GGACR/Millia Rage/Okizeme

From Dustloop Wiki
< GGACR‎ | Millia Rage
Revision as of 15:29, 28 May 2022 by Bossobee (talk | contribs) (→‎GARDEN SETUPS: made it not all caps)
 Millia Rage
This page is still under construction and is not currently fully formatted to Dustloop.

Introduction

To start, a basic thing to understand is your combo will always affect the quality of your knockdown and that, in turn, affects the kind of setup you can get. More information on the different types of enders can be found in the combo page, though what enders lead into which types of oki is generally referenced on this page when relevant.

On top of knockdown advantage, your choice on a given setup should consider, on some level:

  • meter / burst advantage
  • any character-specific defender options
  • spacing
  • screen position
  • past choices of both you as the setplayer and theirs as the defender

Mixing up your options often with respect to these considerations is key to running stronger okizeme.

236H DISC SETUPS

Non-meaty 236H disc

Prominently, all of the following discs are largely non-meaty:

  • 2D > roll or dash> disc
  • 6H > roll or dash > disc
  • Combo > Bad Moon ender > disc
  • Airthrow > run > disc
  • Air hit Lust Shaker > roll or dash > disc
  • Midscreen j.2H > dash > disc, unless you control your dash well
  • CH DAA > dash > disc

These comprise the majority of your combo enders for both neutral conversions and optimal damage confirms, so this should be your most familiar setup.

There is a gap between the opponent waking up and the disc actually hitting, and it is up to Millia herself to cover the gap. Depending on your advantage, there is some risk involved in doing that.

Generally, a disc sequence will look like: 236H set / recovery ↓ First layer defender wake-up rps vs Millia meaty / mixup ↓ 236H hits ↓ Second layer followup with pressure or a confirm The first layer The exact window between their wakeup and Millia’s meaty can vary a lot by character / kd quality / dash time especially on random neutral conversions. These, in turn, determine what responses are viable for your opponent. Some defender options are more dangerous than others but generally the risk-reward of these options are against the defender.

Defender wake-up options that need a bigger gap to work:

  • Fuzzy jump
  • Abare An attack during the opponent's pressure, intended to interrupt it. normals
  • Immediate jump
  • Most counters / command movement


Defender options that require just the reversal window:

  • Character-specific reversal moves
  • Backdash
  • Throw
  • Gold Burst

And defender options that don’t need a gap at all:

  • Blue Burst(OTG blue burst is a prominent example)
  • Dead angle (presuming they block to start)


The ideal frame advantage lets you meaty TK Bad MoonGGAC Millia j236P.pngGuardHigh/AirStartup11Recovery22 after landingAdvantage-15 or meaty with Iron SaviorGGAC Millia 214P.pngGuardLowStartup17Recovery18+8 after landingAdvantage-13, which greatly reduces the defender’s options. It forces them to either block correctly or use something invulnerable like a burst or a reversal to deal with the situation. Off a j.2H knockdown, this is the ideal timing you should be aiming for.

In less ideal i.e. less plus situations, it starts to get messy, especially if the defender is sitting on resources. In practice, both you and your opponent will have a sense of when a disc looks sloppy or bad, and enforcement of the setup boils down to your own mastery of the fabled “mind game”. At this point, you need to call out specific defensive options with specific offense but disc (and remember that it persists on block) still makes the risk reward in your favour.

