Jump to content
Sign in to follow this  
Teyah

Millia in Accent Core: A Comprehensive Guide [WIP]

Recommended Posts

Important Resources for Newer Players

GG Accent Core Web Encyclopedia. A great source of info on basic GGXX fundamentals such as movement, guarding, attacking, game-engine breakdown, and even some intermediate and advanced techniques.

AC Millia Frame Data. Details the speed, duration, recovery, and special properties of every single move that Millia has. If you are having trouble understanding some column headings, they are all explained in the Web Encyclopedia link above, as well as in The Foundation section of the forums.

Guilty Gear Notation Conventions. Read this if all these numbers and letters aren't adding up.

Table of Contents

1) Intro to Millia

----- 1.1) Gameplan Overview

----- 1.2) The Pin

----- 1.3) Hitconfirm

2) Normal Moves

----- 2.1) Notable Standalone Normals

----- 2.2) Notable Support Normals

----- 2.3) Complete Normal Moves Breakdown

3) Special and Tension Moves

----- 3.1) Special Moves

----- 3.2) Shadow Moves

----- 3.3) Force Breaks

----- 3.4) Overdrives

----- 3.5) Dead Angle Attack

----- 3.6) Instant Kill

4) Advancing With the Pin

----- 4.1) Pin Patterns

----- 4.2) Enemy Reactions to Pin

5) Advancing Without the Pin

----- 5.1) Ground Movement

----- 5.2) Air Movement

----- 5.3) How to Get Your Pin Back

6) Disc Mixups - Midscreen

----- 6.1) Low Options

----- 6.2) High Options

----- 6.3) Crossup Options

7) Disc Mixups - Corner

----- 7.1) Low Options

----- 7.2) High Options

8) ADC Mixups

----- 8.1) Setups

----- 8.2) Low Options

----- 8.3) High Options

9) Ground Combos

----- 9.1) Basic Ground Combos

----- 9.2) Ground to Air Combos

-------- 9.21) By Combo

-------- 9.22) By Character

----- 9.3) Throw Combos

-------- 9.31) By Combo

-------- 9.32) By Character

10) Disc Mixups - Combos

----- 10.1) Midscreen to Corner Combos

-------- 10.11) By Combo

-------- 10.12) By Character

----- 10.2) Corner-only Combos

-------- 10.21) By Combo

-------- 10.22) By Character

11) Misc Combos

12) Frequently Asked Questions

13) Credits

---------------------------------------------------------------------

1) Intro to Millia

1.1) Gameplan Overview

Millia is a mixup character. What does this mean? Millia's main goal is to create situations where the opponent is forced to guess between one of a few options. If they guess incorrectly, the mixup is successful and you are able to deal damage and set up another, usually better, mixup situation. If they guess correctly, you are generally left safe, and often are able to work in another (albeit less effective) mixup to reset your momentum.

The simplest way to get your opponent into a mixup is via a knockdown. You can score knockdowns using certain normals such as 2D or j.D, but more often than not, you won't want to spend the entire round fishing for knockdowns before attempting mixup. To get your opponent into mixups directly and without knockdowns, you have many tools to work with, the most important of which is:

1.2) The Pin

Silent Force, hereafter referred to as the Pin, is the centerpoint of Millia's neutral gameplan. There are two variants of Pin, performed by either j.214S or j.214H. The j.214S is the Pin you will be using in most cases, as it is faster, keeps Millia lower to the ground, and has a tighter trajectory than the H Pin. Due to these factors, it is also the only Pin that allows Millia to get a knockdown from an aircombo via 6H. Once the Pin is fired, it must be picked up before Millia is able to use it again.

The reason for the Pin's major importance in Millia's gameplan is because it affords her a safe, easy way to advance on the opponent. Meanwhile, it is extremely risky for the opponent to be in the way of the Pin - if it is blocked Millia has a very good chance of getting in for mixup, if the opponent backdashes they will most likely get hit by the Pin and be knocked down, and if the opponent tries to anti-air Millia then they will be staggered by the Pin and be open for comboing. Now, as good as the Pin is, Millia is not completely boned without it. She does have other ways to move in and put pressure on the opponent, but none are at the same level of safety or effectiveness as an airdash covered with Pin. And, unlike in GGXX Slash, the Pin is no longer a requirement to perform her B&B combos, so it is again free to be used primarily as a mixup tool (ie. you shouldn't sacrifice a chance at a mixup just to run back and grab your Pin).

More information on the Pin and some examples of common approach strings can be found in section 4.

1.3) Hitconfirm

'Hitconfirm' is the ability to recognize that a certain situation has occurred (ie. a move has connected), and react in a certain way (ie. follow up with another hit). Most characters involve some kind of hitconfirming, and with Millia it is no different. Hitconfirming strings and single hits quickly is an essential skill in getting the most damage and best setups possible out of each connected hit.

Learning to hit confirm single hits takes time and practice. Millia has a few single-hit hitconfirms, such as those from 2H (CH) and 6K, the latter of which can be extremely difficult to learn. These are important skills to have but are not absolutely essential to playing Millia properly.

More commonly, you will be performing strings of 2 hits and then hitconfirming into different branches, depending on the moves involved. A common hitconfirm string is 2K-5K, which is easily doable without practice, but you must concentrate on hitting the hitconfirm in time to continue your gatling or combo. 2-hit hitconfirms are also extremely important in corner mixups, such as from 2K-2S, which can lead into 236S -> 5P -> aircombo if the 2K hits, or a j.214S or other variant if the 2K is blocked. Knowing and being able to perform these 2-hit hitconfirmable strings is very important and will be emphasized repeatedly throughout the guide.

