GGXRD-R2/Slayer/Matchups/Millia Rage: Difference between revisions

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* If you low blitz this move, it is impossible to combo into K pile/K cwh or long dash c.S. You must generally do a short dash into anti-air 5P starter.
* If you low blitz this move, it is impossible to combo into K pile/K cwh or long dash c.S. You must generally do a short dash into anti-air 5P starter.
* Because this move hops back during startup, it can be used to disrespect certain long range blockstrings.
* Because this move hops back during startup, it can be used to disrespect certain long range blockstrings.
==move==
<big>'''Overview'''</big><br>
General info about how move is used in matchup and any notable properties such as damage, hitbox, frame data, etc.
<big>'''Details'''</big><br>
Bullet points on move. Most important info first, more specific/niche info last
<big>'''Counterplay'''</big><br>
How to counter move: punishes, counterpoke options, spacing, strategy, etc. May want to explore the RPS in certain interactions.


==Combos==
==Combos==

Revision as of 21:45, 16 February 2023

GGXRD-R2 Slayer Portrait.pngGGXRD-R Millia Portrait.png

Matchup Overview

Millia has dominant neutral and setplay for fighting against Slayer, and she has many serviceable defensive tools like her 6f 5H, 11f backdash and a quickly rising jump. Millia however lacks greatly in her health, risc and stun resistance modifiers, and a single hit in Slayer's favor can quickly change the outcome of a match.

Millia's defense values

Millia dies very quickly compared to other characters. Her defense modifier is x1.22, which means she takes roughly around 15-20% more damage when compared to other characters. Furthermore, she has very low stun resistance at 55, which opens up a lot of stun setups after common CH starters. Two other very important factors for Millia's defense is her r.i.s.c gain and r.i.s.c inertia. She has the weakest of both in the game, and you can quickly put Millia into flashing r.i.s.c from very basic blockstrings.

Millia f.S

Overview
Fast poke that's great for approaching and for zoning out Slayer.

Details

  • 7f startup, and paired with a really fast dash, is fast enough to beat a lot of Slayer's pokes in neutral or in situations with no frameadvantage.
  • Only 2 active frames
  • The hitbox hits low enough to beat Slayer 6P at it's lowest point, and high enough to beat 2H.

Counterplay
Pretty much only goes into a knockdown by doing gatling into 5H 2D, which will not work at max range. If you are hit crouching, Millia can knock down from much longer ranges using roll > digitalis. Since this move is only 2f active also you can forward dash through it a lot or dodge it with dandystep. In the Millia f.S 5H string there is also a gap where you can punish with P pile, bdc mappa, bdot and such. K dandy punishes and BDC IAD is not possible.

Millia 2D

Overview
A sweep to start Millia's setplay. Is on the slower side of sweeps in the game, but with great range and hurtbox properties.

Details

  • Hovers above the ground from frame 10~21, and can consistently go over Slayer 2K and 2H in neutral, and even 2D if far enough out.
  • Pulls Millia's hurtbox forward around frame 10, which often goes behind K mappa at midscreen ranges.
  • Low 12f recovery, but also not very active.
  • Millia can't gatling into 2D from 2S and f.S like most other characters, and Millia 2K and 5K into 2D will not combo. Generally, has to route into 5H before going into 2D, which can make it difficult to KD at long ranges on standing characters.
  • -1 on block with the option to special cancel.

Counterplay

  • Spacing K mappa further away will help a lot in making it not go past Millia's 2D, however this makes you more susceptible to whiff-punishes.
  • Forward dashing through this move is also pretty consistent. Often leads to punishes, however you aren't necessarily guaranteed one, and you need to be prepared to deal with Millia's 6f 5H and such in response to your dash-scramble situation.
  • It is possible to hit Millia with 5H, 6H, and other bigger CH tools, but they're not necessarily very good at dealing with the other things Millia can think of.

Millia 6H

Overview
Long range dominant poke. Very active, two-hit KD move.

Details

  • First active hitbox is 6Pable, but the second one isn't.
  • Hits high enough to beat most of Slayer's IAD options.
  • Can be difficult to whiff-punish the 2nd hit with P pile.