A list of your major choices, and what options they cover underlined, here:

  • Iron SaviorGGAC Millia 214P.pngGuardLowStartup17Recovery18+8 after landingAdvantage-13
    • Throw-safe, slow (17f) low
    • FRC variants safejump reversals at the right setup timing
    • Catches backdash if not FRCed
  • 6KGGAC Millia 6K.pngGuardHighStartup18Recovery8Advantage+5
    • Slower overhead but plus on block / faster to recover
    • Angle can tag jumps
    • Close 6Ks tag most backdashes
    • Low invuln can avoid some reversals and some crouch jabs
  • TK Bad MoonGGAC Millia j236P.pngGuardHigh/AirStartup11Recovery22 after landingAdvantage-15
    • fastest overhead, less time for followup after
    • Naturally ground throw-safe
    • Tags most backdashes up-close
  • 2KGGAC Millia 2K.pngGuardLowStartup5Recovery7Advantage+1
    • Fastest low makes this the go-to normal to meaty in stickier setups
    • Fast duration also makes this the go-to normal against DAA / burst
    • Meaty 2k is fast / low-profile enough to bait some reversals
    • Mashable low, makes this your easiest fuzzy check
  • 2SGGAC Millia 2S.pngGuardLowStartup9Recovery15Advantage-5
    • Another low, only slightly slower than 2K, much better proration
    • Jump cancel makes it the best choice to extend pressure naturally while still being a mixup normal
    • Very good range + hurtbox ratio makes it a good spaced meaty for many reversals
  • 2DGGAC Millia 2D.pngGuardLowStartup13Recovery12Advantage-1
    • Slowest to start/recover but best proration of your lows
    • Comes into play for fuzzy guard checks too, since it’s quite slow
  • 5KGGAC Millia 5K.pngGuardMidStartup5Recovery14Advantage-10
    • Mid, but your fastest jump cancel button that hits crouching and has various followup options, making it your most versatile pressure normal
  • 6PGGAC Millia 6P.pngGuardMidStartup7Recovery20Advantage-9 / c.SGGAC Millia cS.pngGuardMidStartup7Recovery17Advantage-6
    • mids but have tons of active frames to catch backdash, fuzzy jump etc
    • Backdash, iad / jump FD or block
    • The “do nothing” option; NOT a hit, just a low resource reversal / mash check


If they are conditioned to hold still, you have some extra mixup layers:

  • Throw
    • Can input as 6S+H to OS them jumping out
  • Crossups with:
    • TK Turbo FallGGAC Millia j236K.pngGuardStartupRecoveryUntil landing+12Advantage-
    • IAD
    • RollGGAC Millia 214K.pngGuardStartupRecoveryTotal 24Advantage-
    • TK air FB DiscGGAC Millia 236D.pngGuardAllStartup13RecoveryTotal 21Advantage-

About TK Bad Moon Timing

TK Bad Moon has to be perfectly executed for the disc to hit correctly AFTER. To note:

  • Has to be done asap after disc recovery
  • Has to be lowest possible TK i.e. it has a maximum of 2 hits only

A quick video example with inputs:

The Second Layer: What To Do After A Blocked Mix

If the defender successfully blocks your first layer, advantage varies greatly with which option you chose.

Minus on block:

  • Raw haircar.
    • FRC variants leave you plus.
  • 6P / c.S (the jump / backdash check)
    • Doesn’t synergise with disc timing so if they respect and block, you end up wasting the disc and get regular block pressure after

Plus on block:

  • Lowest TK Bad Moon is pretty good, immediate 5K catches 3f jump. (so +3 ish)
  • 6K is even better, giving you redash 5Ks that catch 3f jump (so +5 ish)

+3 or more isn’t quite enough for a free overhead attempt, so what follows is a general pressure RPS situation -- where you MAY still attempt an overhead but it must be conditioned for respect

Very plus on block:

  • 5K / 2S
    • You can jump or iad j.S uncontested, essentially using disc to set up j.S airdash vs land low mixup
  • Jabs like 2P or 2K
    • Can’t be jump cancelled like above, but still leave you very plus and can blockstring into an overhead attempt
  • Blocked TK Bad Moon > FRC
    • immediately goes into airdash pressure

About FD

FD gives the most trouble against TK Bad Moon, pushing Millia out of range for a 5K check on an immediate upback. FD also affects the spacing from other options, but you are generally able to adapt your offensive timing to compensate. Midscreen considerations Midscreen disc setups are a fine balance between your dash disc timing, opponent throw range, opponent wakeup timings and then the spacing of the disc itself for the ideal followup. All these variables could be a lot to handle at first.