---------------------------------------------------------------------

2) Normal Moves

Before detailing Millia's moveset, it is important to point out that Millia does not have any of what could be called 'abuseable moves' that are both quick and safe to throw out, while leading to big damage on a successful hit or CH. Instead, Millia relies on carefully choosing which normals to throw out to create situations that allow her to directly move in for mixup (usually via knockdown), or create optimal spacing to be able to approach more safely.

Although Millia's moves generally lack priority, in some scenarios this is not the case: Among these include a 2D done at maximum range, which is very tough to beat out due to its foot invulnerability, as well as proper use of a running 5S or 6P. Both of these options can get you knockdowns via 2D on hit and allow you to move in for mixup. Another good move with great range and decent priority and reward is j.D, which usually causes knockdown if it hits. These moves aren't 100% safe (see below for more details) but they can go a long way to creating opportunities when used at the right ranges.

2.1) Notable Standalone Normals:

- These are useful normal moves that you should be using on their own. They are either useful mixup/combo starters, or good pokes that gatling into good support normals (listed below) to allow for a mixup approach via the air, or maintain a threatening position on the ground.

2K. Generally the best choice to use to attempt pressure, due to its gatling to important support normals (5K and 2S), quick recovery on both whiff and block, and minor frame advantage.

6P. A quick, high-priority mid-hitting attack, but is susceptible to lows. Also very good as anti-air against IADs or double jumps. Leads into 2H on hit, and can also gatling to 2S for additional pressure if blocked.

5Sf. Another attack with good priority, and not as susceptible to lows due to its more agreeable hitbox against crouching opponents. However, to really capitalize from a connected 5Sf, you need to be both fairly close and have some running momentum in order to combo into 5H-2D for a knockdown.

2H. A good anti-air for an enemy approaching you from directly on top, or an enemy who is on their first jump. On hit, can be hitconfirmed directly into a quick j.K-D into aircombo. On block, you should usually gatling to 2D.

2D. Millia's most safe and most rewarding normal, if done from around its maximum range. Due to its foot invulnerability, it is very unlikely to be beat out by counterpokes. Grants knockdown on hit, which allows you to run up and lay a Disc. 2D is very slow to come out, but is 100% safe on block and fairly safe on whiff due to its quick recovery.

j.K. A great air-to-ground attack, as well as a nice lead-in attack from an airdash. Often used for frame advantage in setups such as airdash -> Pin, j.K just before landing. If j.K hits high enough, you can gatling to j.S and try for an ADC mixup.

j.S. Another good followup to a fired Pin, as it leads directly into ADC mixup if blocked, and a combo if it hits. Very slow however, so it is often beat out by AAs if not set up properly.

j.H. Slow, but with decent priority and nice range, this move can link to 5P -> aircombo if it hits an opponent that low to the ground. Because of its priority and ability to be ADC'ed, it is also useful in air-to-air battles when at the same level as the opponent.

j.D. A great air-to-air and air-to-ground poke, with good priority and range. Grants knockdown against low or grounded opponents, but at its optimal range you usually won't be close enough to go into Disc mixup. Be careful, as this can be crouched or run under by some characters, and there is 5F of recovery upon landing.

2.2) Notable Support Normals

- These are normals that you will usually gatling into from Millia's standalone normals, in order to create additional mixup.

5K. The most versatile move that Millia has. She can go into various lows (2K, 2S, 2D, 214P) and highs (6K, 2369P), as well as cancel to a jump to attempt to get in via airdash/Pin, or cancel directly to a special if needed. It is very common to see gatlings begin with 2K-5K, as this gives Millia the widest number of options while also allowing for a hitconfirm to check if the string connected with the first hit.

5Sc. Similar to 5K in its versatility, but with far less options for lows (2S, 214P) and highs (2369P only). However, it retains the ever-important 2S gatling, and it is much easier to combo a connected hit into a 2H launcher or 2D knockdown from a string starting with just 2K-5Sc, than a string starting with 2K-5K-5Sc.

5H. While not an optimal move to throw out, you will inevitably find yourself ending up gatling'ing into 5H, from moves such as 5Sf or 6P, when attempting to go for a knockdown via 2D. If the first move is blocked, in many cases it's quite safe to throw out a 236H after the 5H to give yourself some space control, though some characters with fast long-range attacks may be able to punish this.

2S. Another great versatile normal, this normal is both special and jump cancellable, and also has a reverse gatling to 5P. A common method of getting in is to jump cancel from 2S into a quick backwards jump, airdash + Pin.

j.K. Also a support normal in that most blocked air strings should be gatlinged into a j.K just before landing, as it gives good frame advantage for a mixup such as 2369P / 2K / throw, upon landing next to the opponent.

Throw. Millia's throws are a devastating part of her mixup game. While her throw range is the second-shortest in the game, Millia's quick foot speed makes up for this lack of range. A connected throw gives a window of 15F to run up and attacking the falling opponent. Depending on the character, you will want to use different throw combos, which are detailed below in section 8.3. All of these combos land the opponent in the corner and knocked down, allowing you to apply more damaging, and harder to escape mixups.

---------------------------------------------------------------------

Edited by Teyah

Share this post


Link to post
Share on other sites

2.3) Complete Normal Moves Breakdown

- An in-depth look at the properties of every single one of Millia's normals as well as some common (and not so common) uses of them. A good read if you want to know exactly which moves are good for which situations!

5P

Gatlings to: 5P, 5K, 5S©, 5S(f), 5H**, {5D}, 2P, 2K, 2S, {2H}, {2D}, 6P, {6H}

Formerly one of Millia's best antiairs, 5P has been slowed down considerably (by 2F) in Accent Core, as well as no longer being able to be gatling into itself as quickly as before. These two changes make 5P no longer as reliable as Millia's other antiairs, and so using this move as AA should be limited to angles that are easily seen in advance, where you are sure to connect. This move is not very useful at all against grounded opponents, as it can easily be crouched under and is fairly slow when weighted against her other options.

