this generic air route (after Disk hits, Red RC, air-to-air hit, etc): c.S(2) > j.S > j.D > dj.S > dj.D > airdash > tj.S > tj.D > tj.236P

General Strategy

In the transition to Strive, Millia has received some nerfs to her ability of getting a knockdown (due to losing hairpin and due to system changes). In exchange, you have permanent access to the anti-anti-air aspect of the old hairpin in the form of Kapel, which doubles down as an extra air option.

Like in previous games, your general gameplan as Millia is to take advantage of her unique movement options (fast run, extra airdash, and movement specials j.236H, 214K and j.236K) to navigate neutral until you can land a hit into some type of knockdown (2D, Ground Throw, 214P and j.236P). From there, you have a wide array of options to meaty your opponent on wake-up, enabling mixups or, at least, keeping pressure.

Be patient in neutral. You should not use all your air options at once just because you can, as tempting as it may be. Your safest option is to wait for your opponent to whiff something with long recovery, giving you a chance to move in for pressure (dash 5K or dash c.S) or for a whiff-punish. You should move forward without committing to a risky approach. You can hang in the air for longer to wait and observe while threatening to get in. Remember: the point of her strong okizeme options is that you don't have to "win neutral" as often.

Be patient on defense. Millia's buttons are the slowest in the game (2P and 2K at 6 frames; 5P, 5K and c.S at 7 frames) and she takes the most damage. The risk-reward for defensive mashing is already against you by default, so you have to know where the gaps in offense should be. If you think you know when to press a button, 2K > 2D is both your fastest and highest reward option on defense. If you don't, you can spend 50 meter for Winger (632146H, which is slow and punishable) or YRC. Your last option is to mash 2P or 5K and pray.

Anti-Airs

As Millia, you will often be the one trying to get in from the air in most matchups. As such, you air-to-air buttons are your best friends. j.S has the best range and highest reward, but j.K or mashing j.P is faster on defense.

Her best grounded options are 5P, c.S and 6P. 2H also works, but it's considerably slower and the hitbox isn't that big. These options can usually give you a full air combo or a good knockdown, at least.

Okizeme

H Tandem Top (236H)

Millia is one of the only characters with a meterless setup that enables 50/50s and safe okizeme in Strive. However, her options vary wildly with how she got a knockdown. H Disk is her strongest option, and she can use it in a few different knockdown situations to earn mixups.

Close 2D > 236H:

  • This is your best knockdown, enabling a 4-way mixup, such as crossup airdash j.H, crossup j.236K, late airdash j.K or empty low with 2K. Her second airdash can also be used to get an additional overhead if your opponent managed to block the first.

Far 2D > 236H:

  • With the exception of crossups, you still get access to the same mixups above. You'll probably have to microdash before c.S to get your air combo started.

236236S, 66 236H:

  • You have access to the same mixups as the version above. It's highly recommended that you use the dash macro for this, as it gives you forward momentum to reach the opponent. The main advantage in this route is in spending meter for damage while still getting a strong knockdown. You'll usually do this after 6H(2), 2D or 2H.

j.236P RRC, 236H:

  • The Red RC hard knockdown gives you enough time to set up the best version of H Disc oki. It gives you the same options as the versions above, and it's very strong in situations where a Wallbreak would not kill, but an extra 50/50 could.

2H > 214P, 66 236H:

  • The opponent falls on top of 214P, so Millia gets to recover early enough for good oki. Needs expanding.

Throw, 236H, meaty air normal (j.H) or anti-DP movement:

  • H Disk doesn't hit on wake-up, so the opponent can jump out of it or mash a fast button unless you meaty with a falling air normal before H Disk becomes active. These are links, so you should practice the timing in training mode a bit (input 236H as soon as Millia touches the ground, before the camera can zoom out). Once you condition the opponent to sit still and block your falling air normal, you can start using H Disk for mixup instead (high, low or crossup) or land for another throw.
  • Meaty option - j.H is the safest default option for all matchups because it beats all normals and safejumps against most reversals (including Supers). On the other hand, j.K loses to 6P, but it has the benefit of being easier to time against 3-frame normals (Sol and Chipp), as well as allowing an airdash-cancel for a second overhead if it hits high enough.
  • Anti-DP option - However, some fast reversals can punish the landing recovery of either falling air normal, so you should use a different option if you expect one of these: use j.236H Kapel against Sol DP; jump forward/airdash against Chipp DP; jump back/forward against Giovanna Super; and air backdash/neutral jump against Leo DP (this one is kind of tight). Besides, j.236H Kapel trades with Chipp or Leo's DPs, so it has some uses in these matchups.
  • It's a relatively tight window, but you could also Throw characters out of the startup of all invincible reversals (except Leo [2]8S) after setting up H Disc. This options loses to any 6-frame normal or to jumps, so it requires conditioning. Needs testing for how useful it actually is, compared to other options.

214P, 236H near the corner:

  • You don't have to dash in before setting up H Disk, making this a better knockdown situation compared to 214P midscreen. Needs expanding.

Wallbreak with an Overdrive:

  • Needs expanding.

S Tandem Top (236S)

You can also mix you opponent on wake-up by dashing in for S Disc. The dash momentum makes it so S Disc can hit meaty as a crossup, floating the opponent and allowing the usual c.S routes after Disc. Needs expanding.

Meaties and Safejumps

Millia won't have enough advantage or proper spacing to set up H Disk in every knockdown situation. However, you can still meaty the opponent with a normal to keep pressure. In fact, that's often your best option against characters with very strong wake-up options like fast normals or invulnerable reversals.

Air combo > j.236P:

  • A common ender to air combos. The soft knockdown doesn't give you enough time for a setup, but you can still meaty with c.S in the corner. Needs expanding.