If you’re starting out and looking to simplify the whole thing, you can condense the midscreen situation to “am I doing TKBM after disc?”

Simply defaulting to TKBM covers the most situations: Still a difficult overhead to react to Combo of disc and TKBM should cover all system defensive options, most prominently the reversal ground throw Even if the meaty TKBM is a little mistimed for whatever reason they would need a fast enough attack, a reversal or a perfectly executed instant air throw to actually beat you cleanly Behaviour on hit / block is completely agnostic to your disc spacing whether your disc is too far or too close TKBM usually does the most to get the best of both worlds whether on hit or block, near or far

And thus the mind game ends up becoming whether you should be baiting their reversal (should they have one) and whether you have conditioned them enough for you to go for your other options e.g. a throw-unsafe low, crossup turbo fall, your own tick throw, etc. Meaty 236H disc Off better knockdowns, Millia has the luxury of choosing between meaty discs or non-meaty discs. These include Any clean j.2H kd (mostly corner, but can rarely apply midscreen) A very close air 6H ender in the corner CH / low air pin hit CH j.H CH or low hit j.D


Since the disc is meaty, it naturally accounts for all non-invulnerable defensive options. Then, you can position yourself somewhere safe and completely eliminate the risk of invulnerable options on their wake-up while still forcing a difficult offensive sequence.

Some example sequences here: backdash, iad for a simple airdash high vs land low Neutral jump for an airdash vs empty jump low vs empty jump fuzzy mixup iad back turbo fall frc into empty jump vs airdash mixup

As a trade-off, the post-block situation is a lot more straightforward than non-meaty disc. You have used your disc for the initial wakeup, so there is no second layer. You’re just as plus or minus as your regular frame data, which is relatively lackluster; you play from here like a regular pressure situation. About 236H FRC Some miscellaneous use cases for this FRC: Enforcing a setup on a less advantageous knockdown, especially midscreen usually off trades or ground 6H hits or to correct your own bad timing! Better midscreen than running FB disc as FB disc plays awkwardly with run momentum in +R Some example plays are 236H FRC backdash / 236H FRC TKBM / 236H FRC haircar H disc stays out on block (unlike Xrd / Strive) so a 236H FRC into block can be a decent answer to a scramble. In some matchups (Baiken or Anji, mostly), FB disc can be problematic, so any creative oki using meter can go here CAN help you combo off TKBM midscreen but FB disc is right there if that’s all you want About 236D ground FB Disc FB disc basically combines the best of all worlds. It starts up much faster -- can meaty on its own at timings you’d get a non-meaty H disc 2D roll FB disc still has enough of a gap for some chars to wakeup upback 2D roll FB disc meaties for example Jam, Dizzy The duration is long enough that if they block a first immediate mixup, the vacuum and the multiple hits allow a second mixup attempt by default However, it does not auto-confirm the second mixup since it vacuums on block, FDing does nothing automatically confirms a haircar or TKBM midscreen

That said, it still has some shortcomings: For some chars midscreen, wakeup backdash can escape a naked fb disc. That said, committing to a TKBM or haircar should catch it Because of the interaction with dash momentum, Bad Moon ender and roll ender works better for midscreen setups over a dash. Bad Moon naturally places you closer to the opponent than j.2H for aircombo enders. Basically if you have even a slight amount of dash momentum, the disc animation propels Millia forward and actually helps push the opponent out of the disc range The ideal-ish midscreen setup is either a Bad Moon walk forward 236D or j.2H late very quick 2366D, like a pinch of dash VS Baiken / Anji, FB disc without an FRC always supplies them a safe mid to block f1 which is bad About Bad Moon ender Bad Moon is an inevitable combo ender in a lot of matchups. Unfortunately, it has a ton of variance due to the extra recovery and the variable number of hits. Off most setplay confirms, you are usually able to get a setup that functions and plays the way we’ve been talking about above. That said, use the reversal options in training mode to check it out properly.