5P now sees most of its use in combos, most notably from a 236S comboed into in the corner, which is generally followed by 5P into aircombo. It is also used as a launcher on low aerial opponents, usually in the form of 2P-5P.

Other uses:

- Can be used as a whiff to tickthrow against crouchers, from a string such as 2P(-2P)-5P.

- Can be gatlinged from 2S, which gives the illusion of an extended blockstring. From here, a 2D may trip up an enemy who reacts to the whiffed 5P and tries to move away. Note that 2S-5P does not recover any faster than a single 2S alone (it is actually 2F slower).

5K

Gatlings to: 5K, 5S©, 5S(f), 5H**, {5D}, 2K, 2S, {2H}, {2D}, 6P, {6K}

An upwards kick consisting of two parts: a horizontal thrust followed by an upwards extension. 5K will feed into an aircombo if it hits an aerial opponent, so the second part of 5K can be used to catch grounded opponents who you think may jump away. Typically though, 2K is the better choice to use to attempt pressure, as 5K has major recovery on both whiff and block.

As a gatling, 5K is the most versatile move that Millia has. She can go into various lows (2K, 2S, 2D, 214P) and highs (6K, 2369P), as well as cancel to a jump to attempt to get in via Pin, or cancel directly to a special if needed. For its great versatility, it is very common to see gatlings begin with 2K-5K, as this gives Millia the widest number of options while also allowing for a hitconfirm to check if the string connected with the first hit.

Other uses:

-

Close 5S

Gatlings to: 5S(f), 5H, {5D}, 2S, 2H, 6P

An upwards strike that hits twice, easily leading into an aircombo starting with j.K (or even j.S - but timing is too tight to bother with). Has limited standalone use as an AA attack, since it will only activate when the enemy is rather close to you, though its priority and speed is decent for an AA. You'll also often get this when punishing baited burst, with a running 5Sc -> aircombo.

This move is often gatlinged into against grounded characters, where it leads to either a knockdown on hit (5H-2D) or a mixup on block (TKBM/2S/214P). It is also a common move to gatling to against low aerial characters that have already been hit by something (such as a Disc). After a Disc connects, such as after a sequence like [midscreen knockdown, Disc set, 2K, Disc hits], following up with 5Sc directly into a j.K is very common, as it is more burst safe and works on every character, unlike the alternative launcher option of 5Sc-2H.

Other uses:

- You can input the command of 6SH while running to option-select a throw, or a 5Sc if the enemy is unthrowable. This may work well to catch constant backdashers. The alternative to this is 6PH, which can beat many pokes as well as backdashes, and then gatling into a 5Sc for a quick launch, if within range.

Far 5S

Gatlings to: {5D}, 2S, 2H

A quick strike with good horizontal range and priority, best used with momentum in order to be able to connect a followup 5H-2D on hit for knockdown, and generally a 5H-Disc on block. Millia is not well known for her ability to blow through attacks, so this move is often underrated by many players. This tactic becomes more viable when Millia is without the Pin, as a far ranged 5Sf is still relatively safe when done in close range, as Millia should recover in time to avoid any aerial attacks or projectiles, if the opponent moved out of the way.

As a gatling, 5Sf is very poor and should avoid being gatlinged to in most scenarios. There are very few options available for mixup from a ranged, blocked 5Sf, and 5Sf should not really be used in combos outside of its purpose as an inbetween attack from any K/P to 5H-2D or a 2H launcher.

Other uses:

- As one of its few mixup options - to be used sparingly! - you can cancel a gatlinged 5Sf (such as one from a blocked 6P-5Sf) into a Roll. This will hopefully surprise your opponent, since you would normally cancel to a 5H or 2S on block. You should do this at a range that doesn't quite land you within the enemy's throw range; from here you can attempt to blow through an attack with a 6P, or go for a backdash -> 2D to evade and punish an enemy's incoming attack.

5H

Gatlings to: 5D*, 2D

In most cases, 5H is a very slow (12F startup) attack that is gatlinged to by other ground normals, and often ends with either a 236H on block or a 2D on hit for knockdown. On its own, 5H is very rarely ever used as a poke or anything standalone. However, using 4+H as an option-select throw is sometimes better than Millia's other options, since a close 5H comes out in 6F, which is faster than all of Millia's other option-select throw + normal move combinations.

However, this isn't to say that you should always go for a Disc after a blocked 5H, as it is punishable and predictable. You can also cancel into a 2D to remain safe, Roll to close the gap (albeit unsafely), risk a 214P if close, or even use a quick 236S FRC to rush back in.

Other uses:

- A common use of 5H is to link it from an air-to-ground string ending with a low airdash into j.K (eg. j.K-P-K) against standing opponents. Since you land very close, your 5H will hit with its (faster) first hit, which then goes to 2D xx Roll for knockdown.

5D

No Gatlings

No Uses lol! Actually, I'm not a fan of this move and it is so rarely seen in videos that I'm not sure of any safe uses. Suggestions would be appreciated.

Some uses:

- Beats out Jam's rush -> puffballs, as the low profile during startup will completely dodge any Puffball. Not so sure on how it fares against Jam's other rush options though (probably not so well).

Dust Combo:

- 5D, [j.D, j.D xx Turbofall], land, launcher to aircombo of choice.