Counterplay

  • IAD j.P goes over Millia 6H for j.K whiff-punishes and similar.
  • Very difficult to forward dash through, and can be rough when trying to dandy step around it as well due to it's long range and active frames. Because it has very good CH return also, you want to be careful with how you dandy step.
  • Seen a lot in situations where Millia players press 4H in reaction to a teleport dash, and you cross them up. Often seen in scrambles in general.

Roll

Overview
Fast low-profile and crossup movement option with several follow ups.

Details

  • 4-15 really low profile, 16-24 above knees.
  • Goes under everything except 2K, 2H, 2D, 5H, helter-skelter and undertow.
  • Minimum total duration 28 with CH-state recovery.

Counterplay
Roll is a good move with a lot of utility, and is often seen in Millias block-strings and on defense. It will go under a lot of Slayer's attacks and frame-traps, and it will often cross behind and auto-correct to punish IAD and forward dash resets. As Slayer, you simply have to structure your normal pressure differently around this move. To punish Millia for doing this move, you have to use your much more situational low-hitting attacks (2K, 2H, 2D, 5H), which all have their strengths and weaknesses, notably being weak to backdash and jump-outs. Roll also has no throw invulnerability, and + frames into dash throw is fast enough to catch it from far range, after for example 5K or 6H. Be mindful with dash throw for when you are close-range, as roll will move behind Slayer and punish.

Roll > Roll is commonly seen during Millia's blockstrings. This can often catch BDC K mappa and dandy step options when followed up with 4H/6H, and often turns into a favorable scramble against Slayer's forward dash. Doing a P dandy into any follow up is actually fast enough to directly punish double roll, but often what happens is the roll crosses behind you. FDing is a good way to try and manipulate this spacing, and being more mindful of IBs. Some good ways to punish double roll, is to do a delayed 4H or 1H on reaction to the first roll. This way, if the Millia player does a different cancel, you will be blocking. This pressure is also very easy to jump out of and isn't particularly strong against BDC and jumping out.

Roll > Digitalis is a good offensive poke, especially with 25% or more tension available, as it catches forward dash on normal block from 5H and 6H, and will also catch 6Ps in blockstrings. Furthermore, it can be YRCed on whiff to catch dandy step and other BDC cancels. If Millia has no tension available, you can P pile or BDC K mappa or BDC IAD to consistently to beat this move for high reward. In neutral, 6P is also a good alternative if they are rushing you down or zoning you with this move. On block, this move is only -11 with a lot of pushback, which makes it very difficult to block-punish with anything harder than CH P mappa or CH dead on time. On IB, you get a much more solid CH K mappa punish or a closer range CH 5H. As a defensive tool, this move is fast enough to go under and auto-correct whiff-punish a lot of Slayer's attacks. It's worth noting the situations where roll digitalis extends into Slayer's attacks from behind, for example K mappa > 6P, K mappa 6H, and such. Millia player's are not commited to this follow up, and can do roll 4H/6H, which is still very powerful.

Iron savior (hair-car)

Overview
Difficult to punish special move. Used in blockstrings to call out retaliatory moves, and is really good at stopping Slayer's grounded movement options like forward dash, backdash and dandystep.

Details

  • Millia hops back, then sweeps the entire screen before finally jumping off.
  • Backwards evasive properties, and good disjointed hurtbox.
  • -13 on block, however the spacing on block is really far.

Counterplay

  • Unless you somehow block this move point-blank range, there is no block punish available for Slayer other than dead on time. On IB, the spacing changes only very little, but you do get a humble guaranteed punish with K mappa.
  • At midscreen ranges, Slayer 2H and 6K work on reaction at dodging hair-car and punishing it. 2H often clashes and it's hard to predict when it will do so.
  • Avoiding the hair-car with a backwards jump/IAD j.K or j.H gives a full air-combo punish.
  • If you low blitz this move, it is impossible to combo into K pile/K cwh or long dash c.S. You must generally do a short dash into anti-air 5P starter.
  • Because this move hops back during startup, it can be used to disrespect certain long range blockstrings.

move

Overview
General info about how move is used in matchup and any notable properties such as damage, hitbox, frame data, etc.

Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay
How to counter move: punishes, counterpoke options, spacing, strategy, etc. May want to explore the RPS in certain interactions.


Combos

Character specific routes, also note routes that are not possible or are harder on this character

Navigation

Slayer

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