Secret Garden Setups

Some of Millia's strongest okizeme is tied to Secret Garden. Requires the most inputs and more character/matchup knowledge than discs to enforce, making it the most difficult to exploit. For your effort, it rewards you with the longest lockdown for mixup and generally deprives the most counterplay. In ideal spacing, once the defender blocks the start of garden, they can be locked down for a full ~2 seconds or so until garden finishes, leaving only DAA or burst as their options to challenge you.

This section will recommend patterns that the author uses personally, but keep in mind there’s a lot of room for creativity here. Different patterns can cover different defensive habits and also enable different offensive options / give different mixup timings, so feel free to explore other patterns. Also, this section is organised by combo enders, as each garden ender usually presents a different flavour of the setup.

Piloting notes

214H set / recovery ↓ First layer Defender rps vs Millia option (keep in mind, garden usually self-enforces for lower reward) ↓ Garden starts ↓ Second layer Schmix 'em. Full lockdown and plenty of leeway for variable mixup timing. ↓ Garden finishes ↓ Third layer Followup pressure

Unlike the disc chart, this chart is about giving a rough sense of variables and timings that you can play with. Garden’s the closest thing you have to simply compose and riff a unique mixup / pressure sequence, so you don’t need to follow this very strictly.

Some general pointers:

  • Much like discs, expect a gap between the opponent waking up and the garden going active. The length of the gap varies by your combo ender and the pattern you use.
  • Gaps here can be large enough that unlike discs, the defender’s option set isn’t restricted to quick or invulnerable moves
  • when labbing out a character’s options against each set / pattern, be sure to check as many combinations of movement + moves as possible
  • The button / timing to cover the gap varies matchup to matchup, it’s usually some variation of 5P, 5S, 2S or even j.K
  • Players more experienced with the Millia matchup understand the initial gap is the best chance to challenge the setup so don’t sleep on it
  • There is usually a gap in the middle of a garden set, though this commonly gets covered by your mixup.
  • Be sure your mixup timing is compatible with whatever your Garden is doing -- your hit may happen right after a Garden hit and then not get automatically confirmed by your pattern.

6H > Garden

Expect proper lockdown only off corner knockdowns. Midscreen 6H garden is still an advantageous situation, forcing predictable movement, but you won’t usually get covered mixup.

Example confirms:

  • aircombo j.H > adc > j.2H > j.214S, land dash 6H
  • Any corner j.D confirm e.g. 2H > j.SH > j.214H > 66 j.D > 44 j.D > land dash 6H

Setup notes:

  • Height of 6H hit greatly affects your advantage here
  • At maximum advantage e.g. close + high j.D hits, you are plus enough to catch command mobility.
  • Video example vs Justice's Saperia TranceGGAC Justice 236D.pngGuardAllStartup12Recovery23Advantage-4~:
  • At lower heights, advantage is much worse
  • As an example, Dizzy can RPS between dash throw or raw dash to escape
  • Sets can be spacing dependent but off most corner air hits, 2828 should work for a full lockdown sequence

2D > Garden

Has most of the same parameters and the same caveats as 6H Garden

Setup notes:

  • Sets vary according to what range you land 2D, so you need to discern between using a 1, 2 or 3 set for it depending on distance
  • Usually advantage is much worse than the better 6H gardens so there’s more holes to check / cover
  • To give some ideas of possible counterplay:
  • Off some sets, Millia can RPS between runjump, raw run or roll to get out
  • Similarly Jam can RPS between runjump or command dash
  • Off 2D~3 sets, some characters can jump IB the first hit of garden and jump or airdash out
  • But even if they can RPS, their options are predictable paths that you can play around.
  • Pin Garden
  • A familiar setup to players coming from Xrd. Unlike Xrd, however you can actually get Garden setups off juggles midscreen.