2P

Gatlings to: 5P, 5K, 5S©, 5S(f), 5H**, {5D}, 2P, 2K, 2S, {2H}, {2D}, 6P, {6H}

A low jab that has quick startup and recovery, and gives decent advantage on block. Has slightly worse range and priority than 2K while being the same speed. On its own, it isn't used very much at all, since 2K is better in so many ways (hits low, better range/priority, less obvious broken pressure starter). Despite its frame advantage of +2, 2P is not really used in broken pressure due to 2K's better overall versatility and Millia's lack of real rewards from frame trapping.

2P can only be gatlinged to from a 5P or 2P. You won't want to gatling to it from a 5P, and gatlinging a 2P into 2P is not particularly beneficial either.

Other uses:

- 2P can be used to pick up low aerial opponents, such as in some throw combos or after a low j.H hit.

- Could theoretically be used for tickthrows, but since Millia's movement is so fast, she doesn't quite need the extra +1 frame advantage that 2P offers over 2K. This would be a bit obvious as well, since 2P is rarely used elsewhere.

2K

Gatlings to: 5K, 5S©, 5S(f), 5H?**, {5D}, 2K, 2S, {2H}, {2D}, 6P

Millia's most common pressure starter, and one of her staple in-close normals. Has fast startup, good range for a level 1 attack, quick recovery, and gives small frame advantage of +1. Makes for a great quick low hit during Disc mixup at midscreen, where time is often the limiting factor.

As a gatling, 2K has very few uses. 2P-2K is a short gatling that may find limited use in broken pressure, but unless you risk running all the way up to your opponent, this doesn't really lead to anything significant on hit or block that could not have been accomplished by the original (broken) string.

2S

Gatlings to: 5P, 5H, {5D}, 2H

A low hit that has fairly slow startup and recovery, but has many useful options on hit or block. Typically, 2S is one of two primary low hits that you will be using in corner Disc mixup (214P being the other). Note that 2S does not prorate (damage scale), deals more damage, and does not reduce the guard bar as much when compared to the other low normal: 2K. For this reason, 2S is used in the corner when you have more time to set up your mixup, unlike midscreen mixups where you are often rushed and must settle for 2K. Additionally, even if a 2S + Disc is blocked in the corner, you often have enough time to dash back in with a quick normal such as 5K and continue mixing up with other moves, such as 6K, TKBM, 2S, or 214P.

2S is also a very important gatling, is it has the most range out of all of Millia's jump-cancelable normals, and puts her in perfect position to begin aerial mixups using the Pin. After a max-range blocked 2S, the typical course of action is to jump back, then quickly AD in with either a normal (generally j.S, sometimes j.K) or a Pin + j.K, depending on your spacing. The enemy will not always try to AA you (for fear of being CH by Pin), so a j.S is a calculated risk in this case. See section 4 for more details on these particular types of aerial mixups.

Other uses:

- In the corner, and usually after a failed Disc mixup, can be used in the sequence: ...5K-2S-5H, which can then be followed by one of 5H's followup options on block (see above), or if the 2S-5H hits, a combo into her Emerald Rain overdrive.

- As mentioned in the 5P section, a 2S can gatling to 5P for the illusion of an extended blockstring. A quick 2S-5P, 2D is fairly safe and can score knockdowns to those who are slow to move in or attack after they notice the 5P whiff.

2H

Gatlings to: {5D}, 2D

A very slow upwards strike that has Millia crouch low to the ground during its startup, making it a great antiair. In general, this move has amazing priority and can beat most attacks, but its weakness lies in its incredibly slow startup time of 11 frames. Despite its slow startup, 2H has amazingly fast recovery and can even safely be thrown out twice, in the event of the enemy performing a double jump to bait your AA. However due to its slow startup speed, 2H is really only effective against more obvious jump-ins, and it can quite easily be punished by some characters with aerial moves that change their trajectory or delay their landing (eg. Jam's flamekick, Anji j.D, Testament Web, etc).

Though you only want to be gatlinging into a 2H when the previous string has hit, some mixup strings may not allow enough time for hitconfirm (eg. 2S-2H in corner, after an empty IAD). Other, more commital strings such as 6P-2H also do not give time for hitconfirm. In these cases, if you find your 2H blocked, the safest option is to just gatling to 2D, although you can also lay a Disc / FB Disc if in close, or even risk a jump forward (with Pin ready).

Other uses:

- 2H can beat many ground moves as well, as an unintentional side-effect of the move's great priority - Millia's low profile makes her very hard to hit, while the hair hits in front, as well as above her. It's definately not wise to throw this move out against a grounded opponent though, due to very poor horizontal range and major lag on whiff.

- 2H is the best aerial burst punisher that Millia has, provided you have enough time to get it out. If not, stick with 5P, 5K or 5Sc.

2D

No Gatlings

Millia's slowest generic normal, which ironically is also one of her best. While slow to start, has great range, amazing priority due to its foot invulnerability, and quick recovery making it very safe on block or whiff. Whenever this hits, you will want to take the opportunity to move in for mixup, most often by planting a Disc over top of the rising opponent. From here you have many options available, and sections 6+7 covers them in more detail. If you feel rushed for time, you can also go directly for a quick mixup using 6K (into 214P or Emerald Rain), 2K, or 214P.

Depending on your distance from your opponent when 2D hits, you may or may not want to cancel into a Roll (214K). If you can get sufficiently close enough via a Roll to lay a Disc, land a hit, and still have the Disc combo, then you should probably cancel the 2D into Roll. But if you hit with the very tip of the 2D and are fairly far away, a running Disc or direct mixup may be better, although a 2D xx Roll, 2366H (dashing Disc) remains an option. Much of this relies on the speed at which your enemy rises (different characters rise at different speeds), but more importantly, on the habits of the player you are facing.

