Doesn’t look like she changed much from GGXX. What exactly are her differences? What’s her place in the tier list?
Questions, questions, questions… Her B&B loops, super jumping, okizeme mixing, etc etc etc.
1) What’s the best way to do her launch loop/super jump?
Normally, I’ll do: 2K, ©5S (1 hit), 2H, (super jump), P, P, K, S, HS (2-3 hit), (land), whiff 236HS disc -> okizime/cross-up
And if I’m feeling lucky, I’ll do: 2K, ©5S (1 hit), 2H, (super jump), P, P, K, S, HS (3 hit), (land), ©5S (1 hit), 2HS, (super jump), P, P, K, S, HS (2 hit), air 214S hairpin, (air dash), HS (1 hit), (land), whiff 236HS disc -> okizeme/cross-up
Or: 2K, ©5S (1 hit), 2H, (super jump), P, P, K, S, HS (3 hit), (land), ©5S (1 hit), 2HS, (super jump), P, P, K, S, HS (2 hit), air 214S hairpin, (land), 6HS, 214HS secret garden -> okizeme
Now, the problems I’m having are: sometimes the super jump doesn’t come out, or sometimes the air 236P bad moon comes out instead of the first air P, or sometimes the 3rd hit of the j.HS whiffs. I’ve noticed an increase in succsess rate when doing 2HS, 1, 9, P, but it still seems flimsy.
1A): So, what’s the best way to super jump loop?
I’ve noticed that in some combo videos and match videos, the players will do: 2H, (super jump), S, P, S, HS (3 hit).
This seems a lot better to me, because it’s more damaging and the 3rd hit of the HS appears to always hit. But when testing it out, I can almost never get the first S to connect because it’s too slow and I jump too high.
What buttons/directions do you press to perform the super jump?
1B): Why do I keep whiffing the first S when I do: S, P, S, HS? Is it just a timing thing, or a character specific thing?
2): What is her normal Dust and Impossible Dust strings?
I rarely ever use her standing dust. So whenever I actually hit with it, I usually just spazz out.
3): Sometimes in her normal launch loop, the 3rd hit of the j.HS will whiff certain characters (like Slayer). Is it because I’m timing the hits wrong, or what?
What’s the best way to keep the loop going when you know the 3rd hit of the HS will whiff? Can you still connect a 5S without the hairpin if the 3rd hit whiffs?
The timing seems different, too. How can you tell in advance weather the 3rd hit is going to whiff or not? Is there some sort of option select timing to connect with the 5S?
Normally when I play vs Slayer I’ll do 214S hiarpin right after the second hit of the j.HS, then air dash and do another HS. But I can’t seem to connect a 5S after that… Is it possible?
4): Corner 236S disc resets?
Saw a few of them in a combo video. Essentially the player just hit with a [236S disc, (wall bounce), 5S (1 hit)]xN, untill the opponent got too high for another disc, and then they connected her 2HS, IAD, P, HS, (land), 5S (1 hit), 236S disc and then looped it from there.
Is that an infinite? I’m having trouble with the IAD, P, HS… Sometimes I can connect a 5H, and sometimes I can’t. Character specific, or do I just suck?
God. Why do I suck?
I’m having a hell of a time connecting her: ground throw, dash, 5S, 2HS -> loop
Do I just suck, or is there some special way to do this? Or is it character specific?
Is there a damaging alternative to this that ends in a knockdown?
I seem to be able to do it on Baiken a bit better than anyone else… I think the problem I’m having is dashing after the throw. How do you time this?
6): Okizeme (okizime? SP?) and mix-up.
6A): High and Low.
Ok, the most insanely evil thing in the universe, and the reason I started experimenting with Millia: knockdown, 236HS disc, 214P sword, FRC, AIR K (before landing from the 214P)
My question here is, is there a frame where you can FRC the sword before it hits? That would just make it so unbelievably fucked up.
Normally I will time the sword early to whiff it, and FRC into the air K. If the opponent tries to block the sword low, the jumping K hits high (evil). And if I time it late, then the sword hits low, and the jumping K hits immediately after, or I will wait a split second and do a 2K to hit low.
Is it possible to air dash after the FRC? I’ve been trying for a while and can’t seem to pull it off. Too low to the ground? Are you able to air throw out of it?
Then of course the classic 2369P (tiger knee motion) bad moon, for instant overhead goodness.
6B): Crossing up
- 214K roll
- air 236K dive
- IAD -> air back dash
- IAD -> air 236K dive
- IAD -> air back dash -> air 236K dive
What’s best/hardest to anticipate/block? I see a lot of players doing the 214K roll. But it doesn’t seem safe at all. It looks like she can get hit low (which kills the disc), or even thrown out of it. What makes the roll so good? Why not use the dive of the IAD or the double dash?
Or should they all be used in variation?
What’s the best way to tick into a throw?
7): Is there any variations or alternatives to her normal midscreen/corner launch -> superjump loops -> okizeme? Or is that like the epitome of Millia strategy?
Is it possible to loop after a launch using an IAD instead of a SJ (like you can in the corner)?
8): Is her jumping dust useful?
If so, for what?
9): Bad moon resets.
Do you have to FRC the air 236P bad moon during the loop in order to connect something after it, or can you re-set the loop without FRC’ing it?
PS. MILLIA PLZKTHX
[Edit]: Oh, and don’t tell me to go to GCC, you bastards.