The combo into this is the same midscreen or corner:

j.2H > j.214S > land > Garden

The pin provides a knockdown on its own here. Not planning to cover any combo theory here, but suffice to say, if you are able to / are quite close to a natural j.2H KD you are probably able to pin kd and get this setup.

Midscreen

Pattern notes: a 2 set meaties on its own on every character including Venom(!) So following the chart, against most characters there isn’t much of a defensive rps first layer and the duration of your mix is a bit shorter -- adjust accordingly Garden has pushback so you want specific midscreen patterns that naturally confirm or lockdown 2928 is a set that easily autoconfirms 2646 is also fine, provided you time your mixup correctly Zappa, I-No and Millia backdash the midscreen 2 set scot-free, some adaptations: 3646 / 3464 + meaty 2S covers every system option 3828 another working pattern

Corner

Pattern notes: Unless you’re comboing from midscreen into the corner, use a 1 set 1919 / 1646 A 1xxx set auto-meaties a few characters: Testament, A.B.A, Jam, Justice, Potemkin Otherwise, there is a small gap here, just enough that defenders can try to chicken block the first layer but not completely avoid the setup Sets that work more consistently for an immediate TKBM is 4373 or 4346 Video example: 4373 set for TKBM

Setup notes: Generally, the setup looks like j.2H > pin > land, garden > (walk back) 5K to meaty defender’s upback


Video example with a couple of runs vs different defensive options: here Ideally, you have enough advantage to walk out of throw range and 5K to catch jump startup, but it’s a little finicky to get very consistently off every confirm and every char If your combo is < 10 hits, you usually land quite close; to get the right spacing and have time to walk out of throw range, you have to be relatively high and aim the falling j.2h into the opponent’s pushbox for extra pushback Video: Example of how to get the setup off disc if your combo is > 10 hits, usually you land outside of throw range naturally especially if you aimed your last j.2H into their pushbox properly Often you can artificially add a couple of hits here and there to add some combo time / count and just have the easier setup Treat this as a heuristic rather than a hard rule; your spacing can still deviate on different routes / timing 5K meaty is not reversal safe In some instances you may substitute 2K for safety and no real loss in mixup potential Or simply walking out of throw range and blocking is totally fine as defenders can’t usually move or escape the setup meaningfully The biggest draw of this setup is it can very consistently check wakeup chicken block, unlike a lot of her other garden enders

Getting Back Pin

Picking up pin sacrifices some time, time that you could be using for a mixup attempt. Not picking up pin should set you up for two mixups that garden auto-confirms, and a third you can confirm with resources. Use your discretion.

Picking up pin usually varies off your chosen mixup option:

  • Off 5K jump check into high/low, just delay the mixup from 5K a little and cancel into roll to pick up
  • Off TKBM, simply hold crouch after recovery and immediately 2H or aircombo to confirm
  • Off fuzzy j.K, cancel into turbo fall or land naturally, hold crouch then 5S 2H. Strict-ish timing.

LonginusGGAC Millia 214D.pngGuardAllStartup5Recovery6Advantage+7 > Garden

Corner-only, using the longinus wallstick for the knockdown and extra advantage. For your trouble, the garden is meaty or very close to it. Mostly used if:

  • you don’t have pin
  • you can’t j.2H alone for the KD
  • you want garden oki with very good reversal / burst safety

Example combos:

  • j.2H(3) > land 5S(1) > longinus
  • j.2H(3) > land > raw 214S(1)~longinus

Works very late into the combo; the key is to time your adcs such that you land immediately after the last hit of j.2H + opponent needs to be higher than you i.e. j.2H certainly won’t kd naturally.

FB Secret Garden

Startup greatly reduced, making the garden naturally meaty (or very close to it) off all your knockdowns. At the same time, the window for inputs is shorter, and thus the demand for quick clean inputs is greater than regular garden.