As a gatling, 2D should primarily be gatlinged to only when the previous string hits. Although as mentioned above in the 5H description, a 5H-2D on block is a very safe option (2D is only -1 on block) that also helps keep the enemy honest about blocking through the entirety of Millia's potential strings.

6P

Gatlings to: 5S©, 5H, 5D*, 2S, 2H, 6H*

Millia's 6P can be considered as her high-priority 'blow-through' attack, as it beats out and CHs a large number of non-low grounded attacks cleanly. However, this ability does not come without risk, as this move has very, very slow recovery if whiffed, and is (much like most 6Ps) vulnerable to attacks that hit at around knee-level or lower. Due to its upper-body invul, 6P can make for a great antiair in some cases. It is best used against attacks approaching from shallower angles, as the angle of the 6P is aimed slightly downward, making it less effective against attacks coming in from above. However, since there is extreme recovery time on whiff, you should mostly reserve use of 6P as an anti-air to when the enemy uses their double jump and cannot change their trajectory to bait out and punish your attack.

6P has quite literally no use as a gatling in both blockstrings or combos, due to its nature as an opening attack and lack of important mixup gatlings.

6K

No Gatlings

This is Millia's basic overhead attack that is primarily used during Disc mixup. Even though the startup for this attack is somewhat slow at 20 frames, the 6K consists of ten individual frames of animation before it hits a crouching opponent - the result of this is an extremely fluid attack that is difficult to react to, as it has no single 'key frame' that is easily recognized to trigger a reactionary block.

Due to its slow startup speed and vulnerability to throws, 6K must be spaced properly and only used when your enemy isn't able to freely attack: namely, on enemy wakeup or during blockstrings. The only way to gatling to 6K is through 5K. In order of relative usefulness, a connected 6K can combo to the following: 236S (use in corner), 236236S (use midscreen with hitconfirm), 214P (requires closeness and FRC to combo further), and 214S (requires FB to combo further, in corner only).

6H

No Gatlings

Millia's 6H is a slow, vulnerable attack that causes knockdown if it hits an opponent. The primary use of this move is as an aircombo ender, linked after a connected j.214S.

The only useful gatling to 6H is 6P-6H, which combos and knocks down only if it 6P is a Counter Hit. On block, this gatling is usually safe due to the amount of pushback generated by a blocked 6H, though it can be punished if the enemy IBs. Note that the recovery of 6H is very bad, so every time it connects you should cancel to Roll to close the distance + cut recovery. On a connected 6H in the corner, if you are deep enough then you can also cancel directly to H Disc, which allows for more meaty mixups.

j.P

Gatlings to: j.P, j.K, j.S, {j.H}, {j.D}

A fast normal that hits the area in front of and below Millia, making it great for the rising portion of up-close jumps, where you're fishing for contact. When throwing j.P out, you should always be buffering in another attack so that you will get a gatling on contact (hit or block), but nothing on a whiffed j.P. Most often, this gatling will be either j.P (on early rising j.Ps at mid-range), j.K (on close-range jumps), or j.H (when fishing for CHs). Note that you either have to be extremely close and use j.P-K-D, or land a CH j.P-H, to convert a connected j.P to an aircombo + kd.

In gatlings, j.P is most often used after a low, air-to-ground blocked j.K, in order to keep the enemy in blockstun. This is typically done by doing j.K-P-K(-P-K) until landing, with your aim being to end with a j.K in order to keep the enemy in the most possible blockstun (j.K offers 10 frames of blockstun, while j.P only offers 8). A j.P can also be used to guardbreak from a low j.S fuzzy guard situation, in the form of j.S, ADC fuzzy j.P-K, land + combo.

j.K

Gatlings to: j.P, j.S, j.D

Millia's fastest normal at 4 frames, j.K is a great in-close attack that is likely to beat out enemy normals due to its good hitbox and sheer speed. Generally, a j.K attempt is followed by a j.P-K(-P-K), which on hit, can convert to a dj.K-D ADC into a variety of short enders that typically do not give knockdown. The alternative option of gatlinging directly from j.K into j.D offers better comboability if it hits (full B&B to knockdown), but leaves you rather unsafe if it is blocked, due to the j.D's landing recovery, which forces you to stop the string short to land safely.

j.K is level 2, meaning that it if is blocked very low to the ground, it offers enough blockstun to allows you to land and go directly into mixup. The typical way of doing this is via repeated use of j.K-P-K(-P-K), always ending with a j.K just before landing, to maximize blockstun. From here, a TKBM/running 2K mixup can be used somewhat safely, so long as you don't get too predictable with repeated overheads (there is enough of a gap for Millia to be hit out of Bad Moon).

j.S

Gatlings to: j.P, j.H, Airdash Cancellable

j.S is a rather slow, downwards striking attack with decent priority. The main standalone use for this move comes during Pin mixups, where you can either throw the pin or go directly into a j.S for further ADC or Pin mixups. By default, you should not expect j.S to hit the opponent, as its priority is not too great and it is very slow for a jump-in. However, after your opponent blocks a j.S, you can ADC into another air string if you want to attack high, or land and attack low. Some examples of this would be to follow a blocked j.S with either (depending on height) an ADC j.K-S, ADC j.S, ADC j.K-P-K, or land and perform strings starting with: running 2K (midscreen), or 2S-236S (corner).