Air combo > dj.66 > tj.236H, tj.H:

  • A better ender for air combos if you want oki instead of damage or a Wallbreak. j.H hits as a safejump, allowing you to safely keep pressure. It's height-dependent. Needs expanding.

6H(2) > 214P:

  • You could Red RC on 214P to get fullscreen corner-carry and a wallbreak instead of taking the knockdown. Needs expanding on meterless options.

Throw:

  • A safejump is specially important in the Leo and Chipp matchups. Needs expanding.

2H > 214P:

  • Needs expanding.

Wallbreak with an Overdrive:

  • Needs expanding.

Blockstring Pressure

Like many other characters in Strive, Millia's main pressure tools are 5K and c.S. Both are 7-frame buttons that give you enough options to make your opponent uncomfortable, enabling pressure resets and other, riskier options. There are some natural frametraps, but delayed gatlings are your best friends in making the offense unpredictable.

Avoid using 214P to end your blockstrings (unless you have enough meter to fast RC into a fast overhead). 236S is a much safer way to end pressure when properly spaced, while 214S can be used from relatively up close to check for delayed mashing.

Natural frametraps:

  • 2K > 2D: 1 frame gap and can't be delayed. Confirm into 236S on block. Confirm into 236H or 236236S on hit.
  • 2S > 2H: 1 frame gap. This is your most damaging counterhit. Confirm counterhit into 214K.
  • Far normal > 5H: With proper spacing, this becomes a frametrap from f.S or from max range 2S. Confirm countrhit into 214K.
  • 2S / f.S > 236S: 1 or 2 frame gap. It's also a safe way of ending pressure.
  • 2K / 5K > 236S: 4 frame gap. Can still beat 3-frame normals if properly spaced and can be used to end pressure.

5K dl > 5K:

  • 5K is your farthest-reaching pressure normal. Try to find the correct timing for it combo into itself on hit (allowing a 2D knockdown) while still being a frametrap on block. When they're conditioned to block, Millia can IAD j.S or j.H to approach and start her c.S pressure. This is key to opening up her strongest options.

c.S(2) dl > 2S dl > 5H:

  • This a standard, safe blockstring to frametrap your opponent into not mashing out of pressure. When they're conditioned to block, you're allowed you to reset pressure or Throw. If you have meter for RC, c.S into delayed 2S or TKj.236P RRC is a 16-frame 50/50 with decent reward.

c.S(2) > 6H(2):

  • There is a natural frametrap between the normals and between the hits of 6H. When they're conditioned to block, you can reset pressure or Throw after c.S. You can also gimmick your opponent by cancelling 6H with Fast Fall, Mirazh or Kapel into Throw, but don't overuse this.

c.S > 6K or 5K > 6K:

  • This leaves a big gap, the reward on-hit is very low and it's only +1 on-block, so it's also not great for pressure extension against characters with 5-frame normals. Think of this as a slower, safe on-block version of 5D to throw in once in a while.

Blockstring Mixups

Safe options

After you get the opponent to respect your pressure with frametraps, you can approach and throw them. Or you can use these for better reward without getting punished on block.

c.S or 5K > IAD j.H > airdash j.S:

  • It's a fast crossup, but be aware of how little blockstun and hitstun j.H has. If it hits very high, you run the risk of getting punished on hit by a throw or a fast button on landing recovery. Try to cancel into a second overhead or into a special in that case. If it hits low enough, you get to combo into 2K > 2D.

Cheap tricks

The opponent will probably be expecting some of these, and they're punishable without RC, but they're good options to mix into your safer offense. The whole is stronger that the sum of the parts. Don't overuse them, unless the opponent doesn't know what's going on.

c.S > TK j.236P:

  • The instant overhead is a Millia classic. You can input the TK motion as 8j.236P or as 2369j.P. It's very punishable on block, so use sparingly if you don't have meter for Red RC on block and on hit. The fear of getting hit by this is a big part of what makes c.S dl > 2S pressure scary, so make sure your frametraps are on-point against up-backing and fast buttons.

6H(1) > j.236K, Throw or 6H(2) > 214K, Throw:

  • It's easily reactable if the opponent is looking for it, but it's useful. Don't overuse.

Fighting Millia

Even more than other matchups, Millia's H Disk makes it a matter of who gets pressure first to steamroll over the opponent. Avoid committing to normals with long total duration in neutral, if possible.

Needs expanding.

Very common situations:

  • Pay attention to how often Millia is doing c.S > TKj.236P in a blockstring without meter for RC. It's not reactable, but it's very punishable on block.
  • 2D and counterhit 214P are the only meterless knockdowns where Millia has enough time to set up 236H without letting you jump out or challenge with a button. In every other situation, Millia has to meaty with a falling normal to hold you in place.
  • Look into what your character can do when Millia goes for 236H oki after Throw. Her falling j.K loses to 6P. Her falling j.H loses to 3-frame normals. Both options lose to fast reversals. All other options allow you to jump out of H Disc.

Gimmicks to avoid:

  • Millia 6H opens up a few tricks for her. Stand up after the first hit and crouch after the second hit. Always try to Throw when Millia cancels 6H into Fast Fall or Mirazh.
  • Millia 6K is only +1 and her normals are slow. If you have a 5-frame normal (or faster) that can hit crouchers, feel free to use it after blocking.
  • Millia j.H has very low hitstun and blockstun, so pay attention when it hits high. It can be punsihed on hit if the Millia decides to land, so always expect a second overhead or Kapel.

Matchups

Sol Badguy

Ky Kiske

May

Axl

Chipp Zanuff

Potemkin

Faust

Millia

Zato-1

Ramlethal

Leo

Nagoriyuki

Giovanna

Anji

I-No

External Resources

Needs expanding.

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