If you were following the chart, assume you skip the first layer, because you act much later / garden starts up that much faster. Garden usually self-enforces here, and in fact, you actually can’t enforce it directly otherwise, so you have to make sure the timing / spacing works out.

An example failure case: most Bad Moon enders. Usually defenders can reversal run forward out and either challenge you directly or superjump out before you can respond. That said, it’s an esoteric knowledge check for this specific setup, as reversal dash forward is (as far as I know) the only clear cut and rather non-intuitive answer, and if they don’t know, they are forced to hold the setup.

Off other enders, use for assured and easy reversal safety – spend 25% to naturally put you far away from DAAs, bursts, most reversals and basically guarantees you confirm a block before you mix them up.

(If you’re keeping score, you have two [2] separate 25% tension options for a safer, spaced garden setup.) Midscreen Set patterns vary quite a bit by distance (lot of video examples here): regular j.2H kd / close 2D kd (the weird inputd are because 292 FB sets are glitched unfortunately) 2934 self combos 2646 (like regular midscreen garden) is also fine, provided you mixup at the correct timing 2916 for another 292 alternative 2834 if the 28 muscle memory is easier to handle Far 2D kd / air normal 6H / ground CH 6H 3928 self-combos Far ground 6H hit e.g. clipping an extended hurtbox with it won’t be a guaranteed setup Corner In the corner, you’re basically cutting and pasting your 6H or 2D garden setup or linking it after j.2H 6H ender 2828 mostly, 1646 / 1919 if you’re very close 2D ender varies by spacing like normal 2D set j.2H ender 1919 / 1646

Setups for Sticky Situations

If for whatever reason you judge a knockdown too minus to go for any of the above setups, you have a couple of options that are much quicker to fire. Generally these don’t have as intricate plays to follow as the setups above, but they are an upgrade over a meaty raw button. Meaty 236S disc Just from the frame data table: S disc has 13f active frames and is -1 on block Thus you can expect a meaty S disc is in the window of [0,+12] on block

So basically, you can use this as a way to get some good plus frames. Still not plus enough to completely cover an overhead or any extended jump mixup but much more plus frames than you’d usually get. Not usually reversal-safe. TK / low airdash j.236D disc Naturally switches sides and you’re in the air, so for 25% it’s a really quick, somewhat reversal-safe, throw-safe meaty hit.

Hard to actually hit someone downbacking with a cross-up though, so it’s mostly for baiting the defensive options rather than the actual crossup. Also very plus on block for followup pressure.

(from testing: downbacking has cros-sup protection, stand block has close to none.) j.S safe jump Manually timing a safe jump?? As Millia??? Comes up more often than you’d think. A non-exhaustive list of situations where this can apply: Midscreen Longinus confirm Midscreen j.D hit that doesn’t wallbounce j.236D hit that doesn’t wallbounce (which forces cooldowns, we’ll get to that) knockdown trades in messy neutral situations Far DAA hits

A well-timed falling j.S covers multiple defensive options and leads to airdash cancel pressure on block which is pretty good in itself. Also plays very nicely with j.236D above.

Projectile Cooldowns and You

A general rule to keep in mind: Millia’s projectiles have a hidden cooldown, which prevents you from using another projectile before the cooldown is finished. As a starting point, this rule applies to: 236S, 236H, 236D discs All versions of garden

Hey, fancy that, most of her setplay tools are projectiles with cooldowns. This rule DOES NOT apply to: Any version of pin, which has its own separate resource and cooldown Disc super

Also, j.236D is unique and breaks the mold in a few interesting ways: Other projectiles DON’T put it on cooldown, so you may j.236D during a disc or garden setup But it DOES force cooldown on all other projectiles other than itself, i.e. you can spam as many j.236D discs as you have meter AND you may not immediately follow j.236D with her other discs / garden

This makes things a little complicated, as different projectiles have different uses. 236S / j.236D are big combo tools while 236H / 236D / garden are big okizeme tools. So you might stumble as you flow between okizeme setups and confirms and back.