In some cases, it may be possible to gatling into a j.S on a grounded opponent which can then go directly into ADC mixup, but the great majority of the time, this is not possible due to j.S's very slow startup; you would have to hit the enemy exceedingly high with your opening j.P/j.K to gatling to j.S and still have enough height to ADC. For these reasons, j.S is not a useful gatling outside of combos which involve the attack.

j.H

No Gatlings, Airdash Cancellable

A rather underrated move which possibly stemming from the days of GGXX Slash, Millia's j.H was given significant boosts in AC. It is now ADCable for use in combos or mixups, but more importantly, this move now causes knockdown against grounded opponents. And as in the past, it gives good untechable time on hit - if j.H hits a low aerial opponent, you are able to move in for a launcher into aircombo. For this reason, it is not a bad idea to cover your descent with a j.H, as there is always a chance it may intercept opponents who are rushing towards you. This is often done in the form of rising/whiff j.P to j.H, but can also be done out of backwards airdashes or after techs.

As a gatling in a blockstring, the use of j.H is not usually advised, as Millia usually has a better option in the form of j.K, however, j.H can be gatlinged to if you managed to catch a jumping opponent with a rising j.P string and you wish to keep them locked down in blockstun (in the air) while you potentially cross under them with an antiair. j.H is also not a great idea for ADC mixup, as it hits mostly horizontal and in a square shape; it does not hit very far below Millia, and may be able to be crouched under depending on how low you are to the ground.

j.D

No Gatlings, Airdash Cancellable

A very long-range poke that typically causes knockdown if it hits, unless the enemy is fairly high in the air. j.D has decent priority, though it is able to beat out by several characters' 6Ps or other moves with upper body invul, even at a fullscreen length away. The reward for throwing this move out is of course, the knockdown, which you should follow up with either a running H Disc (if in corner) or direct mixup (if midscreen).

While j.D serves an important purpose in aircombos in keeping the enemy low to the ground, it is not very useful in blockstrings due to the 5 frames of landing recovery on all j.D attacks in AC. Any string that uses a j.D at any point will carry this recovery forward (unless canceled by moves with further recovery such as Turbo Fall); because of this, it is usually unadvisable to gatling to j.D at any point before you are able to hitconfirm (such as in a j.K-D string), as you will have to drop your string to stay far away if your initial string of does not connect.

[More to come]

---------------------------------------------------------------------

Share this post


Link to post
Share on other sites

3) Special and Tension Moves

[Reserved]

---------------------------------------------------------------------

4) Advancing With the Pin

4.1) Pin Patterns

Jump, S Pin, airdash (from a blockstring to 2S or at neutral)

The most straightforward way to get in - you jump and fire the pin, then follow it in. For the initial jump, use either a backwards, up, or forwards jump depending on how far away the enemy is, then come down with AD j.S or j.H on top of them. If you did a j.S you can do another ADC j.S or j.K-P-K, or land and go low/throw. If you did j.H, you will launch them directly and can followup with 2P-5P into a P/K aircombo (see section 7.33). If you don't end up going directly into a combo, make sure to pick your pin up!

IAD crossup j.K, S Pin (from a ground dash or ground blockstring)

This is another really effective way to get into mixup range with Millia from neutral. Basically you want to end your airdash just as you crossover the enemy, so that your j.K hits from behind, then you fire the pin. If the j.K is blocked fairly high up, you should airdash back towards them after, with either a j.S or j.K-P-K. If your j.K was blocked rather low to the ground, you need to land and run back in with something like 2K or 5S, since there's a slight minimum height airdash requirement.

IAD, H Pin at end of airdash (at some distance)

What this does is, if the enemy blocks the pin, it puts you into position to perform a mixup with either low airdash (j.K-P-K) or land and run up with 2K. If the pin hits their AA attempt, you'll get a stagger into combo as well. This isn't an overly reliable way to get in, since it requires the enemy to sit still for some time or for some good movement prediction on your part while you set up the IAD H Pin, which takes awhile to come out. Still, good to throw in once in awhile.

Jump back, AD, S Pin (you land on other side) -> 5Sc

This is a bit of a risky option since you can be thrown on landing if you don't space it right. The strength of this set up is that it beats several of the enemy's options:

- If they block the pin in the air (on the way up or down from a jump), you will land behind them and almost certainly connect with 5Sc, which must be FD guarded and blocked in the other direction.

- If they try to antiair you, you will CH them with S Pin for a free combo.

- If they do nothing and you space it properly (out of their throw range), you might either CH them or just catch them blocking the wrong way with your 5Sc.

Neutral tech, S Pin (whiffs), land and throw (after teching out of a combo with enemy below you)

In this scenario you can use Pin to delay your landing while your enemy whiffs an antiair or airthrow, then you can throw (or airthrow) them yourself. The reason for the neutral tech is that it gives the fastest downward momentum - if you tech forward or backward then try this, it takes far too long to fall to the ground and you're usually not even close to the enemy anyway. Remember that since this uses neutral tech, you're sacrificing some untechable time for a safer landing, so be sure you only go for this when you know a combo is over and the enemy won't try to continue comboing you.

+R only - Forward jump K Pin, falling j.S, ADC j.K-S or land 2K (from 5Sc or 2S)

This is a really quick way to get into the air and force a mixup after something like a 2K-5Sc (blocked). There is a very small gap where they can jump out between 5Sc and K Pin, but most people won't expect you to end the string that early. Against jump-happy opponents - gatling to 2S-5H-2D to beat people who try to jump out of setups like these.

4.2) Enemy Reactions to Pin

Just having the Pin stocked makes Millia's air movement much more scary for the enemy, since they will become afraid to use their standard anti airs against you. Players will tend to start doing one of a few things once they know you have Pin:

- Enemy waits for you to use the Pin before they commit to anything

This isn't really a great reaction from the enemy, since this is what you should be hoping for. Making them block the Pin and forcing a mixup via ADC, lows, throws and mid-string TKBM is basically how you discourage enemies from just trying to block their way out of Pin setups. If you feel like they're just waiting to block the Pin and are willing to burst to get you off and keep you away from it, you can also just jump in with a j.S (or even empty jump and throw), although this is by far the most risky option.