You can usually play around these cooldowns and have a working solution. For rookies, the biggest stumbling blocks (I imagine), along with some solutions, are:


Confirming a late 6K during 236H or garden oki, you may use Longinus, disc super, or haircar to confirm instead of 236S; or link to f.S to wait out the cooldown for 236S, though this requires point blank spacing and is a little character specific Oki after j.236D, If you land a stray j.236D in neutral and can’t combo at all after, then you’re locked out of most of your oki setups When ending a regular aircombo with j.236D, use 6H > roll > disc or 6H link disc to wait out the cooldown (meaning no 6H > garden) Otherwise, continue the combo even slightly to wait out the cooldown, with j.D confirms A relaunch TKBM after disc, Case 1: Fucking up disc TKBM. If you execute the lowest TKBM but time it a little too late, then TKBM hits after the disc; and you are in cooldown still after you recover. Solution: Delay the disc input slightly, but keep in mind the delay is enough that the following TKBM is not usually meaty Case 2: Midscreen disc TKBM. On hit, the usual followup is simply to run after and chase with another disc setup. There’s a pretty significant period of time after you recover that disc is still locked out. Solution: Nothing much to say other than to learn the timing.

FIGHTING OTG BLUE BURST

Since airdash cancel juggles are naturally burst safe at multiple points, a very common choice defenders make is to OTG blue burst your okizeme. Because of the OTG property, even if you bait the burst, you don’t get a real punish.

Unlike Xrd, there doesn’t seem to be a resourceless air combo route that naturally places her outside of burst range on the corner knockdown. All possible cases off air combos use tension or pin. Also unlike Xrd, the regular 236H animation extends her hurtbox quite far forward, and there isn’t a range where the disc gives the right coverage for setups AND leaves you out of burst range.

Edit: After some experience, I think this isn’t as big a deal as vanilla AC Millia. The initial launch and the first j.H are generally fairly safe burst points and require some hard baiting or significant route changes for the Millia player to compensate. Still, it can apply, especially past the first blue burst of a match.

Anyway, Millia has a couple of plays to deal with this.

Off most Garden sets, you have options:

  • 6H / 2D sets are impossible to otg burst unless you land extremely close
  • Longinus sets naturally push you out in the corner
  • FB garden is probably her most versatile option here

Ideally, the timing should be:

OTG burst hits Millia ↓ garden persists ↓ Millia techs and airdashes in as defender blocks garden

If you played Accent Core, you'll be familiar with using FB disc to punish otg Blue Burst.

However, if your j.2H advantage isn’t good i.e. you are much higher than them during the j.2H, then the earliest otg burst can still catch you. Anti-burst setups include:

  • Corner pin kd > backdash > garden
    • Variation of corner pin garden setup. So far, this works out well. It sets you out of range of blue bursts and the first layer is still very enforceable on many characters.
  • No adc juggle > pin kd > garden (example below)
    • Eventually, I compiled a playlist of routes on all characters: here
    • Quite routing / hurtbox specific, but seems practical enough for most characters and most setplay starters.
    • Sometimes, you’re cleanly out of burst range but mostly it’s like the example clip where they have to burst late to hit you at all, which buys you time for the Garden to be persistent.
  • FB disc
    • Nerfed from Accent Core so that the ideal timing for an FB disc setup is easily countered by a quick OTG burst.
    • Can still work, but you have to use a suboptimal early set that doesn't give the full lockdown if they don't burst.
    • Can use the FRC point, which blocks it perfectly. However, on block, blue burst loses projectile invuln, so the disc simply punishes OTG. Not a fantastic use of 50% Tension, though.
  • 236H FRC
    • Better outcome than FB disc, you FRC to block burst and disc meaties them as they land, usually.
    • Can roughly FRC disc on reaction to a otg burst (specifically on reaction to the burst gauge).

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

Navigation

 Millia Rage
Systems Pages