- On reaction to your jump, enemy runs forward underneath your Pin, and attempts to punish you on landing

This is a somewhat viable way to get in on Millia for characters with a fast and/or low profile run (ie. Sol, Chipp, Zappa, Order-Sol, another Millia). Against these kinds of characters I like to neutral jump and either come down with S Pin (or K Pin in +R), and go into a combo or ADC mixup from there. Or just come down with a j.S, if you're about to land already. Another safe option is to just double jump backwards, and then air dash again before you land covering yourself with j.H as you land.

- Enemy meets you air to air and tries to hit you before you fire the Pin

Some characters have strong air normals and are used to bullying around characters in the air (eg. Order-Sol with j.P, Eddie with j.K), but you can fight back with your own j.P. Generally your enemy will be below you, so you'll want to buffer in a j.K after your j.P, so you can go into dj.K-H, ADC j.2H if you connect. Also, you probably don't want to fire off the Pin in this case, since you might get hit out of startup, although if you're a bit further out you can go for it anyway.

- Enemy rushes at you on the ground

There are so many options to deal with players who will just run at you offensively to avoid having to deal with being in Pin range. You can harass them as they advance with far 5S, ortrip them with 2D once you see them run (this is safe even if they jump immediately). You can jump or IAD back and fire S Pin then AD forwards, creating a bit of distance. You can use Millia's amazing backdash to create space and reset the situation, or backdash into an IAD Pin (which may have you crossup depending on where the enemy has moved to).

---------------------------------------------------------------------

5) Advancing Without the Pin

When you lose access to the Pin, getting in can become difficult. The following are some strings and patterns commonly used by top level Japanese players (Woshige, Nakamura, R-1).

5.1) Ground Movement

Far 5S -> 5H (if in range)

Woshige, the best AC Millia player in the world, abuses the hell out of this move in certain matchups. Due to the space it covers, its speed, high priority (small hittable area), and distance from the opponent, it's hard for a lot of characters to deal with a Millia just harassing them with 5S. However the reward for landing one is simply the 28 damage you get from hitting it, which is why you don't see this used more often.

Works particularly well on characters with slow-ish mid range options (Johnny, Faust, Venom) or characters who rely on powerful sweeps to cover their lack of mid range pokes (Sol). Not generally a great idea against characters who do not stay in this range like I-No with her hoverdash/low profile moves, nor is it good against characters with superior mid range pokes like Potemkin. Also is particularly useful when the enemy is one hit away from death.

If you're in range for 5H to hit after 5S, you can spend 25% tension on 236S FRC and run back in. This affords you some pretty good frame advantage and also a surprise factor if done sparingly.

If you doubt the effectiveness of 5S, just watch Woshige win a round by harassing really hard with 5S

214H (Secret Garden)

If the enemy is camping your pin, you can use Secret Garden to force them to move or take a mixup or two if they're stubborn enough to stay there. If you're worried about being punished during startup, just hit D to cancel it and react accordingly - for example, backdash then 2D can work well against an enemy who just runs straight at you on reaction to seeing SG start up.

2D

Generally a safe way to fish for a midscreen knockdown. Although Millia's sweep is slow, it's very hard to counter hit because of the way she leans back during startup. It's also very quick to recover, so you'll have time to block or try to antiair (with 6P, 2H would be too slow) if the enemy jumps over it.

5.2) Air Movement

Due to Millia's poor speed and priority on her heavier air normals, it can be risky to go in recklessly from the air. These tactics will become much more crucial in AC+R where the Pin has roughly three full seconds of recovery where it cannot be picked up, once thrown.

However, Millia's j.P is one of the best air normals in the game in that it is fast (5 frames), super high priority, chains to itself and leads to full combos into knockdown on hit in both AC and +R, although it is much more reliable in +R due to the new j.K-H gatling and j.2H she received.

AC only - jump forward j.P(KD), falling j.S or j.H

+R only - jump forward j.P(PK), falling j.S or j.H

The forward j.P is meant to protect you on your way up, and you buffer in a j.K or j.H right after in case it hits, so you can convert to a combo. If the j.P whiffs, the buffered move doesn't come out, and you then input another j.H before landing so that you have an attack out on your way down. If j.H hits an airborne enemy you can convert to a full combo via 5P j.K, and if it hits a grounded enemy it gives you plenty of time to set up a disc via 2366H. You can also use j.S if you think they'll sit still long enough to block it, in which case you get a free ADC mixup.

In +R this tactic has become a lot stronger, since you can convert stray j.P hits much, much more reliably to a full combo via j.P(-P)-K dj.K-H ADC j.2H(3) into either 214S or 236D, then 6H.

IAD or late AD j.S -> ADC j.K-S or land 2K on block

This is a pretty risky option, since Millia's j.S is very slow and very low priority. The reward for getting the j.S blocked is not bad, as you get a (fairly slow, but fairly safe) mixup as per above. The mixup above will also start a combo if they get hit, and you can finish it off as you see fit.

+R only - AD back -> AD forward j.D, or AD forward -> AD back j.D, combo on CH

Basically a way of baiting people into getting hit by your j.D, which in AC+R will lead into a damaging combo from anywhere on screen on CH. In regular AC, all you get is a far screen knockdown which can only be followed up with running oki (no disc).

+R only - AD or IAD j.2H -> knockdown or aircombo via 5Sc relaunch

As silly as this may sound, this actually isn't a bad idea sometimes since j.2H starts up much more quickly than her other heavy air normals, is active for a long time, and leads into a full combo or knockdown on hit. This is basically a closer-range version of coming down with j.H, but due to j.2H's lack of range, you pretty much need to air dash to get close enough to be sure it will connect.

5.3) How to Get Your Pin Back

We've all had it happen to us at some point - they're camping your pin, or it's too far offscreen to reach. The first thing to know is that this isn't actually such a big deal, as Millia has many other tools to use to approach and mixup. In almost all cases, you're better off just following the approaches described above in section 5.1 & 5.2. But, here are some other things you can try to do to get at your pin, roughly in order of usefulness:

Harass with 5S and 2D

These are two of Millia's best pokes at mid range, and they are difficult to punish hard (especially 2D) even if she gets hit.

Secret Garden / cancel

Only use this when you're sure they won't come after you or when you have a lot of space between yourself and the enemy. Once the ball is out, you're free to follow it all the way over to your pin.

Low forward air dash xx immediate j.236D (crosses up, wall bounces) -> air combo

This tactic is kind of gimmicky, but is almost impossible to react to if the enemy just sits there and doesn't move out of the way of your airdash. Even if they attempt to move, they may just get crossed up by the disc anyway. Leads into a full 5S-2H launch and air combo on hit. Just make sure you do the 236D as soon as possible out of your air dash for maximum momentum.

Stay away and do not engage

This really only works if you have the life lead and time could become an issue. Make sure you move forward occasionally (via walking) to avoid negative penalty, and be active in defending yourself by setting H Disc when you have the chance. If you're really far, you can whiff some Secret Garden cancels (214H, D) to build some tension, as you build 2.5% per feint. Every little bit counts!

---------------------------------------------------------------------

Edited by Teyah

Share this post


Link to post
Share on other sites

6) Disc Mixups - Midscreen 7) Disc Mixups - Corner 8) ADC Mixups [Reserved] ---------------------------------------------------------------------

Edited by Teyah

Share this post


Link to post
Share on other sites

9) Ground Combos 10) Disc Mixups - Combos [Reserved] ---------------------------------------------------------------------

Edited by Teyah

Share this post


Link to post
Share on other sites

10) Misc Combos

11) Frequently Asked Questions

[Reserved]

12) Credits

Millia in Accent Core: A Comprehensive Guide v0.3

Updated February 2, 2014.

Guide written by Teyah.

---------------------------------------------------------------------

Edited by Teyah

Share this post


Link to post
Share on other sites

Preliminary guide up, very much a WIP. There is a lot more done but it is 5:30 AM and I don't feel like pasting it in properly. Post comments and concerns here!

Share this post


Link to post
Share on other sites

So far so good. But for her normals, are you aiming to explain all the possible gatlings per normal, or just the better ones?

Share this post


Link to post
Share on other sites
Awesome! Progress on the Millia guide. Thanks again for all that are contributing to this. I'm one of the people that are very interested in seeing this guide come together.

Share this post


Link to post
Share on other sites

So far so good. But for her normals, are you aiming to explain all the possible gatlings per normal, or just the better ones?

The explanation of gatling options will be covered in section 2, and was mostly already done in 2.1 + 2.2. In the big list (2.3), that's basically just a list of all possible gatlings that I'm not even sure needs to be there tbh, since the useful ones will be discussed in the move descriptions anyhow.

Awesome! Progress on the Millia guide. Thanks again for all that are contributing to this. I'm one of the people that are very interested in seeing this guide come together.

Thanks! I'll do what I can to turn that "Awesome! Progress" into "Awesome Progress!" over the coming weeks :psyduck:

Share this post


Link to post
Share on other sites

combos and mixup stuff to come, me and teyah are both working on this, by the way. A lot was borrowed from the guide i had drawn up, but not released. Teyah, thanks again for doing the normals explanations! I think we need to have another section though "Advancing without the pin", since it's something one has to deal with when the opponent is sitting on your pin. the guy here ^ dude... awesome name! (O_X)O===(>_<)

Share this post


Link to post
Share on other sites

Another update: wrote up a bunch more of the normals. Yeah it may not look like much but it took me two full hours. Though I probably wrote too much on the last few. I've really got to stop doing these 5 am updates :(

Teyah, thanks again for doing the normals explanations! I think we need to have another section though "Advancing without the pin", since it's something one has to deal with when the opponent is sitting on your pin

Hey np blitzy. I've added that to the preliminary layout, and I also want to add one more section in there at the least, on the topic of general gameplay tips that covers stuff like knowing which sets of mixups are more immediately effective against different player types (which would hopefully help for tournaments where you often run into unfamiliar opponents). A summary on basics stuff like anti-airing would also be good but I'm not really sure where that should go, probably in the 6P description that i have yet to write.

Share this post


Link to post
Share on other sites

combos and mixup stuff to come, me and teyah are both working on this, by the way. A lot was borrowed from the guide i had drawn up, but not released. Teyah, thanks again for doing the normals explanations! I think we need to have another section though "Advancing without the pin", since it's something one has to deal with when the opponent is sitting on your pin.

the guy here ^ dude... awesome name! (O_X)O===(>_<)

Thank you also!! I really do appreciate this thread.

The name is what I'm going to do to people when I learn millia fully!! Lolol

Share this post


Link to post
Share on other sites

Thank you also!! I really do appreciate this thread.

The name is what I'm going to do to people when I learn millia fully!! Lolol

close your eyes and touch them with a phallic object?

WEIRD

Share this post


Link to post
Share on other sites

Another update - finished the normal moves section, wrote up the remaining 8 (of 19) normals. May not seem like much, but writing these things is probably the most lengthy part of the guide, timewise. More to come very soon!

Share this post


Link to post
Share on other sites

With the recent hype boost in GGXXAC+, shall we finish where Teyah left off? I want to brush up on my Millia again. :)

Share this post


Link to post
Share on other sites
Sign in to follow this  

×